示例#1
0
        //circle collider from Super Starblasters
        public CGameObject CollisionCylinder(Type instanceType)
        {
            CGameObject collidedInstance = null;
            CGameObject otherInstance    = null;

            //getting the object to collide with

            //looping through the object list
            for (int i = 0; i < CObjectManager.MAX_INSTANCES; i++)
            {
                //if the other object type is the one we're looking for
                if ((CObjectManager.Instance.pGameObjectList[i] != null) &&
                    Object.ReferenceEquals(instanceType, CObjectManager.Instance.pGameObjectList[i].GetType()))
                {
                    //getting the reference
                    otherInstance = CObjectManager.Instance.pGameObjectList[i];

                    if (hitCylinder.isColliding(otherInstance.hitCylinder))
                    {
                        collidedInstance = otherInstance;
                    }
                }
            }

            return(collidedInstance);
        }
示例#2
0
        public CGameObject CollisionRectangle(Rectangle rectangle, Type instanceType, bool notMe)
        {
            CGameObject collidedInstance = null;
            CGameObject otherInstance    = null;

            //looping through the gameobjectlist
            for (int i = 0; i < CObjectManager.MAX_INSTANCES; i++)
            {
                //if the other object type is the one we're looking for
                if ((CObjectManager.Instance.pGameObjectList[i] != null) &&
                    (notMe && CObjectManager.Instance.pGameObjectList[i] != this) &&
                    Object.ReferenceEquals(instanceType, CObjectManager.Instance.pGameObjectList[i].GetType()))
                {
                    //getting the reference
                    otherInstance = CObjectManager.Instance.pGameObjectList[i];

                    //checking if the rectangles overlap
                    if (rectangle.Intersects(otherInstance.rCollisionRectangle) ||
                        rectangle.Contains(otherInstance.rCollisionRectangle))
                    {
                        collidedInstance = otherInstance;
                    }
                }
            }

            return(collidedInstance);
        }
示例#3
0
        private Vector2 EnemyCollision(Type instanceType, double collisionRadius)
        {
            //CGameObject collidedInstance = null;
            CGameObject otherInstance = null;

            Vector2 collisionLocation = new Vector2(this.x, this.y);

            //getting the object to collide with

            //looping through the object list
            for (int i = 0; i < CObjectManager.MAX_INSTANCES; i++)
            {
                //if the other object type is the one we're looking for
                if ((CObjectManager.Instance.pGameObjectList[i] != null) &&
                    Object.ReferenceEquals(instanceType, CObjectManager.Instance.pGameObjectList[i].GetType()))
                {
                    //getting the reference
                    otherInstance = CObjectManager.Instance.pGameObjectList[i];

                    for (int e = 0; e <= 360; e++)
                    {
                        int pointx = (int)this.x + (int)distDirX((float)collisionRadius, (float)e);
                        int pointy = (int)this.y + (int)distDirY((float)collisionRadius, (float)e);

                        if (otherInstance.rCollisionRectangle.Contains(pointx, pointy))
                        {
                            collisionLocation = new Vector2((float)pointx, (float)pointy);
                            break;
                        }
                    }
                }
            }

            return(collisionLocation);
        }
示例#4
0
        public override void Update()
        {
            UpdateCollision();

            //wall collision
            //CGameObject collision = CollisionRectangle(new Rectangle(rCollisionRectangle.X, rCollisionRectangle.Y + rCollisionRectangle.Height, rCollisionRectangle.Width, 1), typeof(CWall), true);

            CGameObject player = FindInstance(typeof(CPlayer));

            //bool playerInSight = FreeSightline(new Vector2(player.x, player.y));

            EnemyMovement(1, new Vector2(player.x, player.y));

            //animation for the ghost floating anim...
            if (iAnimTimer <= 0)
            {
                bAnim = !bAnim;

                iAnimTimer = iAnimCoolDown;
            }
            else
            {
                iAnimTimer--;
            }

            x += fHorSpeed;
            y += fVerSpeed;
        }
示例#5
0
        public override void Update()
        {
            CGameObject playerCollision = CollisionCylinder(typeof(CPlayer));

            if (playerCollision != null)
            {
                CAudioManager.Instance.PlaySound("menuselect1");
                CObjectManager.Instance.DestroyInstance(iIndex);
            }
        }
示例#6
0
        private int PickDirection(Vector2 target)
        {
            int dir   = 0; //returns dir between 0-3, dir*90 = movemnt direction
            int gridX = (int)x / 16;
            int gridY = (int)y / 16;

            bool[] canMoveInDir = new bool[4];

            for (int i = 0; i <= 3; i++)
            {
                CGameObject col = CollisionRectangle(new Rectangle((int)x + (int)distDirX(16, degToRad(i * 90)), (int)y + (int)distDirY(16, degToRad(i * 90)), 16, 16), typeof(CWall), true);

