コード例 #1
0
        /// <summary>
        /// Briefs the invader on it's mission. It should go from the start cell and try to
        /// reach the goal cell.
        /// </summary>
        /// <param name="start">The cell to start on.</param>
        /// <param name="goal">The goal to get to.</param>
        /// <param name="key">The key to assign to this invader to aid in path finding.</param>
        public void BriefOnMission(GridCell start, GridCell goal, DijkstraType key)
        {
            TargetCell  = start;
            GoalCell    = goal;
            DijkstraKey = key;

            float dx = (DijkstraKey == DijkstraType.LeftToRight ? TargetCell.Width * 2f : 0);
            float dy = (DijkstraKey == DijkstraType.TopToBottom ? TargetCell.Height * 2f : 0);

            float mux = RandomGenerator.NextSingle();
            float muy = RandomGenerator.NextSingle();

            X = TargetCell.X - (dx * GsMath.SmoothStep(1, 5, mux));
            Y = TargetCell.Y - (dy * GsMath.SmoothStep(1, 5, muy));

            Width  = TargetCell.Width * (Flying ? 1.5f : 1f);
            Height = TargetCell.Height * (Flying ? 1.5f : 1f);

            Velocity = new GsVector(mAttributes[InvaderAttributes.Speed]);
            AdjustOrientation();

            var texture = GetImage();
            var size    = ImageProvider.GetSize(texture);

            Origin = new GsVector(size.Width / 2f, size.Height / 2f);

            CurrentLife = MaximumLife;
            TargetCell  = Flying ? goal : start;
        }
コード例 #2
0
ファイル: Piece.cs プロジェクト: Lukasy14/game-Alliance
        protected virtual void DrawBackground(DrawParams dparams, GsRectangle bounds, GsRectangle inside)
        {
            GsColor bgColor = (Level == MaxLevel ? GsMath.SmoothStep(GsColor.Beige, GsColor.SkyBlue, .5f) : GsColor.Beige);
            GsColor color   = Selected ? GsColor.DarkGreen : bgColor;

            dparams.Graphics.FillRectangle(color, bounds);
        }
コード例 #3
0
        private void DrawGrid(DrawParams dparams)
        {
            GsVector offset = dparams.Offset;

            for (int c = 0; c < NumCols; ++c)
            {
                for (int r = 0; r < NumRows; ++r)
                {
                    GridCell    cell   = Grid[c, r];
                    GsRectangle bounds = new GsRectangle(cell.X + offset.X, cell.Y + offset.Y, cell.Width, cell.Height);

                    if (cellsToFlash.ContainsKey(cell))
                    {
                        // draw the flashing cells
                        int     index = ((int)((SecondsToFlashCell - cellsToFlash[cell]) * FlashesPerSecond)) % MaxFlashes;
                        float   mu    = ((float)index) / ((float)MaxFlashes);
                        GsColor color = GsMath.SmoothStep(FlashStart, FlashEnd, mu);
                        color = new GsColor(color, 200);
                        dparams.Graphics.FillRectangle(color, bounds);
                    }

                    if (cell.IsOuter && !cell.IsThroughway)
                    {
                        switch (dparams.FillMode)
                        {
                        case GridFillMode.Solid:
                        {
                            dparams.Graphics.FillRectangle(GsColor.White, bounds);
                            break;
                        }

                        case GridFillMode.Polygons:
                        {
                            dparams.Graphics.DrawRectangle(GsColor.White, bounds);
                            break;
                        }
                        }
                    }
                }
            }
        }
コード例 #4
0
        /// <summary>
        /// Levels up this invader by adding on the experience points. Each experience is
        /// distributed to a certain attribute of the invader based on the weights that
        /// are passed in.
        /// </summary>
        /// <param name="experiencePts">The amount of experience points.</param>
        /// <param name="info">The info to use when distributing the experience points.</param>
        public void LevelUp(float experiencePts, float level, InvaderLevelUpInfo info)
        {
            // add on to the current experience
            Experience += experiencePts;

            // from here, determine the mu
            float mu = Calculator.CalculatePercent(level, MinInvaderLevel, MaxInvaderLevel);

            // now, determine the level (make sure we're at least lvl1)
            Level = level;

            // determine the value
            Value = (float)Math.Ceiling(Level * 5);

            // calculate the maximum life
            MaximumLife = (float)Math.Floor(GsMath.SmoothStep(MinInvaderLife, MaxInvaderLife, mu));

            // get the elements with the highest count
            int max = info.ElementCounts.Max(i => i.Value);

            Element[] elements = (from kvp in info.ElementCounts
                                  where kvp.Value.Equals(max)
                                  select kvp.Key).ToArray();

            // for now, set the first one to be our element
            Element = elements.Length == 1 ? elements[0] : Element.None;

            // create a dictionary
            List <InvaderAttributes> attributes = mAttributes.Keys.ToList();

            // based on the level, add on the to the attributes
            foreach (InvaderAttributes attribute in attributes)
            {
                var minmax = MinMaxValues[attribute];
                mAttributes[attribute] = (float)Math.Floor(GsMath.SmoothStep(minmax.Min, minmax.Max, mu));

                // TODO:
                // here, we need to determine if we're going to increase/decrease the defense, skill, or speed
                // based on how many invaders made it.
                //
                // An easy AI would take away abilities when invaders didn't
                // make it. It would also decrease defense and skill. Basically making it easier on the player.
                //
                // A normal AI wouldn't do anything.
                // A hard AI would very slightly increase the attributes
                // A difficult AI...you get the picture.
            }

            // set the color based on the element
            Color = Colors[Element];

            // TODO:
            // here, based on the skill, we would update the abilities.

            // set the base image key
            int key = (int)Math.Floor(Level / LevelDenominator);

            ImageKey = BaseImageKeys[key][Flying ? 1 : 0];

            // randomize the animation settings
            mIndex = RandomGenerator.Next() % ImageProvider.GetFramedImage(ImageKey).NumberFrames;
            mTotalElapsedSeconds = RandomGenerator.Next(10) * SecondsPerFrame;
        }