示例#1
0
        public override void Update(GameTime gameTime)
        {
            switch (state)
            {
            case STATE_TEST_1:
                base.Update(gameTime);
                break;

            case STATE_INACTIVE:
                break;

            case STATE_ACTIVE:
                base.Update(gameTime);
                BounceOnScreen();
                if (hitWall)
                {
                    changeState(STATE_INACTIVE);
                }
                else if (Global.probabilityPerSecond(.1))
                {
                    changeState(STATE_FADEOUT);
                }
                break;

            case STATE_FADEOUT:
                base.Update(gameTime);
                BounceOnScreen();
                if (hitWall)
                {
                    changeState(STATE_INACTIVE);
                }
                if (color.A < 10)
                {
                    changeState(STATE_INACTIVE);
                }
                else
                {
                    color.A = (byte)(color.A - (byte)(Global.rand.Next(0, 5)));
                }
                break;
            }
        }
示例#2
0
        private void GuideWithKeyboard()
        {
            int sem = 0;

            parent.velocity = Vector2.Zero;

            if (autoMode)
            {
                if (Global.probabilityPerSecond(1))
                {
                    autoKeyW = !autoKeyW;
                }
                if (autoKeyW)
                {
                    sem += 8;
                    parent.velocity.Y -= speedControl;
                }
                if (Global.probabilityPerSecond(1))
                {
                    autoKeyD = !autoKeyD;
                }
                if (autoKeyD)
                {
                    sem += 4;
                    parent.velocity.X += speedControl;
                }
                if (Global.probabilityPerSecond(1))
                {
                    autoKeyS = !autoKeyS;
                }
                if (autoKeyS)
                {
                    sem += 2;
                    parent.velocity.Y += speedControl;
                }
                if (Global.probabilityPerSecond(1))
                {
                    autoKeyA = !autoKeyA;
                }
                if (autoKeyA)
                {
                    sem += 1;
                    parent.velocity.X -= speedControl;
                }
            }
            else
            {
                if (Global.keyboardState.IsKeyDown(Keys.LeftShift))
                {
                    speedControl = 8;
                }
                else
                {
                    speedControl = 4;
                }
                if (Global.keyboardState.IsKeyDown(Keys.W))
                {
                    sem += 8;
                    parent.velocity.Y -= speedControl;
                }
                if (Global.keyboardState.IsKeyDown(Keys.D))
                {
                    sem += 4;
                    parent.velocity.X += speedControl;
                }
                if (Global.keyboardState.IsKeyDown(Keys.S))
                {
                    sem += 2;
                    parent.velocity.Y += speedControl;
                }
                if (Global.keyboardState.IsKeyDown(Keys.A))
                {
                    sem += 1;
                    parent.velocity.X -= speedControl;
                }
            }

            if (parent.velocity.Length() > 0)
            {
                rotation = 0;
                changeState(STATE_RUN);
                if (Math.Abs(parent.velocity.Y) > 0 && Math.Abs(parent.velocity.X) > 0)
                {
                    parent.velocity *= .707f;
                }
                switch (sem)
                {
                case 0:
                    break;

                case 1:
                    facingDirection = DIRECTION_W;
                    break;

                case 2:
                    facingDirection = DIRECTION_S;
                    break;

                case 3:
                    facingDirection = DIRECTION_SW;
                    break;

                case 4:
                    facingDirection = DIRECTION_E;
                    break;

                case 5:
                    break;

                case 6:
                    facingDirection = DIRECTION_SE;
                    break;

                case 7:
                    facingDirection = DIRECTION_S;
                    break;

                case 8:
                    facingDirection = DIRECTION_N;
                    break;

                case 9:
                    facingDirection = DIRECTION_NW;
                    break;

                case 10:
                    break;

                case 11:
                    facingDirection = DIRECTION_W;
                    break;

                case 12:
                    facingDirection = DIRECTION_NE;
                    break;

                case 13:
                    facingDirection = DIRECTION_N;
                    break;

                case 14:
                    facingDirection = DIRECTION_E;
                    break;

                case 15:
                    break;
                }
            }
            else
            {
                if (Global.keyboardState.IsKeyDown(Keys.E))
                {
                    changeState(STATE_READY1);
                }
                else
                {
                    changeState(STATE_READY0);
                }
            }
        }
示例#3
0
        public override void Update(GameTime gameTime)
        {
            scale = parent.scale;
            base.Update(gameTime);

