Пример #1
0
        /// <summary>
        /// 在无碰撞的前提下行走最远的距离
        /// </summary>
        /// <param name="obj">移动物体,默认obj.Rigid为true</param>
        /// <param name="moveVec">移动的位移向量</param>
        private void MoveMax(GameObject obj, Vector moveVec)
        {
            /*由于四周是墙,所以人物永远不可能与越界方块碰撞*/

            XYPosition nextPos = obj.Position + Vector.Vector2XY(moveVec);

            uint maxLen = collisionChecker.FindMax(obj, nextPos, moveVec);

            maxLen = (uint)Math.Min(maxLen, (obj.MoveSpeed / Map.Constant.numOfStepPerSecond));
            obj.Move(new Vector(moveVec.angle, maxLen));
        }
Пример #2
0
        /// <summary>
        /// 移动物体
        /// </summary>
        /// <param name="obj">要移动的物体</param>
        /// <param name="moveTime">移动的时间,毫秒</param>
        /// <param name="moveDirection">移动的方向,弧度</param>
        public void MoveObj(GameObject obj, int moveTime, double moveDirection)
        {
            Task.Run
            (
                () =>
            {
                lock (obj.moveLock)
                {
                    if (!obj.IsAvailable)
                    {
                        return;
                    }
                    obj.IsMoving = true;                                 //开始移动
                }

                GameObject.Debug(obj, " begin to move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64.ToString());
                double deltaLen = 0.0;                              //储存行走的误差
                Vector moveVec  = new Vector(moveDirection, 0.0);
                //先转向
                if (gameMap.Timer.IsGaming && obj.CanMove)
                {
                    deltaLen += moveVec.length - Math.Sqrt(obj.Move(moveVec));                                                                    //先转向
                }
                GameObject?collisionObj = null;

                bool isDestroyed = false;
                new FrameRateTaskExecutor <int>
                (
                    () => gameMap.Timer.IsGaming && obj.CanMove && !obj.IsResetting,
                    () =>
                {
                    moveVec.length = obj.MoveSpeed / Map.Constant.numOfStepPerSecond + deltaLen;
                    deltaLen       = 0;

                    //越界情况处理:如果越界,则与越界方块碰撞

                    do
                    {
                        Check:
                        collisionObj = collisionChecker.CheckCollision(obj, moveVec);
                        if (collisionObj == null)
                        {
                            break;
                        }

                        switch (OnCollision(obj, collisionObj, moveVec))
                        {
                        case AfterCollision.ContinueCheck: goto Check;

                        case AfterCollision.Destroyed:
                            GameObject.Debug(obj, " collide with " + collisionObj.ToString() + " and has been removed from the game.");
                            isDestroyed = true;
                            return(false);

                        case AfterCollision.MoveMax:
                            MoveMax(obj, moveVec);
                            moveVec.length = 0;
                            break;
                        }
                    } while (false);

                    deltaLen += moveVec.length - Math.Sqrt(obj.Move(moveVec));

                    return(true);
                },
                    1000 / Map.Constant.numOfStepPerSecond,
                    () =>
                {
                    if (!isDestroyed)
                    {
                        moveVec.length = deltaLen;
                        if ((collisionObj = collisionChecker.CheckCollision(obj, moveVec)) == null)
                        {
                            obj.Move(moveVec);
                        }
                        else
                        {
                            OnCollision(obj, collisionObj, moveVec);
                        }
                        obj.IsMoving = false;                                                //结束移动
                        EndMove(obj);
                    }
                    return(0);
                },
                    maxTotalDuration: moveTime
                )
                {
                    AllowTimeExceed            = true,
                    MaxTolerantTimeExceedCount = ulong.MaxValue,
                    TimeExceedAction           = b =>
                    {
                        Console.WriteLine("The computer runs so slow that the player cannot finish moving during this time!!!!!!");
                    }
                }.Start();
            }
            );
        }