/// <summary> /// takes the idle action. /// </summary> public override void ActionIdle() { if (GameSound.IsPlaying(soundMove)) { GameSound.Stop(soundMove); } engageAction = Action.Idle; }
/// <summary> /// stops reloading sound. /// </summary> /// <returns></returns> public bool StopReloadSound() { if (GameSound.IsPlaying(soundReload)) { GameSound.Stop(soundReload); return(true); } return(false); }
/// <summary> /// stops firing sound. /// </summary> /// <returns></returns> public bool StopFireSound() { if (GameSound.IsPlaying(soundFire)) { GameSound.Stop(soundFire); return(true); } return(false); }
/// <summary> /// takes the idle action. /// </summary> public override void ActionIdle() { if (GameSound.IsPlaying(soundMove)) { GameSound.Stop(soundMove); } engageAction = Action.Idle; this.actionElapsedTime = 0.0f; this.fireDelayElapsedTime = 0.0f; }
/// <summary> /// tank's A.I. function. /// moves to the position and stops when collides with others. /// </summary> /// <param name="aiBase">current A.I.</param> /// <param name="gameTime"></param> public override void OnAIMoveEvent(AIBase aiBase, GameTime gameTime) { if (aiBase.IsActive) { Vector3 vMoveVelocity = new Vector3(0.0f, 0.0f, SpecData.MoveSpeed); CollisionResult result = MoveHitTest(gameTime, vMoveVelocity); if (result != null) { if (GameSound.IsPlaying(soundMove)) { GameSound.Stop(soundMove); } MoveStop(); // Cannot move } else { Move(vMoveVelocity); if (!GameSound.IsPlaying(soundMove)) { soundMove = GameSound.Play3D(SoundTrack.TankMove, this); } } } else { if (GameSound.IsPlaying(soundMove)) { GameSound.Stop(soundMove); } MoveStop(); turretAngleSpeed = 0.0f; SetNextAI(AIType.Search, HelperMath.RandomNormal()); } }
/// <summary> /// reloads weapon. /// plays reloading particle depending on unit type. /// </summary> /// <param name="type">unit type</param> /// <returns></returns> public bool Reload(UnitTypeId type) { this.state = WeaponState.Reloading; ParticleType reloadParticle = ParticleType.Count; SoundTrack reloadSound = SoundTrack.Count; switch (this.WeaponType) { case WeaponType.PlayerMachineGun: { reloadParticle = ParticleType.PlayerMachineGunReload; switch (type) { case UnitTypeId.Grund: case UnitTypeId.Kiev: reloadSound = SoundTrack.PlayerMachineGunGrundReload; break; case UnitTypeId.Mark: case UnitTypeId.Yager: reloadSound = SoundTrack.PlayerMachineGunMarkReload; break; } } break; case WeaponType.PlayerShotgun: { // Shotgun reload is no particle reloadSound = SoundTrack.PlayerShotgunReload; } break; case WeaponType.PlayerHandgun: { reloadParticle = ParticleType.PlayerHandgunReload; reloadSound = SoundTrack.PlayerHandgunReload; } break; } // Play a reloading particle if (reloadParticle != ParticleType.Count) { for (int i = 0; i < SpecData.ModelCount; i++) { int boneIdx = -1; Matrix boneTransform = Matrix.Identity; boneIdx = this.indexWeaponFireDummy[i]; boneTransform = modelWeapon[i].BoneTransforms[boneIdx]; if (reloadParticle != ParticleType.Count) { GameParticle.PlayParticle(reloadParticle, boneTransform, Matrix.CreateRotationX(MathHelper.ToRadians(-90.0f))); } } } switch (this.WeaponType) { case WeaponType.PlayerMachineGun: { if (GameSound.IsPlaying(soundFire)) { GameSound.Stop(soundFire); } } break; } // Play a reload sound if (reloadSound != SoundTrack.Count) { if (RobotGameGame.CurrentGameLevel.Info.GamePlayType == GamePlayTypeId.Versus) { soundReload = GameSound.Play3D(reloadSound, RobotGameGame.SinglePlayer.Emitter); } else { soundReload = GameSound.Play3D(reloadSound, this.OwnerUnit.Emitter); } } return(true); }
