Пример #1
0
 bool CheckBuildingCollision(Building building)
 {
     if (Vector3.Distance(building.Location, location) < 1400)
     {
         //Calculate shells location relative to the building
         Vector3 loc = new Vector3(location.X - building.Location.X,
                                    location.Y,
                                    location.Z - building.Location.Z);
         //Create an enlarged hitbox based on the shell's radius
         Vector3 hitBox = new Vector3(building.Size.X + radius, building.Size.Y + radius, building.Size.Z + radius);
         //Check to see if the shell passes through the buildings hitbox
         if (CheckHitBoxCollision(hitBox, velocity, loc))
         {
             tankGame.Components.Remove(building);
             return true;
         }
     }
     return false;
 }
Пример #2
0
        /// <summary>
        /// Checks if this tank is colliding with a building
        /// </summary>
        bool CheckBuildingCollision(Building building)
        {
            if (Vector3.Distance(building.Location, tankLocation) < 1300)
            {
                //relative location and rotation
                float rot = totalRotation;

                //Calculate tanks location relative to building
                Vector2 loc = new Vector2((tankLocation.X - building.Location.X),
                    (tankLocation.Z - building.Location.Z));

                //Calculate other tanks corners relative to this building
                Vector2 topLeft = new Vector2(loc.X + tankSize.X * (float)Math.Cos(rot) + tankSize.Z * (float)Math.Sin(rot),
                                              loc.Y + tankSize.Z * (float)Math.Cos(rot) - tankSize.X * (float)Math.Sin(rot));
                Vector2 topRight = new Vector2(loc.X - tankSize.X * (float)Math.Cos(rot) + tankSize.Z * (float)Math.Sin(rot),
                                               loc.Y + tankSize.Z * (float)Math.Cos(rot) + tankSize.X * (float)Math.Sin(rot));
                Vector2 botLeft = new Vector2(loc.X + tankSize.X * (float)Math.Cos(rot) - tankSize.Z * (float)Math.Sin(rot),
                                              loc.Y - tankSize.Z * (float)Math.Cos(rot) - tankSize.X * (float)Math.Sin(rot));
                Vector2 botRight = new Vector2(loc.X - tankSize.X * (float)Math.Cos(rot) - tankSize.Z * (float)Math.Sin(rot),
                                                loc.Y - tankSize.Z * (float)Math.Cos(rot) + tankSize.X * (float)Math.Sin(rot));
                Vector2 hitBox = new Vector2(building.Size.X, building.Size.Z);

                if (InsideRectangle(topLeft, hitBox) ||
                    InsideRectangle(topRight, hitBox) ||
                    InsideRectangle(botLeft, hitBox) ||
                    InsideRectangle(botRight, hitBox))
                    return true;
                //Checks to see if this buildings corners are in the tank
                else if (InsideTriangle(topLeft, topRight, botLeft, hitBox) ||
                        InsideTriangle(topLeft, topRight, botLeft, new Vector2(-hitBox.X, hitBox.Y)) ||
                        InsideTriangle(topLeft, topRight, botLeft, new Vector2(hitBox.X, -hitBox.Y)) ||
                        InsideTriangle(topLeft, topRight, botLeft, new Vector2(-hitBox.X, -hitBox.Y)) ||
                        InsideTriangle(botRight, topRight, botLeft, hitBox) ||
                        InsideTriangle(botRight, topRight, botLeft, new Vector2(-hitBox.X, hitBox.Y)) ||
                        InsideTriangle(botRight, topRight, botLeft, new Vector2(hitBox.X, -hitBox.Y)) ||
                        InsideTriangle(botRight, topRight, botLeft, new Vector2(-hitBox.X, -hitBox.Y)))
                    return true;

            }

            return false;
        }
Пример #3
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            //Initialize Input
            input = new GameServices.InputState();
            input.Update();
            Services.AddService(typeof(GameServices.InputState), input);

            //create camera
            camera = new GameServices.CameraState(
                MathHelper.PiOver4,
                (float)graphics.GraphicsDevice.Viewport.Width / (float)graphics.GraphicsDevice.Viewport.Height,
                1.0f,
                100000.0f);
            Services.AddService(typeof(GameServices.CameraState), camera);

            //create audip
            audio = new GameServices.AudioLibrary();
            audio.InitializeAudio();
            Services.AddService(typeof(GameServices.AudioLibrary), audio);

            //create tanks
            playerTank = new Objects.Tank(this, new Vector3(0, 0, 0));
            playerTank.Health = 10;
            playerTank.AI = false;
            Components.Add(playerTank);

            //buildings
            buildings = new List<List<Objects.Building>>();
            List<Objects.Building> listception = new List<Objects.Building>();
            Objects.Building build;
            for (int i = 1; i <= worldsize.Y / 3000; i++)
            {
                for (int j = 1; j <= worldsize.X / 3000; j++)
                {
                    build = new Objects.Building(this, new Vector3(i * 3000 + 435 - worldsize.Y / 2, 0, j * 3000 + 435 - worldsize.X / 2));
                    build.Enabled = false;
                    Components.Add(build);
                }
            }

            Random x = new Random();
            int n = x.Next(5, 50);
            Objects.Tank tank;
            for (int i = 0; i < n; i++)
            {
                do
                tank = new Objects.Tank(this, new Vector3(x.Next(-15, 16) * 3000, 0, x.Next(-15, 16) * 3000));
                while (tank.CollisionDetection());
                Components.Add(tank);
            }

            camera.Update(playerTank.Location, playerTank.TurretRotation);

            GenerateGround(worldsize.X, worldsize.Y);

            base.Initialize();
        }