示例#1
0
文件: Entity.cs 项目: grimm004/shmup
        /// <summary>
        /// Update the enemy's movement
        /// </summary>
        /// <param name="gameTime">A representation of the time since the last update</param>
        public void UpdateMovement(GameTime gameTime)
        {
            float relitiveX         = World.player.position.X + World.player.offset.X - position.X;
            float relitiveY         = World.player.position.Y + World.player.offset.Y - position.Y;
            float relitiveMagnitude = (float)Math.Sqrt(Math.Pow(relitiveX, 2) + Math.Pow(relitiveY, 2));
            float tanDirection      = MathHelper.ToDegrees((float)Math.Atan(relitiveY / relitiveX));

            PlayerDirection = relitiveX < 0 ? tanDirection + 180 : tanDirection;

            float timeDeltaMultiplier = (float)((double)gameTime.ElapsedGameTime.TotalSeconds * (double)Constants.TIMEDELTACONSTANT);

            if (FollowPlayer && FollowingPlayer)
            {
                turnCounter = 0;
                turnTime    = 0;
                turnRate    = 0;
                breakTime   = 0;
                breakTimer  = 0;
                if (direction < PlayerDirection)
                {
                    direction += timeDeltaMultiplier;
                }
                else if (direction > PlayerDirection)
                {
                    direction -= timeDeltaMultiplier;
                }
                if (relitiveMagnitude < 75)
                {
                    FollowingPlayer = false;
                    turnCounter     = 0;
                    turnTime        = 1;
                    turnRate        = World.random.Next(0, 2) == 0 ? -1 : 1;
                    breakTime       = turnTime + World.random.Next(2, 6);
                }
            }
            else if (FollowPlayer && !FollowingPlayer)
            {
                FollowingPlayer = breakTimer > breakTime;
                if (turnCounter < 2)
                {
                    direction += turnRate * timeDeltaMultiplier;
                }
                turnCounter += gameTime.ElapsedGameTime.TotalSeconds;
                breakTimer  += gameTime.ElapsedGameTime.TotalSeconds;
            }

            position.X   += (float)(Velocity * timeDeltaMultiplier * Math.Cos(MathHelper.ToRadians(direction)));
            position.Y   += (float)(Velocity * timeDeltaMultiplier * Math.Sin(MathHelper.ToRadians(direction)));
            drawPosition  = position + offset;
            drawDirection = direction + 90;

            rotatedRectangle = new RotatedRectangle(CollisionRectangle, MathHelper.ToRadians(drawDirection));
        }
示例#2
0
文件: Entity.cs 项目: grimm004/shmup
        /// <summary>
        /// Construct the enemy
        /// </summary>
        /// <param name="sprite">The sprite to render</param>
        /// <param name="startPos">The initial position of the enemy</param>
        /// <param name="followPlayer">If the enemy should follow the player</param>
        /// <param name="health">The maximum health of the player</param>
        /// <param name="velocity">The maximum velocity of the player</param>
        public Enemy(SpriteSheet.Sprite sprite, Vector2 startPos, bool followPlayer, int health, float velocity) : base(sprite, startPos, 0)
        {
            FollowingPlayer = FollowPlayer = followPlayer;
            Explosions      = new Explosion[2];
            for (int i = 0; i < Explosions.Length; i++)
            {
                Explosions[i] = new Explosion(SpriteSheet.ExplosionSprites);
            }
            Lasers = new Laser[10];
            for (int i = 0; i < Lasers.Length; i++)
            {
                Lasers[i] = new Laser(SpriteSheet.Sprite.LaserRed, 6f);
            }
            Health          = health;
            doUpdate        = true;
            Velocity        = velocity;
            PlayerDirection = 0;

            Alive = true;

            rotatedRectangle = new RotatedRectangle(CollisionRectangle, MathHelper.ToRadians(drawDirection));
        }
示例#3
0
 public void Update(GameTime gameTime)
 {
     if (Keyboard.GetState().IsKeyDown(Keys.P) && debugSwitch)
     {
         debugPositions ^= true; debugSwitch = false;
     }
     else if (!Keyboard.GetState().IsKeyDown(Keys.P))
     {
         debugSwitch = true;
     }
     if (0 == flickerCount++)
     {
         Stars[random.Next(Stars.Count)].doDraw ^= true;
     }
     flickerCount %= 20;
     foreach (Entity entity in Entities)
     {
         entity.Update(gameTime);
     }
     if (debugPositions)
     {
         int currentIndex = 0;
         for (int i = 0; i < player.CollisionPoints.Length; i++)
         {
             hitPointVisuals[currentIndex].coordinates = player.CollisionPoints[currentIndex++];
         }
         hitPointVisuals[currentIndex++].coordinates = player.position;
         for (int i = 0; i < enemies.Length; i++)
         {
             RotatedRectangle newRectangle = (enemies[i].rotatedRectangle + enemies[i].position);
             hitPointVisuals[currentIndex++].coordinates = newRectangle.TopLeft;
             hitPointVisuals[currentIndex++].coordinates = newRectangle.TopRight;
             hitPointVisuals[currentIndex++].coordinates = newRectangle.BottomLeft;
             hitPointVisuals[currentIndex++].coordinates = newRectangle.BottomRight;
         }
     }
     CollisionDetection();
 }
示例#4
0
文件: Entity.cs 项目: grimm004/shmup
 public bool Intersects(RotatedRectangle rectangle)
 {
     return(false);
 }