/// <summary> /// processes the current action info. /// </summary> /// <param name="gameTime"></param> protected void ProcessAction(GameTime gameTime) { switch (CurrentAction) { // Playing damage animation process case Action.Damage: { // Return to idle state ActionIdle(); this.actionElapsedTime = 0.0f; } break; case Action.Fire: { if (this.actionElapsedTime >= CurrentWeapon.SpecData.FireIntervalTime) { // Return to idle state ActionIdle(); this.actionElapsedTime = 0.0f; } else { this.actionElapsedTime += (float)gameTime.ElapsedGameTime.TotalSeconds; } } break; case Action.Reload: { if (this.actionElapsedTime >= CurrentWeapon.SpecData.ReloadIntervalTime) { // Return to idle state ActionIdle(); this.actionElapsedTime = 0.0f; } else { this.actionElapsedTime += (float)gameTime.ElapsedGameTime.TotalSeconds; } } break; // Playing dead animation process case Action.Dead: { const float duration = 1.0f; const float secondDestroyGap = 1.0f; if (this.actionElapsedTime < duration + secondDestroyGap) { if (this.actionElapsedTime >= secondDestroyGap) { Material.alpha = ((duration + secondDestroyGap) - this.actionElapsedTime) / secondDestroyGap; // Second destroy particle if (GameSound.IsPlaying(soundDestroy2) == false) { soundDestroy2 = GameSound.Play3D( SoundTrack.DestroyHeavyMech2, this); Matrix world = Matrix.CreateTranslation( WorldTransform.Translation); GameParticle.PlayParticle(ParticleType.DestroyTank2, world, Matrix.Identity); } } } if (this.actionElapsedTime >= duration + secondDestroyGap) { this.Enabled = false; this.Visible = false; } else { this.actionElapsedTime += (float)gameTime.ElapsedGameTime.TotalSeconds; } } break; } }
/// <summary> /// decides the moving animation according to velocity. /// </summary> /// <param name="gameTime"></param> /// <param name="vMoveVelocity"></param> public void ActionMovement(GameTime gameTime, Vector3 vMoveVelocity) { bool canMove = true; // Forward if (vMoveVelocity.Z > 0.0f) { if (CurrentAction != Action.ForwardWalk) { engageAction = Action.ForwardWalk; } } // Backward else if (vMoveVelocity.Z < 0.0f) { if (CurrentAction != Action.BackwardWalk) { engageAction = Action.BackwardWalk; } } else if (vMoveVelocity.X > 0.0f) { if (CurrentAction != Action.RightWalk) { engageAction = Action.RightWalk; } } // Backward else if (vMoveVelocity.X < 0.0f) { if (CurrentAction != Action.LeftWalk) { engageAction = Action.LeftWalk; } } // Move Stop else { canMove = false; ActionIdle(); } if (canMove) { // Play a moving sound if (engageAction == Action.ForwardWalk || engageAction == Action.BackwardWalk || engageAction == Action.RightWalk || engageAction == Action.LeftWalk) { if ((CurrentAction != Action.ForwardWalk && CurrentAction != Action.BackwardWalk && CurrentAction != Action.RightWalk && CurrentAction != Action.LeftWalk) || moveElapsedTime == 0.0f) { GameSound.Stop(soundMove); soundMove = GameSound.Play3D(SoundTrack.BossWalk, this); moveElapsedTime = 0.0f; } // Calculate run animation playing time for run sound if (moveDurationTime > moveElapsedTime) { moveElapsedTime += (float)gameTime.ElapsedGameTime.TotalSeconds; } else { moveElapsedTime = 0.0f; } } } else { if (GameSound.IsPlaying(soundMove)) { GameSound.Stop(soundMove); } } }
