public bool IsSpriteViewable(AbstractHumanoid viewerSprite, AbstractHumanoid viewedSprite, AbstractMap map, int fov) { Dictionary <AbstractHumanoid, bool> viewedList; if (!internalList.TryGetValue(viewerSprite, out viewedList)) { viewedList = new Dictionary <AbstractHumanoid, bool>(); internalList.Add(viewerSprite, viewedList); } bool isViewed; if (!viewedList.TryGetValue(viewedSprite, out isViewed)) { isViewed = Optics.IsSpriteViewable(viewerSprite, viewedSprite, map, fov); viewedList.Add(viewedSprite, isViewed); } return(isViewed); }
/// <summary> /// Make walk sprite /// </summary> /// <param name="sprite">sprite</param> /// <param name="angleOffsetRadian">angle offset (default 0) (in radian)</param> /// <param name="spritePool">other sprites</param> /// <param name="map">map</param> /// <param name="timeDelta">time delta</param> public static bool TryMakeWalk(AbstractSprite sprite, double angleOffsetRadian, SpritePool spritePool, AbstractMap map, double timeDelta) { double xMove = Math.Cos(sprite.AngleRadian + angleOffsetRadian) * sprite.DefaultWalkingDistance * timeDelta; double yMove = Math.Sin(sprite.AngleRadian + angleOffsetRadian) * sprite.DefaultWalkingDistance * timeDelta; if (sprite is AbstractHumanoid) { AbstractHumanoid humanoid = (AbstractHumanoid)sprite; humanoid.WalkCycle.UnFire(); humanoid.WalkCycle.Fire(); humanoid.WalkCycle.Update(1); if (humanoid.IsCrouch) { xMove *= humanoid.CrouchSpeedMultiplier; yMove *= humanoid.CrouchSpeedMultiplier; } //If is attacking and not jumping if (humanoid.StrongAttackCycle.IsFired && humanoid.PositionZ <= 0) { xMove *= humanoid.AttackWalkSpeedMultiplier; yMove *= humanoid.AttackWalkSpeedMultiplier; } } //If is jump if (sprite.PositionZ > 0) { xMove *= sprite.JumpSpeedMultiplier; yMove *= sprite.JumpSpeedMultiplier; } sprite.PositionX += xMove; bool isDetectCollisionX = IsDetectCollision(sprite, spritePool, map); if (isDetectCollisionX) { sprite.PositionX -= xMove; } sprite.PositionY += yMove; bool isDetectCollisionY = IsDetectCollision(sprite, spritePool, map); if (isDetectCollisionY) { sprite.PositionY -= yMove; } return(!(isDetectCollisionX || isDetectCollisionY)); }
/// <summary> /// Whether sprite is in collision with another sprite or the map /// </summary> /// <param name="sprite">sprite</param> /// <param name="spritePool">sprite pool</param> /// <param name="map">map</param> /// <returns>Whether sprite is in collision with another sprite or the map</returns> public static bool IsDetectCollision(AbstractSprite sprite, SpritePool spritePool, AbstractMap map) { return(IsDetectSpriteCollision(sprite, spritePool) || IsDetectMapCollision(sprite, map)); }
private void Update(AbstractHumanoid sprite, SpritePool spritePool, AbstractHumanoid currentPlayer, AbstractMap map, double timeDelta, out bool isNeedRefreshHud) { isNeedRefreshHud = false; sprite.ReceivedAttackCycle.Update(timeDelta); //We manage received attack if (sprite.ReceivedAttackCycle.GetCycleState() > 0) { Physics.TryMakeWalk(sprite, sprite.ReceivedAttackAngleRadian - sprite.AngleRadian, spritePool, map, 1); sprite.IsNeedToJumpAgain = false; Physics.MakeJump(sprite, timeDelta); sprite.Health -= sprite.LatestAttackerDamage; if (!sprite.IsAlive) { isNeedRefreshHud = true; sprite.LatestAttacker.FragCount++; currentPlayer.RefreshRanking(spritePool); } if (sprite == currentPlayer) { isNeedRefreshHud = true; } } else { sprite.ReceivedAttackCycle.UnFire(); } }
