Merge branch 'master' of github.com:sippeangelo/DepthsBelow
Conflicts: DepthsBelow/DepthsBelow/Core.cs
This commit is contained in:
@@ -23,6 +23,7 @@ namespace DepthsBelow
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public Camera Camera;
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public Camera Camera;
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public bool PlayerTurn = true;
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public static MouseInput MouseInput;
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public static MouseInput MouseInput;
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public static KeyboardInput KeyboardInput;
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public static KeyboardInput KeyboardInput;
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public List<Soldier> Squad;
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public List<Soldier> Squad;
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@@ -86,6 +87,8 @@ namespace DepthsBelow
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MouseInput.LoadContent();
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MouseInput.LoadContent();
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KeyboardInput = new KeyboardInput(this);
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KeyboardInput = new KeyboardInput(this);
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TestMonster.X = 12;
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TestMonster.Y = 4;
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// Test GUI frames
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// Test GUI frames
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var frame = new GUI.Button()
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var frame = new GUI.Button()
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{
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{
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@@ -134,11 +137,24 @@ namespace DepthsBelow
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foreach (var body in Swarm)
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foreach (var body in Swarm)
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body.Update(gameTime);
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body.Update(gameTime);
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TestMonster.Update(gameTime);
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GUIManager.Update(gameTime);
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GUIManager.Update(gameTime);
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base.Update(gameTime);
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base.Update(gameTime);
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}
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}
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public int FindDistance(Vector2 target, Vector2 start)
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{
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Vector2 combine = new Vector2(target.X - start.X, target.Y - start.Y);
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int result = 0;
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int firstRestult = (int)Math.Sqrt((int)combine.X^2 + (int)combine.Y^2);
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result = (int)Vector2.Distance(target, start);
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return result;
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}
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/// <summary>
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/// <summary>
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/// This is called when the game should draw itself.
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/// This is called when the game should draw itself.
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/// </summary>
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/// </summary>
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@@ -13,6 +13,8 @@ namespace DepthsBelow
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public class KeyboardInput
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public class KeyboardInput
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{
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{
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Core core;
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Core core;
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bool Enter = false;
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bool turn;
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public KeyboardInput(Core core)
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public KeyboardInput(Core core)
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{
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{
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@@ -23,13 +25,54 @@ namespace DepthsBelow
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{
