コード例 #1
0
ファイル: Melee.cs プロジェクト: JoeyTheAsian/Just-Force
 //Overrrides the shoot method to create a more accurate short range projectile
 public override Projectile Shoot(ContentManager content, Character p, Camera c, int tileSize, Character e) {
     return new Projectile(content, p.Loc.X, p.Loc.Y, p.Direction + GetSpread() * (Math.PI / 180.0), 5, "EmptyTile", true,
                                         new Rectangle((int)((c.camPos.X + p.Loc.X) * tileSize), (int)((c.camPos.Y + p.Loc.Y) * tileSize), tileSize, tileSize), 1, false, e.IsPlayer);
 }
コード例 #2
0
ファイル: MapObject.cs プロジェクト: JoeyTheAsian/Just-Force
        /// <summary>
        /// Checks to see if there is collision
        /// </summary>
        /// <param name="e"></param>
        /// <param name="tileSize"></param>
        /// <returns></returns>
        public string CheckCollide(Entity e, Camera c, bool left, bool right, bool top, bool bot) {
            //First checks to see if the object has collision before testing for collision
            if (!collision) {
                //Returns none if there is no collision
                return "none";
            }
            //Checks to see if the entity is a Projectile
            if (e is Projectile) {
                //Then checks for collision
                if (this.loc.X - 0.5 <= e.Loc.X && this.loc.X + 0.5 >= e.Loc.X && this.loc.Y - 0.5 <= e.Loc.Y && this.loc.Y + 0.5 >= e.Loc.Y) {
                    //Returns hit if the object does collide
                    return "hit";
                }
            }
            //Checks to see if the entity is a character and if it is the player
            else if (e is Character) {

                //Gets the boolean values of the the corresponding four corners of the player
                bool topLeftCorner = (this.loc.X - 0.5 <= e.Loc.X - 0.5 && this.loc.X + 0.5 >= e.Loc.X - 0.5 && this.loc.Y - 0.5 <= e.Loc.Y - 0.5 && this.loc.Y + 0.5 >= e.Loc.Y - 0.5);
                bool topRightCorner = (this.loc.X - 0.5 <= e.Loc.X + 0.5 && this.loc.X + 0.5 >= e.Loc.X + 0.5 && this.loc.Y - 0.5 <= e.Loc.Y - 0.5 && this.loc.Y + 0.5 >= e.Loc.Y - 0.5);
                bool botLeftCorner = (this.loc.X - 0.5 <= e.Loc.X - 0.5 && this.loc.X + 0.5 >= e.Loc.X - 0.5 && this.loc.Y - 0.5 <= e.Loc.Y + 0.5 && this.loc.Y + 0.5 >= e.Loc.Y + 0.5);
                bool botRightCorner = (this.loc.X - 0.5 <= e.Loc.X + 0.5 && this.loc.X + 0.5 >= e.Loc.X + 0.5 && this.loc.Y - 0.5 <= e.Loc.Y + 0.5 && this.loc.Y + 0.5 >= e.Loc.Y + 0.5);

                //Checks if any corners collide
                if (topLeftCorner || topRightCorner || botLeftCorner || botRightCorner) {
                    //Creates variables to store the corners being checked
                    double corner1X, corner2X, corner1Y, corner2Y;

