コード例 #1
0
ファイル: Behavior.cs プロジェクト: khoatle/game
        public static List<GameObject> getAllObstacle(GameObject observer, Fish[] fishes, int fishAmount, BaseEnemy[] enemies, 
            int enemyAmount, HydroBot bot, List<GameObject> exclude)
        {
            List<GameObject> obstacles = new List<GameObject>();
            if (observer != bot) {
                obstacles.Add(bot);
            }
            for (int i = 0; i < enemyAmount; i++) {
                if (observer != enemies[i]) {
                    obstacles.Add(enemies[i]);
                }
            }
            for (int i = 0; i < fishAmount; i++) {
                if (observer != fishes[i]) {
                    obstacles.Add(fishes[i]);
                }
            }

            for (int i = 0; i < obstacles.Count; i++) {
                for (int j = 0; j < exclude.Count; j++) {
                    if (obstacles[i] == exclude[j]) {
                        obstacles.RemoveAt(i);
                    }
                }
            }

            return obstacles;
        }
コード例 #2
0
ファイル: AddingObjects.cs プロジェクト: khoatle/game
        public static Vector3 calculatePlacingPosition(float radius, HydroBot bot, BaseEnemy[] enemies, int enemiesAmount, Fish[] fish, int fishAmount)
        {
            Random random = new Random();
            BoundingSphere newSphere = new BoundingSphere(new Vector3(), radius);
            float X, Y = bot.Position.Y, Z;
            do {
                X = (float)random.NextDouble() * (2 * bot.Position.X + 50) - bot.Position.X - 25f;
                //X = bot.Position.X + (float)random.NextDouble() * 50f;
                Z = (float)random.NextDouble() * (2 * bot.Position.Z + 50) - bot.Position.Z - 25f;
                newSphere.Center = new Vector3(X, Y, Z);
            } while (IsSurfaceOccupied(newSphere, enemiesAmount, fishAmount, enemies, fish) || newSphere.Intersects(bot.BoundingSphere));

            return new Vector3(X, Y, Z);
        }
コード例 #3
0
ファイル: CursorManager.cs プロジェクト: khoatle/game
 public static Fish MouseOnWhichFish(Cursor cursor, Camera gameCamera, Fish[] fish, int fishAmount)
 {
     if (fish == null) return null;
     BoundingSphere sphere;
     Ray cursorRay = cursor.CalculateCursorRay(gameCamera.ProjectionMatrix, gameCamera.ViewMatrix);
     for (int i = 0; i < fishAmount; i++)
     {
         sphere = fish[i].BoundingSphere;
         sphere.Radius *= GameConstants.EasyAimScale;
         if (RayIntersectsBoundingSphere(cursorRay, sphere))
         {
             return fish[i];
         }
     }
     //cursor.SetNormalMouseImage();
     return null;
 }
コード例 #4
0
ファイル: CursorManager.cs プロジェクト: khoatle/game
 public static bool MouseOnFish(Cursor cursor, Camera gameCamera, Fish[] fish, int fishAmount)
 {
     BoundingSphere sphere;
     Ray cursorRay = cursor.CalculateCursorRay(gameCamera.ProjectionMatrix, gameCamera.ViewMatrix);
     for (int i = 0; i < fishAmount; i++)
     {
         sphere = fish[i].BoundingSphere;
         sphere.Radius *= GameConstants.EasyAimScale;
         if (RayIntersectsBoundingSphere(cursorRay, sphere))
         {
             cursor.SetOnFishMouseImage();
             return true;
         }
     }
     cursor.SetNormalMouseImage();
     return false;
 }
コード例 #5
0
ファイル: Submarine.cs プロジェクト: khoatle/game
        public bool PlaceHunter(SwimmingObject newHunter, HydroBot hydroBot, BaseEnemy[] enemies, int enemyAmount, Fish[] fishes, int fishAmount, bool releaseOnRightSide)
        {
            Random random = new Random();
            Vector3 movement = Vector3.Zero;
            movement.Z = 1;
            Matrix orientationMatrix = Matrix.CreateRotationY(ForwardDirection);
            Vector3 shootingDirection = Vector3.Transform(movement, orientationMatrix);
            Vector3 hunterPos;
            if (releaseOnRightSide)
                hunterPos = this.Position + AddingObjects.PerpendicularVector(shootingDirection) * 25;
            else
                hunterPos = this.Position - AddingObjects.PerpendicularVector(shootingDirection) * 25;

            if (!(AddingObjects.IsSurfaceOccupied(new BoundingSphere(hunterPos, newHunter.BoundingSphere.Radius), enemyAmount, fishAmount, enemies, fishes)))
            {
                newHunter.Position = hunterPos;
                newHunter.ForwardDirection = this.ForwardDirection;
                ((BaseEnemy)newHunter).currentHuntingTarget = hydroBot;
                ((BaseEnemy)newHunter).startChasingTime = PoseidonGame.playTime;
                ((BaseEnemy)newHunter).giveupTime = new TimeSpan(0, 0, 3);
                newHunter.BoundingSphere =
                    new BoundingSphere(newHunter.Position, newHunter.BoundingSphere.Radius);
                return true;
            }
            else return false;
        }
コード例 #6
0
ファイル: Collision.cs プロジェクト: khoatle/game
        public static void updateProjectileHitBot(HydroBot hydroBot, List<DamageBullet> enemyBullets, GameMode gameMode, BaseEnemy[] enemies, int enemiesAmount, ParticleSystem explosionParticles, Camera gameCamera, Fish[] fishes, int fishAmount)
        {
            for (int i = 0; i < enemyBullets.Count; ) {
                if (enemyBullets[i].BoundingSphere.Intersects(hydroBot.BoundingSphere)) {
                    if (!HydroBot.invincibleMode)
                    {
                        HydroBot.currentHitPoint -= enemyBullets[i].damage;
                        if (gameMode == GameMode.MainGame || gameMode == GameMode.ShipWreck)
                            PlayGameScene.healthLost += enemyBullets[i].damage;

