示例#1
0
        static private List <PathNode> findAdjacentNodes(
            PathNode currentNode,
            PathNode endNode)
        {
            List <PathNode> adjacentNodes = new List <PathNode>();

            int X = currentNode.GridX;
            int Y = currentNode.GridY;

            bool upLeft    = true;
            bool upRight   = true;
            bool downLeft  = true;
            bool downRight = true;

            if ((X > 0) && (!TileMap.IsWallTile(X - 1, Y)))
            {
                adjacentNodes.Add(new PathNode(
                                      currentNode,
                                      endNode,
                                      new Vector2(X - 1, Y),
                                      CostStraight + currentNode.DirectCost));
            }
            else
            {
                upLeft   = false;
                downLeft = false;
            }

            if ((X < 49) && (!TileMap.IsWallTile(X + 1, Y)))
            {
                adjacentNodes.Add(new PathNode(
                                      currentNode,
                                      endNode,
                                      new Vector2(X + 1, Y),
                                      CostStraight + currentNode.DirectCost));
            }
            else
            {
                upRight   = false;
                downRight = false;
            }


            if ((Y > 0) && (!TileMap.IsWallTile(X, Y - 1)))
            {
                adjacentNodes.Add(new PathNode(
                                      currentNode,
                                      endNode,
                                      new Vector2(X, Y - 1),
                                      CostStraight + currentNode.DirectCost));
            }
            else
            {
                upLeft  = false;
                upRight = false;
            }

            if ((Y < 49) && (!TileMap.IsWallTile(X, Y + 1)))
            {
                adjacentNodes.Add(new PathNode(
                                      currentNode,
                                      endNode,
                                      new Vector2(X, Y + 1),
                                      CostStraight + currentNode.DirectCost));
            }
            else
            {
                downLeft  = false;
                downRight = false;
            }


            if ((upLeft) && (!TileMap.IsWallTile(X - 1, Y - 1)))
            {
                adjacentNodes.Add(new PathNode(
                                      currentNode,
                                      endNode,
                                      new Vector2(X - 1, Y - 1),
                                      CostDiagonal + currentNode.DirectCost));
            }

            if ((upRight) && (!TileMap.IsWallTile(X + 1, Y - 1)))
            {
                adjacentNodes.Add(new PathNode(
                                      currentNode,
                                      endNode,
                                      new Vector2(X + 1, Y - 1),
                                      CostDiagonal + currentNode.DirectCost));
            }

            if ((downLeft) && (!TileMap.IsWallTile(X - 1, Y + 1)))
            {
                adjacentNodes.Add(new PathNode(
                                      currentNode,
                                      endNode,
                                      new Vector2(X - 1, Y + 1),
                                      CostDiagonal + currentNode.DirectCost));
            }

            if ((downRight) && (!TileMap.IsWallTile(X + 1, Y + 1)))
            {
                adjacentNodes.Add(new PathNode(
                                      currentNode,
                                      endNode,
                                      new Vector2(X + 1, Y + 1),
                                      CostDiagonal + currentNode.DirectCost));
            }

            return(adjacentNodes);
        }
示例#2
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            spriteBatch.Begin();

            if (gameState == GameStates.TitleScreen)
            {
                spriteBatch.Draw(
                    titleScreen,
                    new Rectangle(0, 0, 800, 600),
                    Color.White);
            }

            if ((gameState == GameStates.Playing) ||
                (gameState == GameStates.WaveComplete) ||
                (gameState == GameStates.GameOver))
            {
                TileMap.Draw(spriteBatch);
                WeaponManager.Draw(spriteBatch);
                Player.Draw(spriteBatch);
                EnemyManager.Draw(spriteBatch);
                EffectsManager.Draw(spriteBatch);
                GoalManager.Draw(spriteBatch);

                checkPlayerDeath();

                spriteBatch.DrawString(
                    pericles14,
                    "Score: " + GameManager.Score.ToString(),
                    new Vector2(30, 5),
                    Color.White);

                spriteBatch.DrawString(
                    pericles14,
                    "Terminals Remaining: " +
                    GoalManager.ActiveTerminals,
                    new Vector2(520, 5),
                    Color.White);
            }

            if (gameState == GameStates.WaveComplete)
            {
                spriteBatch.DrawString(
                    pericles14,
                    "Beginning Wave " +
                    (GameManager.CurrentWave + 1).ToString(),
                    new Vector2(300, 300),
                    Color.White);
            }

            if (gameState == GameStates.GameOver)
            {
                spriteBatch.DrawString(
                    pericles14,
                    "G A M E O V E R!",
                    new Vector2(300, 300),
                    Color.White);
            }

            spriteBatch.End();

            base.Draw(gameTime);
        }
示例#3
0
        static public List <Vector2> FindPath(
            Vector2 startTile,
            Vector2 endTile)
        {
            if (TileMap.IsWallTile(endTile) ||
                TileMap.IsWallTile(startTile))
            {
                return(null);
            }

            openList.Clear();
            nodeCosts.Clear();
            nodeStatus.Clear();