                    //Checks the top left corner to determine the side of collision
                    if (topLeftCorner) {
                        //Gets the points for the two corners to check
                        corner1X = Math.Abs((this.loc.X + 0.5) - (e.Loc.X - 0.5));
                        corner1Y = Math.Abs((this.loc.Y - 0.5) - (e.Loc.Y - 0.5));
                        corner2X = Math.Abs((this.loc.X - 0.5) - (e.Loc.X - 0.5));
                        corner2Y = Math.Abs((this.loc.Y + 0.5) - (e.Loc.Y - 0.5));
                        //Uses the distance formula to see which side it is closer to and returns the closer side
                        if (Math.Sqrt(Math.Pow(corner1X, 2) + Math.Pow(corner1Y, 2)) <= Math.Sqrt(Math.Pow(corner2X, 2) + Math.Pow(corner2Y, 2)) && !right) {
                            e.Loc.X += corner1X;
                            if (e.IsPlayer) {
                                c.camPos.X -= corner1X;
                            }
                            //Console.WriteLine("Right");
                        } else if (Math.Sqrt(Math.Pow(corner1X, 2) + Math.Pow(corner1Y, 2)) > Math.Sqrt(Math.Pow(corner2X, 2) + Math.Pow(corner2Y, 2)) && !bot)  {
                            e.Loc.Y += corner2Y;
                            if (e.IsPlayer) {
                                c.camPos.Y -= corner2Y;
                            }
                            //Console.WriteLine("Bottom");
                        }
                    } if (topRightCorner) {
                        //Gets the points for the two corners to check
                        corner1X = Math.Abs((this.loc.X - 0.5) - (e.Loc.X + 0.5));
                        corner1Y = Math.Abs((this.loc.Y - 0.5) - (e.Loc.Y - 0.5));
                        corner2X = Math.Abs((this.loc.X + 0.5) - (e.Loc.X + 0.5));
                        corner2Y = Math.Abs((this.loc.Y + 0.5) - (e.Loc.Y - 0.5));
                        //Uses the distance formula to see which side it is closer to and returns the closer side
                        if (Math.Sqrt(Math.Pow(corner1X, 2) + Math.Pow(corner1Y, 2)) <= Math.Sqrt(Math.Pow(corner2X, 2) + Math.Pow(corner2Y, 2)) && !left) {
                            e.Loc.X -= corner1X;
                            if (e.IsPlayer) {
                                c.camPos.X += corner1X;
                            }
                            //Console.WriteLine("Left");
                        } else if (Math.Sqrt(Math.Pow(corner1X, 2) + Math.Pow(corner1Y, 2)) > Math.Sqrt(Math.Pow(corner2X, 2) + Math.Pow(corner2Y, 2)) && !bot) {
                            e.Loc.Y += corner2Y;
                            if (e.IsPlayer) {
                                c.camPos.Y -= corner2Y;
                            }
                            //Console.WriteLine("Bottom");
                        }
                    } if (botLeftCorner) {
                        //Gets the points for the two corners to check
                        corner1X = Math.Abs((this.loc.X - 0.5) - (e.Loc.X - 0.5));
                        corner1Y = Math.Abs((this.loc.Y - 0.5) - (e.Loc.Y + 0.5));
                        corner2X = Math.Abs((this.loc.X + 0.5) - (e.Loc.X - 0.5));
                        corner2Y = Math.Abs((this.loc.Y + 0.5) - (e.Loc.Y + 0.5));
                        //Uses the distance formula to see which side it is closer to and returns the closer side
                        if (Math.Sqrt(Math.Pow(corner1X, 2) + Math.Pow(corner1Y, 2)) <= Math.Sqrt(Math.Pow(corner2X, 2) + Math.Pow(corner2Y, 2)) && !top) {
                            e.Loc.Y -= corner1Y;
                            if (e.IsPlayer) {
                                c.camPos.Y += corner1Y;
                            }
                            //Console.WriteLine("Top");
                        } else if (Math.Sqrt(Math.Pow(corner1X, 2) + Math.Pow(corner1Y, 2)) > Math.Sqrt(Math.Pow(corner2X, 2) + Math.Pow(corner2Y, 2)) && !right) {
                            e.Loc.X += corner2X;
                            if (e.IsPlayer) {
                                c.camPos.X -= corner2X;
                            }
                            //Console.WriteLine("Right");
                        }


                    } if (botRightCorner) {
                        //Gets the points for the two corners to check
                        corner1X = Math.Abs((this.loc.X + 0.5) - (e.Loc.X + 0.5));
                        corner1Y = Math.Abs((this.loc.Y - 0.5) - (e.Loc.Y + 0.5));
                        corner2X = Math.Abs((this.loc.X - 0.5) - (e.Loc.X + 0.5));
                        corner2Y = Math.Abs((this.loc.Y + 0.5) - (e.Loc.Y + 0.5));
                        //Uses the distance formula to see which side it is closer to and returns the closer side
                        if (Math.Sqrt(Math.Pow(corner1X, 2) + Math.Pow(corner1Y, 2)) <= Math.Sqrt(Math.Pow(corner2X, 2) + Math.Pow(corner2Y, 2)) && !top) {
                            e.Loc.Y -= corner1Y;
                            if (e.IsPlayer) {
                                c.camPos.Y += corner1Y;
                            }
                            //Console.WriteLine("Top");
                        } else if (Math.Sqrt(Math.Pow(corner1X, 2) + Math.Pow(corner1Y, 2)) > Math.Sqrt(Math.Pow(corner2X, 2) + Math.Pow(corner2Y, 2)) && !left) {
                            e.Loc.X -= corner2X;
                            if (e.IsPlayer) {
                                c.camPos.X += corner2X;
                            }
                            //Console.WriteLine("Left");
                        }
                    }
                }
            } 
            //Returns none if there is no collision
            return "none";
        }
コード例 #3
0
ファイル: Map.cs プロジェクト: JoeyTheAsian/Just-Force
        // constructor that reads fro a file map.cs
        public Map(ContentManager content, string filename, Camera c, Character player, List<Enemy> enemies, int screenWidth) {
            Texture2D empTexture = content.Load<Texture2D>("EmptyTile");
            tileSize = screenWidth / 20;

