Пример #1
0
        private void CheckIntersection(GameAgent agent, bool isVerticalLine, float slope, float offset, Vector2 rfStartPoint, Vector2 rfEndPoint)
        {
            // NOTE: drawing lines backwards so that higher values are always on the top and right
            // making it easier for calculation.
            Rectangle agentBounds = agent.Bounds;

            Vector2 bottomLeft  = new Vector2(agentBounds.Left, agentBounds.Top);
            Vector2 bottomRight = new Vector2(agentBounds.Left + agentBounds.Width, agentBounds.Top);
            Vector2 topLeft     = new Vector2(agentBounds.Left, agentBounds.Top + agentBounds.Height);
            Vector2 topRight    = new Vector2(bottomRight.X, topLeft.Y);

            // top
            if (IsLineIntersection(topLeft, topRight, isVerticalLine, slope, offset, rfStartPoint, rfEndPoint, new Vector2(0, 1)))//new Vector2(0, -1)))
            {
                IsIntersecting = true;
            }

            // bottom
            if (IsLineIntersection(bottomLeft, bottomRight, isVerticalLine, slope, offset, rfStartPoint, rfEndPoint, new Vector2(0, -1)))//new Vector2(0, 1)))
            {
                IsIntersecting = true;
            }

            // left
            if (IsLineIntersection(bottomLeft, topLeft, isVerticalLine, slope, offset, rfStartPoint, rfEndPoint, new Vector2(-1, 0)))//new Vector2(1, 0)))
            {
                IsIntersecting = true;
            }

            // right
            if (IsLineIntersection(bottomRight, topRight, isVerticalLine, slope, offset, rfStartPoint, rfEndPoint, new Vector2(1, 0)))//new Vector2(-1, 0)))
            {
                IsIntersecting = true;
            }

            //return
            //    IsLineIntersection(topLeft, topRight, isVerticalLine, slope, offset, rfStartPoint, rfEndPoint) ||
            //    IsLineIntersection(bottomLeft, bottomRight, isVerticalLine, slope, offset, rfStartPoint, rfEndPoint) ||
            //    IsLineIntersection(bottomLeft, topLeft, isVerticalLine, slope, offset, rfStartPoint, rfEndPoint) ||
            //    IsLineIntersection(bottomRight, topRight, isVerticalLine, slope, offset, rfStartPoint, rfEndPoint);
        }
Пример #2
0
        private void CheckDrops(Stopwatch stopwatch, int difficulty)
        {
            if (AgentList.Where(ga => ga.Type == (int)Enums.AgentType.Enemy).Count() > 0)
            {
                GameAgent agent = AgentList.Where(ga => ga.Type == (int)Enums.AgentType.Enemy && ((Enemy)ga).DropType == 0).OrderByDescending(ga => ga.ID).FirstOrDefault();

                if (agent == null)
                {
                    return;
                }

                if (nukeDropTime > 0 && stopwatch.ElapsedMilliseconds > nukeDropTime)
                {
                    ((Enemy)agent).DropType = (int)Enums.ItemType.NukeAttack;
                    nukeDropTime            = 0;
                }
                else if (teleportDropTime > 0 && stopwatch.ElapsedMilliseconds > teleportDropTime)
                {
                    ((Enemy)agent).DropType = (int)Enums.ItemType.TeleportSpell;
                    teleportDropTime        = 0;
                }
                else if ((difficulty != 0) && (stopwatch.ElapsedMilliseconds - lastPowerUp > powerUpInterval / difficulty))
                {
                    Player playerObj = PulseGame.Current.player;

                    if (playerObj.Health < playerObj.MaxHealth * 0.25 && GetCurrentHealthPowerUpCount() < 3)
                    {
                        ((Enemy)agent).DropType = (int)Enums.ItemType.HealthPowerUp;
                        lastPowerUp             = stopwatch.ElapsedMilliseconds;
                    }
                    else if (playerObj.Power < playerObj.MaxPower * 0.25 && GetCurrentEnergyPowerUpCount() < 3)
                    {
                        ((Enemy)agent).DropType = (int)Enums.ItemType.EnergyPowerUp;
                        lastPowerUp             = stopwatch.ElapsedMilliseconds;
                    }
                }
            }
        }