            switch (state)
            {
            case STATE_KILL:
                changeState(STATE_DEATH);
                break;

            case STATE_DEATH:
                changeState(STATE_INACTIVE);
                break;

            case STATE_INACTIVE:
                break;

            case STATE_ACTIVE:
                changeState(STATE_READY0);
                break;

            case STATE_RUN:
                #region RUN
                GuideWithKeyboard();
                if (autoMode)
                {
                    if (Global.probabilityPerSecond(.5))
                    {
                        parent.velocity = Vector2.Zero;
                        changeState(STATE_AIM0);
                        break;
                    }

                    if (Global.probabilityPerSecond(.01))
                    {
                        changeState(STATE_READY0);
                    }
                }
                else
                {
                    if (Global.mouseState.LeftButton == ButtonState.Pressed)
                    {
                        parent.velocity = Vector2.Zero;
                        changeState(STATE_AIM0);
                        break;
                    }
                }
                switch (facingDirection)
                {
                case DIRECTION_N:
                    animation = Global.Avatar_Run_N;
                    break;

                case DIRECTION_E:
                    animation = Global.Avatar_Run_E;
                    break;

                case DIRECTION_S:
                    animation = Global.Avatar_Run_S;
                    break;

                case DIRECTION_W:
                    animation = Global.Avatar_Run_W;
                    break;

                case DIRECTION_NE:
                    animation = Global.Avatar_Run_NE;
                    break;

                case DIRECTION_SE:
                    animation = Global.Avatar_Run_SE;
                    break;

                case DIRECTION_NW:
                    animation = Global.Avatar_Run_NW;
                    break;

                case DIRECTION_SW:
                    animation = Global.Avatar_Run_SW;
                    break;
                }
                #endregion
                break;

            case STATE_READY0:
                #region READY
                GuideWithKeyboard();
                if (Global.mouseState.LeftButton == ButtonState.Pressed)
                {
                    parent.velocity = Vector2.Zero;
                    changeState(STATE_AIM0);
                    break;
                }

                if (Global.keyboardState.IsKeyDown(Keys.E))
                {
                    changeState(STATE_READY1);
                    parent.location = Global.randomTableSpot();
                    break;
                }
                switch (facingDirection)
                {
                case DIRECTION_N:
                    animation = Global.Avatar_Ready_N;
                    break;

                case DIRECTION_E:
                    animation = Global.Avatar_Ready_E;
                    break;

                case DIRECTION_S:
                    animation = Global.Avatar_Ready_S;
                    break;

                case DIRECTION_W:
                    animation = Global.Avatar_Ready_W;
                    break;

                case DIRECTION_NE:
                    animation = Global.Avatar_Ready_NE;
                    break;

                case DIRECTION_SE:
                    animation = Global.Avatar_Ready_SE;
                    break;

                case DIRECTION_NW:
                    animation = Global.Avatar_Ready_NW;
                    break;

                case DIRECTION_SW:
                    animation = Global.Avatar_Ready_SW;
                    break;
                }
                #endregion
                break;

            case STATE_READY1:
                #region READY
                GuideWithKeyboard();
                if (autoMode)
                {
                    if (Global.probabilityPerSecond(5))
                    {
                        parent.velocity = Vector2.Zero;
                        changeState(STATE_AIM0);
                        break;
                    }

                    if (Global.probabilityPerSecond(.01))
                    {
                        changeState(STATE_READY0);
                    }
                }
                else
                {
                    if (Global.mouseState.LeftButton == ButtonState.Pressed)
                    {
                        parent.velocity = Vector2.Zero;
                        changeState(STATE_AIM0);
                        break;
                    }

                    if (Global.keyboardState.IsKeyUp(Keys.E))
                    {
                        changeState(STATE_READY0);
                    }
                }
                switch (facingDirection)
                {
                case DIRECTION_N:
                    animation = Global.Avatar_Ready_N;
                    break;

                case DIRECTION_E:
                    animation = Global.Avatar_Ready_E;
                    break;

                case DIRECTION_S:
                    animation = Global.Avatar_Ready_S;
                    break;

                case DIRECTION_W:
                    animation = Global.Avatar_Ready_W;
                    break;

                case DIRECTION_NE:
                    animation = Global.Avatar_Ready_NE;
                    break;

                case DIRECTION_SE:
                    animation = Global.Avatar_Ready_SE;
                    break;

                case DIRECTION_NW:
                    animation = Global.Avatar_Ready_NW;
                    break;

                case DIRECTION_SW:
                    animation = Global.Avatar_Ready_SW;
                    break;
                }
                #endregion
                break;

            case STATE_AIM0:
                #region AIM0
                if (parent.hit)
                {
                    parent.hit = false;
                    changeState(STATE_CANCEL);
                    break;
                }
                if (Global.mouseState.RightButton == ButtonState.Pressed)
                {
                    changeState(STATE_CANCEL);
                    break;
                }

