/// <summary> /// Updates the state of the enemy /// </summary> /// <param name="gameTime">Game time</param> public override void Update(GameTime gameTime) { base.Update(gameTime); float elapsedSeconds = gameTime.ElapsedGameTime.Milliseconds / 1000.0f; // Elapsed seconds, since the value passed only deals in whole numbers // If we don't have a reference already, try to find the player if (null == _player) { _player = (Player)Root.FindInGraph("Player"); } float sightThreshold = 100.0f; // Distance at which the enemy can see the player float soundThreshold = 200.0f; // Distance at which the enemy can hear the player float distanceToPlayer = (_player.Position - this.Position).Length(); // Update the state of the enemy switch (_state) { case EnemyState.Idle: if (CanSeePlayer(distanceToPlayer, sightThreshold)) { State = EnemyState.Pursuing; } else if (CanHearPlayer(distanceToPlayer, soundThreshold)) { State = EnemyState.Seeking; } break; case EnemyState.Seeking: if (CanSeePlayer(distanceToPlayer, sightThreshold)) { State = EnemyState.Pursuing; } else if (!CanHearPlayer(distanceToPlayer, soundThreshold)) { State = EnemyState.Idle; } break; case EnemyState.Pursuing: if (!CanSeePlayer(distanceToPlayer, sightThreshold)) { if (CanHearPlayer(distanceToPlayer, soundThreshold)) { State = EnemyState.Seeking; } else { State = EnemyState.Idle; } } break; default: break; } // Update the enemy _updateFunction(gameTime, elapsedSeconds); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Load the font _renderer.Font = Content.Load<SpriteFont>("Courier New"); // Load the background _background = new Background(new Sprite(Content.Load<Texture2D>("background-1"))); // Create the scenegraph _scene = new SceneNode(null, "_root_"); // Load the player // Load the player animations int fps = 6; Dictionary<String, FrameSet> playerAnimations = new Dictionary<string, FrameSet>(); List<Tuple<int, int>> idleFrames = new List<Tuple<int, int>>(); idleFrames.Add(new Tuple<int, int>(0, 0)); idleFrames.Add(new Tuple<int, int>(0, 1)); playerAnimations.Add("idle", new FrameSet(idleFrames, true, fps)); List<Tuple<int, int>> walkFrames = new List<Tuple<int, int>>(); walkFrames.Add(new Tuple<int, int>(0, 0)); playerAnimations.Add("walk", new FrameSet(walkFrames, true, fps)); List<Tuple<int, int>> crouchFrames = new List<Tuple<int, int>>(); crouchFrames.Add(new Tuple<int, int>(0, 1)); playerAnimations.Add("crouch", new FrameSet(crouchFrames, true, fps)); List<Tuple<int, int>> jumpFrames = new List<Tuple<int, int>>(); jumpFrames.Add(new Tuple<int, int>(0, 2)); playerAnimations.Add("jump", new FrameSet(jumpFrames, true, fps)); List<Tuple<int, int>> interactionFrames = new List<Tuple<int, int>>(); interactionFrames.Add(new Tuple<int, int>(0, 2)); playerAnimations.Add("interact", new FrameSet(interactionFrames, true, fps)); AnimatedSprite playerSprite = new AnimatedSprite(Content.Load<Texture2D>("player-ss"), 32, 64, playerAnimations); // Load the player sounds Dictionary<String, SoundEffect> playerSoundFX = new Dictionary<string, SoundEffect>(); playerSoundFX.Add("jump", Content.Load<SoundEffect>("jump")); playerSoundFX.Add("run", Content.Load<SoundEffect>("run")); playerSoundFX.Add("walk", Content.Load<SoundEffect>("walk")); _player = new Player(_scene, "Player", playerSprite, 100.0f, playerSoundFX); // Load the enemy Sprite enemySprite = new Sprite(Content.Load<Texture2D>("enemy")); _enemy = new Enemy(_scene, "Enemy-1", enemySprite, 20.0f); _enemy.Position = new Vector2(300.0f, 20.0f); // Load the crate WorldObject crate = new WorldObject(_scene, "Crate-1", new Sprite(Content.Load<Texture2D>("crate"))); crate.Position = new Vector2(200.0f, 200.0f); crate.IsElevated = true; WorldObject crate2 = new WorldObject(_scene, "Crate-2", new Sprite(Content.Load<Texture2D>("crate"))); crate2.Position = new Vector2(400.0f, 400.0f); }
/// <summary> /// Constructor /// </summary> /// <param name="player">The player owning the state</param> public PlayerState(Player player) { _player = player; }