            PathNode startNode;
            PathNode endNode;

            endNode   = new PathNode(null, null, endTile, 0);
            startNode = new PathNode(null, endNode, startTile, 0);

            addNodeToOpenList(startNode);

            while (openList.Count > 0)
            {
                PathNode currentNode = openList[openList.Count - 1];

                if (currentNode.IsEqualToNode(endNode))
                {
                    List <Vector2> bestPath = new List <Vector2>();
                    while (currentNode != null)
                    {
                        bestPath.Insert(0, currentNode.GridLocation);
                        currentNode = currentNode.ParentNode;
                    }
                    return(bestPath);
                }

                openList.Remove(currentNode);
                nodeCosts.Remove(currentNode.GridLocation);

                foreach (
                    PathNode possibleNode in
                    findAdjacentNodes(currentNode, endNode))
                {
                    if (nodeStatus.ContainsKey(possibleNode.GridLocation))
                    {
                        if (nodeStatus[possibleNode.GridLocation] ==
                            NodeStatus.Closed)
                        {
                            continue;
                        }

                        if (
                            nodeStatus[possibleNode.GridLocation] ==
                            NodeStatus.Open)
                        {
                            if (possibleNode.TotalCost >=
                                nodeCosts[possibleNode.GridLocation])
                            {
                                continue;
                            }
                        }
                    }

                    addNodeToOpenList(possibleNode);
                }

                nodeStatus[currentNode.GridLocation] = NodeStatus.Closed;
            }

            return(null);
        }
        static private List <PathNode> FindAdjacentNodes(PathNode currentNode, PathNode endNode)
        {
            List <PathNode> adjacentNodes = new List <PathNode>();

            int x = currentNode.GridX;
            int y = currentNode.GridY;

            bool upLeft    = true;
            bool upRight   = true;
            bool downLeft  = true;
            bool downRight = true;

            if ((x > 0) && (!TileMap.IsWallTile(x - 1, y)))
            {
                adjacentNodes.Add(new PathNode(currentNode, endNode, new Vector2(x - 1, y), CostStraight + currentNode.DirectCost));
            }
            else
            {
                upLeft   = false;
                downLeft = false;
            }

            if ((x < 49) && (!TileMap.IsWallTile(x + 1, y)))
            {
                adjacentNodes.Add(new PathNode(currentNode, endNode, new Vector2(x + 1, y), CostStraight + currentNode.DirectCost));
            }
            else
            {
                upRight   = false;
                downRight = false;
            }

            if ((y > 0) && (!TileMap.IsWallTile(x, y - 1)))
            {
                adjacentNodes.Add(new PathNode(currentNode, endNode, new Vector2(x, y - 1), CostStraight + currentNode.DirectCost));
            }
            else
            {
                upLeft  = false;
                upRight = false;
            }

            if ((y < 49) && (!TileMap.IsWallTile(x, y + 1)))
            {
                adjacentNodes.Add(new PathNode(currentNode, endNode, new Vector2(x, y + 1), CostStraight + currentNode.DirectCost));
            }
            else
            {
                downLeft  = false;
                downRight = false;
            }

            if ((upLeft) && (!TileMap.IsWallTile(x - 1, y - 1)))
            {
                adjacentNodes.Add(new PathNode(currentNode, endNode, new Vector2(x - 1, y - 1), CostDiagonal + currentNode.DirectCost));
            }

            if ((upRight) && (!TileMap.IsWallTile(x + 1, y - 1)))
            {
                adjacentNodes.Add(new PathNode(currentNode, endNode, new Vector2(x + 1, y - 1), CostDiagonal + currentNode.DirectCost));
            }

            if ((downLeft) && (!TileMap.IsWallTile(x - 1, y + 1)))
            {
                adjacentNodes.Add(new PathNode(currentNode, endNode, new Vector2(x - 1, y + 1), CostDiagonal + currentNode.DirectCost));
            }

            if ((downLeft) && (!TileMap.IsWallTile(x + 1, y + 1)))
            {
                adjacentNodes.Add(new PathNode(currentNode, endNode, new Vector2(x + 1, y + 1), CostDiagonal + currentNode.TotalCost));
            }

            return(adjacentNodes);
        }
示例#5
0
        private static Vector2 checkTileObstacles(
            float elapsedTime,
            Vector2 moveAngle)
        {
            Vector2 newHorizontalLocation = BaseSprite.WorldLocation +
                                            (new Vector2(moveAngle.X, 0) * (playerSpeed * elapsedTime));

            Vector2 newVerticalLocation = BaseSprite.WorldLocation +
                                          (new Vector2(0, moveAngle.Y) * (playerSpeed * elapsedTime));

            Rectangle newHorizontalRect = new Rectangle(
                (int)newHorizontalLocation.X,
                (int)BaseSprite.WorldLocation.Y,
                BaseSprite.FrameWidth,
                BaseSprite.FrameHeight);