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{
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KeyboardState ks = Keyboard.GetState();
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KeyboardState ks = Keyboard.GetState();
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if (ks.IsKeyDown(Keys.Enter))
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if (ks.IsKeyUp(Keys.Enter) && Enter == true)
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{
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{
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foreach (var unit in core.Squad)
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Enter = false;
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}
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if (ks.IsKeyDown(Keys.Enter) && Enter == false)
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{
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Enter = true;
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if (core.PlayerTurn == false)
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{
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{
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unit.step = 0;
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core.PlayerTurn = true;
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foreach (var unit in core.Squad)
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{
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unit.step = 0;
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}
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}
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}
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else
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{
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core.TestMonster.step = 0;
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core.PlayerTurn = false;
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Point target = Point.Zero;
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int distance = 7000;
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foreach (var unit in core.Squad)
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{
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Vector2 soldier = new Vector2(unit.Transform.Grid.X, unit.Transform.Grid.Y);
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Vector2 monster = new Vector2(core.TestMonster.Transform.Grid.X, core.TestMonster.Transform.Grid.Y);
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int newDistance = core.FindDistance(soldier, monster);
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if (newDistance < distance)
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{
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target = unit.Transform.Grid;
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distance = newDistance;
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}
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}
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core.TestMonster.GetComponent<Component.PathFinder>().Goal = target;
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distance = 7000;
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}
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}
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if (ks.IsKeyDown(Keys.A))
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{
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/*foreach (var unit in core.Swarm)
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{
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unit.X = 200;
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unit.Y = 200;
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}*/
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core.TestMonster.X = 12;
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core.TestMonster.Y = 4;
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}
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}
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}
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}
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}
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}
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}
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}
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@@ -1,179 +1,184 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using System.Text;
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using System.Text;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Media;
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using Microsoft.Xna.Framework.Media;
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namespace DepthsBelow
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namespace DepthsBelow
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{
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{
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public class MouseInput