                        PoseidonGame.audio.botYell.Play();

                        Point point = new Point();
                        String point_string = "-" + enemyBullets[i].damage.ToString() + "HP";
                        point.LoadContent(PoseidonGame.contentManager, point_string, hydroBot.Position, Color.Red);
                        if (gameMode == GameMode.ShipWreck)
                            ShipWreckScene.points.Add(point);
                        else if (gameMode == GameMode.MainGame)
                            PlayGameScene.points.Add(point);
                        else if (gameMode == GameMode.SurvivalMode)
                            SurvivalGameScene.points.Add(point);
                    }
                    //when auto hipnotize mode is on
                    //whoever hits the bot will be hipnotized
                    if (HydroBot.autoHipnotizeMode)
                    {
                        if (enemyBullets[i].shooter != null && !enemyBullets[i].shooter.isHypnotise)
                            CastSkill.useHypnotise(enemyBullets[i].shooter);
                    }
                    if (HydroBot.autoExplodeMode)
                    {
                        PoseidonGame.audio.Explo1.Play();
                        gameCamera.Shake(12.5f, .2f);
                        CastSkill.UseThorHammer(hydroBot.Position, hydroBot.MaxRangeX, hydroBot.MaxRangeZ, enemies, ref enemiesAmount, fishes, fishAmount, HydroBot.gameMode, true);
                    }

                    // add particle effect when certain kind of bullet hits
                    if (enemyBullets[i] is Torpedo || enemyBullets[i] is ChasingBullet)
                    {
                        if (explosionParticles != null)
                        {
                            for (int k = 0; k < GameConstants.numExplosionParticles; k++)
                                explosionParticles.AddParticle(enemyBullets[i].Position, Vector3.Zero);
                        }
                        PoseidonGame.audio.explosionSmall.Play();
                    }

                    enemyBullets.RemoveAt(i);

                }
                else { i++;  }
            }
        }
コード例 #7
0
ファイル: Collision.cs プロジェクト: khoatle/game
        // End----------------------------------------------------------
        /// <summary>
        /// PROJECTILES FUNCTION
        /// </summary>
        /* scene --> 1-playgamescene, 2-shipwreckscene */
        /* switch to use GameMode instead, look at the beginning of PoseidonGame for more details */
        public static void updateDamageBulletVsBarriersCollision(List<DamageBullet> bullets, SwimmingObject[] barriers, ref int size, BoundingFrustum cameraFrustum, GameMode gameMode, GameTime gameTime, HydroBot hydroBot, BaseEnemy[] enemies, int enemiesAmount, Fish[] fishes, int fishAmount, Camera gameCamera, ParticleSystem explosionParticles)
        {
            BoundingSphere sphere;
            for (int i = 0; i < bullets.Count; i++) {
                //special handling for the skill combo FlyingHammer
                if (bullets[i] is FlyingHammer)
                {
                    if (PoseidonGame.playTime.TotalSeconds - ((FlyingHammer)bullets[i]).timeShot > 1.25)
                    {
                        ((FlyingHammer)bullets[i]).explodeNow = true;
                        PoseidonGame.audio.Explo1.Play();
                        gameCamera.Shake(25f, .4f);
                        CastSkill.UseThorHammer(bullets[i].Position, hydroBot.MaxRangeX, hydroBot.MaxRangeZ, enemies, ref enemiesAmount, fishes, fishAmount, HydroBot.gameMode, false);
                    }
                }
                if (bullets[i] is FlyingHammer)
                {
                    if (((FlyingHammer)bullets[i]).explodeNow)
                    {
                        bullets.RemoveAt(i--);
                        continue;
                    }
                }
                for (int j = 0; j < size; j++) {
                    sphere = barriers[j].BoundingSphere;
                    sphere.Radius *= GameConstants.EasyHitScale;
                    //because Mutant Shark's easy hit sphere is too large
                    if (barriers[j] is MutantShark) sphere.Radius *= 0.7f;

                    if (bullets[i].BoundingSphere.Intersects(sphere))
                    {
                        if (barriers[j] is Fish && barriers[j].BoundingSphere.Intersects(cameraFrustum))
                        {
                            PoseidonGame.audio.animalYell.Play();
                        }
                        if (barriers[j] is BaseEnemy)
                        {
                            //if (((BaseEnemy)barriers[j]).isHypnotise)
                            if (bullets[i].shooter == barriers[j])
                            {
                                continue;
                            }
                            else {
                                if (bullets[i].shooter == null && !((BaseEnemy)barriers[j]).isHypnotise)
                                {
                                    ((BaseEnemy)barriers[j]).justBeingShot = true;
                                    ((BaseEnemy)barriers[j]).startChasingTime = PoseidonGame.playTime;
                                }
                            }
                            //special handling for the skill combo FlyingHammer
                            if (bullets[i] is FlyingHammer)
                            {
                                PoseidonGame.audio.bodyHit.Play();
                                Vector3 oldPosition = barriers[j].Position;
                                Vector3 pushVector = barriers[j].Position - bullets[i].Position;
                                pushVector.Normalize();
                                ((BaseEnemy)barriers[j]).stunned = true;
                                ((BaseEnemy)barriers[j]).stunnedStartTime = PoseidonGame.playTime.TotalSeconds;
                                ((BaseEnemy)barriers[j]).Position += (pushVector * GameConstants.ThorPushFactor);
                                barriers[j].Position.X = MathHelper.Clamp(barriers[j].Position.X, -hydroBot.MaxRangeX, hydroBot.MaxRangeX);
                                barriers[j].Position.Z = MathHelper.Clamp(barriers[j].Position.Z, -hydroBot.MaxRangeZ, hydroBot.MaxRangeZ);
                                barriers[j].BoundingSphere.Center = barriers[j].Position;
                                if (Collision.isBarrierVsBarrierCollision(barriers[j], barriers[j].BoundingSphere, fishes, fishAmount)
                                    || Collision.isBarrierVsBarrierCollision(barriers[j], barriers[j].BoundingSphere, enemies, enemiesAmount))
                                {
                                    barriers[j].Position = oldPosition;
                                    barriers[j].BoundingSphere.Center = oldPosition;
                                }
                            }
                        }
                        // add particle effect when certain kind of bullet hits
                        if (bullets[i] is Torpedo || bullets[i] is ChasingBullet)
                        {
                            if (explosionParticles != null)
                            {
                                for (int k = 0; k < GameConstants.numExplosionParticles; k++)
                                    explosionParticles.AddParticle(bullets[i].Position, Vector3.Zero);
                            }
                            PoseidonGame.audio.explosionSmall.Play();
                        }

