private void TreasureSeekUpdate(GameTime gameTime) { Treasure t = stage.GetClosestTreasure(agentObject.Translation); if (t == null) { // No more treasure. Stop Moving state = NPAgentState.DONE; return; } if (treasureNav == null || treasureNav.Translation != t.Obj.Translation) { treasureNav = new NavNode(t.Obj.Translation, NavNode.NavNodeEnum.WAYPOINT); agentObject.turnToFace(treasureNav.Translation); } ObjectAvoidance(); float distance = Vector3.Distance( new Vector3(treasureNav.Translation.X, 0, treasureNav.Translation.Z), new Vector3(agentObject.Translation.X, 0, agentObject.Translation.Z)); stage.setInfo(15, stage.agentLocation(this)); stage.setInfo(16, string.Format(" nextGoal ({0:f0}, {1:f0}, {2:f0}) distance to next goal = {3,5:f2})", treasureNav.Translation.X / stage.Spacing, treasureNav.Translation.Y, treasureNav.Translation.Z / stage.Spacing, distance)); // Add in the bounding sphere radius to make distance 200 from edge of bounding box instead of 200 from center of object if (distance <= (tagDistance + t.BoundingSphereRadius)) { //Tag the treasure so it can't be found again. stage.TagTreasure(t, this); this.treasuresFound++; //Found treasure, stop seeking and switch states. treasureNav = null; Treasure anyMore = stage.GetClosestTreasure(agentObject.Translation); if (anyMore != null) { state = NPAgentState.PATH_SEEK; // snap to nextGoal and orient toward the new nextGoal agentObject.turnToFace(nextGoal.Translation); } else { state = NPAgentState.DONE; } } }
public Treasures(Stage theStage, string label, string meshFile) : base(theStage, label, meshFile) { isCollidable = true; int spacing = stage.Terrain.Spacing; Terrain terrain = stage.Terrain; treasureList = new Treasure[numberOfTreasures]; treasureList[0] = new Treasure(447, 453); treasureList[1] = new Treasure(320, 320); treasureList[2] = new Treasure(480, 320); treasureList[3] = new Treasure(400, 490); for (int i = 0; i < treasureList.Length; i++) { addObject(new Vector3(treasureList[i].getXPos() * spacing, terrain.surfaceHeight((int)treasureList[i].getXPos(), (int)treasureList[i].getZPos()), treasureList[i].getZPos() * spacing), Vector3.Up, 0.0f); } }
/// <summary> /// Handle player input that affects the player. /// See Stage.Update(...) for handling user input that affects /// how the stage is rendered. /// First check if gamepad is connected, if true use gamepad /// otherwise assume and use keyboard. /// </summary> /// <param name="gameTime"></param> public override void Update(GameTime gameTime) { KeyboardState keyboardState = Keyboard.GetState(); if (keyboardState.IsKeyDown(Keys.R) && !oldKeyboardState.IsKeyDown(Keys.R)) { agentObject.Orientation = initialOrientation; } // allow more than one keyboardState to be pressed if (keyboardState.IsKeyDown(Keys.Up)) { agentObject.Step++; } if (keyboardState.IsKeyDown(Keys.Down)) { agentObject.Step--; } if (keyboardState.IsKeyDown(Keys.Left)) { rotate++; } if (keyboardState.IsKeyDown(Keys.Right)) { rotate--; } oldKeyboardState = keyboardState; // Update saved state. agentObject.Yaw = rotate * angle; Treasure t = stage.GetClosestTreasure(agentObject.Translation); if (t != null) { float distance = Vector3.Distance(agentObject.Translation, t.Obj.Translation); if (distance < distanceToTagTreasure + t.BoundingSphereRadius) { stage.TagTreasure(t, this); this.treasuresFound++; } } base.Update(gameTime); rotate = agentObject.Step = 0; }