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public class MouseInput
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{
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{
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Core core;
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Core core;
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MouseState lastMouseState;
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MouseState lastMouseState;
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Rectangle selectionRectangle;
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Rectangle selectionRectangle;
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Texture2D selectionTexture;
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Texture2D selectionTexture;
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Rectangle gridRectangle;
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Rectangle gridRectangle;
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Texture2D gridTexture;
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Texture2D gridTexture;
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Vector2 directionStart;
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Vector2 directionStart;
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Vector2 directionNow;
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Vector2 directionNow;
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bool checkingDirection = false;
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bool checkingDirection = false;
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bool readjust = false;
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bool readjust = false;
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public MouseInput(Core core)
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public MouseInput(Core core)
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{
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{
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this.core = core;
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this.core = core;
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selectionRectangle = Rectangle.Empty;
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selectionRectangle = Rectangle.Empty;
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gridRectangle = Rectangle.Empty;
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gridRectangle = Rectangle.Empty;
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}
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}
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public void LoadContent()
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public void LoadContent()
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{
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{
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selectionTexture = new Texture2D(core.GraphicsDevice, 1, 1);
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selectionTexture = new Texture2D(core.GraphicsDevice, 1, 1);
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selectionTexture.SetData(new Color[] { Color.White });
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selectionTexture.SetData(new Color[] { Color.White });
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gridTexture = new Texture2D(core.GraphicsDevice, 1, 1);
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gridTexture = new Texture2D(core.GraphicsDevice, 1, 1);
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gridTexture.SetData(new Color[] { Color.White });
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gridTexture.SetData(new Color[] { Color.White });
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}
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}
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public void Update(GameTime gameTime)
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public void Update(GameTime gameTime)
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{
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{
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MouseState ms = Mouse.GetState();
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MouseState ms = Mouse.GetState();
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Vector2 mouseWorldPos = core.Camera.ScreenToWorld(new Vector2(ms.X, ms.Y));
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Vector2 mouseWorldPos = core.Camera.ScreenToWorld(new Vector2(ms.X, ms.Y));
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KeyboardState ks = Keyboard.GetState();
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KeyboardState ks = Keyboard.GetState();
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if (core.PlayerTurn == true)
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// Selection rectangle
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{
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if (ms.LeftButton == ButtonState.Pressed)