                //call parent.getBullet() to add to parent list and subsequently make it a collidable
                curBullet = Global.currentGame.bulletPool.getBullet();
                if (curBullet != null)
                {
                    curBullet.color = Color.LightCyan;
                    curBullet.changeState(Bullet.STATE_CHARGING);
                    curBullet.parent   = this.parent;
                    curBullet.location = new Vector2(50000, 50000);     //so it doesnt run into the player
                }
                else
                {
                    //out of ammo
                    changeState(STATE_CANCEL);
                    break;
                }
                AimWithMouse();
                switch (facingDirection)
                {
                case DIRECTION_N:
                    animation = Global.Avatar_Aim_N;
                    break;

                case DIRECTION_E:
                    animation = Global.Avatar_Aim_E;
                    break;

                case DIRECTION_S:
                    animation = Global.Avatar_Aim_S;
                    break;

                case DIRECTION_W:
                    animation = Global.Avatar_Aim_W;
                    break;

                case DIRECTION_NE:
                    animation = Global.Avatar_Aim_NE;
                    break;

                case DIRECTION_SE:
                    animation = Global.Avatar_Aim_SE;
                    break;

                case DIRECTION_NW:
                    animation = Global.Avatar_Aim_NW;
                    break;

                case DIRECTION_SW:
                    animation = Global.Avatar_Aim_SW;
                    break;
                }
                Global.currentGame.AimStick.state    = ScreenObject.STATE_ACTIVE;
                Global.currentGame.AimStick.location = parent.location;
                animation.Stop();
                animation.Play();
                ChargeSound.Play();
                changeState(STATE_AIM1);
                #endregion
                break;

            case STATE_AIM1:
                #region AIM1
                if (parent.hit)
                {
                    parent.hit = false;
                    changeState(STATE_CANCEL);
                    break;
                }
                if (Global.mouseState.RightButton == ButtonState.Pressed || curBullet.state == ScreenObject.STATE_INACTIVE)
                {
                    changeState(STATE_CANCEL);
                    break;
                }

                if (ChargeSound.State == SoundState.Stopped && ChargeLoopSound.State == SoundState.Stopped)
                {
                    ChargeLoopSound.Play();
                }

                AimWithMouse();
                if (animation.CurrentFrame >= animation.FrameCount - 1)
                {
                    changeState(STATE_HOLD0);
                    break;
                }
                if (Global.mouseState.LeftButton == ButtonState.Released)
                {
                    changeState(STATE_AIM2);
                    break;
                }
                #endregion
                break;

            case STATE_AIM2:
                #region AIM2
                if (parent.hit)
                {
                    parent.hit = false;
                    changeState(STATE_CANCEL);
                    break;
                }
                if (Global.mouseState.RightButton == ButtonState.Pressed || curBullet.state == ScreenObject.STATE_INACTIVE)
                {
                    changeState(STATE_CANCEL);
                    break;
                }

                if (ChargeSound.State == SoundState.Stopped && ChargeLoopSound.State == SoundState.Stopped)
                {
                    ChargeLoopSound.Play();
                }

                AimWithMouse();
                if (animation.CurrentFrame >= animation.FrameCount - 1)
                {
                    changeState(STATE_HOLD0);
                    break;
                }

                if (autoMode)
                {
                    if (Global.probabilityPerSecond(.3))
                    {
                        changeState(STATE_FIRE0);
                        break;
                    }
                }
                else
                {
                    if (Global.mouseState.LeftButton == ButtonState.Pressed)
                    {
                        changeState(STATE_FIRE0);
                        break;
                    }
                }
                #endregion
                break;

            case STATE_HOLD0:
                #region HOLD0
                if (parent.hit)
                {
                    parent.hit = false;
                    changeState(STATE_CANCEL);
                    break;
                }
                if (Global.mouseState.RightButton == ButtonState.Pressed || curBullet.state == ScreenObject.STATE_INACTIVE)
                {
                    changeState(STATE_CANCEL);
                    break;
                }

                if (ChargeSound.State == SoundState.Stopped && ChargeLoopSound.State == SoundState.Stopped)
                {
                    ChargeLoopSound.Play();
                }

