Пример #1
0
        /// <summary>
        /// Check victory in the game.
        /// </summary>
        /// <returns></returns>
        public bool IsMissionClear()
        {
            switch (levelInfo.VictoryConditionType)
            {
            case VictoryConditionTypeId.DestroyAllEnemies:
            {
                //  Destroyed all enemies ?
                for (int i = 0; i < enemyList.Count; i++)
                {
                    GameEnemy enemy = enemyList[i];

                    if (!enemy.IsDead)
                    {
                        return(false);
                    }
                }

                //  Enemies are down!!
                return(true);
            }

            case VictoryConditionTypeId.DestroyOnlyBoss:
            {
                for (int i = 0; i < enemyList.Count; i++)
                {
                    if (enemyList[i] is EnemyBoss)
                    {
                        //  Boss is down!
                        if (enemyList[i].IsDead)
                        {
                            return(true);
                        }
                    }
                }
            }
            break;
            }

            return(false);
        }
Пример #2
0
        /// <summary>
        /// load all of the data for stage level, player, enemies, items, weapons, etc.
        /// </summary>
        /// <returns></returns>
        public void LoadLevel(string levelFile)
        {
            this.levelInfo = (GameLevelInfo)HelperFile.LoadData(levelFile,
                                                                levelInfo.GetType());

            RobotGameGame.CurrentGameLevel = this;

            //  Initialize level
            Initialize();

            //  Global fog
            if (levelInfo.FogEnable)
            {
                FrameworkCore.Viewer.BasicFog         = new RenderFog();
                FrameworkCore.Viewer.BasicFog.enabled = true;
                FrameworkCore.Viewer.BasicFog.start   = levelInfo.FogStart;
                FrameworkCore.Viewer.BasicFog.end     = levelInfo.FogEnd;

                FrameworkCore.Viewer.BasicFog.color = new Color(
                    (byte)levelInfo.FogColor.X,
                    (byte)levelInfo.FogColor.Y,
                    (byte)levelInfo.FogColor.Z);
            }
            else
            {
                FrameworkCore.Viewer.BasicFog         = new RenderFog();
                FrameworkCore.Viewer.BasicFog.enabled = false;
            }

            //  Global lighting
            if (levelInfo.LightingEnable)
            {
                FrameworkCore.Viewer.BasicLighting         = new RenderLighting();
                FrameworkCore.Viewer.BasicLighting.enabled = true;

                FrameworkCore.Viewer.BasicLighting.ambientColor = new Color(
                    (byte)levelInfo.LightingAmbientColor.X,
                    (byte)levelInfo.LightingAmbientColor.Y,
                    (byte)levelInfo.LightingAmbientColor.Z);

                FrameworkCore.Viewer.BasicLighting.diffuseColor = new Color(
                    (byte)levelInfo.LightingDiffuseColor.X,
                    (byte)levelInfo.LightingDiffuseColor.Y,
                    (byte)levelInfo.LightingDiffuseColor.Z);

                FrameworkCore.Viewer.BasicLighting.specularColor = new Color(
                    (byte)levelInfo.LightingSpecularColor.X,
                    (byte)levelInfo.LightingSpecularColor.Y,
                    (byte)levelInfo.LightingSpecularColor.Z);

                FrameworkCore.Viewer.BasicLighting.direction =
                    levelInfo.LightingDirection;
            }
            else
            {
                FrameworkCore.Viewer.BasicLighting         = new RenderLighting();
                FrameworkCore.Viewer.BasicLighting.enabled = false;
            }

            //  Create world
            if (this.levelInfo.WorldInLevel != null)
            {
                CreateWorld(ref this.levelInfo.WorldInLevel);
            }

            //  Create particles
            CreateParticle(this.levelInfo.ParticleListFile);

            //  Create player
            if (this.levelInfo.PlayerInLevel != null)
            {
                GamePlayer player = CreatePlayer(ref this.levelInfo.PlayerInLevel,
                                                 this.SceneMechRoot);

                RobotGameGame.SinglePlayer = player;
                FrameworkCore.GameEventManager.TargetScene = player;
            }

            //  Create all enemies in the level
            if (levelInfo.EnemyInLevelList != null)
            {
                for (int i = 0; i < levelInfo.EnemyInLevelList.Count; i++)
                {
                    EnemyInLevel enemy = levelInfo.EnemyInLevelList[i];

                    CreateSpawnEnemy(ref enemy, this.SceneMechRoot);
                }
            }

            //  Create all items in the level
            if (levelInfo.ItemInLevelList != null)
            {
                for (int i = 0; i < levelInfo.ItemInLevelList.Count; i++)
                {
                    ItemInLevel item = levelInfo.ItemInLevelList[i];

                    CreateItemBox(ref item, this.SceneWorldRoot);
                }
            }

            //  Create all weapons in the level
            if (levelInfo.WeaponInLevelList != null)
            {
                for (int i = 0; i < levelInfo.WeaponInLevelList.Count; i++)
                {
                    CreateWeapon(levelInfo.WeaponInLevelList[i], SceneWorldRoot);
                }
            }