internal Treasure GetClosestTreasure(Vector3 translation) { // Set distance to Maximum, find the closest untagged treasure float closestDistance = float.MaxValue; Treasure closestTreasure = null; // Find closest treasure foreach (Treasure t in Treasures) { float distanceToTreasure = Vector3.Distance(translation, t.Obj.Translation); if (distanceToTreasure < closestDistance && !t.IsTagged()) { closestDistance = distanceToTreasure; closestTreasure = t; } } return(closestTreasure); }
/// <summary> /// Set GraphicDevice display and rendering BasicEffect effect. /// Create SpriteBatch, font, and font positions. /// Creates the traceViewport to display information and the sceneViewport /// to render the environment. /// Create and add all DrawableGameComponents and Cameras. /// First, add all required contest: Inspector, Cameras, Terrain, Agents /// Second, add all optional (scene specific) content /// </summary> protected override void LoadContent() { display = graphics.GraphicsDevice; effect = new BasicEffect(display); // Set up Inspector display spriteBatch = new SpriteBatch(display); // Create a new SpriteBatch inspectorFont = Content.Load <SpriteFont>("Consolas"); // Windows XNA && MonoGames // set window size graphics.PreferredBackBufferWidth = windowWidth; graphics.PreferredBackBufferHeight = windowHeight; graphics.ApplyChanges(); // viewports defaultViewport = GraphicsDevice.Viewport; inspectorViewport = defaultViewport; sceneViewport = defaultViewport; inspectorViewport.Height = InfoPaneSize * inspectorFont.LineSpacing; inspectorProjection = Matrix.CreatePerspectiveFieldOfView(fov, inspectorViewport.Width / inspectorViewport.Height, hither, yon); sceneViewport.Height = defaultViewport.Height - inspectorViewport.Height; sceneViewport.Y = inspectorViewport.Height; sceneProjection = Matrix.CreatePerspectiveFieldOfView(fov, sceneViewport.Width / sceneViewport.Height, hither, yon); // create Inspector display Texture2D inspectorBackground = Content.Load <Texture2D>("inspectorBackground"); inspector = new Inspector(display, inspectorViewport, inspectorFont, Color.Black, inspectorBackground); // create information display strings // help strings inspector.setInfo(0, "Academic Graphics MonoGames 3.6 Starter Kit for CSUN Comp 565 assignments."); inspector.setInfo(1, "Press keyboard for input (not case sensitive 'H' || 'h') 'Esc' to quit"); inspector.setInfo(2, "Inspector toggles: 'H' help or info 'M' matrix or info 'I' displays next info pane."); inspector.setInfo(3, "Arrow keys move the player in, out, left, or right. 'R' resets player to initial orientation."); inspector.setInfo(4, "Stage toggles: 'B' bounding spheres, 'C' || 'X' cameras, 'T' fixed updates"); // initialize empty info strings for (int i = 5; i < 20; i++) { inspector.setInfo(i, " "); } // set blending for bounding sphere drawing blending = new BlendState(); blending.ColorSourceBlend = Blend.SourceAlpha; blending.ColorDestinationBlend = Blend.InverseSourceAlpha; blending.ColorBlendFunction = BlendFunction.Add; notBlending = new BlendState(); notBlending = display.BlendState; // Create and add stage components // You must have a TopDownCamera, BoundingSphere3D, WayPoint3D, Terrain, and Agents (player, npAgent) in your stage! // Place objects at a position, provide rotation axis and rotation radians. // All location vectors are specified relative to the center of the stage. // Create a top-down "Whole stage" camera view, make it first camera in collection. topDownCamera = new Camera(this, Camera.CameraEnum.TopDownCamera); camera.Add(topDownCamera); boundingSphere3D = Content.Load <Model>("boundingSphereV8"); wayPoint3D = Content.Load <Model>("100x50x100Marker"); // model for navigation node display // Create required entities: collidable = new List <Object3D>(); // collection of objects to test for collisions terrain = new Terrain(this, "terrain", "HongyouAdded/heightTexture", "HongyouAdded/colorTexture"); Components.Add(terrain); // Load Agent mesh objects, meshes do not have textures player = new Player(this, "Chaser", new Vector3(510 * spacing, terrain.surfaceHeight(510, 507), 507 * spacing), new Vector3(0, 1, 0), 0.78f, "redAvatarV6"); // face looking diagonally across stage player.IsCollidable = true; // test collisions for player Components.Add(player); npAgent = new NPAgent(this, "Evader", new Vector3(490 * spacing, terrain.surfaceHeight(490, 450), 450 * spacing), new Vector3(0, 1, 0), 0.0f, "magentaAvatarV6"); // facing +Z npAgent.IsCollidable = true; // npAgent does not test for collisions Components.Add(npAgent); // create file output stream for trace() fout = new StreamWriter("trace.txt", false); Trace = string.Format("{0} trace output from AGMGSKv8", DateTime.Today.ToString("MMMM dd, yyyy")); // ------ The wall and pack are required for Comp 565 projects, but not AGMGSK --------- // create walls for navigation algorithms Wall wall = new Wall(this, "wall", "100x100x100Brick"); Components.Add(wall); // create a pack for "flocking" algorithms // create a Pack of 6 dogs centered at (450, 500) that is leaderless Pack pack = new Pack(this, "dog", "dogV6", 6, 450, 430, player.AgentObject); Components.Add(pack); // --------------------------------------------------- // ----------- MY CONTENT HERE ----------------------- // --------------------------------------------------- inspector.setInfo(20, "Lerp is currently not active"); inspector.setInfo(21, "Treasure Seeking mode is off"); //Treasures (4 of them) Treasure t1 = new Treasure(this, "treasure_box_1", "HongyouAdded/TreasureBox1", 444, 454); treasures.Add(t1); Components.Add(t1); Treasure t2 = new Treasure(this, "treasure_box_2", "HongyouAdded/TreasureBox2", 502, 451); treasures.Add(t2); Components.Add(t2); Treasure t3 = new Treasure(this, "treasure_box_3", "HongyouAdded/TreasureBox3", 398, 110); treasures.Add(t3); Components.Add(t3); Treasure t4 = new Treasure(this, "treasure_box_4", "HongyouAdded/TreasureBox4", 328, 139); treasures.Add(t4); Components.Add(t4); //Shrubs (300 of them) Bushes bushes = new Bushes(this, "Bush", "HongyouAdded/Bush", 300); Components.Add(bushes); //Huts (10 of them) Huts huts = new Huts(this, "hut", "HongyouAdded/Hut", 10); Components.Add(huts); ObstacleHuts obstacles = new ObstacleHuts(this, "hut", "HongyouAdded/Hut"); Components.Add(obstacles); // -------------------------------------------------- // ----------- MY CONTENT END ----------------------- // -------------------------------------------------- // create a temple Model3D m3d = new Model3D(this, "temple", "templeV3"); m3d.IsCollidable = true; // must be set before addObject(...) and Model3D doesn't set it m3d.addObject(new Vector3(340 * spacing, terrain.surfaceHeight(340, 340), 340 * spacing), new Vector3(0, 1, 0), 0.79f); // , new Vector3(1, 4, 1)); Components.Add(m3d); // create 20 clouds Cloud cloud = new Cloud(this, "cloud", "cloudV3", 20); // Set initial camera and projection matrix setCamera(1); // select the "whole stage" camera Components.Add(cloud); // Describe the scene created Trace = string.Format("scene created:"); Trace = string.Format("\t {0,4:d} components", Components.Count); Trace = string.Format("\t {0,4:d} collidable objects", Collidable.Count); Trace = string.Format("\t {0,4:d} cameras", camera.Count); }
internal void TagTreasure(Treasure t, Agent a) { t.Tag(a); Components.Remove(t); }