コード例 #1
0
        public void SpawnOneTick(EnemyStrength enemyStrength, ref ConcurrentQueue <SpawnObject> spawnQueue, WaveTypes waveType, float innerRadius = 1600f / 64f, float outerRadius = 2000f / 64f, float sideLength = 4000f / 64f)
        {
            EnemySpawnObject enemySpawn = new EnemySpawnObject();
            var rand    = new Random();
            var entropy = (float)rand.NextDouble();

            if (waveType == WaveTypes.Ring)
            {
                //Set enemy spawn using MATH POWAH
                //https://stackoverflow.com/questions/9048095/create-random-number-within-an-annulus

                //theta = random.uniform(0,2*pi)
                float theta = (float)rand.NextDouble() * (float)Math.PI * 2f;
                //A = 2/(r_max*r_max - r_min*r_min)
                float A = 2 / (outerRadius * outerRadius - innerRadius * innerRadius);
                //r = sqrt(2*random.uniform(0,1)/A + r_min*r_min)
                float r = (float)Math.Sqrt(
                    2 * rand.NextDouble() / (double)A + (double)innerRadius * (double)outerRadius);
                var spawnPosition = new Vector2(r * (float)Math.Cos(theta), r * (float)Math.Sin(theta));
                enemySpawn.InitialPosition = spawnPosition;
            }
            else if (waveType == WaveTypes.Corners)
            {
                var entropy2 = (float)rand.NextDouble();
                if (entropy2 >= .5)
                {
                    if (entropy >= .5)
                    {
                        enemySpawn.InitialPosition = new Vector2(sideLength / 2 + entropy, sideLength / 2 + entropy);
                    }
                    else
                    {
                        enemySpawn.InitialPosition = new Vector2(-sideLength / 2 + entropy, -sideLength / 2 + entropy);
                    }
                }
                else
                {
                    if (entropy >= .5)
                    {
                        enemySpawn.InitialPosition = new Vector2(-sideLength / 2 + entropy, sideLength / 2 + entropy);
                    }
                    else
                    {
                        enemySpawn.InitialPosition = new Vector2(sideLength / 2 + entropy, -sideLength / 2 + entropy);
                    }
                }
            }
            else if (waveType == WaveTypes.InsideOut)
            {
                enemySpawn.InitialPosition = new Vector2(entropy, -entropy);
            }

            var enemyType = "alien_tick";

            enemySpawn.Radius             = .4f;
            enemySpawn.InitialRestitution = 0f;
            switch (enemyStrength)
            {
            case EnemyStrength.Easy:
                enemySpawn.EnemyType     = enemyType;
                enemySpawn.Speed         = 9f;
                enemySpawn.Damage        = 2f;
                enemySpawn.InitialHealth = 10f;
                break;

            case EnemyStrength.EasyMedium:
                enemySpawn.EnemyType     = enemyType;
                enemySpawn.Speed         = 10f;
                enemySpawn.Damage        = 5f;
                enemySpawn.InitialHealth = 10f;
                break;

            case EnemyStrength.Medium:
                enemySpawn.EnemyType     = enemyType;
                enemySpawn.Speed         = 11f;
                enemySpawn.Damage        = 10f;
                enemySpawn.InitialHealth = 15f;
                break;

            case EnemyStrength.Hard:
                enemySpawn.EnemyType     = enemyType;
                enemySpawn.Speed         = 12f;
                enemySpawn.Damage        = 25f;
                enemySpawn.InitialHealth = 25f;
                break;

            case EnemyStrength.VeryHard:
                enemySpawn.EnemyType     = enemyType;
                enemySpawn.Speed         = 13f;
                enemySpawn.Damage        = 35f;
                enemySpawn.InitialHealth = 30f;
                break;
            }


            spawnQueue.Enqueue(enemySpawn);
        }
コード例 #2
0
        private void SpawnEnemy(EnemySpawnObject enemySpawn)
        {
            //Define body
            var enemy = new Body {
                BodyType = BodyType.Dynamic
            };

            var enemyFixture = enemy.CreateCircle(enemySpawn.Radius, 1);

            enemy.SetRestitution(enemySpawn.InitialRestitution);
            enemy.SetFriction(enemySpawn.InitialFriction);
            enemy.Mass          = enemySpawn.InitialMass;
            enemy.LinearDamping = enemySpawn.LinearDamping;



            var enemyModel = new EnemyModel(enemy);

            enemyModel.EnemyType = enemySpawn.EnemyType;
            enemyModel.Damage    = enemySpawn.Damage;
            enemyModel.Speed     = enemySpawn.Speed;
            enemyModel.Health    = enemySpawn.InitialHealth;
            enemyModel.MaxHealth = enemySpawn.InitialHealth;


            enemy.Tag = enemyModel;


            _world.Add(enemy);
            enemy.SetTransform(enemySpawn.InitialPosition, enemySpawn.InitialAngle);
            enemy.OnCollision += (fixtureA, fixtureB, contact) =>
            {
                if (fixtureA.Body.Tag.Equals("worldBounds") || fixtureB.Body.Tag.Equals("worldBounds"))
                {
                    return(false);
                }

                if (fixtureA.Body.Tag is PlayerModel p1)
                {
                    if (fixtureB.Body.Tag is EnemyModel e && !e.Dead)
                    {
                        p1.Hurt(enemyModel.Damage);
                    }
                    if (fixtureB.Body.Tag is EnemyModel e2 && e2.Dead)
                    {
                        return(false);
                    }

                    if (p1.Dead)
                    {
                        MarkEntityForDestruction(p1);
                        if (fixtureB.Body.Tag is EnemyModel eB)
                        {
                            eB.ResetClosestPlayer();
                        }
                    }
                }

                if (fixtureB.Body.Tag is PlayerModel p2)
                {
                    if (fixtureA.Body.Tag is EnemyModel e && !e.Dead)
                    {
                        p2.Hurt(enemyModel.Damage);
                    }
                    if (fixtureA.Body.Tag is EnemyModel e2 && e2.Dead)
                    {
                        return(false);
                    }

                    if (p2.Dead)
                    {
                        MarkEntityForDestruction(p2);
                        if (fixtureA.Body.Tag is EnemyModel eA)
                        {
                            eA.ResetClosestPlayer();
                        }
                    }
                }
                return(true);
            };


            _objectDictionary.TryAdd(enemyModel.ID, enemyModel);
            aiController.Register(enemyModel, ref _objectDictionary);

            enemyModel.SearchForClosestPlayer(PlayerDictionary);
        }