/// <summary> /// GameObject update method /// </summary> /// <param name="gameTime"></param> public override void Update(GameTime gameTime) { // track the player, just for now. var toTarget = Player.GetWorldPosition() - RigidBody.GetPosition(); var distToTarget = Vec2.Distance(Player.GetWorldPosition(), RigidBody.GetPosition()); if (distToTarget > 10 && !Active) { return; } if (!Active) { ActiveEffect.Play(); } Active = true; var rot = GameUtils.Vec2ToRotation(toTarget); RigidBody.SetXForm(RigidBody.GetPosition(), (float)(rot * System.Math.PI / 180.0f)); Rotation = (float)(rot * System.Math.PI / 180.0f); toTarget.Normalize(); _lastDecision = DateTime.UtcNow; var targetVelocity = Player.RigidBody.GetLinearVelocity(); var myVelocity = RigidBody.GetLinearVelocity(); //velocityAngle will tell us if the alien and player are moving in different directions //180 degrees means they are moving opposite //0 means they are moving in the same direction //90, etc.. //if(velocityAngle > 0) //{ //} //getting further away? if (_lastDistanceToTarget < distToTarget) { if (myVelocity.Length() > 1) { var velocityAngle = System.Math.Abs(System.Math.Acos(Vec2.Dot(targetVelocity, myVelocity) / (targetVelocity.Length() * myVelocity.Length()))); //if we're not going in the same direction, start slowing down if (velocityAngle >= System.Math.PI / (2 * 60)) { //start slowing down so we can pursue the player GoToStopping(); } else { GoToMoving(distToTarget, toTarget); } } else { GoToMoving(distToTarget, toTarget); } } else { //distance hasn't changed if (distToTarget > 1) { GoToMoving(distToTarget, toTarget); } else { GoToStopping(); } } if (distToTarget <= 5) { var attackDiff = DateTime.UtcNow - LastAttackTime; if (attackDiff.TotalMilliseconds >= 500) { LastAttackTime = DateTime.UtcNow; ShootingEffect.Play(); SpawnProjectile("GreenLaser-small", ProjectileSource.Alien); } } /*if (distToTarget > 1 && distToTarget <= 3) * { * // if the target is stopped * if (Player.RigidBody.GetLinearVelocity().Length() < 0.05) * { * if (_moveState == MoveState.Stopping) * { * GoToStopping(); * } * else * { * GoToMoving(toTarget); * } * } * else if (Player.Instance.RigidBody.GetLinearVelocity().Length() > RigidBody.GetLinearVelocity().Length()) * { * GoToMoving(toTarget); * } * } * else if (distToTarget > 3 && targetVelocity <= 0.05) * { * if (myVelocity >= 0.05) * { * GoToStopping(); * } * else if(_moveState == MoveState.Stopped) * { * RigidBody.SetLinearVelocity(Vec2.Zero); * GoToMoving(toTarget); * } * } */ //if we're getting close enough to the player, decrease our impulse //if (_lastDistanceToPlayer.Length() > distToPlayer && distToPlayer) //{ //} //if (Vec2.Distance(Player.Instance.GetWorldPosition(), RigidBody.GetPosition()) > 1 && // Vec2.Distance(Vec2.Zero, RigidBody.GetLinearVelocity()) < _definition.MaxSpeed) //{ // RigidBody.ApplyImpulse(toPlayer * _definition.MoveImpulse, RigidBody.GetPosition()); // } /*else if (GameUtils.DistanceFrom(Player.Instance.GetWorldPosition(), RigidBody.GetPosition()) > 1) * { * RigidBody.ApplyImpulse(toPlayer * _definition.MoveImpulse, RigidBody.GetPosition()); * } */ //else //{ // DecreaseLinearVelocity(_definition.AlienTurnVelocityDecrement, 0); // RigidBody.SetAngularVelocity(0); //} _lastDistanceToTarget = distToTarget; base.Update(gameTime); }