Пример #1
0
        internal override void Update(GameTime gameTime, Room room)
        {
            if (IsAlive)
            {
                List<Direction> directions = new List<Direction>();
                if (Input.IsKeyDown(Up))
                    directions.Add(Direction.North);
                if (Input.IsKeyDown(Down))
                    directions.Add(Direction.South);
                if (Input.IsKeyDown(Left))
                    directions.Add(Direction.West);
                if (Input.IsKeyDown(Right))
                    directions.Add(Direction.East);

                Direction direction = DirectionOperations.Combine(directions);
                Move(direction, gameTime, room);
                if (direction != Direction.None)
                    currentDirection = direction;
                
                if (Input.KeyboardTapped(Fire))
                    FireProjectile(room);
                
                base.Update(gameTime, room);
            }
        }
Пример #2
0
        /// <summary>
        /// Make a new world.
        /// </summary>
        /// <param name="width">The width of the world in rooms.</param>
        /// <param name="Height">The height of the world in rooms.</param>
        public World(int width, int height, int roomWidth, int roomHeight)
        {
            // TODO: Get the properties that this world should have
            // based on the world number.
            this.Width = width;
            this.Height = height;

            rooms = new Room[width, Height];
            for (int x = 0; x < width; x++)
                for (int y = 0; y < Height; y++)
                {
                    List<Direction> exits = GetExits(x, y);
                    rooms[x, y] = new Room(roomWidth, roomHeight, exits);
                }

            roomCoords = GetStartRoomCoords();
            curRoom = rooms[(int)roomCoords.X, (int)roomCoords.Y];
        }
Пример #3
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        /// <summary>
        /// Update the world.
        /// </summary>
        internal void Update(GameTime gameTime)
        {
            curRoom.Update(gameTime);
            Direction leavingDirection;
            if (curRoom.ShouldLeave(out leavingDirection))
            {
                // remove the players from the current room, put them in the next room
                // TODO: put them in the proper position in the new room.
                Room nextRoom = GetNextRoom(leavingDirection, out roomCoords);
                foreach (Player player in curRoom.GetPlayers())
                {
                    player.Position = GetNextStartPosition(player, leavingDirection);
                    nextRoom.Add(player);
                }
                curRoom.Leave();

                curRoom = nextRoom;
            }
        }
Пример #4
0
 /// <summary>
 /// Adds the given object to the given room of the world.
 /// </summary>
 /// <param name="obj">The object to be put in the room.</param>
 /// <param name="room">The room for the object to be put in.</param>
 private void Add(GameObject obj, Room room)
 {
     room.Add(obj);
 }
Пример #5
0
        /// <summary>
        /// Finds and returns the nearest player.
        /// </summary>
        /// <param name="room"></param>
        /// <returns></returns>
        internal Player FindNearestPlayer(Room room)
        {
            Player nearest = null;
            Double nearestDistance = double.PositiveInfinity;

            foreach (Player p in room.GetPlayers())
            {
                if (DistanceToObject(p) < nearestDistance)
                    nearest = p;
            }
            return nearest;
        }
Пример #6
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        /// <summary>
        /// Hide from target: Attempts to put a wall
        /// between itself and target. If no wall available, 
        /// runs to furthest corner.
        /// </summary>
        /// <param name="target"></param>
        internal void Hide(GameObject target, Room room)
        {

        }
Пример #7
0
        /// <summary>
        /// Moves the object in the given direction in the context of
        /// being in the given room, meaning the object will collide against
        /// any walls in the room.
        /// </summary>
        /// <param name="direction">The direction to move the object.</param>
        /// <param name="gameTime">The game's timer.</param>
        /// <param name="room">The room in which the object is moving around.</param>
        internal virtual void Move(Direction direction, GameTime gameTime, Room room)
        {
            Vector2 velocityChange = GetXYComponents(direction, acceleration.X * gameTime.ElapsedGameTime.Milliseconds, 
                acceleration.Y * gameTime.ElapsedGameTime.Milliseconds);

            if (velocityChange != Vector2.Zero)
                RotateTo((float)DirectionOperations.ToRadians(direction));
            ChangeVelocity(velocityChange);
            Move(room);
        }
Пример #8
0
 /// <summary>
 /// Updates the object in the context of the given room.
 /// </summary>
 /// <param name="gameTime">The game's timer.</param>
 /// <param name="room">The room in which the object is located.</param>
 internal virtual void Update(GameTime gameTime, Room room)
 {
     if (ShouldRotate()) Rotate();
 }
Пример #9
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        /// <summary>
        /// Returns the target's direction if directly within one of
        /// the 8 Directions. Returns Direction.None otherwise.
        /// </summary>
        /// <param name="target"></param>
        /// <param name="room"></param>
        /// <returns></returns>
        internal Direction IsOrthogonalDiagonal(GameObject target, Room room)
        {
            float xDelta, yDelta;
            double theta;