                        //whether or not to reduce health of the hit object
                        bool reduceHealth = true;
                        if (bullets[i] is HerculesBullet)
                        {
                            if (!((HerculesBullet)bullets[i]).piercingArrow)
                                reduceHealth = true;
                            else
                            {
                                bool enemyHitBefore = false;
                                foreach (BaseEnemy hitEnemy in ((HerculesBullet)bullets[i]).hitEnemies)
                                {
                                    if (hitEnemy == (BaseEnemy)barriers[j])
                                        enemyHitBefore = true;
                                }
                                if (!enemyHitBefore)
                                {
                                    reduceHealth = true;
                                    ((HerculesBullet)bullets[i]).hitEnemies.Add((BaseEnemy)barriers[j]);
                                }
                                else reduceHealth = false;
                            }
                        }
                        else reduceHealth = true;

                        if (reduceHealth)
                        {
                            barriers[j].health -= bullets[i].damage;

                            if (barriers[j].BoundingSphere.Intersects(cameraFrustum))
                            {
                                Point point = new Point();
                                String point_string = "-" + bullets[i].damage.ToString() + "HP";
                                point.LoadContent(PoseidonGame.contentManager, point_string, barriers[j].Position, Color.DarkRed);
                                if (gameMode == GameMode.ShipWreck)
                                    ShipWreckScene.points.Add(point);
                                else if (gameMode == GameMode.MainGame)
                                    PlayGameScene.points.Add(point);
                                else if (gameMode == GameMode.SurvivalMode)
                                    SurvivalGameScene.points.Add(point);
                            }
                        }

                        //remove the bullet that hits something
                        if (bullets[i] is FlyingHammer)
                        {
                            //if (((FlyingHammer)bullets[i]).explodeNow) bullets.RemoveAt(i--);
                        }
                        //special handling for the skill combo Piercing arrow
                        //pierce through enemies
                        else if (bullets[i] is HerculesBullet)
                        {
                            if (!((HerculesBullet)bullets[i]).piercingArrow)
                                bullets.RemoveAt(i--);
                        }
                        else bullets.RemoveAt(i--);
                        break;
                    }
                }
            }
        }
コード例 #8
0
ファイル: AddingObjects.cs プロジェクト: khoatle/game
 public static void placeMinion(ContentManager Content, int type, BaseEnemy[] enemies, int enemiesAmount, Fish[] fish, ref int fishAmount, HydroBot bot)
 {
     Fish newFish;
     if (type == 0)
     {
         newFish = new SeaCow();
         newFish.Name = "Steller's Sea Cow";
         newFish.LoadContent(Content, "Models/SeaAnimalModels/stellarSeaCow");
         newFish.Load(1, 24, 24);
         newFish.happy_talk = "I am much larger than manetee or dugong.";
         newFish.sad_talk = "I was too slow to escape the hunters.";
     }
     else if (type == 1)
     {
         newFish = new SeaTurtle();
         newFish.Name = "Meiolania";
         newFish.LoadContent(Content, "Models/SeaAnimalModels/MeiolaniaWithAnim");
         newFish.Load(1, 24, 24);
         newFish.happy_talk = "Huge, hard shell, armored head and spiked tail ... anything else about me?";
         newFish.sad_talk = "I actually ... have never swum before ^^!";
     }
     else {
         newFish = new SeaDolphin();
         newFish.Name = "Maui's Dolphin";
         newFish.LoadContent(Content, "Models/SeaAnimalModels/mauiDolphin");
         newFish.Load(1, 24, 24);
         newFish.happy_talk = "I am the world's rarest and smallest known species of dolphin!";
         newFish.sad_talk = "If only human did not fish us.";
     }
     newFish.Position = newFish.BoundingSphere.Center = calculatePlacingPosition(newFish.BoundingSphere.Radius, bot, enemies, enemiesAmount, fish, fishAmount);
     fish[fishAmount] = newFish;
     fishAmount++;
 }
コード例 #9
0
ファイル: AddingObjects.cs プロジェクト: khoatle/game
        public static void placeFish(ref int fishAmount, Fish[] fish, ContentManager Content, Random random, int enemiesAmount, BaseEnemy[] enemies, List<ShipWreck> shipWrecks, int minX, int maxX, int minZ, int maxZ, int currentLevel, GameMode gameMode, float floatHeight)
        {
            loadContentFish(ref fishAmount, fish, Content, currentLevel, gameMode);

            //int min = GameConstants.MinDistance;
            //int max = GameConstants.MaxDistance;
            //Vector3 tempCenter;

            //place fish
            for (int i = 0; i < fishAmount; i++)
            {
                //in survival mode, try to place the ancient fish near you
                if (gameMode == GameMode.SurvivalMode)
                    fish[i].Position = GenerateSurfaceRandomPosition(50, 80, 50, 80, floatHeight, fish[i].BoundingSphere.Radius, random, enemiesAmount, fishAmount, enemies, fish, shipWrecks);
                else fish[i].Position = GenerateSurfaceRandomPosition(minX, maxX, minZ, maxZ, floatHeight, fish[i].BoundingSphere.Radius, random, enemiesAmount, fishAmount, enemies, fish, shipWrecks);
                fish[i].Position.Y = floatHeight;
                //tempCenter = fish[i].BoundingSphere.Center;
                //tempCenter.X = fish[i].Position.X;
                //tempCenter.Y = floatHeight;
                //tempCenter.Z = fish[i].Position.Z;
                fish[i].BoundingSphere =
                    new BoundingSphere(fish[i].Position, fish[i].BoundingSphere.Radius);
            }
        }
コード例 #10
0
ファイル: AddingObjects.cs プロジェクト: khoatle/game
        public static void placeEnemies(ref int enemiesAmount, BaseEnemy[] enemies, ContentManager Content, Random random, int fishAmount, Fish[] fish, List<ShipWreck> shipWrecks, int minX, int maxX, int minZ, int maxZ, int currentLevel, GameMode gameMode, float floatHeight)
        {
            loadContentEnemies(ref enemiesAmount, enemies, Content, currentLevel, gameMode);

