Пример #1
0
        // Metodo de inserção aleatoria de tipo e rua dos obstaculos
        public void spawnNewObstacle(GraphicsDevice device, List <Obstacles> obstacles, List <float> validLines, float aceleretionToRigth, float acelerationToLeft)
        {
            Obstacles cart;
            // Seleciona aleatoriamente um tipo de carroça
            int typeOfCart = random.Next(Constants.beginType, Constants.endType);

            switch (typeOfCart)
            {
            case 1:
                cart = new Obstacles(device, Constants.redCartSprites, scale);
                break;

            case 2:
                cart = new Obstacles(device, Constants.greenCartSprites, scale);
                break;

            default:
                cart = new Obstacles(device, Constants.purpleCartSprites, scale);
                break;
            }
            int streeat = random.Next(Constants.beginStreat, Constants.endStreat);

            //Seleciona aleatoriamente uma rua para a coarroça
            // Cuida pra não por duas carroças seguidas na mesma rua
            if (lastInserts.Count != Constants.zero)
            {
                while (lastInserts[lastInserts.Count - Constants.one] == streeat)
                {
                    streeat = random.Next(Constants.beginStreat, Constants.endStreat);
                }
            }
            cart.setStreat(streeat);
            cart.setY(validLines[streeat - Constants.one]);
            if (streeat % Constants.two != Constants.zero)
            {
                cart.setX(streeLeftLimit);
                cart.setDx((float)(aceleretionToRigth * (Constants.acelerationFactor * (streeat + Constants.two))));
                cart.setAngle(Constants.angleObstacleToRigth);
            }
            else
            {
                cart.setX(streeRigthLimit);
                cart.setDx((float)(acelerationToLeft * (Constants.acelerationFactor * (streeat + Constants.two))));
                cart.setAngle(Constants.angleObstacleToLeft);
            }
            if (validLines.Contains(cart.getY()))
            {
                lastInserts.Add(streeat);
                obstacles.Add(cart);
            }
        }
Пример #2
0
 // Verifica colisão do player com um determido obstaculo
 private bool verifyColisionWithSpecificObstacle(Obstacles obstaclesSprite)
 {
     if (this.x + this.texture.Width * this.scale * Constants.HitBoxPlayer / Constants.two < obstaclesSprite.getX() - obstaclesSprite.getTexture().Width *obstaclesSprite.getScale() / Constants.two)
     {
         return(false);
     }
     if (this.y + this.texture.Height * this.scale * Constants.HitBoxPlayer / Constants.two < obstaclesSprite.getY() - obstaclesSprite.getTexture().Height *obstaclesSprite.getScale() / Constants.two)
     {
         return(false);
     }
     if (this.x - this.texture.Width * this.scale * Constants.HitBoxPlayer / Constants.two > obstaclesSprite.getX() + obstaclesSprite.getTexture().Width *obstaclesSprite.getScale() / Constants.two)
     {
         return(false);
     }
     if (this.y - this.texture.Height * this.scale * Constants.HitBoxPlayer / Constants.two > obstaclesSprite.getY() + obstaclesSprite.getTexture().Height *obstaclesSprite.getScale() / Constants.two)
     {
         return(false);
     }
     return(true);
 }
Пример #3
0
 // Verifica colisão do obstaculo com um determido obstaculo
 private bool verifyColisionWithSpecificObstacle(Obstacles obstaclesSprite)
 {
     if (this.x + this.texture.Width * this.scale * Constants.HitBoxObstacle / Constants.two < obstaclesSprite.x - obstaclesSprite.texture.Width * obstaclesSprite.scale / Constants.two)
     {
         return(false);
     }
     if (this.y + this.texture.Height * this.scale * Constants.HitBoxObstacle / Constants.two < obstaclesSprite.y - obstaclesSprite.texture.Height * obstaclesSprite.scale / Constants.two)
     {
         return(false);
     }
     if (this.x - this.texture.Width * this.scale * Constants.HitBoxObstacle / Constants.two > obstaclesSprite.x + obstaclesSprite.texture.Width * obstaclesSprite.scale / Constants.two)
     {
         return(false);
     }
     if (this.y - this.texture.Height * this.scale * Constants.HitBoxObstacle / Constants.two > obstaclesSprite.y + obstaclesSprite.texture.Height * obstaclesSprite.scale / Constants.two)
     {
         return(false);
     }
     return(true);
 }
Пример #4
0
        // Metodo que realiza a troca de pista de um determinado obstaculo de forma aleatoria
        private void changeStreet(List <Obstacles> obstacles, List <float> validLines, float aceleretionToRigth, float acelerationToLeft)
        {
            int limit = obstacles.Count;

            if (limit > Constants.lessNumberToChangeStreat)
            {
                int       position       = random.Next(Constants.beginStreat, limit);
                int       streeat        = random.Next(Constants.beginStreat, Constants.endStreat);
                Obstacles obstacle       = obstacles[position];
                int       originalstreat = obstacle.getStreat();
                float     originalY      = obstacle.getY();
                float     originalDx     = obstacle.getDx();
                float     originalAngle  = obstacle.getAngle();
                while (obstacle.getStreat() == streeat)
                {
                    streeat = random.Next(Constants.beginStreat, Constants.endStreat);
                }
                obstacle.setStreat(streeat);
                obstacle.setY(validLines[streeat - Constants.one]);
                if (streeat % 2 != 0)
                {
                    obstacle.setDx((float)(aceleretionToRigth * (Constants.acelerationFactor * (streeat + Constants.two))));
                    obstacle.setAngle(Constants.angleObstacleToRigth);
                }
                else
                {
                    obstacle.setDx((float)(acelerationToLeft * (Constants.acelerationFactor * (streeat + Constants.two))));
                    obstacle.setAngle(Constants.angleObstacleToLeft);
                }
                if (obstacle.verifyColisionObsttacleWithObstacles(obstacles, position))
                {
                    obstacle.setStreat(originalstreat);
                    obstacle.setY(originalY);
                    obstacle.setDx(originalDx);
                    obstacle.setAngle(originalAngle);
                }
            }
        }