public Player() { //load the player's sprite var tex1 = new TextureInfo(new Texture2D("/Application/data/tiles/machinegun_fire.png", false) , new Vector2i(14, 1)); tex1.Texture.SetFilter(TextureFilterMode.Disabled); playerBodySprite = new SpriteTile(); playerBodySprite.TextureInfo = tex1; playerBodySprite.TileIndex2D = new Vector2i(0, 0); //playerBodySprite.BlendMode = BlendMode.None; //testing only //set up scale,position ect playerBodySprite.CenterSprite(new Vector2(0.2f, 0.1f)); playerBodySprite.Pivot = new Vector2(0.08f, 0.0f); playerBodySprite.Scale = new Vector2(0.75f, 1.5f); this.AddChild(playerBodySprite); //Position = new Vector2 (MapManager.Instance.currentMap.width/2.0f, MapManager.Instance.currentMap.height/2.0f); var list = MapManager.Instance.currentMap.returnTilesOfType(MapTile.Types.floor); Position = list[Support.random.Next(0, list.Count - 1)].position; //get the local bounds of the sprite bounds = new Bounds2(); playerBodySprite.GetlContentLocalBounds(ref bounds); bounds = new Bounds2(bounds.Min * 0.5f, bounds.Max * 0.5f); }
public new bool HasCollidedWithPlayer(SpriteUV player) //Check if the a sprite has hit a part of the maze { if (tileIndex > 5 && tileIndex < 15) { laserOn = true; } else { laserOn = false; } Bounds2 playerBounds = player.GetlContentLocalBounds(); player.GetContentWorldBounds(ref playerBounds); //Get sprite bounds (player bounds) Bounds2 laserBounds = sprite.GetlContentLocalBounds(); sprite.GetContentWorldBounds(ref laserBounds); //Get all of the maze bounds laserBounds.Max = laserBounds.Max - 15.0f; laserBounds.Min = laserBounds.Min + 15.0f; if (playerBounds.Overlaps(laserBounds) && laserOn) { return(true); } return(false); }
public bool HasCollidedWithPlayer(SpriteUV player) //Check if the a sprite has hit a part of the maze { if (collected == false) { Bounds2 playerBounds = player.GetlContentLocalBounds(); player.GetContentWorldBounds(ref playerBounds); //Get sprite bounds (player bounds) Bounds2 spriteBounds = sprite.GetlContentLocalBounds(); sprite.GetContentWorldBounds(ref spriteBounds); //Get all of the maze bounds if (playerBounds.Overlaps(spriteBounds)) { return(true); } } return(false); }
public new bool HasCollidedWithPlayer(SpriteUV player) //Check if the a sprite has hit a part of the maze { Bounds2 playerBounds = player.GetlContentLocalBounds(); player.GetContentWorldBounds(ref playerBounds); //Get sprite bounds (player bounds) Bounds2 holeBounds = sprite.GetlContentLocalBounds(); sprite.GetContentWorldBounds(ref holeBounds); //Get all of the maze bounds holeBounds.Max = holeBounds.Max - 15.0f; holeBounds.Min = holeBounds.Min + 15.0f; if (playerBounds.Overlaps(holeBounds)) { return(true); } return(false); }
public BasicEnemy(Vector2 pos, TextureInfo tex) { Position = pos; sprite = new SpriteTile(); sprite.TextureInfo = tex; sprite.Position = pos; sprite.TileIndex2D = new Vector2i(0, 0); sprite.CenterSprite(new Vector2(0.4f, 0.5f)); sprite.Scale = new Vector2(2.0f, 2.0f); //set up the random vector randomMovement = Support.rand.NextVector2(-0.01f, 0.01f); //update the animation frames sprite.Schedule((dt) => { if (FrameCount % 2 == 0) { //if attacking,use all animation frames if (attacking) { //deal damage to the player if (FrameCount % damageDelay == 0) { Player.Instance.Health -= damage; } animationFrame = (animationFrame + 1) % 25; } else { //if not,then use first three animation frames animationFrame = (animationFrame + 1) % 4; } //assign the correct tileindex sprite.TileIndex1D = animationFrame; //if close to the player,then follow,otherwise move randomly if (Player.Instance.Position.Distance(sprite.Position) < 6.0f && Collisions.checkLineOfSight(this, Player.Instance)) { isMovingRandomly = false; step = (Player.Instance.Position - sprite.Position).Normalize() / 15.0f; //check if should be attacking if (Collisions.checkCollisionBetweenEntities(this, Player.Instance)) { //check if is not attacking already if (attacking == false) { attacking = true; //manualy skip the frames animationFrame = 4; } } else { //make sure that attacking is set to false attacking = false; } } else { //player is not within range, move randomly isMovingRandomly = true; step = randomMovement; } } //advance the position by the given Vector2 step sprite.Position += step; //only move when not attacking if (!attacking) { //collision detection on the X axis //create a vector 2 containing a proposed change to the position Vector2 proposedChange = new Vector2(step.X, 0.0f) * speedModifier; //temporary game entity to contain the entity the enemy might have collided with GameEntity tempEntity; //check wall collisions and then collisions with other enemies if (!Collisions.checkWallsCollisions(this, MapManager.Instance.currentMap, ref proposedChange) && !Collisions.efficientCollisionsCheck(this, proposedChange, out tempEntity)) { //no collision, so we can change the position Position += proposedChange / speedModifier; } else if (isMovingRandomly) { //collided with something,but if the enemy should be moving randomly, then let it move randomMovement.X = -randomMovement.X; } //collision detection on the Y axis proposedChange = new Vector2(0.0f, step.Y) * speedModifier; if (!Collisions.checkWallsCollisions(this, MapManager.Instance.currentMap, ref proposedChange) && !Collisions.efficientCollisionsCheck(this, proposedChange, out tempEntity)) { Position += proposedChange / speedModifier; } else if (isMovingRandomly) { randomMovement.Y = -randomMovement.Y; } //position changed, so we need to remove the entity from the QuadTree and add again //this is because the entity might be in the wrong place in the QuadTree and removing and re-adding is the only way to fix that Game.Instance.quadTree.removeEntity(this); Game.Instance.quadTree.insert(this); } //rotate the sprite to face the direction of walking var angleInRadians = -FMath.Atan2(step.X, step.Y); sprite.Rotation = new Vector2(FMath.Cos(angleInRadians), FMath.Sin(angleInRadians)); //correct for the fact that the sprite is rotated in the texture file sprite.Rotation = sprite.Rotation.Rotate(90.0f); }, -1); //create a shadow texture - temporarily disabled //SpriteUV shadow = new SpriteUV(new TextureInfo(Bullet.fireTexture)); //shadow.CenterSprite(new Vector2(0.5f,0.5f)); //shadow.Color = Sce.PlayStation.HighLevel.GameEngine2D.Base.Math.SetAlpha(Colors.Black,0.5f); //calculate the bounds for the entire sprite bounds = new Bounds2(); sprite.GetlContentLocalBounds(ref bounds); bounds = new Bounds2(bounds.Min * 0.5f, bounds.Max * 0.5f); }