/// <summary> /// Make walk sprite /// </summary> /// <param name="sprite">sprite</param> /// <param name="spritePool">other sprites</param> /// <param name="map">map</param> /// <param name="timeDelta">time delta</param> public static bool TryMakeWalk(AbstractSprite sprite, SpritePool spritePool, AbstractMap map, double timeDelta) { return(TryMakeWalk(sprite, 0, spritePool, map, timeDelta)); }
public void Animate(AbstractHumanoid predator, AbstractMap map, SpritePool spritePool, SharedConsciousness sharedConsciousness, double timeDelta, int fov, Random random, AbstractHumanoid currentPlayer) { AbstractHumanoid prey; if (random.Next(howManyFrameBeforeChoosingPreyAgain) == 0) { prey = TryChoosePrey(predator, spritePool, sharedConsciousness, map, fov, currentPlayer); predator.LatestSelectedPrey = prey; } else { prey = predator.LatestSelectedPrey; } predator.IsNeedToJumpAgain = false; predator.IsBlock = false; byte currentStateJumpCrouch = predator.StateJumpCrouch.GetCurrentState(); //We manage jumping state if (currentStateJumpCrouch == SpriteStates.Jump) { predator.IsCrouch = false; Physics.MakeJump(predator, timeDelta); } //We manage crouch state if (currentStateJumpCrouch == SpriteStates.Crouch) { predator.IsCrouch = true; } //We manage standing state if (currentStateJumpCrouch == SpriteStates.Stand) { predator.IsCrouch = false; predator.IsNeedToJumpAgain = false; } //We manage walking if (prey != null) { if (random.Next(5) == 0 && !predator.SpinAttackCycle.IsFired) { predator.AngleRadian = Optics.GetSpriteAngleToSpriteRadian(predator, prey); } byte currentAttackBlockState = predator.StateAttackBlock.GetCurrentState(); byte currentAttackTypeState = predator.StateAttackType.GetCurrentState(); byte currentMovementState = predator.StateMovement.GetCurrentState(); if (currentAttackBlockState == SpriteStates.SpinCharge) { predator.StateAttackType.Reset(); } if (predator.SpinChargeAttackCycle.IsFired) { currentAttackBlockState = SpriteStates.SpinCharge; } if (currentMovementState == SpriteStates.Offensive) { Physics.TryMakeWalk(predator, spritePool, map, timeDelta); } else if (currentMovementState == SpriteStates.Defensive) { Physics.TryMakeWalk(predator, Math.PI, spritePool, map, timeDelta); } else if (currentMovementState == SpriteStates.FurtiveLeft) { Physics.TryMakeWalk(predator, Math.PI * 1.5, spritePool, map, timeDelta); } else if (currentMovementState == SpriteStates.FurtiveRight) { Physics.TryMakeWalk(predator, Math.PI * 0.5, spritePool, map, timeDelta); } //We manage attacking, and blocking bool isWithinAttackRange = BattlePhysics.IsWithinAttackRange(predator, prey); bool isWithinAttackOrBlockAngle = BattlePhysics.IsInAttackOrBlockAngle(predator, prey); if (currentAttackBlockState == SpriteStates.Block && predator.PositionZ > 0) { currentAttackBlockState = SpriteStates.Attack; } if (isWithinAttackRange || isWithinAttackOrBlockAngle) { if (predator.ReceivedAttackCycle.IsAtBegining) { if (currentAttackBlockState == SpriteStates.Attack) { if (currentAttackTypeState == SpriteStates.FastAttack) { if (random.Next(2) == 1) { if (BattlePhysics.IsWithinAttackRange(predator, prey, 1.5) && isWithinAttackOrBlockAngle) { predator.FastAttackCycle.UnFire(); predator.FastAttackCycle.Fire(); } } } else