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// Selection rectangle
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{
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if (ms.LeftButton == ButtonState.Pressed)
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{
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if (selectionRectangle == Rectangle.Empty)
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{
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if (selectionRectangle == Rectangle.Empty)
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directionStart = mouseWorldPos;
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{
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selectionRectangle = new Rectangle((int)mouseWorldPos.X, (int)mouseWorldPos.Y, 0, 0);
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directionStart = mouseWorldPos;
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readjust = false;
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selectionRectangle = new Rectangle((int)mouseWorldPos.X, (int)mouseWorldPos.Y, 0, 0);
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}
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readjust = false;
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else
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}
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{
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else
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if (mouseWorldPos.X > directionStart.X && mouseWorldPos.Y < directionStart.Y || mouseWorldPos.X < directionStart.X && mouseWorldPos.Y > directionStart.Y)
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{
|
||||||
{
|
if (mouseWorldPos.X > directionStart.X && mouseWorldPos.Y < directionStart.Y || mouseWorldPos.X < directionStart.X && mouseWorldPos.Y > directionStart.Y)
|
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int rectangleX = (int)mouseWorldPos.X - ((int)mouseWorldPos.X - (int)directionStart.X);
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{
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int rectangleY = (int)mouseWorldPos.Y;
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int rectangleX = (int)mouseWorldPos.X - ((int)mouseWorldPos.X - (int)directionStart.X);
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int rectangleWidth = (int)mouseWorldPos.X - (int)directionStart.X;
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int rectangleY = (int)mouseWorldPos.Y;
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int rectangleHeight = (int)directionStart.Y - (int)mouseWorldPos.Y;
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int rectangleWidth = (int)mouseWorldPos.X - (int)directionStart.X;
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selectionRectangle = new Rectangle(rectangleX, rectangleY, rectangleWidth, rectangleHeight);
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int rectangleHeight = (int)directionStart.Y - (int)mouseWorldPos.Y;
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readjust = true;
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selectionRectangle = new Rectangle(rectangleX, rectangleY, rectangleWidth, rectangleHeight);
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}
|
readjust = true;
|
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else
|
}
|
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{
|
else
|
||||||
if (readjust == true)
|
{
|
||||||
{
|
if (readjust == true)
|
||||||
selectionRectangle = new Rectangle((int)directionStart.X, (int)directionStart.Y, 0, 0);
|
{
|
||||||
}
|
selectionRectangle = new Rectangle((int)directionStart.X, (int)directionStart.Y, 0, 0);
|
||||||
selectionRectangle.Width = (int)mouseWorldPos.X - selectionRectangle.X;
|
}
|
||||||
selectionRectangle.Height = (int)mouseWorldPos.Y - selectionRectangle.Y;
|
selectionRectangle.Width = (int)mouseWorldPos.X - selectionRectangle.X;
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readjust = false;
|
selectionRectangle.Height = (int)mouseWorldPos.Y - selectionRectangle.Y;
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}
|
readjust = false;
|
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}
|
}
|
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}
|
}
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// When the mouse is released
|
}
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if (ms.LeftButton == ButtonState.Released && selectionRectangle != Rectangle.Empty)
|
// When the mouse is released
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{
|
if (ms.LeftButton == ButtonState.Released && selectionRectangle != Rectangle.Empty)
|
||||||
// Deselect all units
|
{
|
||||||
if (!ks.IsKeyDown(Keys.LeftControl))
|
// Deselect all units
|
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{
|
if (!ks.IsKeyDown(Keys.LeftControl))
|
||||||
foreach (var unit in core.Squad)
|
{
|
||||||
unit.Selected = false;
|
foreach (var unit in core.Squad)
|
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}
|
unit.Selected = false;
|
||||||
|
}