                //check if grid tile ahead is free
                if (col == null && i != (iDir + 2) % 4)
                {
                    //it is free, so calculate the distance from said tile
                    canMoveInDir[i] = true;
                }

                /*else
                 * {
                 *  if (col != null)
                 *      Debug.Print("did not move in dir " + i + ", col was not null");
                 *  else if (i == (iDir + 2) % 4)
                 *      Debug.Print("did not move in dir " + i + ", it was backtracking");
                 *  else
                 *      Debug.Print("lol what the f**k");
                 * }*/
            }

            float min = 666666666;

            for (int i = 0; i <= 3; i++)
            {
                if (canMoveInDir[i])
                {
                    float dist = (float)(Math.Pow((target.X - (x + distDirX(16, degToRad(i * 90)))), 2) + Math.Pow((target.Y - (y + distDirY(16, degToRad(i * 90)))), 2));

                    if (dist < min)
                    {
                        min = dist;
                        //Debug.Print("dir " + i + " dist " + dist);
                        dir = i;
                    }
                }
            }

            return(dir);
        }
示例#7
0
        //creates a new instance and returns a reference to that instance
        public CGameObject CreateInstance(Type instanceType, float x, float z, float y)
        {
            CGameObject returnObject = null;

            //int debugObjSlot = 0;

            //find the first empty slot in the array and put the object there
            for (int i = 0; i < MAX_INSTANCES; i++)
            {
                if (pGameObjectList[i] == null)
                {
                    //making the object!!!!
                    try
                    {
                        returnObject = pGameObjectList[i] = (CGameObject)Activator.CreateInstance(instanceType);
                    }
                    catch (Exception e)
                    {
                        try
                        {
                            CConsole.Instance.Print("Could not create entity type of " + instanceType.ToString() + "! " + e.Message);
                        }
                        catch (Exception a)
                        {
                            CConsole.Instance.Print("Entity type was null! " + a.Message);
                        }
                    }

                    if (returnObject != null)
                    {
                        //this is for the function
                        //returnObject = pGameObjectList[i];

                        //here we make sure the object spawns correctly
                        returnObject.Spawn(x, z, y, i);

                        //debugObjSlot = i;
                    }
                    break;
                }
            }

            if (returnObject == null)
            {
                CConsole.Instance.Print("Entity creation failed!");
            }

            return(returnObject);
        }
示例#8
0
        //returns first instance of given type, pretty trash hack
        public CGameObject FindInstance(Type instanceType)
        {
            CGameObject instance = null;

            for (int i = 0; i < CObjectManager.MAX_INSTANCES; i++)
            {
                //if the other object type is the one we're looking for
                if ((CObjectManager.Instance.pGameObjectList[i] != null) &&
                    Object.ReferenceEquals(instanceType, CObjectManager.Instance.pGameObjectList[i].GetType()))
                {
                    instance = CObjectManager.Instance.pGameObjectList[i];
                    break;
                }
            }

            return(instance);
        }
示例#9
0
        public override void Update()
        {
            UpdateCollision();

            //floor collision
            CGameObject collision = CollisionRectangle(new Rectangle(rCollisionRectangle.X, rCollisionRectangle.Y + rCollisionRectangle.Height, rCollisionRectangle.Width, 1), typeof(CWall), true);

            //input
            KeyboardState keyboardState = Keyboard.GetState();

            MovementKeyboard(keyboardState);

            //capping the player rotation to [0.0f, 360.0f]
            fAimDirection = fAimDirection % 360;

            //Debug.Print("player aim dir " + fAimDirection);

            fHorSpeed = (float)distDirX((float)iFSpeed, degToRad(fAimDirection)) + (float)distDirX((float)iSSpeed, degToRad(fAimDirection + 90.0f));
            fVerSpeed = (float)distDirY((float)iFSpeed, degToRad(fAimDirection)) + (float)distDirY((float)iSSpeed, degToRad(fAimDirection + 90.0f));

            //note! current collision model only supports recantular collisions, no pixel perfect shapes
            //collision always gets stuck, needs adjusting

            int collisionSafeZone = 4;

