예제 #1
0
        public override void HandleMessage(Message message)
        {
            base.HandleMessage(message);
            if (message is DamageMessage)
            {
                DamageMessage damageMessage = message as DamageMessage;

                if (CurrentShield > 0)
                {
                    if (damageMessage.Damage > CurrentShield)
                    {
                        float healthDamage = damageMessage.Damage - CurrentShield;
                        CurrentShield = 0;
                        CurrentHealth -= healthDamage;
                    }
                    else
                    {
                        CurrentShield -= damageMessage.Damage;
                    }
                    GameObjectFactory.CreateShieldDamageEffect(Parent.Position);
                }
                else
                {
                    CurrentHealth -= damageMessage.Damage;
                }
            }
        }
 public override void HandleMessage(Message message)
 {
     base.HandleMessage(message);
     if(message is AnimationFinishedMessage)
     {
         Parent.HandleMessage(new InvalidateMessage(this));
     }
 }
예제 #3
0
 public override void HandleMessage(Message message)
 {
     if (message is CollisionMessage)
     {
         CollisionMessage collisionMsg = message as CollisionMessage;
          collisionMsg.GameObject.HandleMessage(new DamageMessage(this, Damage));
     }
 }
예제 #4
0
        /// <summary>
        /// Call this to send the component a message, or override it to handle a message.
        /// </summary>
        /// <param name="message">The message</param>
        public void HandleMessage(Message message)
        {
            if (message is InvalidateMessage)
                Valid = false;

            foreach(Component comp in Components)
            {
                if (comp != message.Sender)
                    comp.HandleMessage(message);
            }
        }
 public override void HandleMessage(Message message)
 {
     base.HandleMessage(message);
     if(message is CollisionMessage)
     {
         CollisionMessage collisionMessage = message as CollisionMessage;
         GameObjectFactory.CreateExplosion(Parent.Position);
         // suicide
         Parent.HandleMessage(new InvalidateMessage(this));
     }
 }
        public override void HandleMessage(Message message)
        {
            //TODO: get magic numbers out of here.

            if(message is FlyMessage)
            {
                FlyMessage flyMessage = message as FlyMessage;
                PhysicsComponent.Body.ApplyLinearImpulse(new Vector2(flyMessage.Direction.X, flyMessage.Direction.Y) * MovementImpulse);
            }

            if(message is InvalidateMessage)
            {
                GameObjectFactory.CreateDeadFlyingBug(Parent.Position);
            }
        }
        public override void HandleMessage(Message message)
        {
            if (message is WalkLeftMessage)
            {
                if (!InAir)
                    PhysicsComponent.Body.ApplyLinearImpulse(new Vector2(-WalkImpulse, 0));
                else
                    PhysicsComponent.Body.ApplyLinearImpulse(new Vector2(-InAirMovementImpulse, 0));

                AnimationSetRenderComponent.FlipX = true;
                if (AnimationSetRenderComponent.CurrentKey != "Jumping" &&
                    AnimationSetRenderComponent.CurrentKey != "Falling" &&
                    AnimationSetRenderComponent.CurrentKey != "Attacking")
                {
                    IsWalking = true;
                    AnimationSetRenderComponent.SetAnimation("Walking");
                }
            }
            else if (message is WalkRightMessage)
            {
                if (!InAir)
                    PhysicsComponent.Body.ApplyLinearImpulse(new Vector2(WalkImpulse, 0));
                else
                    PhysicsComponent.Body.ApplyLinearImpulse(new Vector2(InAirMovementImpulse, 0));

                AnimationSetRenderComponent.FlipX = false;
                if (AnimationSetRenderComponent.CurrentKey != "Jumping" &&
                    AnimationSetRenderComponent.CurrentKey != "Falling" &&
                    AnimationSetRenderComponent.CurrentKey != "Attacking")
                {
                    IsWalking = true;
                    AnimationSetRenderComponent.SetAnimation("Walking");
                }
            }
            else if (message is JumpMessage)
            {
                if (FeetColliders.Count > 0)
                {
                    //FeetColliders.Clear();
                    PhysicsComponent.Body.ApplyLinearImpulse(new Vector2(0.0f, -JumpImpulse));
                    AnimationSetRenderComponent.SetAnimation("Jumping");
                }
            }

            if (message is DamageMessage)
            {
                Camera.Shake();
            }

            if (message is AttackMessage)
            {
                //TODO: this is ugly.
                foreach (Component comp in Parent.Components)
                {
                    if (comp is WeaponHoldingComponent)
                    {

                        WeaponHoldingComponent weaponHoldingComp = comp as WeaponHoldingComponent;

                        AttackMessage attackMessage = message as AttackMessage;
                        {
                            if (attackMessage.Melee)
                            {
                                if (weaponHoldingComp.MeleeWeaponComponent.TryAttack())
                                {
                                    AnimationSetRenderComponent.SetAnimation("Attacking");
                                }
                            }
                            else
                            {
                                if (weaponHoldingComp.GunWeaponComponent.TryAttack())
                                {
                                    // do nothing for gun attack.
                                    //AnimationSetRenderComponent.SetAnimation("Attacking");
                                }
                            }
                        }
                    }
                }
            }

            if(message is InvalidateMessage)
            {
                GameObjectFactory.CreateDeadPlayer(Parent.Position);
            }
            if(message is CollisionMessage)
            {
                CollisionMessage collisionMsg = message as CollisionMessage;

                if(collisionMsg.Contact.Manifold.LocalNormal.Y > 0) // only friction the floor
                {
                    FeetColliders.Add(collisionMsg.GameObject);
                    if (AnimationSetRenderComponent.CurrentKey == "Jumping" ||
                        AnimationSetRenderComponent.CurrentKey == "Falling" &&
                        AnimationSetRenderComponent.CurrentKey != "Attacking")
                    {
                        AnimationSetRenderComponent.SetAnimation("Idle");
                    }
                }
                else // don't friction walls or ceilings
                {
                    collisionMsg.Contact.Friction = 0.0f;
                }
            }
            if (message is SeperationMessage)
            {
                SeperationMessage seperationMsg = message as SeperationMessage;
                if (FeetColliders.Contains(seperationMsg.GameObject))
                {
                    FeetColliders.Remove(seperationMsg.GameObject);
                }
            }

            InAir = FeetColliders.Count == 0;

            if (InAir)
                PhysicsComponent.Body.LinearDamping = InAirLinearDamping;
            else
                PhysicsComponent.Body.LinearDamping = WalkingLinearDamping;
        }
예제 #8
0
        public override void HandleMessage(Message message)
        {
            base.HandleMessage(message);

            if (message is AttackMessage)
            {
                AttackMessage attackMsg = message as AttackMessage;
                TryAttack();
            }
            if(message is WalkLeftMessage)
            {
                AttackDirection = -1;
            }
            if(message is WalkRightMessage)
            {
                AttackDirection = 1;
            }
        }
예제 #9
0
 public virtual void HandleMessage(Message message)
 {
 }