示例#1
0
        void StartReturnToRally()
        {
            State = eState.ReturnToRally;
            SwitchAnimation(RunAni);
            ReturnDest = GetRandomRallyLoc();
            Vector2 moveDir = Maths.GetMoveDir(FeetLoc, ReturnDest);

            MoveIncrement = Velocity * moveDir;
            Animation.SetDirectionByDir(moveDir);
        }
示例#2
0
        public void Update(GameTime gameTime)
        {
            Animation.Update(gameTime);

            #region Move
            if (!IsFighting)
            {
                if (Target == null)
                {
                    #region MoveToWP
                    SetLocation(Animation.Location + MoveIncrement);
                    if (Vector2.Distance(FeetLoc, NextWP.Location + WPSpread) <= Velocity)
                    {
                        CurrentWP = NextWP;
                        if (CurrentWP.IsFinish)
                        {
                            ClearIncommings(); // Call before setting a new location to this runner.
                            Level.Instance.Player.Lives -= FinishDmg;
                            if (Recycles)
                                SetLocation(StartWP);
                        }
                        else
                        {
                            NextWP = CurrentWP.GetNextWP();
                            InitMoveToNextWP();
                        }
                    }
                    #endregion
                }
                else
                {
                    #region MoveToTargetIfNeeded
                    {
                        if (Vector2.Distance(FeetLoc, Target.FeetLoc) > 50)
                        {
                            Vector2 moveDir = Maths.GetMoveDir(FeetLoc, Target.FeetLoc);
                            Animation.Location += Velocity * moveDir;
                            Animation.SetDirectionByDir(moveDir);
                        }
                    }
                    #endregion
                }

                m_AABB.X = RelativeAABB.X + Animation.Location.Xi();
                m_AABB.Y = RelativeAABB.Y + Animation.Location.Yi();
            #endregion

                #region Attack
                #region if no target then attempt to set ranged target
                if (Target == null && HasRangedWeapon)
                {
                    Target = (ITargetable)BroadPhase.Instance.GetFirstEntityInRange(this, RangedWpnRange, e => e.EntityType == eEntityType.Defender);
                    if (Target != null)
                        IsFightingRanged = true;
                }
                #endregion

                if (Target != null)
                    Animation.SetDirection(FeetLoc, Target.FeetLoc);
            }
            else
            {
                if (Target == null)
                    Target = IsFightingWithDefenders[0];
                foreach (BaseWeapon wpn in Weapons)
                    wpn.Update(gameTime);
            }
                #endregion

            // Get the percentage from start-->finish based on the first startpoint from the global list.
            DistanceToFinish = Vector2.Distance(FeetLoc, NextWP.Location) + NextWP.ShortestRouteToFinishLength;
            DistanceTraveled = WayPoint.StartPoints[0].ShortestRouteToFinishLength - DistanceToFinish;
            PercentageToFinish = (DistanceTraveled / WayPoint.StartPoints[0].ShortestRouteToFinishLength) * 100;

            // Set this as the runner nearest to the finish if applicable
            if (RunnerNearestToFinish == null || RunnerNearestToFinish.PercentageToFinish < PercentageToFinish)
                RunnerNearestToFinish = this;
        }