コード例 #1
0
ファイル: Level4.cs プロジェクト: FluffyJay1/BulletsnNades
        void PlayerMovement()
        {
            HelperObject ho = (HelperObject)ObjectManager.GetObjectByName("HelperObject");
            if (ho.xVel != 0)
            {
                playerVelX += ho.xVel;
                playerIsOnGround = false;
            }
            if (ho.yVel != 0)
            {
                playerVelY += ho.yVel;
            }
            if (playerIsOnGround == true)
            {
                playerVelY = 0;
                playerVelX *= 0.9f;
                if (InputManager.IsPressed(Keys.A) && canGoLeft == true && head.IsDead == false)
                {
                    playerVelX -= movementSpeed;
                }
                if (InputManager.IsPressed(Keys.D) && canGoRight == true && head.IsDead == false)
                {
                    playerVelX += movementSpeed;
                }
                if (InputManager.IsTriggered(Keys.W) && head.IsDead == false)
                {
                    playerVelY = PersistentData.jumpPower;
                }
                if (Math.Abs(playerVelX) > 0.5f)
                {
                    isWalking = true;
                }
                else
                {
                    isWalking = false;
                }
            }
            else
            {
                playerVelY -= 0.16f;
                if (InputManager.IsPressed(Keys.A) && canGoLeft == true && head.IsDead == false)
                {
                    playerVelX -= 0.02f;
                    playerPosX -= 0.7f;
                }
                if (InputManager.IsPressed(Keys.D) && canGoRight == true && head.IsDead == false)
                {
                    playerVelX += 0.02f;
                    playerPosX += 0.7f;
                }
            }
            if (playerIsOnGround == true)
            {
                if (isWalking == true)
                {
                    playerBodyFrameTime -= FrameRateController.FrameTime;
                    if (playerBodyFrameTime <= 0)
                    {
                        playerBodyFrameNum++;
                        playerBodyFrameTime = 0.1f;
                    }
                    if (playerBodyFrameNum >= 8)
                    {
                        playerBodyFrameNum = 0;
                    }
                }
                else
                {
                    playerBodyFrameNum = 0;
                }
            }
            else
            {
                playerBodyFrameNum = 2;
            }
            body.Position.X = playerPosX;
            body.Position.Y = playerPosY + 46;
            head.Position.X = playerPosX;
            head.Position.Y = playerPosY + 76;
            gun.Position.X = playerPosX;
            gun.Position.Y = playerPosY + 66;
            playerPosX += playerVelX;
            playerPosY += playerVelY;

            //float mousePosX = Cursor.Position.X - 965 + Camera.Position.X ;
            //float mousePosY = (Cursor.Position.Y * -1) + 500 + Camera.Position.Y;

            float mousePosX = Cursor.Position.X - 960 + gun.Position.X;
            float mousePosY = (Cursor.Position.Y * -1) + 540 + gun.Position.Y;

            float xdiff = mousePosX - gun.Position.X;
            float ydiff = mousePosY - gun.Position.Y;

            float xsquared = xdiff * xdiff;
            float ysquared = ydiff * ydiff;

            float length = (float)Math.Sqrt(xsquared + ysquared);
            xdiff /= length;
            ydiff /= length;