            //int min = GameConstants.MinDistance;
            //int max = GameConstants.MaxDistance;
            //Vector3 tempCenter;

            //place enemies
            for (int i = 0; i < enemiesAmount; i++)
            {
                enemies[i].Position = GenerateSurfaceRandomPosition(minX, maxX, minZ, maxZ, floatHeight, enemies[i].BoundingSphere.Radius, random, enemiesAmount, fishAmount, enemies, fish, shipWrecks);
                enemies[i].Position.Y = floatHeight;
                //tempCenter = enemies[i].BoundingSphere.Center;
                //tempCenter.X = enemies[i].Position.X;
                //tempCenter.Y = floatHeight;
                //tempCenter.Z = enemies[i].Position.Z;
                enemies[i].BoundingSphere =
                    new BoundingSphere(enemies[i].Position, enemies[i].BoundingSphere.Radius);
                //enemies[i].ChangeBoundingSphere();
            }
        }
コード例 #11
0
ファイル: AddingObjects.cs プロジェクト: khoatle/game
        public static void loadContentFish(ref int fishAmount, Fish[] fish, ContentManager Content, int currentLevel, GameMode gameMode)
        {
            if (gameMode == GameMode.MainGame)
                fishAmount = GameConstants.NumberFish[currentLevel];
            else if (gameMode == GameMode.ShipWreck) fishAmount = GameConstants.ShipNumberFish;
            //there is only 1 fish to protect in the survival mode
            else if (gameMode == GameMode.SurvivalMode)
            {
                fishAmount = 1;
            }
            else fishAmount = 0;
            Random random = new Random();
            int type;

            //level 1: seagrass meadow is turtle and manetee only
            if (currentLevel == 1)
                type = random.Next(2);
            //Level 4 is shark only
            else if (currentLevel == 4)
                type = random.Next(6, 9);
            //level 5: polar sea, we have penguin
            else if (currentLevel == 5)
                type = random.Next(10);
            else type = random.Next(9);

            for (int i = 0; i < fishAmount; i++) {
                fish[i] = new Fish();
                //type = 9;
                if (gameMode == GameMode.SurvivalMode)
                {
                    fish[i].Name = "Ancient ";
                    fish[i].isBigBoss = true;
                }
                else fish[i].Name = "";
                if (type == 0)
                {
                    fish[i].LoadContent(Content, "Models/SeaAnimalModels/turtle");
                    //name must be initialized before Load()
                    fish[i].Name += "turtle";
                    fish[i].Load(1, 24, 24);
                    fish[i].happy_talk = "We are reptiles from much before the Jurassic age. Oh, I cry not for sorrow, just to get the salt out.";
                    fish[i].sad_talk = "I need to go to the beach to lay eggs. Can you ask the humans not to hunt me?";
                }
                else if (type == 1)
                {
                    fish[i].LoadContent(Content, "Models/SeaAnimalModels/maneteeVer2");
                    fish[i].Name += "manetee";
                    fish[i].Load(1, 24, 24);
                    fish[i].happy_talk = "Do not call me sea-cow. Do I look that fat?";
                    fish[i].sad_talk = "I am a vegeterian. Why are they killing me?";

                }
                else if (type == 2)
                {
                    fish[i].LoadContent(Content, "Models/SeaAnimalModels/dolphinVer3");
                    fish[i].Name += "dolphin";
                    fish[i].Load(1, 24, 24);
                    fish[i].happy_talk = "We remind you to play, play, play, for you will find great power in play.";
                    fish[i].sad_talk = "Though we try to be friends with humans, they always hurt us with their pollution, propellers and what not!";
                }
                else if (type == 3)
                {
                    fish[i].LoadContent(Content, "Models/SeaAnimalModels/stingray");
                    fish[i].Name += "sting ray";
                    fish[i].Load(1, 24, 24);
                    fish[i].happy_talk = "I can't see you as my eyes are on top. But I can sense a bot with my electro-receptors.";
                    fish[i].sad_talk = "I will teach you to sting, if you promise to sting everyone who eat bbq sting-ray.";
                }
                else if (type == 4)
                {
                    fish[i].LoadContent(Content, "Models/SeaAnimalModels/orcaVer2");
                    fish[i].Name += "orca";
                    fish[i].Load(1, 24, 24);
                    fish[i].happy_talk = "Move away, you little bot, here comes the killer whale.";
                    fish[i].sad_talk = "I lost my way. I can't hear my friends due to the noise from the oil-rig.";
                }
                else if (type == 5)
                {