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// Select all units in the rectangle
|
|
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foreach (var unit in core.Squad)
|
// Select all units in the rectangle
|
||||||
{
|
foreach (var unit in core.Squad)
|
||||||
if (selectionRectangle.Intersects(unit.GetComponent<Component.Collision>().Rectangle))
|
{
|
||||||
unit.Selected = true;
|
if (selectionRectangle.Intersects(unit.GetComponent<Component.Collision>().Rectangle))
|
||||||
}
|
unit.Selected = true;
|
||||||
|
}
|
||||||
// Hide the selection rectangle
|
|
||||||
selectionRectangle = Rectangle.Empty;
|
// Hide the selection rectangle
|
||||||
}
|
selectionRectangle = Rectangle.Empty;
|
||||||
|
}
|
||||||
// Send orders with right click
|
|
||||||
if (ms.RightButton == ButtonState.Released && lastMouseState.RightButton == ButtonState.Pressed)
|
// Send orders with right click
|
||||||
{
|
if (ms.RightButton == ButtonState.Released && lastMouseState.RightButton == ButtonState.Pressed)
|
||||||
foreach (var unit in core.Squad)
|
{
|
||||||
if (unit.Selected)
|
if (checkingDirection == false)
|
||||||
{
|
{
|
||||||
unit.GetComponent<Component.PathFinder>().Goal = Grid.WorldToGrid(mouseWorldPos);
|
foreach (var unit in core.Squad)
|
||||||
}
|
if (unit.Selected)
|
||||||
|
{
|
||||||
}
|
unit.GetComponent<Component.PathFinder>().Goal = Grid.WorldToGrid(mouseWorldPos);
|
||||||
if (ms.RightButton == ButtonState.Pressed)
|
}
|
||||||
{
|
}
|
||||||
foreach (var unit in core.Squad)
|
|
||||||
{
|
}
|
||||||
if (unit.Selected && gridRectangle.Intersects(unit.GetComponent<Component.Collision>().Rectangle))
|
if (ms.RightButton == ButtonState.Pressed)
|
||||||
{
|
{
|
||||||
checkingDirection = true;
|
foreach (var unit in core.Squad)
|
||||||
directionStart = unit.Transform.World + unit.Transform.World.Origin;
|
{
|
||||||
}
|
if (unit.Selected && gridRectangle.Intersects(unit.GetComponent<Component.Collision>().Rectangle))
|
||||||
}
|
{
|
||||||
}
|
checkingDirection = true;
|
||||||
if (checkingDirection == true && ms.RightButton == ButtonState.Pressed)
|
directionStart = unit.Transform.World + unit.Transform.World.Origin;
|
||||||
{
|
}
|
||||||
foreach (var unit in core.Squad)
|
}
|
||||||
if (unit.Selected)
|
}
|
||||||
{
|
if (checkingDirection == true && ms.RightButton == ButtonState.Pressed)
|
||||||
directionNow.X = mouseWorldPos.X;
|
{
|
||||||
directionNow.Y = mouseWorldPos.Y;
|
foreach (var unit in core.Squad)
|
||||||
float directionX = mouseWorldPos.X - unit.Transform.World.X;
|
if (unit.Selected)
|
||||||
float directionY = mouseWorldPos.Y - unit.Transform.World.Y;
|
{
|
||||||
var mouseDirection = mouseWorldPos;
|
directionNow.X = mouseWorldPos.X;
|
||||||
mouseDirection.Normalize();
|
directionNow.Y = mouseWorldPos.Y;
|
||||||
//float angle = (float)Math.Acos(Vector2.Dot(new Vector2(0, 1), mouseDirection)) * MathHelper.TwoPi;
|
float directionX = mouseWorldPos.X - unit.Transform.World.X;
|
||||||
/*if (directionX < 0)
|
float directionY = mouseWorldPos.Y - unit.Transform.World.Y;
|
||||||
{
|
var mouseDirection = mouseWorldPos;
|
||||||
directionX *= -1;
|
mouseDirection.Normalize();
|
||||||
unit.GetComponent<Component.Transform>().World.Rotation = (float)Math.Atan(directionY / directionX);
|
//float angle = (float)Math.Acos(Vector2.Dot(new Vector2(0, 1), mouseDirection)) * MathHelper.TwoPi;
|
||||||
}
|
/*if (directionX < 0)
|
||||||
else
|
{
|
||||||
{
|
directionX *= -1;
|
||||||
*/unit.GetComponent<Component.Transform>().World.Rotation = (float)Math.Atan2(mouseWorldPos.Y - unit.Transform.World.Y - unit.Transform.World.Origin.Y, mouseWorldPos.X - unit.Transform.World.X - unit.Transform.World.Origin.X);/*
|
unit.GetComponent<Component.Transform>().World.Rotation = (float)Math.Atan(directionY / directionX);
|
||||||
}*/
|
}
|
||||||
//Console.WriteLine(angle);
|
else
|
||||||
//unit.GetComponent<Component.Transform>().World.Rotation = angle;
|
{
|
||||||
}
|
*/
|
||||||
}
|
unit.GetComponent<Component.Transform>().World.Rotation = (float)Math.Atan2(mouseWorldPos.Y - unit.Transform.World.Y - unit.Transform.World.Origin.Y, mouseWorldPos.X - unit.Transform.World.X - unit.Transform.World.Origin.X);/*
|
||||||
else
|
}*/
|
||||||
{
|
//Console.WriteLine(angle);
|
||||||
checkingDirection = false;
|
//unit.GetComponent<Component.Transform>().World.Rotation = angle;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
// Grid highlighting
|
else
|
||||||
Point mouseGridPos = Grid.WorldToGrid(mouseWorldPos);
|
{
|
||||||
Vector2 rectWorldPos = Grid.GridToWorld(mouseGridPos);
|
checkingDirection = false;
|
||||||
gridRectangle = new Rectangle((int)rectWorldPos.X, (int)rectWorldPos.Y, Grid.TileSize, Grid.TileSize);
|
}
|
||||||
|
}
|
||||||
lastMouseState = ms;
|
// Grid highlighting
|
||||||
}
|
Point mouseGridPos = Grid.WorldToGrid(mouseWorldPos);
|
||||||
|
Vector2 rectWorldPos = Grid.GridToWorld(mouseGridPos);
|
||||||
public void Draw(SpriteBatch spriteBatch)
|
gridRectangle = new Rectangle((int)rectWorldPos.X, (int)rectWorldPos.Y, Grid.TileSize, Grid.TileSize);
|
||||||
{
|
|
||||||
spriteBatch.Draw(selectionTexture, selectionRectangle, Color.Red * 0.5f);