            //firing
            if (weapon1Cooldown > 0)
            {
                weapon1Cooldown -= FrameRateController.FrameTime;
                ho.bullet1CoolDown = weapon1Cooldown;
            }
            if (weapon2Cooldown > 0)
            {
                weapon2Cooldown -= FrameRateController.FrameTime;
                ho.bullet2CoolDown = weapon2Cooldown;
            }
            if (weapon3Cooldown > 0)
            {
                weapon3Cooldown -= FrameRateController.FrameTime;
                ho.bullet3CoolDown = weapon3Cooldown;
            }
            if (weapon4Cooldown > 0)
            {
                weapon4Cooldown -= FrameRateController.FrameTime;
                ho.bullet4CoolDown = weapon4Cooldown;
            }
            if (grenade1Cooldown > 0)
            {
                grenade1Cooldown -= FrameRateController.FrameTime;
                ho.grenade1CoolDown = grenade1Cooldown;
            }
            if (grenade2Cooldown > 0)
            {
                grenade2Cooldown -= FrameRateController.FrameTime;
                ho.grenade2CoolDown = grenade2Cooldown;
            }
            if (grenade3Cooldown > 0)
            {
                grenade3Cooldown -= FrameRateController.FrameTime;
                ho.grenade3CoolDown = grenade3Cooldown;
            }
            if (grenade4Cooldown > 0)
            {
                grenade4Cooldown -= FrameRateController.FrameTime;
                ho.grenade4CoolDown = grenade4Cooldown;
            }
            if (InputManager.IsTriggered(Keys.LButton) && head.IsDead == false)
            {
                if (PersistentData.weaponType == 1 && weapon1Cooldown <= 0)
                {
                    GameObject b = new bullet1(xdiff * 10, ydiff * 10);
                    b.Position.X = gun.Position.X + xdiff * 30;
                    b.Position.Y = gun.Position.Y + ydiff * 30;
                    weapon1Cooldown = PersistentData.weapon1DefaultCooldown;
                }
                if (PersistentData.weaponType == 2 && weapon2Cooldown <= 0)
                {
                    GameObject b = new bullet2(xdiff * 10, ydiff * 10);
                    b.Position.X = gun.Position.X + xdiff * 30;
                    b.Position.Y = gun.Position.Y + ydiff * 30;
                    weapon2Cooldown = PersistentData.weapon2DefaultCooldown;
                }
                if (PersistentData.weaponType == 3 && weapon3Cooldown <= 0)
                {
                    GameObject b = new bullet3(xdiff * 10, ydiff * 10);
                    b.Position.X = gun.Position.X + xdiff * 30;
                    b.Position.Y = gun.Position.Y + ydiff * 30;
                    weapon3Cooldown = PersistentData.weapon3DefaultCooldown;
                }
                if (PersistentData.weaponType == 4 && weapon4Cooldown <= 0)
                {
                    GameObject b = new bullet4(xdiff * 10, ydiff * 10);
                    b.Position.X = gun.Position.X + xdiff * 30;
                    b.Position.Y = gun.Position.Y + ydiff * 30;
                    weapon4Cooldown = PersistentData.weapon4DefaultCooldown;
                }
            }
            if (head.IsDead == false)
            {
                if (InputManager.IsTriggered(Keys.Z) && grenade1Cooldown <= 0 && PersistentData.grenade1 == true)
                {
                    GameObject g = new grenade1(xdiff * 5, ydiff * 5);
                    g.Position.X = gun.Position.X + xdiff * 5;
                    g.Position.Y = gun.Position.Y + ydiff * 5;
                    grenade1Cooldown = PersistentData.grenade1DefaultCooldown;
                }
                if (InputManager.IsTriggered(Keys.X) && grenade2Cooldown <= 0 && PersistentData.grenade2 == true)
                {
                    GameObject g = new grenade2(xdiff * 5, ydiff * 5);
                    g.Position.X = gun.Position.X + xdiff * 5;
                    g.Position.Y = gun.Position.Y + ydiff * 5;
                    grenade2Cooldown = PersistentData.grenade2DefaultCooldown;
                }
                if (InputManager.IsTriggered(Keys.C) && grenade3Cooldown <= 0 && PersistentData.grenade3 == true)
                {
                    GameObject g = new grenade3(xdiff * 7, ydiff * 7);
                    g.Position.X = gun.Position.X + xdiff * 5;
                    g.Position.Y = gun.Position.Y + ydiff * 5;
                    grenade3Cooldown = PersistentData.grenade3DefaultCooldown;
                }
                if (InputManager.IsTriggered(Keys.V) && grenade4Cooldown <= 0 && PersistentData.grenade4 == true)
                {
                    GameObject g = new grenade4(xdiff * 7, ydiff * 7);
                    g.Position.X = gun.Position.X + xdiff * 5;
                    g.Position.Y = gun.Position.Y + ydiff * 5;
                    grenade4Cooldown = PersistentData.grenade4DefaultCooldown;
                }
            }

            float radians = (float)(Math.Atan2(ydiff, xdiff));
            float degrees = (float)(radians * 180 / Math.PI);
            gun.Rotation = degrees;
            int FrameOffset = 0;
            if (degrees < 90 && degrees > -90 && head.IsDead == false)
            {
                gun.AnimationData.GoToFrame(0);
                head.AnimationData.GoToFrame(0);
                body.Rotation = 0;
                FrameOffset = 0;
                deadBodyFrameOffset = 0;
            }
            else if (head.IsDead == false)
            {
                gun.AnimationData.GoToFrame(1);
                head.AnimationData.GoToFrame(1);
                body.Rotation = 180;
                FrameOffset = 8;
                deadBodyFrameOffset = 12;
            }
            if (degrees > -60 || degrees < -120)
            {
                head.Rotation = degrees;
            }
            else if (degrees > -90)
            {
                head.Rotation = -60;
            }
            else
            {
                head.Rotation = -120;
            }
            body.AnimationData.GoToFrame((uint)(playerBodyFrameNum + FrameOffset));