                    fish[i].LoadContent(Content, "Models/SeaAnimalModels/sealVer2");
                    fish[i].Name += "seal";
                    fish[i].Load(1, 24, 24);
                    fish[i].happy_talk = "See how I swim, with a swerve and a twist, a flip of the flipper, a flick of the wrist!";
                    fish[i].sad_talk = "We need the arctic ice. Stop global warming.";
                }
                else if (type == 6)
                {
                    fish[i].LoadContent(Content, "Models/SeaAnimalModels/normalsharkVer3");
                    fish[i].Name += "shark";
                    fish[i].Load(1, 24, 24);
                    fish[i].happy_talk = "You stink like a rusty metal. I can smell it. I also hear a prey far away. I'll go 15mph this time.";
                    fish[i].sad_talk = "Humans kill over 30 million sharks every year. We are the oldest fish, spare us.";
                }
                else if (type == 7)
                {
                    fish[i].LoadContent(Content, "Models/SeaAnimalModels/leopardsharkVer3");
                    fish[i].Name += "leopard shark";
                    fish[i].Load(1, 24, 24);
                    fish[i].happy_talk = "No, I am not racist and I date all kinds of shark, not you, dear bot.";
                    fish[i].sad_talk = "We never eat humans. Why do they hurt us?";
                }
                else if (type == 8)
                {
                    fish[i].LoadContent(Content, "Models/SeaAnimalModels/hammersharkVer2");
                    fish[i].Name += "hammer shark";
                    fish[i].Load(1, 24, 24);
                    fish[i].happy_talk = "I have 360 degree binocular vision. I can detect an electrical signal of half a billionth of a volt. What superpower you brag about?";
                    fish[i].sad_talk = "Why do humans like our fins so much. Does 'delicacy' mean genocide?";
                }
                else if (type == 9)
                {
                    fish[i].LoadContent(Content, "Models/SeaAnimalModels/penguin");
                    fish[i].Name += "Penguin";
                    fish[i].Load(1, 24, 24);
                    fish[i].happy_talk = "I am an aquatic, flightless bird that lives almost exclusively in the southern hemisphere, especially in Antarctica.";
                    fish[i].sad_talk = "Why humans can not be as friendly as us?";
                }

                fish[i].ForwardDirection = (float)random.Next(0, 629) / 100;
                //fish[i].Name += "AAAAAAAAAAAAAAAAAAAAAAAAAA";

                //level 1: seagrass meadow is turtle and manetee only
                if (currentLevel == 1)
                    type = random.Next(2);
                //Level 4 is shark only
                else if (currentLevel == 4)
                    type = random.Next(6, 9);
                //level 5: polar sea, we have penguin
                else if (currentLevel == 5)
                    type = random.Next(10);
                else type = random.Next(9);
            }
        }
コード例 #12
0
ファイル: AddingObjects.cs プロジェクト: khoatle/game
        // Helper
        public static bool IsSurfaceOccupied(BoundingSphere prospectiveBoundingSphere, int enemiesAmount, int fishAmount, BaseEnemy[] enemies, Fish[] fish)
        {
            //int optimalDistance;
            for (int i = 0; i < enemiesAmount; i++)
            {
                ////give more space for big guys
                //if (enemies[i] is MutantShark) optimalDistance = 70;
                //else optimalDistance = 30;
                //if (((int)(MathHelper.Distance(
                //    xValue, enemies[i].Position.X)) < optimalDistance) &&
                //    ((int)(MathHelper.Distance(
                //    zValue, enemies[i].Position.Z)) < optimalDistance))
                //    return true;

                if (prospectiveBoundingSphere.Intersects(enemies[i].BoundingSphere)) return true;
            }

            for (int i = 0; i < fishAmount; i++)
            {
                //if (fish[i].isBigBoss) optimalDistance = 70;
                //else optimalDistance = 30;
                //if (((int)(MathHelper.Distance(
                //    xValue, fish[i].Position.X)) < optimalDistance) &&
                //    ((int)(MathHelper.Distance(
                //    zValue, fish[i].Position.Z)) < optimalDistance))
                //    return true;
                if (prospectiveBoundingSphere.Intersects(fish[i].BoundingSphere)) return true;
            }

            if (HydroBot.gameMode == GameMode.ShipWreck)
            {
                bool objInsideShip = false;

                foreach (BoundingBox bbox in ShipWreckScene.levelContainBoxes[ShipWreckScene.shipSceneType[PoseidonGame.currentShipWreckID]])
                {
                    if (bbox.Contains(prospectiveBoundingSphere) == ContainmentType.Contains)
                        objInsideShip = true;
                }
                return !objInsideShip;
            }
            return false;
        }
コード例 #13
0
ファイル: AddingObjects.cs プロジェクト: khoatle/game
        // Helper
        public static Vector3 GenerateSurfaceRandomPosition(int minX, int maxX, int minZ, int maxZ, float floatHeight, float boundingSphereRadius, Random random, int enemiesAmount, int fishAmount, BaseEnemy[] enemies, Fish[] fish, List<ShipWreck> shipWrecks)
        {
            int xValue, zValue;
            int numTries = 0;
            do
            {
                xValue = random.Next(minX, maxX);
                zValue = random.Next(minZ, maxZ);
                if (random.Next(100) % 2 == 0)
                    xValue *= -1;
                if (random.Next(100) % 2 == 0)
                    zValue *= -1;
                numTries++;
            } while (IsSurfaceOccupied(new BoundingSphere(new Vector3(xValue, floatHeight, zValue), boundingSphereRadius + 10), enemiesAmount, fishAmount, enemies, fish) && numTries < GameConstants.MaxNumTries);

            return new Vector3(xValue, 0, zValue);
        }
コード例 #14
0
ファイル: AddingObjects.cs プロジェクト: khoatle/game
        public static void ReviveDeadEnemy(BaseEnemy[] enemies, int enemyAmount, Fish[] fishes, int fishAmount, HydroBot hydroBot)
        {
            //we can't afford trying forever
            int numTries = 0;
            Random random = new Random();
            for (int i = 0; i < enemyAmount; i++)
            {
                //we do not revive enemy release by submarine cuz the sub will get revived
                if (enemies[i].health <= 0 && !enemies[i].releasedFromSubmarine)
                {
                    int xValue, zValue;
                    //do
                    //{
                    //    xValue = random.Next(0, hydroBot.MaxRangeX);
                    //    zValue = random.Next(0, hydroBot.MaxRangeZ);
                    //    numTries++;
                    //} while (numTries < 20 && (IsSurfaceOccupied(xValue, zValue, enemyAmount, fishAmount, enemies, fishes) ||
                    //     (((int)(MathHelper.Distance(xValue, hydroBot.Position.X)) < 200) &&
                    //     ((int)(MathHelper.Distance(zValue, hydroBot.Position.Z)) < 200))));
                    for (numTries = 0; numTries < GameConstants.MaxNumTries; numTries++)
                    {
                        xValue = random.Next(0, hydroBot.MaxRangeX);
                        zValue = random.Next(0, hydroBot.MaxRangeZ);
                        if (random.Next(100) % 2 == 0)
                            xValue *= -1;
                        if (random.Next(100) % 2 == 0)
                            zValue *= -1;
                        if (!(IsSurfaceOccupied(new BoundingSphere(new Vector3(xValue, hydroBot.floatHeight, zValue), enemies[i].BoundingSphere.Radius), enemyAmount, fishAmount, enemies, fishes) ||
                         (((int)(MathHelper.Distance(xValue, hydroBot.Position.X)) < 200) &&
                         ((int)(MathHelper.Distance(zValue, hydroBot.Position.Z)) < 200))))
                        {
                            enemies[i].health = enemies[i].maxHealth;
                            enemies[i].stunned = false;
                            enemies[i].isHypnotise = false;
                            enemies[i].gaveExp = false;

