示例#1
0
        //draw the current range of the player's jump by drawing a grid of dots to the screen
        //each dot it white if it cannot be jumped to and black if it can
        //This method DOES take into account collisions with rigidbodies
        private void DrawJumpRange(Graphics displayDevice)
        {
            Physics.RigidBody temp = new Physics.RigidBody();
            temp.Shape = new Physics.Circle(7);
            temp.SetPosition(new Physics.Vector2D());

            //draw a grid of dots 40 units apart
            for (int i = -700; i < 700; i += 40)
            {
                for (int j = -360; j < 400; j += 40)
                {
                    //calculate the position of the dot
                    temp.Position.X  = playerCharacter.playerBody.Position.X + i;
                    temp.Position.X -= temp.Position.X % 40;
                    temp.Position.Y  = playerCharacter.playerBody.Position.Y + j;
                    temp.Position.Y -= temp.Position.Y % 40;

                    //set colour based on ability to jump to calculated position
                    if (physEng.CanPlayerJumpFromTo(playerCharacter, playerCharacter.playerBody.Position, temp.Position))
                    {
                        temp.Shape.mColor = Color.Black;
                    }
                    else
                    {
                        temp.Shape.mColor = Color.White;
                    }

                    //draw a dot at that position
                    mRenderer.Draw(temp, displayDevice);
                }
            }
        }
示例#2
0
        //check to see if the player could jump or fall between the provided nodes
        private static CONNECTION_TYPE GetConnectionBetween(NODE_TYPE sourceNodeType, NODE_TYPE destNodeType, Physics.Vector2D sourceNodePosition, Physics.Vector2D destinationNodePosition)
        {
            //a fall node should never be the destination of a jump or a fall, just the sourcepoint for a fall
            if (destNodeType == NODE_TYPE.FALL)
            {
                return(CONNECTION_TYPE.NONE);
            }

            Physics.Player        examplePlayer = new Physics.Player();
            Physics.PhysicsEngine physEng       = Physics.PhysicsEngine.GetPhysicsEngine();

            //if a fall connection is possible, return it
            if ((sourceNodeType == NODE_TYPE.FALL ||
                 sourceNodeType == NODE_TYPE.WALL) &&
                physEng.CanPlayerFallFromTo(examplePlayer, sourceNodePosition, destinationNodePosition))
            {
                return(CONNECTION_TYPE.FALL);
            }

            //if a jump connection is possible, return it
            if ((sourceNodeType == NODE_TYPE.FLOOR ||
                 sourceNodeType == NODE_TYPE.WALL) &&
                physEng.CanPlayerJumpFromTo(examplePlayer, sourceNodePosition, destinationNodePosition))
            {
                return(CONNECTION_TYPE.JUMP);
            }

            return(CONNECTION_TYPE.NONE);
        }
示例#3
0
        //jumping is only possible if the player is colliding with something and the jump arc is allowed by the physics engine
        private bool CanBecomeJumping()
        {
            if (currentNode == null)
            {
                return(false);
            }
            if (destinationNode == null)
            {
                return(false);
            }

            //can't jump if the player isn't colliding with anything
            if (AIPlayer.playerBody.collisionNormal == null)
            {
                return(false);
            }

            //can only jump if the jump path from the start to the end is possible
            if (physEng.CanPlayerJumpFromTo(AIPlayer, AIPlayer.playerBody.Position, mainGraph.topLevelNode.GetNodePosition(destinationNode)))
            {
                return(true);
            }

            //if in doubt, no jumping
            return(false);
        }