            //  Entry collision of the units to layer in the level
            switch (Info.GamePlayType)
            {
            case GamePlayTypeId.StageClear:
            {
                GamePlayer player = SinglePlayer;

                //  Entry collision of the player to layer in the level
                CollisionLayerFriendlyMech.AddCollide(player.Collide);
                CollisionLayerAllMech.AddCollide(player.Collide);

                //  Entry collsion of each enemy to layer in the level
                for (int i = 0; i < EnemyCountInLevel; i++)
                {
                    GameEnemy enemy = GetEnemyInLevel(i);

                    CollisionLayerEnemyMech.AddCollide(enemy.Collide);
                    CollisionLayerAllMech.AddCollide(enemy.Collide);
                }
            }
            break;

            case GamePlayTypeId.Versus:
            {
            }
            break;
            }

            //  Entry collsion of items to layer in the level
            for (int i = 0; i < ItemCountInLevel; i++)
            {
                GameItemBox item = GetItemInLevel(i);

                CollisionLayerItems.AddCollide(item.Collide);
            }

            //  Entry collsion of weapons to layer in the level
            for (int i = 0; i < WeaponCountInLevel; i++)
            {
                GameWeapon weapon = GetWeaponInLevel(i);

                CollisionLayerItems.AddCollide(weapon.Collide);
            }
        }
Пример #3
0
        /// <summary>
        /// creates an enemy for level.
        /// reads an enemy information file(.spec) and configures the enemy class.
        /// The read enemy class is stored in the list.
        /// </summary>
        /// <param name="info">enemy information for level</param>
        /// <param name="sceneParent">3D scene parent node</param>
        protected void CreateSpawnEnemy(ref EnemyInLevel info,
                                        NodeBase sceneParent)
        {
            GameEnemy     enemy = null;
            GameEnemySpec spec  = LoadEnemySpec(ref info);

            //  creates an enemy by unit type
            switch (spec.UnitClass)
            {
            case UnitClassId.Tank:
                enemy = new EnemyTank(ref spec);
                break;

            case UnitClassId.LightMech:
            case UnitClassId.HeavyMech:
                enemy = new EnemyMech(ref spec);
                break;

            case UnitClassId.Boss:
                enemy = new EnemyBoss(ref spec);
                break;

            default:
                throw new NotSupportedException(
                          "Not supported unit type : " + spec.UnitType);
            }

            //  sets the material
            RenderMaterial material = new RenderMaterial();

            material.alpha        = 1.0f;
            material.diffuseColor = new Color((byte)info.MaterialDiffuseColor.X,
                                              (byte)info.MaterialDiffuseColor.Y,
                                              (byte)info.MaterialDiffuseColor.Z);

            material.specularColor = new Color((byte)info.MaterialSpecularColor.X,
                                               (byte)info.MaterialSpecularColor.Y,
                                               (byte)info.MaterialSpecularColor.Z);

            material.emissiveColor = new Color((byte)info.MaterialEmissiveColor.X,
                                               (byte)info.MaterialEmissiveColor.Y,
                                               (byte)info.MaterialEmissiveColor.Z);

            material.specularPower = info.MaterialSpecularPower;

            material.vertexColorEnabled     = false;
            material.preferPerPixelLighting = false;

            enemy.Material       = material;
            enemy.ActiveFog      = true;
            enemy.ActiveLighting = true;

            //  adds this to the list.
            enemyList.Add(enemy);

            //  entries this in parent scene node.
            sceneParent.AddChild(enemy);

            //  sets to rotate axis.
            if (spec.UnitType == UnitTypeId.Tiger)
            {
                enemy.SetRootAxis(
                    Matrix.CreateRotationX(MathHelper.ToRadians(-90.0f)) *
                    Matrix.CreateRotationZ(MathHelper.ToRadians(90.0f)));
            }
            else
            {
                enemy.SetRootAxis(Matrix.CreateRotationX(MathHelper.ToRadians(-90.0f)));
            }

            //  sets to stage spawn position.
            enemy.SpawnPoint =
                Matrix.CreateRotationY(MathHelper.ToRadians(info.SpawnAngle)) *
                Matrix.CreateTranslation(info.SpawnPoint);

            //  activate draw culling.
            enemy.EnableCulling = true;

            //  creates a collision data.
            {
                Vector3 centerPos = Vector3.Transform(
                    new Vector3(0.0f, spec.MechRadius, 0.0f),
                    Matrix.Invert(enemy.RootAxis));

                CollideSphere collide = new CollideSphere(centerPos, spec.MechRadius);
                enemy.SetCollide(collide);
            }

            //  creates a game event.
            switch (info.SpawnType)
            {
            case SpawnTypeId.Time:
            {
                FrameworkCore.GameEventManager.AddEvent(
                    new GameTimeEvent(info.SpawnTime, enemy, false));
            }
            break;

            case SpawnTypeId.Area:
            {
                FrameworkCore.GameEventManager.AddEvent(
                    new GameAreaEvent(info.SpawnPoint, info.SpawnRadius,
                                      enemy, false));
            }
            break;
            }

            //  sets start A.I.
            enemy.SetStartAI(info.StartAi, info.StartAiTime);
        }