                            enemies[i].Position.X = xValue;
                            enemies[i].Position.Z = zValue;
                            enemies[i].Position.Y = hydroBot.floatHeight;
                            enemies[i].BoundingSphere =
                                new BoundingSphere(enemies[i].Position, enemies[i].BoundingSphere.Radius);
                            break;
                        }
                        else
                        {
                            //if we can not find a spare space to put the revived enemy
                            //temporarily put it somewhere far
                            enemies[i].Position.X = -50000;
                            enemies[i].Position.Z = -50000;
                            enemies[i].BoundingSphere.Center = enemies[i].Position;
                        }
                    }
                }
            }
        }
コード例 #15
0
ファイル: CastSkill.cs プロジェクト: khoatle/game
        public static void UseSkill(bool mouseOnLivingObject, Vector3 pointIntersect, Cursor cursor, Camera gameCamera, GameMode gameMode, HydroBot hydroBot, GameScene gameScene, ContentManager Content, SpriteBatch spriteBatch,
            GameTime gameTime, List<DamageBullet> myBullet, BaseEnemy[] enemies, ref int enemiesAmount, Fish[] fish, ref int fishAmount, ref bool isCastingSkill)
        {
            if (isCastingSkill)
            {
                if (!hydroBot.clipPlayer.inRange(75, 95))
                    hydroBot.clipPlayer.switchRange(75, 95);
                //animation done playing, cast the skill now
                if (hydroBot.clipPlayer.donePlayingAnimation)
                {
                    int healthToLose = 0;
                    isCastingSkill = false;
                    if (shootHammer)
                    {
                        ShootHammer(hydroBot, Content, myBullet, gameMode);
                        HydroBot.skillPrevUsed[0] = PoseidonGame.playTime.TotalSeconds;
                        HydroBot.skillPrevUsed[1] = PoseidonGame.playTime.TotalSeconds;
                        HydroBot.firstUse[0] = false;
                        HydroBot.firstUse[1] = false;
                        shootHammer = false;
                    }
                    if (shootPiercingArrow)
                    {
                        ShootPiercingArrow(hydroBot, Content, spriteBatch, myBullet, gameMode);
                        HydroBot.skillPrevUsed[0] = PoseidonGame.playTime.TotalSeconds;
                        HydroBot.skillPrevUsed[3] = PoseidonGame.playTime.TotalSeconds;
                        HydroBot.firstUse[0] = false;
                        HydroBot.firstUse[3] = false;
                        shootPiercingArrow = false;
                    }
                    if (shootHerculesArrow)
                    {
                        HydroBot.firstUse[0] = false;
                        HydroBot.skillPrevUsed[0] = PoseidonGame.playTime.TotalSeconds;
                        //audio.Explosion.Play();
                        CastSkill.UseHerculesBow(hydroBot, Content, spriteBatch, myBullet, gameMode);
                        shootHerculesArrow = false;
                    }
                    if (useThorHammer)
                    {
                        HydroBot.firstUse[1] = false;
                        HydroBot.skillPrevUsed[1] = PoseidonGame.playTime.TotalSeconds;
                        PoseidonGame.audio.Explo1.Play();
                        gameCamera.Shake(25f, .4f);
                        CastSkill.UseThorHammer(hydroBot.Position, hydroBot.MaxRangeX, hydroBot.MaxRangeZ, enemies, ref enemiesAmount, fish, fishAmount, HydroBot.gameMode, false);
                        useThorHammer = false;
                    }
                    if (castInvincible)
                    {
                        HydroBot.firstUse[2] = false;
                        HydroBot.invincibleMode = true;
                        HydroBot.skillPrevUsed[2] = PoseidonGame.playTime.TotalSeconds;
                        castInvincible = false;
                        PoseidonGame.audio.armorSound.Play();
                    }
                    if (castAutoExplode)
                    {
                        HydroBot.invincibleMode = true;
                        HydroBot.autoExplodeMode = true;
                        HydroBot.skillPrevUsed[2] = PoseidonGame.playTime.TotalSeconds;
                        HydroBot.skillPrevUsed[1] = PoseidonGame.playTime.TotalSeconds;
                        HydroBot.firstUse[2] = false;
                        HydroBot.firstUse[1] = false;
                        castAutoExplode = false;
                        PoseidonGame.audio.armorSound.Play();
                    }
                    if (castAutoHipno)
                    {
                        HydroBot.invincibleMode = true;
                        HydroBot.autoHipnotizeMode = true;
                        HydroBot.skillPrevUsed[2] = PoseidonGame.playTime.TotalSeconds;
                        HydroBot.skillPrevUsed[4] = PoseidonGame.playTime.TotalSeconds;
                        HydroBot.firstUse[2] = false;
                        HydroBot.firstUse[4] = false;
                        castAutoHipno = false;
                        PoseidonGame.audio.armorSound.Play();
                    }
                    if (castSonic)
                    {
                        HydroBot.firstUse[3] = false;
                        HydroBot.skillPrevUsed[3] = PoseidonGame.playTime.TotalSeconds;
                        HydroBot.supersonicMode = true;
                        castSonic = false;
                        PoseidonGame.audio.hermesSound.Play();
                    }
                    if (castSonicHipno)
                    {
                        HydroBot.sonicHipnotiseMode = true;
                        HydroBot.supersonicMode = true;
                        HydroBot.skillPrevUsed[4] = PoseidonGame.playTime.TotalSeconds;
                        HydroBot.skillPrevUsed[3] = PoseidonGame.playTime.TotalSeconds;
                        HydroBot.firstUse[4] = false;
                        HydroBot.firstUse[3] = false;
                        castSonicHipno = false;
                        PoseidonGame.audio.hermesSound.Play();
                    }
                    if (castHipno)
                    {
                        HydroBot.firstUse[4] = false;
                        PoseidonGame.audio.hipnotizeSound.Play();
                        useHypnotise(enemyToHipNo);
                        HydroBot.skillPrevUsed[4] = PoseidonGame.playTime.TotalSeconds;
                        castHipno = false;
                        enemyToHipNo = null;
                    }

