Exemplo n.º 1
0
        public override void UpdateNPC()
        {
            updateMovement();

            if (UIMahager.Over == null && UIMahager.Drag == null)
            {
                //кординаты курсора мыши относительно окна
                var mousePos = Mouse.GetPosition(Program.Window);

                //получаем плитку над которой находится курсор
                var tile = world.GetTileByWorldPos(mousePos);
                if (tile != null)
                {
                    FloatRect tileRect = tile.GetFloatRect();
                    DebugRender.AddRectangle(tileRect, Color.Green);

                    if (Mouse.IsButtonPressed(Mouse.Button.Left))
                    {
                        int i = (int)(mousePos.X / Tile.TILE_SIZE);
                        int j = (int)(mousePos.Y / Tile.TILE_SIZE);
                        world.SetTile(TileType.NONE, i, j);
                    }
                }

                if (Mouse.IsButtonPressed(Mouse.Button.Right))
                {
                    int i = (int)(mousePos.X / Tile.TILE_SIZE);
                    int j = (int)(mousePos.Y / Tile.TILE_SIZE);
                    world.SetTile(TileType.GROUND, i, j);
                }
            }
        }
Exemplo n.º 2
0
        //проверяет столкновение персонажа со стеной
        bool updateWallCollision(int i, int j, int iOffset, ref Vector2f stepPos, FloatRect stepRect)
        {
            var dirType = iOffset > 0 ? DirectionType.Right : DirectionType.Left;

            Tile[] walls = new Tile[]
            {
                world.GetTile(i + iOffset, j - 1),
                world.GetTile(i + iOffset, j - 2),
                world.GetTile(i + iOffset, j - 3),
            };

            bool isWallCollided = false;

            foreach (Tile t in walls)
            {
                if (t == null)
                {
                    continue;
                }

                FloatRect tileRect = new FloatRect(t.Position, new Vector2f(Tile.TILE_SIZE, Tile.TILE_SIZE));
                DebugRender.AddRectangle(tileRect, Color.Yellow);
                if (updateCollision(stepRect, tileRect, dirType, ref stepPos))
                {
                    isWallCollided = true;
                }
            }
            return(isWallCollided);
        }
Exemplo n.º 3
0
        //прорисовка мира
        public void Draw()
        {
            Program.Window.Draw(world);  //вызываем прорисовку мира
            Program.Window.Draw(Player); // вызываем прорисовку игрока
            Program.Window.Draw(slime);  // вызываем прорисовку слизи

            foreach (var s in slimes)
            {
                Program.Window.Draw(s);
            }

            DebugRender.Draw(Program.Window);//рисуем объекты для визуальной отладки

            //рисуем UI
            UIMahager.Draw();
        }
Exemplo n.º 4
0
        private void updatePhysics()
        {
            //Ускорение
            velocity.X *= 0.99f;


            if (!isGhost)
            {
                //Гравитация

                velocity.Y += 0.55f;

                var   offset = velocity + movement;
                float dist   = MathHelper.GetDistance(offset);

                int   countStep = 1;
                float stepSize  = (float)Tile.TILE_SIZE / 2;
                if (dist > stepSize)
                {
                    countStep = (int)(dist / stepSize);
                }

                Vector2f  nextPos  = Position + offset;
                Vector2f  stepPos  = Position - rect.Origin;
                FloatRect stepRect = new FloatRect(nextPos, rect.Size);
                Vector2f  stepVec  = (nextPos - Position) / countStep;

                for (int step = 0; step < countStep; step++)
                {
                    bool isBreakStep = false;

                    stepPos += stepVec;
                    stepRect = new FloatRect(stepPos, rect.Size);
                    //DebugRender.AddRectangle(stepRect, Color.Blue);

                    int  i    = (int)((stepPos.X + rect.Size.X / 2) / Tile.TILE_SIZE);
                    int  j    = (int)((stepPos.Y + rect.Size.Y) / Tile.TILE_SIZE);
                    Tile tile = world.GetTile(i, j);

                    if (tile != null)
                    {
                        FloatRect tileRect = new FloatRect(tile.Position, new Vector2f(Tile.TILE_SIZE, Tile.TILE_SIZE));
                        DebugRender.AddRectangle(tileRect, Color.Red);

                        if (updateCollision(stepRect, tileRect, DirectionType.Down, ref stepPos))
                        {
                            velocity.Y  = 0;
                            isFly       = false;
                            isBreakStep = true;
                        }
                        else
                        {
                            isFly = true;
                        }
                    }
                    else
                    {
                        isFly = true;
                    }


                    if (updateWallCollision(i, j, (1), ref stepPos, stepRect) || updateWallCollision(i, j, -1, ref stepPos, stepRect))
                    {
                        OnWallColided();
                        isBreakStep = true;
                    }
                    if (isBreakStep)
                    {
                        break;
                    }
                }
                Position = stepPos + rect.Origin;
            }
            else
            {
                Position += velocity + movement;
            }
        }