        }
コード例 #2
0
        void EnemyMovement()
        {
            if (isOnGround == true)
            {
                velY  = 0;
                velX *= 0.9f;
                if (Math.Abs(velX) > 0.5f)
                {
                    isWalking = true;
                    body.AnimationData.Play();
                }
                else
                {
                    isWalking = false;
                }
            }
            else
            {
                velY -= 0.16f;
            }
            if (isOnGround == true)
            {
                if (isWalking == true)
                {
                    bodyFrameTime -= FrameRateController.FrameTime;
                    if (bodyFrameTime <= 0)
                    {
                        bodyFrameNum++;
                        bodyFrameTime = 0.1f;
                    }
                    if (bodyFrameNum >= 8)
                    {
                        bodyFrameNum = 0;
                    }
                }
                else
                {
                    bodyFrameNum = 0;
                }
            }
            else
            {
                bodyFrameNum = 2;
            }
            body.Position.X = Position.X;
            body.Position.Y = Position.Y + 46;
            head.Position.X = Position.X;
            head.Position.Y = Position.Y + 76;
            gun.Position.X  = Position.X;
            gun.Position.Y  = Position.Y + 66;
            Position.X     += velX;
            Position.Y     += velY;

            GameObject playerbody = ObjectManager.GetObjectByName("PlayerBody");

            if (playerbody != null && head.IsDead == false && LOSWithPlayer == true)
            {
                playerLastSeenPosX = playerbody.Position.X;
                playerLastSeenPosY = playerbody.Position.Y;
                isAwareOfPlayer    = true;

                float mousePosX = playerbody.Position.X;
                float mousePosY = playerbody.Position.Y;

                float xdiff = mousePosX - gun.Position.X;
                float ydiff = mousePosY - gun.Position.Y + (Math.Abs(xdiff) / 11);

                if (weapontype == 3)
                {
                    ydiff = mousePosY - gun.Position.Y + (Math.Abs(xdiff) / 3);
                }

                float xsquared = xdiff * xdiff;
                float ysquared = ydiff * ydiff;

                float length = (float)Math.Sqrt(xsquared + ysquared);
                xdiff /= length;
                ydiff /= length;

                if (timer <= 0)
                {
                    if (weapontype == 1)
                    {
                        GameObject b = new bullet1(xdiff * 10, ydiff * 10);
                        b.Position.X = gun.Position.X + xdiff * 30;
                        b.Position.Y = gun.Position.Y + ydiff * 30;
                        timer        = PersistentData.weapon1DefaultCooldown * 1.8f;
                    }
                    if (weapontype == 2)
                    {
                        GameObject b = new bullet2(xdiff * 10, ydiff * 10);
                        b.Position.X = gun.Position.X + xdiff * 30;
                        b.Position.Y = gun.Position.Y + ydiff * 30;
                        timer        = PersistentData.weapon2DefaultCooldown * 0.7f;
                    }
                    if (weapontype == 3)
                    {
                        GameObject b = new bullet3(xdiff * 10, ydiff * 10);
                        b.Position.X = gun.Position.X + xdiff * 30;
                        b.Position.Y = gun.Position.Y + ydiff * 30;
                        timer        = PersistentData.weapon3DefaultCooldown * 0.9f;
                    }
                    if (weapontype == 4)
                    {
                        GameObject b = new bullet4(xdiff * 10, ydiff * 10);
                        b.Position.X = gun.Position.X + xdiff * 30;
                        b.Position.Y = gun.Position.Y + ydiff * 30;
                        timer        = PersistentData.weapon4DefaultCooldown * 0.7f;
                    }
                }

                float radians = (float)(Math.Atan2(ydiff, xdiff));
                degrees      = (float)(radians * 180 / Math.PI);
                gun.Rotation = degrees;
                if (degrees < 90 && degrees > -90)
                {
                    gun.AnimationData.GoToFrame(0);
                    head.AnimationData.GoToFrame(0);
                    body.Rotation       = 0;
                    FrameOffset         = 0;
                    deadBodyFrameOffset = 0;
                }
                else
                {
                    gun.AnimationData.GoToFrame(1);
                    head.AnimationData.GoToFrame(1);
                    body.Rotation       = 180;
                    FrameOffset         = 8;
                    deadBodyFrameOffset = 12;
                }
                if (degrees > -60 || degrees < -120)
                {
                    head.Rotation = degrees;
                }
                else if (degrees > -90)
                {
                    head.Rotation = -60;
                }
                else
                {
                    head.Rotation = -120;
                }
            }
            else if (playerbody != null && head.IsDead == false && LOSWithPlayer == false && isAwareOfPlayer == true)
            {
                if (isOnGround)
                {
                    if (playerLastSeenPosX > body.Position.X)
                    {
                        velX += PersistentData.movementSpeed;
                    }
                    if (playerLastSeenPosX < body.Position.X)
                    {
                        velX -= PersistentData.movementSpeed;
                    }
                    if (canGoLeft == false || canGoRight == false)
                    {
                        velY        = PersistentData.jumpPower * 1.35f;
                        Position.Y += 1;
                        isOnGround  = false;
                    }
                }
                else
                {
                    if (playerLastSeenPosX > body.Position.X)
                    {
                        velX += 0.03f;
                    }
                    if (playerLastSeenPosX < body.Position.X)
                    {
                        velX -= 0.03f;
                    }
                }
            }
            body.AnimationData.GoToFrame((uint)(bodyFrameNum + FrameOffset));
        }