                    //lose health after using skill
                    if (HydroBot.skillComboActivated && HydroBot.secondSkillID != -1 && HydroBot.secondSkillID != HydroBot.activeSkillID)
                        healthToLose = (int)(2 * GameConstants.EnergyLostPerSkill);//GameConstants.skillHealthLoss;
                    else healthToLose = (int)(GameConstants.EnergyLostPerSkill);
                    //display HP loss
                    //HydroBot.currentHitPoint -= healthToLose;
                    //we now lose energy instead of health
                    int energyLost = healthToLose;
                    HydroBot.currentEnergy -= energyLost;
                    Point point = new Point();
                    String point_string = "-" + energyLost.ToString() + "Energy";
                    point.LoadContent(PoseidonGame.contentManager, point_string, hydroBot.Position, Color.Red);
                    if (gameMode == GameMode.ShipWreck)
                        ShipWreckScene.points.Add(point);
                    else if (gameMode == GameMode.MainGame)
                        PlayGameScene.points.Add(point);
                    else if (gameMode == GameMode.SurvivalMode)
                        SurvivalGameScene.points.Add(point);

                    if (!hydroBot.clipPlayer.inRange(50, 74))
                        hydroBot.clipPlayer.switchRange(50, 74);
                }
                return;
            }
            else //skill casting may have been aborted
            {
                shootHammer = shootPiercingArrow = shootHerculesArrow = useThorHammer = castInvincible = castAutoExplode = castAutoHipno = castSonic = castSonicHipno = castHipno = false;
            }
            bool skillUsed = false;
            int floatHeight;
            if (gameMode == GameMode.ShipWreck) floatHeight = GameConstants.ShipWreckFloatHeight;
            else floatHeight = GameConstants.MainGameFloatHeight;
            pointIntersect = CursorManager.IntersectPointWithPlane(cursor, gameCamera, floatHeight);
            hydroBot.ForwardDirection = CursorManager.CalculateAngle(pointIntersect, hydroBot.Position);
            // Hercules' Bow!!!
            if (HydroBot.activeSkillID == 0)// && mouseOnLivingObject)
            {
                //use skill combo if activated
                //cooldowns for both skills must be cleared
                if ((HydroBot.skillComboActivated && HydroBot.secondSkillID == 1) &&
                    //cooldowns check
                    ((HydroBot.firstUse[0] == true && HydroBot.firstUse[1] == true)||
                     (PoseidonGame.playTime.TotalSeconds - HydroBot.skillPrevUsed[0] > GameConstants.coolDownForHerculesBow &&
                      PoseidonGame.playTime.TotalSeconds - HydroBot.skillPrevUsed[1] > GameConstants.coolDownForThorHammer)))
                {
                    //ShootHammer(hydroBot, Content, myBullet, gameMode);
                    //HydroBot.skillPrevUsed[0] = PoseidonGame.playTime.TotalSeconds;
                    //HydroBot.skillPrevUsed[1] = PoseidonGame.playTime.TotalSeconds;
                    //HydroBot.firstUse[0] = false;
                    //HydroBot.firstUse[1] = false;
                    shootHammer = true;
                    skillUsed = true;
                }
                else if ((HydroBot.skillComboActivated && HydroBot.secondSkillID == 3) &&
                    ((HydroBot.firstUse[3] == true && HydroBot.firstUse[0] == true) ||
                    (PoseidonGame.playTime.TotalSeconds - HydroBot.skillPrevUsed[0] > GameConstants.coolDownForHerculesBow &&
                    PoseidonGame.playTime.TotalSeconds - HydroBot.skillPrevUsed[3] > GameConstants.coolDownForHermesSandal)))
                {
                    //ShootPiercingArrow(hydroBot, Content, spriteBatch, myBullet, gameMode);
                    //HydroBot.skillPrevUsed[0] = PoseidonGame.playTime.TotalSeconds;
                    //HydroBot.skillPrevUsed[3] = PoseidonGame.playTime.TotalSeconds;
                    //HydroBot.firstUse[0] = false;
                    //HydroBot.firstUse[3] = false;
                    shootPiercingArrow = true;
                    skillUsed = true;
                }
                //or else use single skill
                //if the skill has cooled down
                //or this is the 1st time the user uses it
                else if ((PoseidonGame.playTime.TotalSeconds - HydroBot.skillPrevUsed[0] > GameConstants.coolDownForHerculesBow) || HydroBot.firstUse[0] == true)
                {
                    //HydroBot.firstUse[0] = false;
                    //HydroBot.skillPrevUsed[0] = PoseidonGame.playTime.TotalSeconds;
                    ////audio.Explosion.Play();
                    //CastSkill.UseHerculesBow(hydroBot, Content, spriteBatch, myBullet, gameMode);
                    shootHerculesArrow = true;
                    skillUsed = true;
                }