            //collisions to the left and right
            if ((CollisionRectangle(new Rectangle(rCollisionRectangle.X - collisionSafeZone, rCollisionRectangle.Y, collisionSafeZone, rCollisionRectangle.Height), typeof(CWall), true) != null && fHorSpeed < 0) ||
                (CollisionRectangle(new Rectangle(rCollisionRectangle.X + rCollisionRectangle.Width, rCollisionRectangle.Y, collisionSafeZone, rCollisionRectangle.Height), typeof(CWall), true) != null && fHorSpeed > 0))
            {
                fHorSpeed = 0;
            }

            //collisions above and below
            if ((CollisionRectangle(new Rectangle(rCollisionRectangle.X, rCollisionRectangle.Y - collisionSafeZone, rCollisionRectangle.Width, collisionSafeZone), typeof(CWall), true) != null && fVerSpeed < 0) ||
                (CollisionRectangle(new Rectangle(rCollisionRectangle.X, rCollisionRectangle.Y + rCollisionRectangle.Height, rCollisionRectangle.Width, collisionSafeZone), typeof(CWall), true) != null && fVerSpeed > 0))
            {
                fVerSpeed = 0;
            }

            x += fHorSpeed;
            y += fVerSpeed;
        }
示例#10
0
        //point collider
        public CGameObject PointCollider(int collX, int collY, Type instanceType)
        {
            CGameObject collidedInstance = null;
            CGameObject otherInstance    = null;

            //looping through the gameobject list
            for (int i = 0; i < CObjectManager.MAX_INSTANCES; i++)
            {
                //if the other object type is the one we're looking for and exists
                if (CObjectManager.Instance.pGameObjectList[i] != null &&
                    Object.ReferenceEquals(instanceType, CObjectManager.Instance.pGameObjectList[i].GetType()))
                {
                    otherInstance = CObjectManager.Instance.pGameObjectList[i];

                    //if the point is inside the collision rectangle
                    if (otherInstance.rCollisionRectangle.Contains(collX, collY))
                    {
                        collidedInstance = otherInstance;
                    }
                }
            }

            return(collidedInstance);
        }
示例#11
0
        public override void Update()
        {
            UpdateCollision();
            hitCylinder.SetPos(new Vector3(x, z, y));

            //floor collision
            CGameObject natsaCollision = CollisionCylinder(typeof(CNatsa));

            if (natsaCollision != null)
            {
                CGame.Instance.CollectNatsa(1);
                CObjectManager.Instance.DestroyInstance(natsaCollision.iIndex);
            }

            //input
            KeyboardState keyboardState = Keyboard.GetState();
            GamePadState  gamepadState  = GamePad.GetState(PlayerIndex.One);


            if (!CSettings.Instance.bGamepadEnabled)
            {
                MovementKeyboard(keyboardState);
            }
            else
            {
                MovementGamepad(gamepadState);
            }

            PlayerPhysics();
            PlayerCollision(fHeightBufferZone, 4.0f);

            if (fHInput2 != 0)
            {
                fAimDir -= (fHInput2 * 0.2f) / (float)Math.PI;
            }

            if (Math.Abs(fVInput2) >= 0.35)
            {
                fLightDistance -= (fVInput2 * 1.5f) / (float)Math.PI;

                if (fLightDistance > fLightMaxDistance)
                {
                    fLightDistance = fLightMaxDistance;
                }
                else if (fLightDistance < fLightMinDistance)
                {
                    fLightDistance = fLightMinDistance;
                }
            }

            //shoob
            if (CInputManager.ButtonDown(CSettings.Instance.gFire))
            {
                if (iShotCooldown <= 0)
                {
                    float xoffs = distDirX(5, fAimDir);
                    float yoffs = distDirY(5, fAimDir);

                    Vector3 bulletSpawnPoint = new Vector3(x + xoffs, z + 7, y + yoffs);

                    CAudioManager.Instance.PlaySound("temp_gunshot");

                    CPlayerBullet bullet = (CPlayerBullet)CObjectManager.Instance.CreateInstance(typeof(CPlayerBullet), bulletSpawnPoint.X, bulletSpawnPoint.Y, bulletSpawnPoint.Z);
                    bullet.SetProperties(fAimDir, 5);

                    CParticleManager.Instance.CreateParticle("part_muzzleflash", bulletSpawnPoint);
                    CParticleManager.Instance.CreateParticle("part_gunsmoke", bulletSpawnPoint);
                    CParticleManager.Instance.CreateParticle("part_bulletcasing", bulletSpawnPoint, new Vector3(distDirX(0.3f, fAimDir - (float)(Math.PI / 2)), 0, distDirY(0.3f, fAimDir - (float)(Math.PI / 2))));

                    iShotCooldown = iShotCooldownMax;
                }

                testframe += 0.25f;
            }

            iShotCooldown--;