            BinaryReader input = new BinaryReader(File.OpenRead("Content/" + filename));
            int mapWidth = input.ReadInt32();
            int mapHeight = input.ReadInt32();

            tileMap = new Texture2D[mapWidth, mapHeight];
            objectMap = new MapObject[mapWidth, mapHeight];
            tileRot = new int[tileMap.GetLength(0), tileMap.GetLength(1)];
            objRot = new int[tileMap.GetLength(0), tileMap.GetLength(1)];


            for (int i = 0; i < tileMap.GetLength(0); i++) {
                for (int j = 0; j < tileMap.GetLength(1); j++) {
                    string txtrString = input.ReadString();
                    if (!txtrString.Equals("null")) {
                        Texture2D texture = content.Load<Texture2D>(txtrString);
                        tileMap[i, j] = texture;
                    } else {
                        tileMap[i, j] = empTexture;
                    }
                }
            }

            for (int i = 0; i < tileMap.GetLength(0); i++) {
                for (int j = 0; j < tileMap.GetLength(1); j++) {
                    tileRot[i, j] = input.ReadInt32();
                }
            }

            for (int i = 0; i < objectMap.GetLength(0); i++) {
                for (int j = 0; j < objectMap.GetLength(1); j++) {
                    string txtrString = input.ReadString();
                    if (!txtrString.Equals("null")) {
                        objectMap[i, j] = new MapObject(content, true, txtrString, i, j);
                    } else {
                        objectMap[i, j] = null;
                    }
                }
            }

            for (int i = 0; i < objectMap.GetLength(0); i++) {
                for (int j = 0; j < objectMap.GetLength(1); j++) {
                    objRot[i, j] = input.ReadInt32();
                }
            }

            int entWidth = input.ReadInt32();
            int entHieght = input.ReadInt32();
            int[,] entRot = new int[entWidth, entHieght];

            for (int i = 0; i < entRot.GetLength(0); i++) {
                for (int j = 0; j < entRot.GetLength(1); j++) {
                    entRot[i, j] = input.ReadInt32();
                }
            }
            
            for (int x = 0; x < entWidth; x++) {
                for (int y = 0; y < entHieght; y++) {
                    string txtrString = input.ReadString();
                    if (txtrString.Equals("null")) {
                        continue;
                    } else if (txtrString.Equals("Enemy")) {
                        CreateEnemy.CreateNormalEnemy(ref enemies, content, c, this, x, y, entRot[x,y] * -1.5708f);
                    } else if (txtrString.Equals("RiotEnemy")) {
                        CreateEnemy.CreateRiotEnemy(ref enemies, content, c, this, x, y, entRot[x, y] * -1.5708f);
                    }
                }
            }

            string playerPos = input.ReadString();
            string[] playerParts = playerPos.Split(',');
            double distX = player.Loc.X - double.Parse(playerParts[1]);
            double distY = player.Loc.Y - double.Parse(playerParts[2]);
            
            player.Loc.X -= distX;
            player.Loc.Y -= distY;
            c.camPos.X += distX;
            c.camPos.Y += distY;
            
