예제 #1
0
        private void initCollision()
        {
            rigidBody = addComponent <FSRigidBody>()
                        .setBodyType(BodyType.Dynamic)
                        .setFixedRotation(true)
                        .setIsSleepingAllowed(false)
                        .setLinearDamping(0.8f)
                        .setMass(2f);

            collider = addComponent <FSCollisionCircle>();
            collider.setRadius(20)
            .setIsSensor(true);
            collider.setCollisionCategories(CollisionSetting.enemyCategory);
            collider.setCollidesWith(
                CollisionSetting.playerAttackCategory
                );

            addComponent <RigidBodyVelocityLimited>();


            colliderEntity = scene.createEntity("collision").setPosition(this.position);
            colliderEntity.addComponent <FSRigidBody>()
            .setBodyType(BodyType.Static);

            var shape = colliderEntity.addComponent <FSCollisionBox>()
                        .setSize(28, 28);

            shape.setCollisionCategories(CollisionSetting.wallCategory);
        }
예제 #2
0
        private void initCollision()
        {
            rigidBody = addComponent <FSRigidBody>()
                        .setBodyType(FarseerPhysics.Dynamics.BodyType.Dynamic)
                        .setLinearDamping(0.8f)
                        .setMass(2f);

            collider = addComponent <FSCollisionCircle>()
                       .setRadius(8);
            collider.setCollisionCategories(CollisionSetting.enemyCategory);
            collider.setCollidesWith(CollisionSetting.wallCategory
                                     | CollisionSetting.allAttackTypeCategory
                                     | CollisionSetting.playerAttackCategory
                                     );


            damageTriger = addComponent <DamageTrigerComponent>();
            damageTriger.setRadius(16).setIsSensor(true);
            damageTriger.setCollisionCategories(
                CollisionSetting.enemyAttackCategory);
            damageTriger.setCollidesWith(CollisionSetting.playerCategory);
            damageTriger.onAdded += damageOnAdded;

            viewFieldTrigger = addComponent <EnemyViewComponent>();
            viewFieldTrigger.setRadius(fieldOfView);
            viewFieldTrigger.setIsSensor(true);
            viewFieldTrigger.setCollisionCategories(CollisionSetting.enemyCategory);
            viewFieldTrigger.setCollidesWith(CollisionSetting.playerCategory);

            viewFieldTrigger.onAdded += onAdded;

            addComponent <RigidBodyVelocityLimited>();
        }
예제 #3
0
        private void initCollision()
        {
            rigidBody = addComponent <FSRigidBody>()
                        .setBodyType(BodyType.Dynamic)
                        .setFixedRotation(true)
                        .setLinearDamping(0.8f)
                        .setMass(2f);

            collider = addComponent <FSCollisionCircle>()
                       .setRadius(8);
            collider.setCollisionCategories(CollisionSetting.enemyCategory);
            collider.setCollidesWith(CollisionSetting.wallCategory
                                     | CollisionSetting.allAttackTypeCategory
                                     | CollisionSetting.playerAttackCategory
                                     | CollisionSetting.tiledHoleCategory
                                     );

            var damageTriger = addComponent <DamageTrigerComponent>();

            damageTriger.setRadius(8).setIsSensor(true);
            damageTriger.setCollisionCategories(
                CollisionSetting.enemyAttackCategory);
            damageTriger.setCollidesWith(CollisionSetting.playerCategory);
            damageTriger.onAdded += () =>
            {
                damageTriger.GetFixture().onCollision += (fixtureA, fixtureB, contact) =>
                {
                    var component     = fixtureB.userData as Component;
                    var actorProperty = component.entity.getComponent <ActorPropertyComponent>();
                    actorProperty.executeDamage?.Invoke(AttackTypes.Physics, 5);
                    var rigidbody = component.entity.getComponent <FSRigidBody>();
                    var dir       = component.entity.position - this.position;
                    dir.Normalize();
                    rigidbody.body.applyLinearImpulse(dir * rigidbody.body.mass);
                    return(true);
                };
            };

            addComponent <RigidBodyVelocityLimited>();
        }
예제 #4
0
파일: Octor.cs 프로젝트: WuZongJin/MyGame
        public override void onAddedToScene()
        {
            base.onAddedToScene();

            this.actorProperty               = addComponent <ActorPropertyComponent>();
            this.actorProperty.HP            = this.actorProperty.MaxHP = 30;
            this.actorProperty.moveSpeed     = 70;
            this.actorProperty.executeDamage = executeDamageMethod;

            var texture1 = scene.content.Load <Texture2D>("Images/Enemys/BlackOctor1");
            var texture2 = scene.content.Load <Texture2D>("Images/Enemys/BlackOctor2");
            var texture3 = GameResources.GameTextureResource.xObjectPacker.Packer.getSubtexture(750);

            animations = addComponent(new Sprite <OctorAnimations>(new Subtexture(texture1)));
            animations.setLayerDepth(LayerDepthExt.caluelateLayerDepth(this.position.Y));
            animations.addAnimation(OctorAnimations.Attack, new SpriteAnimation(new Subtexture(texture2)));
            animations.addAnimation(OctorAnimations.Appera, new SpriteAnimation(new Subtexture(texture1)));
            animations.addAnimation(OctorAnimations.Hide, new SpriteAnimation(texture3));

            animations.currentAnimation = OctorAnimations.Hide;

            rigidBody = addComponent <FSRigidBody>()
                        .setBodyType(BodyType.Dynamic)
                        .setLinearDamping(int.MaxValue)
                        .setMass(2f);

            var collider = addComponent <FSCollisionCircle>()
                           .setRadius(5);

            collider.setCollisionCategories(CollisionSetting.enemyCategory);
            collider.setCollidesWith(CollisionSetting.allAttackTypeCategory
                                     | CollisionSetting.playerAttackCategory);


            ViewTrigger = scene.createEntity("OctorViewTrigger").setPosition(this.position);
            ViewTrigger.addComponent <FSRigidBody>()
            .setBodyType(BodyType.Dynamic);
            var view = ViewTrigger.addComponent <EnemyViewComponent>();

            view.setRadius(fieldOfView)
            .setIsSensor(true);

            view.setCollisionCategories(CollisionSetting.enemyCategory);
            view.setCollidesWith(CollisionSetting.playerCategory);

            view.onAdded += () =>
            {
                view.GetFixture().onCollision += (fixtureA, fixtureB, contact) =>
                {
                    var compoent = fixtureB.userData as Component;
                    target       = compoent.entity;
                    isFindTarget = true;
                    return(true);
                };

                view.GetFixture().onSeparation += (fixtureA, fixtureB) => {
                    target       = null;
                    isFindTarget = false;
                };
            };

            colliderEntity = scene.createEntity("collision").setPosition(this.position);
            colliderEntity.addComponent <FSRigidBody>()
            .setBodyType(BodyType.Static);

            colliderShape = colliderEntity.addComponent <FSCollisionCircle>()
                            .setRadius(7);
            colliderShape.setCollisionCategories(CollisionSetting.wallCategory);


            stateMachine = addComponent(new OctorSimpleStateMachine(this));
        }