コード例 #1
0
        //Gamemodel functions
        public void Spawn()
        {
            //Reset vars
            canDealDamage = true;
            SetPlayerGoalPos();

            //Position shark
            Random r    = new Random();
            var    sign = r.Next(-1, 1) >= 0 ? 1 : -1;
            var    x    = FastMath.Max(0.3f, (float)r.NextDouble() * sign);
            var    z    = FastMath.Max(0.3f, (float)r.NextDouble() * sign);
            var    y    = FastMath.Min(yMax, Player.Instance().Position().Y);


            TGCVector3 playerPos = Player.Instance().Position();

            playerPos.Y = y;

            mesh.Position = playerPos + new TGCVector3(x, 0, z) * 250f;

            //Check for collisions
            foreach (var naveMesh in Nave.Instance().obtenerMeshes())
            {
                bool col = TgcCollisionUtils.testAABBAABB(mesh.BoundingBox, naveMesh.BoundingBox);
                if (col)
                {
                    mesh.Position = TGCVector3.Empty;
                    break;
                }
            }
        }
コード例 #2
0
        //Common functinos
        /// <param name="goalPos">Posicion en el mundo a la que se quiere llegar</param>
        /// <param name="speed">Velocidad a la que la entidad se mueve</param>
        protected void Move(TGCVector3 goalPos, float speed, float ElapsedTime)
        {
            TGCVector3 dir = TGCVector3.Normalize(goalPos - mesh.Position);

            LookAt(dir);

            TGCVector3 movement = dir * speed * ElapsedTime;

            mesh.Position += movement;
            //Check out for collisions
            foreach (var naveMesh in Nave.Instance().obtenerMeshes())
            {
                bool col = TgcCollisionUtils.testAABBAABB(mesh.BoundingBox, naveMesh.BoundingBox);
                if (col)
                {
                    mesh.Position -= movement;
                    ResetMove();
                    break;
                }
            }

            mesh.Transform = TGCMatrix.Scaling(mesh.Scale) * TGCMatrix.RotationTGCQuaternion(rotation) * TGCMatrix.Translation(mesh.Position);
        }