            xDelta = BBox.Center.X - target.BBox.Center.X;
            yDelta = BBox.Center.Y - target.BBox.Center.Y;
       
            theta = Math.Atan2(yDelta, xDelta);
            return DirectionOperations.FromRadians(theta, SHOOTING_PRECISION_DIGITS);
        }
Пример #10
0
        /// <summary>
        /// Finds the nearest valid point in the current room
        /// from which enemy can fire at specified target, then
        /// return the direction its in.
        /// Firing occurs in the eight directions specified 
        /// by the Direction class.
        /// </summary>
        /// <param name="target"></param>
        /// <param name="room"></param>
        internal void MoveToNearestFirePoint(GameObject target, GameTime gameTime, Room room)
        {
            float xDelta, yDelta, xyDelta;
            double theta;
            Vector2 moveVector;

            xDelta = BBox.Center.X - target.BBox.Center.X;
            yDelta = BBox.Center.Y - target.BBox.Center.Y;
            xyDelta = Math.Abs(xDelta) - Math.Abs(yDelta);
            if (xyDelta < Math.Abs(xDelta) && xyDelta < Math.Abs(yDelta))
            {
                if (Math.Abs(xDelta) <= Math.Abs(yDelta))
                {
                    moveVector = new Vector2(0, -1 * yDelta / Math.Abs(yDelta));                   
                }
                else
                {
                    moveVector = new Vector2(-1 * xDelta / Math.Abs(xDelta), 0);
                }
            }
            else
            {
                if (Math.Abs(xDelta) <= Math.Abs(yDelta))
                {
                    moveVector = new Vector2(-1 * xDelta / Math.Abs(xDelta), 0);
                }
                else
                {
                    moveVector = new Vector2(0, -1 * yDelta / Math.Abs(yDelta));
                }
            }

            if (Velocity.X > Math.Abs(xDelta))
                Velocity.X = Math.Abs(xDelta);
            else Velocity.X = MAX_VELOCITY_X;
            if (Velocity.Y > Math.Abs(xDelta))
                Velocity.Y = Math.Abs(xDelta);
            else Velocity.Y = MAX_VELOCITY_Y;

            Move(DirectionOperations.FromVector(moveVector), gameTime, room);
        }
Пример #11
0
        /// <summary>
        /// Gets into position and then shoots at target.
        /// </summary>
        /// <param name="target"></param>
        internal void Shoot(GameTime gameTime, Room room)
        {
            Direction targetDir;
            // Find nearest target:
            targetedPlayer = FindNearestPlayer(room);
            targetDir = IsOrthogonalDiagonal(targetedPlayer, room);

            if (targetDir != Direction.None)
            {
                if (fireTimer > 0.0)
                    return;
                // Fire Projectile Here
                room.AddAfterUpdate(new BoomStick(this,
                Position,
                GetXYComponents(targetDir,
                    BoomStick.INITIAL_VELOCITY_X,
                    BoomStick.INITIAL_VELOCITY_Y),
                TextureManager.GetTexture(TextureNames.BOOMSTICK_BULLET)));

                fireTimer = rand.GetRandomDouble(timeBetweenFire.distribution, timeBetweenFire.alpha, timeBetweenFire.beta);
                currentState = AIState.None;
                return;
            }

            MoveToNearestFirePoint(targetedPlayer, gameTime, room);

        }
Пример #12
0
 /// <summary>
 /// Mob will attempt to chase down target object.
 /// </summary>
 /// <param name="target"></param>
 internal void Chase(GameTime gameTime, Room room)
 {
     Direction targetDir;
     targetedPlayer = FindNearestPlayer(room);
     targetDir = NearestDirToTarget(targetedPlayer);
     Move(NearestDirToTarget(targetedPlayer), gameTime, room);
 }
Пример #13
0
        /// <summary>
        /// Updates the Enemy.
        /// </summary>
        /// <param name="gameTime"></param>
        /// <param name="room"></param>
        internal override void Update(GameTime gameTime, Room room)
        {
            // Timers:
            actionTimer -= gameTime.ElapsedGameTime.Milliseconds;
            fireTimer -= gameTime.ElapsedGameTime.Milliseconds;

            // If current action is expired, get next action.
            if (actionTimer <= 0 || currentState == AIState.None)
            {
                currentState = behaviour.TransitionToNextState();
                // Temporary reset of timer: 
                actionTimer = rand.GetRandomDouble(
                    moveTime.distribution, 
                    moveTime.alpha, 
                    moveTime.beta);
            }