            //debug
            CLevel.Instance.UpdateActiveCell(x, y);

            //we don't want to update the animation in Render() because it'll animate while paused
            UpdateAnimation();

            CGame.Instance.UpdatePlayer(new Vector2(x, y));

            vLightTarget = new Vector3(x + distDirX(fLightDistance, fAimDir), z, y + distDirY(fLightDistance, fAimDir));

            CRender.Instance.SetLightPosition(new Vector3(x, z + 10, y), vLightTarget);
        }
示例#12
0
 public void SetTarget(CGameObject targetObject)
 {
     oTarget = targetObject;
 }
示例#13
0
        public override void Update()
        {
            UpdateCollision();

            //wall collision
            //CGameObject collision = CollisionRectangle(new Rectangle(rCollisionRectangle.X, rCollisionRectangle.Y + rCollisionRectangle.Height, rCollisionRectangle.Width, 1), typeof(CWall), true);

            CGameObject player = FindInstance(typeof(CPlayer));

            bool playerInSight = FreeSightline(new Vector2(player.x, player.y));


            if (timer <= 0)
            {
                if (playerInSight)
                {
                    //fire gun
                    if (iShotTimer >= iShotCooldown)
                    {
                        CEnemyBullet bullet = (CEnemyBullet)CObjectManager.Instance.CreateInstance(typeof(CEnemyBullet), this.x, this.y);
                        bullet.SetAimdir(fAimDirection);
                        CAudioManager.Instance.PlaySound("rapidfireshot.wav");
                        iShotTimer = 0;
                    }
                    else
                    {
                        iShotTimer++;
                    }

                    iFSpeed = 0;
                    vTarget = new Vector2(player.x, player.y);
                    //Debug.Print("set target to " + vTarget.X + " " + vTarget.Y);
                    fAimDirection = -(float)PointDirection(this.x, this.y, vTarget.X, vTarget.Y);
                    bChasing      = true;
                }
                else
                {
                    if (bChasing)
                    {
                        ChaseTarget(vTarget, 1);

                        Rectangle rect = new Rectangle((int)vTarget.X - 2, (int)vTarget.Y - 2, 4, 4);

                        if (rect.Contains((int)x, (int)y))
                        {
                            iFSpeed  = 0;
                            bChasing = false;
                            Debug.Print("stopped chasing");
                        }
                    }
                }
            }
            else
            {
                timer--;
            }

            fHorSpeed = (float)distDirX((float)iFSpeed, fAimDirection);
            fVerSpeed = (float)distDirY((float)iFSpeed, fAimDirection);

            //note! current collision model only supports recantular collisions, no pixel perfect shapes
            //collision always gets stuck, needs adjusting

            //int collisionSafeZone = 4;

            //collisions to the left and right

            /*if ((CollisionRectangle(new Rectangle(rCollisionRectangle.X - collisionSafeZone, rCollisionRectangle.Y, collisionSafeZone, rCollisionRectangle.Height), typeof(CWall), true) != null && fHorSpeed < 0) ||
             * (CollisionRectangle(new Rectangle(rCollisionRectangle.X + rCollisionRectangle.Width, rCollisionRectangle.Y, collisionSafeZone, rCollisionRectangle.Height), typeof(CWall), true) != null && fHorSpeed > 0))
             *  fHorSpeed = 0;
             *
             * //collisions above and below
             * if ((CollisionRectangle(new Rectangle(rCollisionRectangle.X, rCollisionRectangle.Y - collisionSafeZone, rCollisionRectangle.Width, collisionSafeZone), typeof(CWall), true) != null && fVerSpeed < 0) ||
             *  (CollisionRectangle(new Rectangle(rCollisionRectangle.X, rCollisionRectangle.Y + rCollisionRectangle.Height, rCollisionRectangle.Width, collisionSafeZone), typeof(CWall), true) != null && fVerSpeed > 0))
             *  fVerSpeed = 0;*/

            /*CGameObject coll = CollisionCircle(typeof(CWall), 16);
             *
             * while (coll != null)
             * {
             *  x += (float)distDirX((float)2, -(float)PointDirection(this.x, this.y, coll.x, coll.y));
             *  y += (float)distDirY((float)2, -(float)PointDirection(this.x, this.y, coll.x, coll.y));
             *  coll = CollisionCircle(typeof(CWall), 16);
             * }*/

            x += fHorSpeed;
            y += fVerSpeed;
        }