/// <summary> /// checks the winning condition of the versus play. /// Any player who has destroyed the other as many as the kill point wins. /// </summary> protected override void CheckMission(GameTime gameTime) { if (isFinishedVersus == false) { for (int i = 0; i < GameLevel.PlayerCountInLevel; i++) { GamePlayer player = GameLevel.GetPlayerInLevel(i); // Whoever wins the set points first, the versus mode will end. if (RobotGameGame.VersusGameInfo.killPoint <= player.KillPoint) { isFinishedVersus = true; } } } if (isFinishedVersus) { // Visible mission result image if (missionResultElapsedTime > MissionResultVisibleTime) { this.spriteObjHudVersusWin.Visible = true; this.spriteObjHudVersusLose.Visible = true; } else { if (missionResultElapsedTime < MissionResultVisibleTime) { missionResultElapsedTime += (float)gameTime.ElapsedGameTime.TotalSeconds; } this.spriteObjHudVersusWin.Visible = false; this.spriteObjHudVersusLose.Visible = false; } if (GameSound.IsPlaying(soundBGM)) { float scaleFactor = 1.0f; if (GameLevel.Info.GamePlayType == GamePlayTypeId.Versus) { scaleFactor = 0.8f; } // Scale the image size and position for screen resolution Vector2 sizeScale = new Vector2((float)FrameworkCore.ViewWidth * scaleFactor / (float)ViewerWidth.Width1080, (float)FrameworkCore.ViewHeight * scaleFactor / (float)ViewerHeight.Height1080); for (int i = 0; i < GameLevel.PlayerCountInLevel; i++) { GamePlayer player = GameLevel.GetPlayerInLevel(i); // Player sound and action stop player.MissionEnd(); // Win!! if (RobotGameGame.VersusGameInfo.killPoint <= player.KillPoint) { int scaledWidth = (int)((float)imageWinWidth * sizeScale.X); int scaledHeight = (int)((float)imageWinHeight * sizeScale.Y); int posX = (int)((FrameworkCore.ViewWidth / 2) - (scaledWidth / 2)); int posY = (int)((FrameworkCore.ViewHeight / 2) - (scaledHeight / 2)); if (player.PlayerIndex == PlayerIndex.One) { posY -= FrameworkCore.ViewHeight / 4; } else if (player.PlayerIndex == PlayerIndex.Two) { posY += FrameworkCore.ViewHeight / 4; } this.spriteObjHudVersusWin.ScreenRectangle = new Rectangle( posX, posY, scaledWidth, scaledHeight); } // Lose!! else { int scaledWidth = (int)((float)imageLoseWidth * sizeScale.X); int scaledHeight = (int)((float)imageLoseHeight * sizeScale.Y); int posX = (int)((FrameworkCore.ViewWidth / 2) - (scaledWidth / 2)); int posY = (int)((FrameworkCore.ViewHeight / 2) - (scaledHeight / 2)); if (player.PlayerIndex == PlayerIndex.One) { posY -= FrameworkCore.ViewHeight / 4; } else if (player.PlayerIndex == PlayerIndex.Two) { posY += FrameworkCore.ViewHeight / 4; } this.spriteObjHudVersusLose.ScreenRectangle = new Rectangle( posX, posY, scaledWidth, scaledHeight); } } // Stop background music GameSound.Stop(soundBGM); // Play success music GameSound.Play(SoundTrack.MissionClear); // Invisible all of the Hud SetVisibleHud(false); // Go to main menu NextScreen = new VersusReadyScreen(); TransitionOffTime = TimeSpan.FromSeconds(8.0f); ExitScreen(); } } else { // Respawns a destroyed player in the game. for (int i = 0; i < GameLevel.PlayerCountInLevel; i++) { GamePlayer player = GameLevel.GetPlayerInLevel(i); if (player.IsFinishedDead) { int otherSidePlayerIndex = -1; if (i == 0) { otherSidePlayerIndex = 1; } else if (i == 1) { otherSidePlayerIndex = 0; } GamePlayer otherSidePlayer = GameLevel.GetPlayerInLevel(otherSidePlayerIndex); // Find the farthest positions for enemy positions. RespawnInLevel respawn = GameLevel.FindRespawnMostFar( otherSidePlayer.WorldTransform.Translation); // Set to respawn position player.SpawnPoint = Matrix.CreateRotationY( MathHelper.ToRadians(respawn.SpawnAngle)) * Matrix.CreateTranslation(respawn.SpawnPoint); // Reset the player info player.Reset(true); } } } }