            // What action are we doing?
            switch (currentState)
            {
                case AIState.Shoot:
                    Shoot(gameTime, room);
                    break;
                case AIState.Chase:
                    Chase(gameTime, room);
                    break;
                case AIState.Avoid:
                    Avoid(gameTime, room);
                    break;
            }    
            base.Update(gameTime, room);
        }
Пример #14
0
 /**
  * Adds a projectile to the room's GameObject queue if
  * fire conditions are met. Ie: Not firing too frequently,
  * player isn't dead, etc.
  **/
 private void FireProjectile(Room room)
 {
     /** 
      * Projectiles will be added from pre-defined classes 
      * which have all of their parameters already set 
      * except for position and an initial velocity. These will
      * be taken from the player's position and facing.
      **/
     
     room.AddAfterUpdate(new BoomStick(this,
         Position,
         GetXYComponents(currentDirection,
             BoomStick.INITIAL_VELOCITY_X, 
             BoomStick.INITIAL_VELOCITY_Y),
         TextureManager.GetTexture(TextureNames.BOOMSTICK_BULLET)));
  
 }
Пример #15
0
 /**
  * Moves GameObject based on its current velocity.
  **/ 
 internal virtual void Move(Room room)
 {
     if (Velocity.X != 0)
         ChangeXPosition(Velocity.X, room);
     if (Velocity.Y != 0)
         ChangeYPosition(Velocity.Y, room);
 }
Пример #16
0
        /// <summary>
        /// Circles around the room.
        /// </summary>
        internal void Circle(Room room)
        {

        }
Пример #17
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        /// <summary>
        /// Changes the y-position of the object. Collides with any walls
        /// in the given room.
        /// </summary>
        /// <param name="amount">The amount to change the position by. Negative means up,
        /// positive means down.</param>
        /// <param name="room">The room in which the object is located. Movement will collide against
        /// walls.</param>
        private void ChangeYPosition(float amount, Room room)
        {
            // 1. change the y-pos.
            // 2. round to prevent jittering in some situations
            // 3. go through each intersection, and fix it.
            // Thanks to David Gouveia http://gamedev.stackexchange.com/users/11686/david-gouveia
            Position = new Vector2(Position.X, (float)Math.Round(Position.Y + amount));
            room.KeepInBounds(this);
            List<Tile> collidingWalls = room.GetIntersectingWalls(this);

            foreach (Tile tile in collidingWalls)
            {
                float depth = BBox.GetVerticalIntersectionDepth(BBox, tile.BBox);
                if (depth != 0)
                {
                    BBox region;
                    Velocity.Y = 0;
                    Position = new Vector2(Position.X, Position.Y + depth + (WALL_PADDING * Math.Sign(depth)));
                    region = BBox.Intersect(tile.BBox);
                    this.Collide(tile, region);
                }
            }
        }
Пример #18
0
        /// <summary>
        /// Avoid the nearest player.
        /// </summary>
        /// <param name="target"></param>
        internal void Avoid(GameTime gameTime, Room room)
        {
            Direction avoidDir;
            Vector2 avoidVector;
            targetedPlayer = FindNearestPlayer(room);

            avoidVector = DirectionOperations.ToVector(NearestDirToTarget(targetedPlayer));
            
            avoidDir=DirectionOperations.FromVector(Vector2.Negate(avoidVector));
            if (DistanceToObject(targetedPlayer) < AVOID_DISTANCE)
                Move(avoidDir, gameTime, room);            
        }
Пример #19
0
        /// <summary>
        /// Moves the object in the given direction in the context of
        /// being in the given room, meaning the object will collide against
        /// any walls in the room.
        /// </summary>
        /// <param name="direction">The direction to move the object.</param>
        /// <param name="gameTime">The game's timer.</param>
        /// <param name="room">The room in which the object is moving around.</param>
        internal virtual void Move(Direction direction, GameTime gameTime, Room room)
        {
            float xComponent, yComponent;
            if (direction == Direction.None)
                xComponent = yComponent = 0;
            else
            {
                float angle = (float)DirectionOperations.ToRadians(direction);
                RotateTo(angle);

                // There's this arithmetic bug where sin and cos produce very small values during movements along
                // the opposite axes, so round them.
                xComponent = (float)(acceleration.X * gameTime.ElapsedGameTime.Milliseconds * Math.Round(Math.Sin(angle), 6));
                // up is negative, down is positive, so multiply by -1. 
                yComponent = (float)(-1 * acceleration.Y * gameTime.ElapsedGameTime.Milliseconds * Math.Round(Math.Cos(angle), 6));

            }
            ChangeVelocity(new Vector2(xComponent, yComponent));
            Move(room);
                
        }
Пример #20
0
 internal override void Update(GameTime gameTime, Room room)
 {
     // remove if expired
     if (!IsAlive())
         room.RemoveAfterUpdate(this);
     
     // move the projectile
     if (!HasCollided)
         Move(room);
  
     // update the special effects            
     OnFireFXEmitter.Update(gameTime.ElapsedGameTime.Milliseconds);
     InFlightFXEmitter.SetLocation(Position);
     InFlightFXEmitter.Update(gameTime.ElapsedGameTime.Milliseconds);
     OnCollisionFXEmitter.SetLocation(Position);
     OnCollisionFXEmitter.Update(gameTime.ElapsedGameTime.Milliseconds);
     base.Update(gameTime, room);
 }