            input.Close();
        }
コード例 #4
0
ファイル: Weapon.cs プロジェクト: JoeyTheAsian/Just-Force
 public virtual Projectile Shoot(ContentManager content, Character p, Camera c, int tileSize, Character e) {
     timeSinceLastShot = 0;
     if (CheckAmmo()) {
         Projectile proj = null;
         if (name.Equals("Rifle")) {
             proj = new Projectile(content, p.Loc.X, p.Loc.Y, p.Direction + GetSpread() * (Math.PI / 180.0), 3, "BulletTwo", true,
                                            new Rectangle((int)((c.camPos.X + p.Loc.X) * tileSize), (int)((c.camPos.Y + p.Loc.Y) * tileSize), tileSize, tileSize), range, true, e.IsPlayer);
         } else if (name.Equals("Pistol")) {
             proj = new Projectile(content, p.Loc.X, p.Loc.Y, p.Direction + GetSpread() * (Math.PI / 180.0), 3, "Bullet", true,
                                            new Rectangle((int)((c.camPos.X + p.Loc.X) * tileSize), (int)((c.camPos.Y + p.Loc.Y) * tileSize), tileSize, tileSize), range, false, e.IsPlayer);
         } else {
             proj = new Projectile(content, p.Loc.X, p.Loc.Y, p.Direction + GetSpread() * (Math.PI / 180.0), 3, "BulletTwo", true,
                                             new Rectangle((int)((c.camPos.X + p.Loc.X) * tileSize), (int)((c.camPos.Y + p.Loc.Y) * tileSize), tileSize, tileSize), range, false, e.IsPlayer);
         }
         ammo[0]--;
         return proj;
     } else {
         return null;
     }
 }
コード例 #5
0
ファイル: Map.cs プロジェクト: JoeyTheAsian/Just-Force
        public string CheckArea(Entity e, Camera c) {
            for (int i = (int)e.Loc.X - 2; i < (int)e.Loc.X + 2; i++) {
                //Loops through nearby y values
                for (int j = (int)e.Loc.Y - 2; j < (int)e.Loc.Y + 2; j++) {
                    //Checks if the spot is a valid spot to check
                    if (i > -1 && j > -1 && i < objectMap.GetLength(0) && j < objectMap.GetLength(1)) {
                        //Checks to see if the object is null
                        if (objectMap[i, j] != null) {
                            bool left = false, right = false, top = false, bot = false;
                            //Checks if there is an object to the left
                            if ((i - 1) > -1 && objectMap[i - 1, j] != null && objectMap[i - 1, j].collision) {
                                left = true;
                            }
                            //Checks if there is an object to the right
                            if ((i + 1) < objectMap.GetLength(0) && objectMap[i + 1, j] != null && objectMap[i + 1, j].collision) {
                                right = true;
                            }
                            //Checks if there is an object to the top
                            if ((j - 1) > -1 && objectMap[i, j - 1] != null && objectMap[i, j - 1].collision) {
                                top = true;
                            }
                            //Checks if there is an object to the bot
                            if ((j + 1) < objectMap.GetLength(1) && objectMap[i, j + 1] != null && objectMap[i, j + 1].collision) {
                                bot = true;
                            }