/// <summary> /// determines the animation according to velocity. /// </summary> /// <param name="gameTime"></param> /// <param name="vMoveVelocity"></param> public void ActionMovement(GameTime gameTime, Vector3 vMoveVelocity) { bool canMove = true; // Forward if (vMoveVelocity.Z > 0.0f) { if (CurrentAction != Action.ForwardWalk) { engageAction = Action.ForwardWalk; } } // Backward else if (vMoveVelocity.Z < 0.0f) { if (CurrentAction != Action.BackwardWalk) { engageAction = Action.BackwardWalk; } } else if (vMoveVelocity.X > 0.0f) { if (CurrentAction != Action.RightWalk) { engageAction = Action.RightWalk; } } // Backward else if (vMoveVelocity.X < 0.0f) { if (CurrentAction != Action.LeftWalk) { engageAction = Action.LeftWalk; } } // Move Stop else { canMove = false; ActionIdle(); } SoundTrack moveSound = SoundTrack.CameleerWalk; switch (this.UnitType) { case UnitTypeId.Cameleer: moveSound = SoundTrack.CameleerWalk; break; case UnitTypeId.Maoming: moveSound = SoundTrack.MaomingWalk; break; case UnitTypeId.Duskmas: moveSound = SoundTrack.DuskmasWalk; break; case UnitTypeId.Tiger: moveSound = SoundTrack.TankMove; break; case UnitTypeId.Hammer: moveSound = SoundTrack.HammerWalk; break; } if (canMove) { // Play a moving sound if (engageAction == Action.ForwardWalk || engageAction == Action.BackwardWalk || engageAction == Action.RightWalk || engageAction == Action.LeftWalk) { if ((CurrentAction != Action.ForwardWalk && CurrentAction != Action.BackwardWalk && CurrentAction != Action.RightWalk && CurrentAction != Action.LeftWalk) || moveElapsedTime == 0.0f) { GameSound.Stop(soundMove); soundMove = GameSound.Play3D(moveSound, this); moveElapsedTime = 0.0f; } // Calculate run animation playing time for run sound if (moveDurationTime > moveElapsedTime) { moveElapsedTime += (float)gameTime.ElapsedGameTime.TotalSeconds; } else { moveElapsedTime = 0.0f; } } } else { if (GameSound.IsPlaying(soundMove)) { GameSound.Stop(soundMove); } } }
/// <summary> /// processes the current action info. /// </summary> /// <param name="gameTime"></param> protected void ProcessAction(GameTime gameTime) { switch (CurrentAction) { // Playing damage animation process case Action.Damage: { AnimationSequence animation = GetAnimation(indexAnimation[(int)CurrentAction]); if (this.actionElapsedTime >= animation.Duration) { // Return to idle state ActionIdle(); this.actionElapsedTime = 0.0f; } else { this.actionElapsedTime += (float)gameTime.ElapsedGameTime.TotalSeconds; } } break; case Action.Fire: case Action.Melee: { if (this.actionElapsedTime >= CurrentWeapon.SpecData.FireIntervalTime) { // Return to idle state ActionIdle(); this.actionElapsedTime = 0.0f; } else { this.actionElapsedTime += (float)gameTime.ElapsedGameTime.TotalSeconds; } } break; case Action.Reload: { if (this.actionElapsedTime >= CurrentWeapon.SpecData.ReloadIntervalTime) { // Return to idle state ActionIdle(); this.actionElapsedTime = 0.0f; } else { this.actionElapsedTime += (float)gameTime.ElapsedGameTime.TotalSeconds; } } break; // Playing dead animation process case Action.ForwardDead: case Action.BackwardDead: case Action.LeftDead: case Action.RightDead: { AnimationSequence animation = GetAnimation(indexAnimation[(int)CurrentAction]); const float secondDestroyGap = 0.5f; if (this.actionElapsedTime < animation.Duration + secondDestroyGap) { if (this.actionElapsedTime >= animation.Duration - 0.5f) { ParticleType type = ParticleType.Count; SoundTrack sound = SoundTrack.DestroyLightMech2; Material.alpha = ((animation.Duration + secondDestroyGap) - this.actionElapsedTime) / secondDestroyGap; switch (this.UnitClass) { case UnitClassId.LightMech: { sound = SoundTrack.DestroyLightMech2; type = ParticleType.DestroyLightMech2; } break; case UnitClassId.HeavyMech: { sound = SoundTrack.DestroyHeavyMech2; type = ParticleType.DestroyHeavyMech2; } break; } ; // Second destroy particle if (GameSound.IsPlaying(soundDestroy2) == false) { soundDestroy2 = GameSound.Play3D(sound, this); Matrix world = Matrix.CreateTranslation( WorldTransform.Translation); GameParticle.PlayParticle(type, world, Matrix.Identity); } } } if (this.actionElapsedTime >= animation.Duration + secondDestroyGap) { this.Enabled = false; this.Visible = false; } else { this.actionElapsedTime += (float)gameTime.ElapsedGameTime.TotalSeconds; } } break; } }
/// <summary> /// checks the mission objective during the game play. /// Moves to the next stage after the mission gets cleared, /// and when the mission is failed, returns to the main menu. /// </summary> /// <param name="gameTime"></param> protected override void CheckMission(GameTime gameTime) { // Checking mission if (IsMissionFailed == false) { IsMissionFailed = GameLevel.IsMissionFailed(); } if (IsMissionClear == false) { IsMissionClear = gameLevel.IsMissionClear(); } // Mission complete!! if (IsMissionClear ) { if (GameSound.IsPlaying(soundBGM)) { SetVisibleHud(false); // The volume for the sound effects besides the // background music will be lowered. FrameworkCore.SoundManager.SetVolume( SoundCategory.Default.ToString(), 0.4f); FrameworkCore.SoundManager.SetVolume( SoundCategory.Effect.ToString(), 0.4f); FrameworkCore.SoundManager.SetVolume( SoundCategory.Music.ToString(), 1.0f); // Stop background music GameSound.Stop(soundBGM); // Play victory music GameSound.Play(SoundTrack.MissionClear); // Player stop for (int i = 0; i < GameLevel.PlayerCountInLevel; i++) { GamePlayer player = GameLevel.GetPlayerInLevel(i); player.MissionEnd(); } if (NextScreen == null) throw new InvalidOperationException("Please set to next screen"); // Go to next stage ExitScreen(); } // display the clear image if (missionResultElapsedTime > MissionResultVisibleTime) { this.spriteObjMissionClear.Visible = true; } else { if (missionResultElapsedTime < MissionResultVisibleTime) { missionResultElapsedTime += (float)gameTime.ElapsedGameTime.TotalSeconds; } this.spriteObjMissionClear.Visible = false; } } // Mission failed else if (IsMissionFailed ) { if (GameSound.IsPlaying(soundBGM)) { SetVisibleHud(false); // The volume for the sound effects besides the // background music will be lowered. FrameworkCore.SoundManager.SetVolume( SoundCategory.Default.ToString(), 0.4f); FrameworkCore.SoundManager.SetVolume( SoundCategory.Effect.ToString(), 0.4f); FrameworkCore.SoundManager.SetVolume( SoundCategory.Music.ToString(), 1.0f); // Stop background music GameSound.Stop(soundBGM); // Play fail music GameSound.Play(SoundTrack.MissionFail); // Player sound and action stop for (int i = 0; i < GameLevel.PlayerCountInLevel; i++) { GamePlayer player = GameLevel.GetPlayerInLevel(i); player.MissionEnd(); } // Go to main menu NextScreen = new MainMenuScreen(); TransitionOffTime = TimeSpan.FromSeconds(8.0f); ExitScreen(); } // display the failed image if (missionResultElapsedTime > MissionResultVisibleTime) { this.spriteObjMissionFailed.Visible = true; } else { if (missionResultElapsedTime < MissionResultVisibleTime) { missionResultElapsedTime += (float)gameTime.ElapsedGameTime.TotalSeconds; } this.spriteObjMissionFailed.Visible = false; } } }