Пример #1
0
        //Helper method to validate the spaceships movement, returns true if movement is valid, false if not
        private bool ValidateMovement(Vector3 futurePosition, BoundingSphere planetBoundingSphere, Turret[] turrets)
        {
            BoundingSphere futureBoundingSphere = BoundingSphere;
            futureBoundingSphere.Center = futurePosition;

            //Check for collision with planet
            if (futureBoundingSphere.Intersects(planetBoundingSphere))
            {
                return false;
            }

            //Loop through turrets and check for collisions
            for (int i = 0; i < turrets.Length; i++)
            {
                if (futureBoundingSphere.Intersects(turrets[i].BoundingSphere))
                    return false;
            }
            return true;
        }
Пример #2
0
        /// <summary>
        /// The update method where the logic for the movement of the spaceship is calculated.
        /// </summary>
        /// <param name="keyboardState">The current state of the keyboard</param>
        /// <param name="planetBoundingSphere">The bounding sphere of the planet</param>
        /// <param name="turrets">The array of turrets in the game</param>
        public void Update(KeyboardState keyboardState, BoundingSphere planetBoundingSphere, Turret[] turrets)
        {
            Vector3 futurePosition; //The position the spaceship will move into at this gamestep, unless a collision will stop it
            float turnAmountSide = 0;
            float turnAmountUp = 0;

            //Check if any keys are pressed down, if any are, add or subtract from that turn variable
            if (keyboardState.IsKeyDown(Keys.A))
            {
                turnAmountSide = 0.03f;
            }
            else if (keyboardState.IsKeyDown(Keys.D))
            {
                turnAmountSide = -0.03f;
            }
            if (keyboardState.IsKeyDown(Keys.S))
            {
                turnAmountUp = 0.03f;
            }
            else if (keyboardState.IsKeyDown(Keys.W))
            {
                turnAmountUp = -0.03f;
            }

            //Calculate the rotation quaternion by creating angles from the turn amount values.
            //Code from: http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series2/Flight_kinematics.php
            Quaternion additionalRot = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), turnAmountSide) * Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), turnAmountUp);
            Rotation *= additionalRot;

            //Calculate the position from the rotation
            Vector3 addVector = Vector3.Transform(new Vector3(0, 0, -1), Rotation);
            futurePosition = Position + addVector * GameConstants.ShipVelocity;

            //Validate the spaceship's movement (only move it if the future position won't intersect the bounding sphere of the plabet or a turret)
            //If it can move to the future position, update the current position, and update the bounding sphere to the new position
            if (ValidateMovement(futurePosition, planetBoundingSphere, turrets))
            {
                Position = futurePosition;
                IsCrashing = false;

                BoundingSphere updatedSphere;
                updatedSphere = BoundingSphere;
                updatedSphere.Center = Position;
                BoundingSphere = new BoundingSphere(updatedSphere.Center, updatedSphere.Radius);
            }
            else
            {
                IsCrashing = true;
            }
        }
Пример #3
0
 /*
  * Helper method for finding a random turret out of the turrets that are closest to the ship.
  * Used when calculating which turret to fire a missile from
  */
 private Turret closestTurretToShip()
 {
     //Work out how closest turrets to use to pick a random turret from
     //This is worked out to be 20% of the total turrets, and at least 1
     int numFiringTurrets = numTurrets / 5;
     if (numFiringTurrets > 10)
     {
         numFiringTurrets = 1;
     }
     //Create an array for the current closest turrets, and a corrosponding array to
     //hold their distances from the spaceship, for example, the distance from the spaceship
     //of a turret at index 3 in the first array will be held in index 3 of the second array
     Turret[] closestTurrets = new Turret[numFiringTurrets];
     float[] closestTurretDistances = new float[numFiringTurrets];
     //Initialise the arrays with dummy initial values
     for (int i = 0; i < numFiringTurrets; i++)
     {
         closestTurrets[i] = new Turret();
         closestTurretDistances[i] = float.MaxValue; //High number, so turrets will always replace these
     }
     //Iterate through each turret, checking if it is closer to the spaceship
     //than any turrets in the current array of closest turrets
     for (int i = 1; i < turrets.Length; i++)
     {
         float distance = Vector3.Distance(spaceship.Position, turrets[i].Position);
         bool finished = false;
         int j = 0;
         while (!finished && j < numFiringTurrets)
         {
             //If is is closer
             if (distance < closestTurretDistances[j])
             {
                 //swap it in at the same index of the turret it was closer than
                 closestTurrets[j] = turrets[i];
                 closestTurretDistances[j] = distance;
                 finished = true; //Stop iterating
             }
             j++;
         }
         //Sort and reverse the array, so the furthest turrets will always be considered first
         Array.Sort(closestTurretDistances, closestTurrets);
         Array.Reverse(closestTurretDistances);
         Array.Reverse(closestTurrets);
     }
     //Randomly pick a turret from the array of closests turrets, and return it
     int turretToPickIndex = random.Next(0, numFiringTurrets);
     return closestTurrets[turretToPickIndex];
 }
Пример #4
0
        /*
         * Resests the game objects and some variables to the starting configurations.
         * Much of this is very similar to the LoadContent method.
         */
        private void ResetGame()
        {
            //Settings to reset to start a new game
            retrievedFuelCells = 0;
            menuScreenCounter = 0;
            stepCounter = 0;
            playerHealth = GameConstants.PlayerStartHealth;