                AimWithMouse();
                switch (facingDirection)
                {
                case DIRECTION_N:
                    animation = Global.Avatar_Hold_N;
                    break;

                case DIRECTION_E:
                    animation = Global.Avatar_Hold_E;
                    break;

                case DIRECTION_S:
                    animation = Global.Avatar_Hold_S;
                    break;

                case DIRECTION_W:
                    animation = Global.Avatar_Hold_W;
                    break;

                case DIRECTION_NE:
                    animation = Global.Avatar_Hold_NE;
                    break;

                case DIRECTION_SE:
                    animation = Global.Avatar_Hold_SE;
                    break;

                case DIRECTION_NW:
                    animation = Global.Avatar_Hold_NW;
                    break;

                case DIRECTION_SW:
                    animation = Global.Avatar_Hold_SW;
                    break;
                }

                if (Global.mouseState.LeftButton == ButtonState.Released)
                {
                    changeState(STATE_HOLD1);
                    break;
                }
                #endregion
                break;

            case STATE_HOLD1:
                #region HOLD1
                if (parent.hit)
                {
                    parent.hit = false;
                    changeState(STATE_CANCEL);
                    break;
                }
                if (Global.mouseState.RightButton == ButtonState.Pressed || curBullet.state == ScreenObject.STATE_INACTIVE)
                {
                    changeState(STATE_CANCEL);
                    break;
                }

                if (ChargeSound.State == SoundState.Stopped && ChargeLoopSound.State == SoundState.Stopped)
                {
                    ChargeLoopSound.Play();
                }

                AimWithMouse();
                switch (facingDirection)
                {
                case DIRECTION_N:
                    animation = Global.Avatar_Hold_N;
                    break;

                case DIRECTION_E:
                    animation = Global.Avatar_Hold_E;
                    break;

                case DIRECTION_S:
                    animation = Global.Avatar_Hold_S;
                    break;

                case DIRECTION_W:
                    animation = Global.Avatar_Hold_W;
                    break;

                case DIRECTION_NE:
                    animation = Global.Avatar_Hold_NE;
                    break;

                case DIRECTION_SE:
                    animation = Global.Avatar_Hold_SE;
                    break;

                case DIRECTION_NW:
                    animation = Global.Avatar_Hold_NW;
                    break;

                case DIRECTION_SW:
                    animation = Global.Avatar_Hold_SW;
                    break;
                }

                if (autoMode)
                {
                    if (Global.probabilityPerSecond(1))
                    {
                        changeState(STATE_FIRE0);
                        break;
                    }
                }
                else
                {
                    if (Global.mouseState.LeftButton == ButtonState.Pressed)
                    {
                        changeState(STATE_FIRE0);
                        break;
                    }
                }
                #endregion
                break;

            case STATE_FIRE0:
                #region FIRE0
                AimWithMouse();
                Global.currentGame.AimStick.state = ScreenObject.STATE_INACTIVE;
                ChargeLoopSound.Stop();
                ChargeSound.Stop();
                Global.FireGunSound.Play();
                curBullet.state = Bullet.STATE_FIRING;

                switch (facingDirection)
                {
                case DIRECTION_N:
                    animation = Global.Avatar_Fire_N;
                    break;

                case DIRECTION_E:
                    animation = Global.Avatar_Fire_E;
                    break;

                case DIRECTION_S:
                    animation = Global.Avatar_Fire_S;
                    break;

                case DIRECTION_W:
                    animation = Global.Avatar_Fire_W;
                    break;

                case DIRECTION_NE:
                    animation = Global.Avatar_Fire_NE;
                    break;

                case DIRECTION_SE:
                    animation = Global.Avatar_Fire_SE;
                    break;

                case DIRECTION_NW:
                    animation = Global.Avatar_Fire_NW;
                    break;

                case DIRECTION_SW:
                    animation = Global.Avatar_Fire_SW;
                    break;
                }

                animation.Stop();
                animation.Play();
                changeState(STATE_FIRE1);
                #endregion
                break;