|
lastMouseState = ms;
|
||||||
spriteBatch.Draw(gridTexture, gridRectangle, Color.Yellow * 0.3f);
|
}
|
||||||
|
|
||||||
if (checkingDirection == true)
|
public void Draw(SpriteBatch spriteBatch)
|
||||||
{
|
{
|
||||||
RenderHelpers.DrawLine(spriteBatch, Color.White, 2, directionStart, directionNow);
|
spriteBatch.Draw(selectionTexture, selectionRectangle, Color.Red * 0.5f);
|
||||||
}
|
spriteBatch.Draw(gridTexture, gridRectangle, Color.Yellow * 0.3f);
|
||||||
|
|
||||||
}
|
if (checkingDirection == true)
|
||||||
|
{
|
||||||
}
|
RenderHelpers.DrawLine(spriteBatch, Color.White, 2, directionStart, directionNow);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
@@ -1,107 +1,142 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using DepthsBelow.Component;
|
using DepthsBelow.Component;
|
||||||
using Microsoft.Xna.Framework;
|
using Microsoft.Xna.Framework;
|
||||||
using Microsoft.Xna.Framework.Graphics;
|
using Microsoft.Xna.Framework.Graphics;
|
||||||
using Microsoft.Xna.Framework.Input;
|
using Microsoft.Xna.Framework.Input;
|
||||||
|
|
||||||
namespace DepthsBelow
|
namespace DepthsBelow
|
||||||
{
|
{
|
||||||
public class SmallEnemy : Entity
|
public class SmallEnemy : Entity
|
||||||
{
|
{
|
||||||
public static Texture2D Texture;
|
public static Texture2D Texture;
|
||||||
public Color Color;
|
public Color Color;
|
||||||
public static Point Origin;
|
public static Point Origin;
|
||||||
private bool _selected; //I guess as in "currently doing something"
|
private bool _selected; //I guess as in "currently doing something"
|
||||||
|
|
||||||
public List<SmallEnemy> Swarm;
|
public List<SmallEnemy> Swarm;
|
||||||
|
|
||||||
private PathFinder.Node nextNode;
|
private PathFinder.Node nextNode;
|
||||||
|
|
||||||
public SmallEnemy(Core core, ref List<SmallEnemy> swarm)
|
public int numberOfSteps = 5;
|
||||||
: base(core)
|
public int currentStep = 0;
|
||||||
{
|
|
||||||
if (Texture == null)
|
public int step
|
||||||
LoadContent(core);
|
{
|
||||||
|
get { return currentStep; }
|
||||||
this.Swarm = swarm;
|
set
|
||||||
|
{
|
||||||
Transform.World.Origin = new Vector2(20, 16);
|
currentStep = value;
|
||||||
|
}
|
||||||
this.Color = Color.White;
|
}
|
||||||
var rc = new SpriteRenderer(this) { Texture = Texture, Color = Color.White };
|
|
||||||
AddComponent(rc);
|
public SmallEnemy(Core core, ref List<SmallEnemy> swarm)
|
||||||
|
: base(core)
|
||||||
var cc = new Collision(this, 32, 32);
|
{
|
||||||
AddComponent(cc);
|
if (Texture == null)
|
||||||
|
LoadContent(core);
|
||||||
var pfc = new PathFinder(this);
|
|
||||||
AddComponent(pfc);
|
this.Swarm = swarm;
|
||||||
}
|
|
||||||
|
Transform.World.Origin = new Vector2(20, 16);
|
||||||
public bool Selected
|
|
||||||
{
|
this.Color = Color.White;
|
||||||
get { return _selected; }
|
var rc = new SpriteRenderer(this) { Texture = Texture, Color = Color.White };
|
||||||
set
|
AddComponent(rc);
|
||||||
{
|
|
||||||
_selected = value;
|
var cc = new Collision(this, 32, 32);
|
||||||
GetComponent<SpriteRenderer>().Color = (value) ? Color.Blue : this.Color;
|
AddComponent(cc);
|
||||||
}
|
|
||||||
}
|
var pfc = new PathFinder(this);
|
||||||
|
AddComponent(pfc);
|
||||||
public static void LoadContent(Core core)
|
}
|
||||||
{
|
|
||||||
Texture = core.Content.Load<Texture2D>("images/Monster");
|
public bool Selected
|
||||||
}
|
{
|
||||||
|
get { return _selected; }
|
||||||
public override void Update(GameTime gameTime)
|
set
|
||||||
{
|
{
|
||||||
base.Update(gameTime);
|
_selected = value;
|
||||||
|
GetComponent<SpriteRenderer>().Color = (value) ? Color.Blue : this.Color;
|
||||||
/*float elapsed = gameTime.ElapsedGameTime.Milliseconds / 1000.0f;
|
}
|
||||||
|
}
|
||||||
if (nextNode == null)
|
|
||||||
nextNode = GetComponent<PathFinder>().Next();
|
public static void LoadContent(Core core)
|
||||||
|
{
|
||||||
if (nextNode != null)
|
Texture = core.Content.Load<Texture2D>("images/Monster");
|
||||||
{
|
}
|
||||||
List<Point> soldierCollisions = new List<Point>();
|
|
||||||
|
public override void Update(GameTime gameTime)
|
||||||
foreach (var body in Swarm)
|
{
|
||||||
{
|
base.Update(gameTime);
|
||||||
if (body != this)
|
|
||||||
{
|
float elapsed = gameTime.ElapsedGameTime.Milliseconds / 1000.0f;
|
||||||
if (body.Transform.Grid == nextNode.Position)
|
|
||||||
{
|
if (nextNode == null)
|
||||||
soldierCollisions.Add(body.Transform.Grid);
|
nextNode = GetComponent<PathFinder>().Next();
|
||||||
GetComponent<PathFinder>().RecreatePath(soldierCollisions);
|
|
||||||
nextNode = GetComponent<PathFinder>().Next();
|
if (nextNode != null)
|
||||||
break;
|
{
|
||||||
}
|
List<Point> soldierCollisions = new List<Point>();
|
||||||
}
|
|
||||||
}
|
foreach (var body in Swarm)
|
||||||
|
{
|
||||||
|
if (body != this)
|
||||||
|
{
|
||||||
if (nextNode != null)
|
if (body.Transform.Grid == nextNode.Position)
|
||||||
{
|
{
|
||||||
var nodeWorldPos = Grid.GridToWorld(nextNode.Position);
|
soldierCollisions.Add(body.Transform.Grid);
|
||||||
// HACK: Make this work properly with other speeds...