            //Create new fuelcells, turrets and missiles
            fuelCells = new FuelCell[numFuelCells];
            turrets = new Turret[numTurrets];
            readyMissiles = new List<Missile>();
            firedMissiles = new List<Missile>();

            //Load the fuelcells, turrets and missiles in the same way they were loaded in LoadContent
            for (int i = 0; i < numFuelCells; i++)
            {
                Vector3 axis = new Vector3((float)(random.NextDouble() - 0.5), (float)(random.NextDouble() - 0.5), (float)(random.NextDouble() - 0.5));
                float angle = (float)random.NextDouble() * 6.242f;
                fuelCells[i] = new FuelCell();
                fuelCells[i].LoadContent(Content, "Models/fuelcell", axis, angle, planet.BoundingSphere);
            }

            for (int i = 0; i < numTurrets; i++)
            {
                Vector3 axis = new Vector3((float)(random.NextDouble() - 0.5), (float)(random.NextDouble() - 0.5), (float)(random.NextDouble() - 0.5));
                float angle = (float)random.NextDouble() * 6.242f;
                turrets[i] = new Turret();
                turrets[i].LoadContent(Content, "Models/turret", axis, angle, planet.BoundingSphere);
            }

            for (int i = 0; i < GameConstants.NumMissiles; i++)
            {
                readyMissiles.Add(new Missile());
                readyMissiles[i].LoadContent(Content, "Models/missile", spaceship);
            }

            explosions.Clear(); //Remove all occuring explosions

            //Initial spaceship starting location and rotation
            spaceship.Position = new Vector3(0, 300, 1000);
            spaceship.Rotation = Quaternion.Identity;
            exhaustParticleEmitter = new ParticleEmitter(fireParticles, 1000, spaceship.Position);
        }
Пример #5
0
        /// <summary>
        /// Load all game objects with their models, as well ad initialising sounds and other 
        /// entities used in the game.  Sets up spaceship starting location.
        /// </summary>
        protected override void LoadContent()
        {
            //Create a new SpriteBatch, which can be used to draw 2D graphics.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            //Create a graphics device variable
            device = graphics.GraphicsDevice;

            //Load content of misc game entities
            statsFont = Content.Load<SpriteFont>("Fonts/stats_font");
            skyboxEffect = Content.Load<Effect>("Effects/skybox_effect");
            splashScreenTexture = Content.Load<Texture2D> ("Images/splash_screen");

            //Load object models
            spaceship.LoadContent(Content, "Models/spaceship");
            planet.LoadContent(Content, "Models/planet");
            boundingSphere.Model = Content.Load<Model>("Models/sphere");
            skyboxModel = LoadSkyboxModel("Models/skybox", out skyboxTextures);

            //Iteratively load content for fuelcells, also generate the random seeds which will be used in calculating positions and rotation
            for (int i = 0; i < numFuelCells; i++)
            {
                Vector3 axis = new Vector3((float)(random.NextDouble() - 0.5), (float)(random.NextDouble() - 0.5), (float)(random.NextDouble() - 0.5));
                float angle = (float)random.NextDouble() * 6.242f;
                fuelCells[i] = new FuelCell();
                fuelCells[i].LoadContent(Content, "Models/fuelcell", axis, angle, planet.BoundingSphere);
            }

            //turrets loaded in the same was as fuelcells
            for (int i = 0; i < numTurrets; i++)
            {
                Vector3 axis = new Vector3((float)(random.NextDouble() - 0.5), (float)(random.NextDouble() - 0.5), (float)(random.NextDouble() - 0.5));
                float angle = (float)random.NextDouble() * 6.242f;
                turrets[i] = new Turret();
                turrets[i].LoadContent(Content, "Models/turret", axis, angle, planet.BoundingSphere);
            }

            //Populate the ready missile array with all the missiles
            for (int i = 0; i < GameConstants.NumMissiles; i++)
            {
                readyMissiles.Add(new Missile());
                readyMissiles[i].LoadContent(Content, "Models/missile", spaceship);
            }

            //Load sounds, and start playing music
            explosionSound = Content.Load<SoundEffect>("Sound/explosion");
            fuelCellPickupSound = Content.Load<SoundEffect>("Sound/fuelcell_pickup");
            music = Content.Load<Song>("Sound/music");
            MediaPlayer.Play(music);

            //Initial spaceship starting location and rotation
            spaceship.Position = new Vector3(0, 300, 1000);
            spaceship.Rotation = Quaternion.Identity;
            exhaustParticleEmitter = new ParticleEmitter(fireParticles, 1000, spaceship.Position);
        }