            case STATE_FIRE1:
                #region FIRE1
                if (animation.CurrentFrame >= animation.FrameCount - 1)
                {
                    changeState(STATE_READY0);
                }
                #endregion
                break;

            case STATE_CANCEL:
                #region CANCEL
                Global.currentGame.AimStick.state = ScreenObject.STATE_INACTIVE;
                ChargeSound.Stop();
                ChargeLoopSound.Stop();
                if (curBullet != null)
                {
                    curBullet.state = ScreenObject.STATE_KILL;
                }
                if (Global.mouseState.RightButton == ButtonState.Released)
                {
                    changeState(STATE_READY0);
                    break;
                }
                break;
                #endregion
            }
        }
示例#4
0
        private void AimWithMouse()
        {
            int sem = 0;

            #region auto
            if (autoMode)
            {
                if (Global.probabilityPerSecond(1))
                {
                    autoMouse = !autoMouse;
                }
                if (Global.probabilityPerSecond(1))
                {
                    autoMouse2 = !autoMouse2;
                }
                if (autoMouse)
                {
                    autoAngleInc = Global.rand.NextDouble() * .5 - .25;
                }
                if (autoMouse2)
                {
                    autoAngle += autoAngleInc;
                }
                facingAngle = autoAngle;
            }
            #endregion
            else
            {
                facingAngle = Math.Atan2((parent.absoluteLocation.Y - Global.currentPlayer.Crosshair.absoluteLocation.Y),
                                         (parent.absoluteLocation.X - Global.currentPlayer.Crosshair.absoluteLocation.X));
            }

            if (facingAngle < 0)
            {
                facingAngle = MathHelper.TwoPi + facingAngle;
            }
            curBullet.facingAngle = facingAngle + Math.PI;

            Global.currentGame.AimStick.rotation = (float)(facingAngle + Math.PI);

            if (state != STATE_AIM0 && state != STATE_AIM1 && state != STATE_AIM2)
            {
                sem = (int)(Math.Floor((facingAngle + Math.PI / 8) / MathHelper.PiOver4)); //get octant
                switch (sem)
                {
                case 0:
                    facingDirection = DIRECTION_E;
                    rotation        = (float)(facingAngle - Math.PI);
                    break;

                case 1:
                    facingDirection = DIRECTION_NE;
                    rotation        = (float)(facingAngle - 3 * MathHelper.PiOver4);
                    break;

                case 2:
                    facingDirection = DIRECTION_N;
                    rotation        = (float)(facingAngle - MathHelper.PiOver2);
                    break;

                case 3:
                    facingDirection = DIRECTION_NW;
                    rotation        = (float)(facingAngle - MathHelper.PiOver4);
                    break;

                case 4:
                    facingDirection = DIRECTION_W;
                    rotation        = (float)(facingAngle);
                    break;

                case 5:
                    facingDirection = DIRECTION_SW;
                    rotation        = (float)(facingAngle - 7 * MathHelper.PiOver4);
                    break;

                case 6:
                    facingDirection = DIRECTION_S;
                    rotation        = (float)(facingAngle - 3 * MathHelper.PiOver2);
                    break;

                case 7:
                    facingDirection = DIRECTION_SE;
                    rotation        = (float)(facingAngle - 5 * MathHelper.PiOver4);
                    break;

                case 8:
                    facingDirection = DIRECTION_E;
                    rotation        = (float)(facingAngle - Math.PI);
                    break;
                }
            }
            else
            {
                switch (facingDirection)
                {
                case DIRECTION_E:
                    rotation = (float)(facingAngle - Math.PI);
                    break;

                case DIRECTION_NE:
                    rotation = (float)(facingAngle - 3 * MathHelper.PiOver4);
                    break;

                case DIRECTION_N:
                    rotation = (float)(facingAngle - MathHelper.PiOver2);
                    break;

                case DIRECTION_NW:
                    rotation = (float)(facingAngle - MathHelper.PiOver4);
                    break;

                case DIRECTION_W:
                    rotation = (float)(facingAngle);
                    break;

                case DIRECTION_SW:
                    rotation = (float)(facingAngle - 7 * MathHelper.PiOver4);
                    break;

                case DIRECTION_S:
                    rotation = (float)(facingAngle - 3 * MathHelper.PiOver2);
                    break;

                case DIRECTION_SE:
                    rotation = (float)(facingAngle - 5 * MathHelper.PiOver4);
                    break;
                }
            }
        }