if (currentAttackTypeState == SpriteStates.StrongAttack) { if (random.Next(2) == 1) { if (BattlePhysics.IsWithinAttackRange(predator, prey, 1.5) && isWithinAttackOrBlockAngle) { predator.StrongAttackCycle.UnFire(); predator.StrongAttackCycle.Fire(); } } } predator.SpinChargeAttackCycle.Reset(); } else if (currentAttackBlockState == SpriteStates.SpinCharge) { if (IsReadyToSpin(predator) && BattlePhysics.IsWithinAttackRange(predator, prey, 1.5)) { if (random.Next(3) == 1) { predator.SpinAttackCycle.Reset(); predator.SpinAttackCycle.Fire(); predator.SpinChargeAttackCycle.Reset(); predator.StateAttackBlock.Reset(); } } else if (!predator.SpinAttackCycle.IsFired) { if (predator.SpinChargeAttackCycle.IsFired) { predator.SpinChargeAttackCycle.Update(timeDelta); } else { predator.SpinChargeAttackCycle.Fire(); } } } else if (currentAttackBlockState == SpriteStates.Block && !predator.SpinAttackCycle.IsFired) { predator.StrongAttackCycle.UnFire(); predator.SpinAttackCycle.UnFire(); predator.SpinChargeAttackCycle.Reset(); predator.FastAttackCycle.UnFire(); predator.IsBlock = true; } else { predator.SpinChargeAttackCycle.Reset(); } } } predator.StateAttackBlock.Update(timeDelta, random); predator.StateAttackType.Update(timeDelta, random); predator.StateMovement.Update(timeDelta, random); } else { if (!predator.SpinAttackCycle.IsFired && !Physics.TryMakeWalk(predator, spritePool, map, timeDelta)) { predator.AngleDegree = (double)random.Next(360); } } predator.StateJumpCrouch.Update(timeDelta, random); }
private AbstractHumanoid TryChoosePrey(AbstractHumanoid predator, SpritePool spritePool, SharedConsciousness sharedConsciousness, AbstractMap map, int fov, AbstractHumanoid currentPlayer) { AbstractHumanoid closestPrey = null; double closestDistance = -1; foreach (AbstractHumanoid prey in spritePool) { if (prey == predator) { continue; } //if (!Physics.IsWithinAttackRange(predator, prey) && !sharedConsciousness.IsSpriteViewable(predator, prey, map, fov)) // continue; if (sharedConsciousness.IsSpriteViewable(predator, prey, map, fov) || (sharedConsciousness.IsSpriteViewable(prey, predator, map, fov) && predator.LatestAttacker == prey)) { double currentDistance = Physics.GetSpriteDistance(predator, prey); if (closestPrey == null || currentDistance < closestDistance) { closestPrey = prey; closestDistance = currentDistance; } } } return(closestPrey); }
public override void Update(double timeDelta, SpritePool spritePool, AbstractMap map) { BattlePhysics.MoveProjectile(this, spritePool, map, timeDelta); }
public Point GetRandomAvailableLocation(AbstractMap map, SpritePool spritePool, Random random) { return(internalCache[random.Next(internalCache.Count)]); }
/// <summary> /// Throw a projectile sprite /// </summary> /// <param name="projectile">projectile sprite</param> /// <param name="spritePool">sprite pool</param> /// <param name="map">map</param> /// <param name="timeDelta">time delta</param> public static void MoveProjectile(AbstractProjectile projectile, SpritePool spritePool, AbstractMap map, double timeDelta) { double xMove = Math.Cos(projectile.AngleRadian) * projectile.DefaultWalkingDistance * timeDelta; double yMove = Math.Sin(projectile.AngleRadian) * projectile.DefaultWalkingDistance * timeDelta; projectile.PositionX += xMove; projectile.PositionY += yMove; }