            }
            //Thor's Hammer!!!
            if (HydroBot.activeSkillID == 1)
            {
                if ((PoseidonGame.playTime.TotalSeconds - HydroBot.skillPrevUsed[1] > GameConstants.coolDownForThorHammer) || HydroBot.firstUse[1] == true)
                {
                    //HydroBot.firstUse[1] = false;
                    //HydroBot.skillPrevUsed[1] = PoseidonGame.playTime.TotalSeconds;
                    //PoseidonGame.audio.Explo1.Play();
                    //gameCamera.Shake(25f, .4f);
                    //CastSkill.UseThorHammer(hydroBot.Position, hydroBot.MaxRangeX, hydroBot.MaxRangeZ, enemies, ref enemiesAmount, fish, fishAmount, HydroBot.gameMode, false);
                    useThorHammer = true;
                    skillUsed = true;
                }
            }
            // Achilles' Armor!!!
            if (HydroBot.activeSkillID == 2)
            {
                if ((HydroBot.skillComboActivated && HydroBot.secondSkillID == 4) &&
                    //cooldowns check
                    ((HydroBot.firstUse[2] == true && HydroBot.firstUse[4] == true) ||
                     (PoseidonGame.playTime.TotalSeconds - HydroBot.skillPrevUsed[2] > GameConstants.coolDownForArchillesArmor &&
                      PoseidonGame.playTime.TotalSeconds - HydroBot.skillPrevUsed[4] > GameConstants.coolDownForHypnotise)))
                {
                    //HydroBot.invincibleMode = true;
                    //HydroBot.autoHipnotizeMode = true;
                    //HydroBot.skillPrevUsed[2] = PoseidonGame.playTime.TotalSeconds;
                    //HydroBot.skillPrevUsed[4] = PoseidonGame.playTime.TotalSeconds;
                    //HydroBot.firstUse[2] = false;
                    //HydroBot.firstUse[4] = false;
                    castAutoHipno = true;
                    skillUsed = true;
                }
                else if ((HydroBot.skillComboActivated && HydroBot.secondSkillID == 1) &&
                    //cooldowns check
                ((HydroBot.firstUse[2] == true && HydroBot.firstUse[1] == true) ||
                 (PoseidonGame.playTime.TotalSeconds - HydroBot.skillPrevUsed[2] > GameConstants.coolDownForArchillesArmor &&
                  PoseidonGame.playTime.TotalSeconds - HydroBot.skillPrevUsed[1] > GameConstants.coolDownForThorHammer)))
                {
                    //HydroBot.invincibleMode = true;
                    //HydroBot.autoExplodeMode = true;
                    //HydroBot.skillPrevUsed[2] = PoseidonGame.playTime.TotalSeconds;
                    //HydroBot.skillPrevUsed[1] = PoseidonGame.playTime.TotalSeconds;
                    //HydroBot.firstUse[2] = false;
                    //HydroBot.firstUse[1] = false;
                    castAutoExplode = true;
                    skillUsed = true;
                }
                else if ((PoseidonGame.playTime.TotalSeconds - HydroBot.skillPrevUsed[2] > GameConstants.coolDownForArchillesArmor) || HydroBot.firstUse[2] == true)
                {
                    //HydroBot.firstUse[2] = false;
                    //HydroBot.invincibleMode = true;
                    //HydroBot.skillPrevUsed[2] = PoseidonGame.playTime.TotalSeconds;
                    castInvincible = true;
                    skillUsed = true;
                }
                //if (skillUsed) PoseidonGame.audio.armorSound.Play();
            }

            //Hermes' Winged Sandal!!!
            if (HydroBot.activeSkillID == 3)
            {
                 if ((HydroBot.skillComboActivated && HydroBot.secondSkillID == 4) &&
                    ((HydroBot.firstUse[3] == true && HydroBot.firstUse[4] == true) ||
                    (PoseidonGame.playTime.TotalSeconds - HydroBot.skillPrevUsed[4] > GameConstants.coolDownForHypnotise &&
                    PoseidonGame.playTime.TotalSeconds - HydroBot.skillPrevUsed[3] > GameConstants.coolDownForHermesSandal)))
                {
                    //HydroBot.sonicHipnotiseMode = true;
                    //HydroBot.supersonicMode = true;
                    //HydroBot.skillPrevUsed[4] = PoseidonGame.playTime.TotalSeconds;
                    //HydroBot.skillPrevUsed[3] = PoseidonGame.playTime.TotalSeconds;
                    //HydroBot.firstUse[4] = false;
                    //HydroBot.firstUse[3] = false;
                    castSonicHipno = true;
                    skillUsed = true;
                }
                else if ((PoseidonGame.playTime.TotalSeconds - HydroBot.skillPrevUsed[3] > GameConstants.coolDownForHermesSandal) || HydroBot.firstUse[3] == true)
                {
                    //HydroBot.firstUse[3] = false;
                    //HydroBot.skillPrevUsed[3] = PoseidonGame.playTime.TotalSeconds;
                    //HydroBot.supersonicMode = true;
                    castSonic = true;
                    skillUsed = true;
                }
                //if (skillUsed) PoseidonGame.audio.hermesSound.Play();
            }

            // Hypnotise skill
            if (HydroBot.activeSkillID == 4)
            {
                BaseEnemy enemy = CursorManager.MouseOnWhichEnemy(cursor, gameCamera, enemies, enemiesAmount);
                //can't hipnotize a submarine
                if (enemy != null && !(enemy is Submarine) && (HydroBot.firstUse[4] == true || PoseidonGame.playTime.TotalSeconds - HydroBot.skillPrevUsed[4] > GameConstants.coolDownForHypnotise))
                {
                    //HydroBot.firstUse[4] = false;
                    //PoseidonGame.audio.hipnotizeSound.Play();
                    //useHypnotise(enemy);
                    //HydroBot.skillPrevUsed[4] = PoseidonGame.playTime.TotalSeconds;
                    castHipno = true;
                    skillUsed = true;
                    enemyToHipNo = enemy;
                }
            }

            if (skillUsed)
            {
                isCastingSkill = true;
            }
            //stop moving whether or not the skill has been casted
            hydroBot.reachDestination = true;
            pointIntersect = Vector3.Zero;
        }