|
GetComponent<PathFinder>().RecreatePath(soldierCollisions);
|
||||||
float speed = 4f;
|
nextNode = GetComponent<PathFinder>().Next();
|
||||||
if (Transform.World.X < nodeWorldPos.X)
|
break;
|
||||||
Transform.World.X += speed;
|
}
|
||||||
if (Transform.World.X > nodeWorldPos.X)
|
}
|
||||||
Transform.World.X -= speed;
|
}
|
||||||
if (Transform.World.Y < nodeWorldPos.Y)
|
|
||||||
Transform.World.Y += speed;
|
foreach (var soldier in core.Squad)
|
||||||
if (Transform.World.Y > nodeWorldPos.Y)
|
{
|
||||||
Transform.World.Y -= speed;
|
var pathFinder = soldier.GetComponent<PathFinder>();
|
||||||
|
var position = nextNode.Position;
|
||||||
if (Transform.World == nodeWorldPos)
|
if (soldier.Transform.Grid == position)
|
||||||
nextNode = GetComponent<PathFinder>().Next();
|
{
|
||||||
}
|
soldierCollisions.Add(soldier.Transform.Grid);
|
||||||
|
GetComponent<PathFinder>().RecreatePath(soldierCollisions);
|
||||||
}*/
|
nextNode = GetComponent<PathFinder>().Next();
|
||||||
}
|
break;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (nextNode != null)
|
||||||
|
{
|
||||||
|
var nodeWorldPos = Grid.GridToWorld(nextNode.Position);
|
||||||
|
// HACK: Make this work properly with other speeds...
|
||||||
|
float speed = 4f;
|
||||||
|
if (Transform.World.X < nodeWorldPos.X)
|
||||||
|
Transform.World.X += speed;
|
||||||
|
if (Transform.World.X > nodeWorldPos.X)
|
||||||
|
Transform.World.X -= speed;
|
||||||
|
if (Transform.World.Y < nodeWorldPos.Y)
|
||||||
|
Transform.World.Y += speed;
|
||||||
|
if (Transform.World.Y > nodeWorldPos.Y)
|
||||||
|
Transform.World.Y -= speed;
|
||||||
|
|
||||||
|
if (Transform.World == nodeWorldPos)
|
||||||
|
{
|
||||||
|
if (currentStep < numberOfSteps)
|
||||||
|
{
|
||||||
|
currentStep++;
|
||||||
|
//lastLastNode = lastNode;
|
||||||
|
//lastNode = nextNode;
|
||||||
|
nextNode = GetComponent<PathFinder>().Next();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
GetComponent<PathFinder>().Stop();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
@@ -25,10 +25,7 @@ namespace DepthsBelow
|
|||||||
|
|
||||||
public int step
|
public int step
|
||||||
{
|
{
|
||||||
get
|
get { return currentStep; }
|
||||||
{
|
|
||||||
return currentStep;
|
|
||||||
}
|
|
||||||
set
|
set
|
||||||
{
|
{
|
||||||
currentStep = value;
|
currentStep = value;
|
||||||
@@ -75,7 +72,7 @@ namespace DepthsBelow
|
|||||||
base.Update(gameTime);
|
base.Update(gameTime);
|
||||||
|
|
||||||
float elapsed = gameTime.ElapsedGameTime.Milliseconds / 1000.0f;
|
float elapsed = gameTime.ElapsedGameTime.Milliseconds / 1000.0f;
|
||||||
|
|
||||||
if (nextNode == null)
|
if (nextNode == null)
|
||||||
nextNode = GetComponent<PathFinder>().Next();
|
nextNode = GetComponent<PathFinder>().Next();
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user