                            //Checks to see if the object collides
                            if (!objectMap[i, j].CheckCollide(e, c, left, right, top, bot).Equals("none")) {
                                //If the entity is a projectile then set the first index has a hit in it
                                if (e is Projectile) {
                                    return "hit";
                                    //Else is a character and puts the side with the collsion in the array
                                } else {
                                    return objectMap[i, j].CheckCollide(e, c, left, right, top, bot);
                                }
                            }
                        }
                    }
                }
            }
            //Return the sides
            return "none";
        }
コード例 #6
0
ファイル: Shooting.cs プロジェクト: JoeyTheAsian/Just-Force
 //Shoots the player's current gun
 public static void ShootWeapon(Character player, MouseState mState, MouseState oldMState, List<Projectile> projectiles, bool temp, Camera c, ContentManager Content, Queue<SoundEffect> curSounds, Dictionary<string, SoundEffect> soundEffects, ref Map m) {
     if (!player.IsMeleeing && !(SkillSystem.skills[2].Active && player.IsSprinting)) {
         if (player.Weapon.Auto) {
             if (oldMState.LeftButton == ButtonState.Pressed) {
                 if (temp) {
                     SoundEffect TempSound;
                     //enqueue gunshot sound
                     //only shoot if not a null projectile
                     Projectile p = player.Weapon.Shoot(Content, player, c, m.TileSize, player);
                     if (p != null) {
                         //create new projectile
                         projectiles.Add(p);
                         //load and enqueue sound
                         soundEffects.TryGetValue("gunshot", out TempSound);
                         curSounds.Enqueue(player.Weapon.ShootSound);
                         m.sounds.Add(player.Loc);
                         //add the player's sound to the map's sound queue for AI to detect
                         m.sounds.Add(player.Loc);
                         c.screenShake = true;
                     } else {
                         player.Weapon.Shoot(Content, player, c, m.TileSize, player);
                         //enqueue gun click sound if empty
                         soundEffects.TryGetValue("emptyClick", out TempSound);
                         curSounds.Enqueue(TempSound);
                     }
                 }
             }
         } else {
             if (oldMState.LeftButton == ButtonState.Pressed && mState.LeftButton != ButtonState.Pressed) {
                 if (temp) {
                     if (player.Weapon.Name.Equals("Shotgun")) {
                         SoundEffect TempSound;
                         //enqueue gunshot sound
                         //only shoot if not a null projectile
                         Projectile p = player.Weapon.Shoot(Content, player, c, m.TileSize, player);
                         if (p != null) {
                             player.Weapon.Ammo[0] += 2;
                             Projectile p2 = player.Weapon.Shoot(Content, player, c, m.TileSize, player);
                             Projectile p3 = player.Weapon.Shoot(Content, player, c, m.TileSize, player);
                             projectiles.Add(p);
                             projectiles.Add(p2);
                             projectiles.Add(p3);
                             soundEffects.TryGetValue("shotgunSound.wav", out TempSound);
                             curSounds.Enqueue(player.Weapon.ShootSound);
                             m.sounds.Add(player.Loc);
                             c.screenShake = true;
                         } else {
                             player.Weapon.Shoot(Content, player, c, m.TileSize, player);
                             //enqueue gun click sound if empty
                             soundEffects.TryGetValue("emptyClick", out TempSound);
                             curSounds.Enqueue(TempSound);
                         }
                     } else {
                         SoundEffect TempSound;
                         //enqueue gunshot sound
                         //only shoot if not a null projectile
                         Projectile p = player.Weapon.Shoot(Content, player, c, m.TileSize, player);
                         if (p != null) {
                             projectiles.Add(p);
                             soundEffects.TryGetValue("gunshot", out TempSound);
                             curSounds.Enqueue(player.Weapon.ShootSound);
                             m.sounds.Add(player.Loc);
                             c.screenShake = true;
                         } else {
                             player.Weapon.Shoot(Content, player, c, m.TileSize, player);
                             //enqueue gun click sound if empty
                             soundEffects.TryGetValue("emptyClick", out TempSound);
                             curSounds.Enqueue(TempSound);
                         }
                     }
                 }
             }
         }
     }
 }
コード例 #7
0
ファイル: Shooting.cs プロジェクト: JoeyTheAsian/Just-Force
 //Method to use the player's knife
 public static void Stab(Character player, KeyboardState state, KeyboardState oldState, ContentManager content, Camera c, int tileSize, List<Projectile> projectiles, Queue<SoundEffect> curSounds) {
     //If the player presses 'V' then does a melee attack
     if (state.IsKeyDown(Keys.Space) && oldState.IsKeyUp(Keys.Space) && (!SkillSystem.skills[2].Active && !player.IsSprinting) && !player.Weapon.isReloading) {
         projectiles.Add(weapons[0].Shoot(content, player, c, tileSize, player));
         curSounds.Enqueue(weapons[0].ShootSound);
         //Sets the player to a melee state
         player.IsMeleeing = true;
         //Sets animation values
         player.NumOfFrames = 9;
         player.Frame = 0;
         player.FrameLevel = 0;
         player.TimePerFrame = 100;
     }
 }
コード例 #8
0
 //Creates a single riot enemy
 public static void CreateRiotEnemy(ref List<Enemy> enemies, ContentManager Content, Camera c, Map m, double x, double y, float dir) {
     enemies.Add(new RiotEnemy(Content, x, y, "NoTexture", PlayerPos.CalcRectangle(c.camPos.X, c.camPos.Y, x, y, m.TileSize, c.xOffset, c.yOffset), dir));
 }
コード例 #9
0
 //Creates a single normal enemy
 public static void CreateNormalEnemy(ref List<Enemy> enemies, ContentManager Content, Camera c, Map m, double x, double y, float dir) {
     Enemy e = new Enemy(Content, x, y, "NoTexture", PlayerPos.CalcRectangle(c.camPos.X, c.camPos.Y, x, y, m.TileSize, c.xOffset, c.yOffset), dir);
     e.EntTexture = Content.Load<Texture2D>("Enemy" + rng.Next(1, 4));
     enemies.Add(e);
 }