            Rectangle newVerticalRect = new Rectangle(
                (int)BaseSprite.WorldLocation.X,
                (int)newVerticalLocation.Y,
                BaseSprite.FrameWidth,
                BaseSprite.FrameHeight);

            int horizLeftPixel  = 0;
            int horizRightPixel = 0;

            int vertTopPixel    = 0;
            int vertBottomPixel = 0;

            if (moveAngle.X < 0)
            {
                horizLeftPixel  = (int)newHorizontalRect.Left;
                horizRightPixel = (int)BaseSprite.WorldRectangle.Left;
            }

            if (moveAngle.X > 0)
            {
                horizLeftPixel  = (int)BaseSprite.WorldRectangle.Right;
                horizRightPixel = (int)newHorizontalRect.Right;
            }

            if (moveAngle.Y < 0)
            {
                vertTopPixel    = (int)newVerticalRect.Top;
                vertBottomPixel = (int)BaseSprite.WorldRectangle.Top;
            }

            if (moveAngle.Y > 0)
            {
                vertTopPixel    = (int)BaseSprite.WorldRectangle.Bottom;
                vertBottomPixel = (int)newVerticalRect.Bottom;
            }

            if (moveAngle.X != 0)
            {
                for (int x = horizLeftPixel; x < horizRightPixel; x++)
                {
                    for (int y = 0; y < BaseSprite.FrameHeight; y++)
                    {
                        if (TileMap.IsWallTileByPixel(
                                new Vector2(x, newHorizontalLocation.Y + y)))
                        {
                            moveAngle.X = 0;
                            break;
                        }
                    }
                    if (moveAngle.X == 0)
                    {
                        break;
                    }
                }
            }

            if (moveAngle.Y != 0)
            {
                for (int y = vertTopPixel; y < vertBottomPixel; y++)
                {
                    for (int x = 0; x < BaseSprite.FrameWidth; x++)
                    {
                        if (TileMap.IsWallTileByPixel(
                                new Vector2(newVerticalLocation.X + x, y)))
                        {
                            moveAngle.Y = 0;
                            break;
                        }
                    }
                    if (moveAngle.Y == 0)
                    {
                        break;
                    }
                }
            }

            return(moveAngle);
        }
示例#6
0
        public static void AddComputerTerminal()
        {
            int startX = rand.Next(2, TileMap.MapWidth - 2);
            int startY = rand.Next(0, TileMap.MapHeight - 2);

            Vector2 tileLocation = new Vector2(startX, startY);

            if ((TerminalInSquare(tileLocation) != null) ||
                (TileMap.IsWallTile(tileLocation)))
            {
                return;
            }

            if (Vector2.Distance(
                    TileMap.GetSquareCenter(startX, startY),
                    Player.BaseSprite.WorldCenter) < minDistanceFromPlayer)
            {
                return;
            }

            List <Vector2> path =
                PathFinder.FindPath(
                    new Vector2(startX, startY),
                    TileMap.GetSquareAtPixel(
                        Player.BaseSprite.WorldCenter));

            if (path != null)
            {
                Rectangle squareRect =
                    TileMap.SquareWorldRectangle(startX, startY);

                Sprite activeSprite = new Sprite(
                    new Vector2(squareRect.X, squareRect.Y),
                    texture,
                    initialActiveFrame,
                    Vector2.Zero);

                for (int x = 1; x < 3; x++)
                {
                    activeSprite.AddFrame(
                        new Rectangle(
                            initialActiveFrame.X + (x *
                                                    initialActiveFrame.Width),
                            initialActiveFrame.Y,
                            initialActiveFrame.Width,
                            initialActiveFrame.Height));
                }
                activeSprite.CollisionRadius = 15;

                Sprite disabledSprite = new Sprite(
                    new Vector2(squareRect.X, squareRect.Y),
                    texture,
                    initialDisabledFrame,
                    Vector2.Zero);

                ComputerTerminal terminal = new ComputerTerminal(
                    activeSprite,
                    disabledSprite,
                    new Vector2(startX, startY));

                float timerOffset = (float)rand.Next(1, 100);
                terminal.LastSpawnCounter = timerOffset / 100f;

                computerTerminals.Add(terminal);

                activeCount++;
            }
        }
示例#7
0
        private Vector2 getNewTargetSquare()
        {
            List <Vector2> path = PathFinder.FindPath(TileMap.GetSquareAtPixel(EnemyBase.WorldCenter), TileMap.GetSquareAtPixel(Player.BaseSprite.WorldCenter));

            if (path.Count > 1)
            {
                return(new Vector2(path[1].X, path[1].Y));
            }
            else
            {
                return(TileMap.GetSquareAtPixel(Player.BaseSprite.WorldCenter));
            }
        }
示例#8
0
 private bool reachedTargetSquare()
 {
     return(Vector2.Distance(EnemyBase.WorldCenter, TileMap.GetSquareCenter((int)currentTargetSquare.X, (int)currentTargetSquare.Y)) <= 2);
 }