You can now fire selected units with S
This commit is contained in:
@@ -127,6 +127,9 @@ namespace DepthsBelow
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foreach (var body in Swarm)
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body.Update(gameTime);
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foreach (var bullet in Volley)
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bullet.Update(gameTime);
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TestMonster.Update(gameTime);
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GUIManager.Update(gameTime);
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@@ -39,6 +39,7 @@ namespace DepthsBelow
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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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unit.Fired = false;
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}
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}
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else
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@@ -77,15 +78,27 @@ namespace DepthsBelow
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{
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foreach (var soldier in core.Squad)
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{
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core.Volley.Add(new Shot(core));
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foreach (var shot in core.Volley)
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if (soldier.Selected == true && soldier.Fired == false)
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{
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if (shot.direction == Vector2.Zero)
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core.Volley.Add(new Shot(core));
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soldier.Fired = true;
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foreach (var shot in core.Volley)
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{
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double directionX = Math.Cos(soldier.GetComponent<Component.Transform>().World.Rotation);
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double directionY = Math.Sin(soldier.GetComponent<Component.Transform>().World.Rotation);
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shot.direction = new Vector2((float)directionX, (float)directionY);
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if (shot.select == false)
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{
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shot.select = true;
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shot.X = soldier.X;
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shot.Y = soldier.Y;
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//shot.Transform.World.X += Grid.TileSize / 2;
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//shot.Transform.World.Y += Grid.TileSize / 2;
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}
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if (shot.direction == Vector2.Zero)
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{
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double directionX = Math.Cos(soldier.GetComponent<Component.Transform>().World.Rotation);
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double directionY = Math.Sin(soldier.GetComponent<Component.Transform>().World.Rotation);
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shot.direction = new Vector2((float)directionX, (float)directionY);
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shot.Transform.World.Rotation = soldier.Transform.World.Rotation;
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}
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}
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}
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}
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@@ -13,7 +13,16 @@ namespace DepthsBelow
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public Color Color;
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public static Point Origin;
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private bool _selected; //I guess as in "currently doing something"
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private bool _selected = false; //I guess as in "currently doing something"
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public bool select
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{
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get { return _selected; }
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set
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{
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_selected = value;
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}
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}
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public List<Shot> Volley;
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+152
-141
@@ -1,142 +1,153 @@
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using System;
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using System.Collections.Generic;
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using DepthsBelow.Component;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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namespace DepthsBelow
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{
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public class Soldier : Entity
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{
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public static Texture2D Texture;
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public Color Color;
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public static Point Origin;
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private bool _selected;
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public List<Soldier> Squad;
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private PathFinder.Node nextNode;
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private PathFinder.Node lastNode;
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private PathFinder.Node lastLastNode;
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public int numberOfSteps = 14;
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public int currentStep = 0;
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public int step
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{
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get { return currentStep; }
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set
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{
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currentStep = value;
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}
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}
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public Soldier(Core core, ref List<Soldier> squad) : base(core)
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{
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if (Texture == null)
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LoadContent(core);
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this.Squad = squad;
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Transform.World.Origin = new Vector2(16, 16);
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this.Color = Color.White;
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var rc = new SpriteRenderer(this) {Texture = Texture, Color = Color.White};
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AddComponent(rc);
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var cc = new Collision(this, 32, 32);
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AddComponent(cc);
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var pfc = new PathFinder(this);
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AddComponent(pfc);
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}
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public bool Selected
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{
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get { return _selected; }
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set
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{
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_selected = value;
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GetComponent<SpriteRenderer>().Color = (value) ? Color.Blue : this.Color;
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}
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}
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public static void LoadContent(Core core)
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{
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Texture = core.Content.Load<Texture2D>("images/soldier2");
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}
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public override void Update(GameTime gameTime)
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{
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base.Update(gameTime);
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float elapsed = gameTime.ElapsedGameTime.Milliseconds / 1000.0f;
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if (nextNode == null)
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nextNode = GetComponent<PathFinder>().Next();
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if (nextNode != null)
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{
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List<Point> soldierCollisions = new List<Point>();
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foreach (var soldier in Squad)
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{
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if (soldier != this && !soldier.GetComponent<PathFinder>().IsMoving)
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{
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soldierCollisions.Add(soldier.Transform.Grid);
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}
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}
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foreach (var soldier in Squad)
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{
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if (soldier != this)
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{
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var pathFinder = soldier.GetComponent<PathFinder>();
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var position = nextNode.Position;
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if (soldier.Transform.Grid == position)
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{
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soldierCollisions.Add(soldier.Transform.Grid);
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GetComponent<PathFinder>().RecreatePath(soldierCollisions);
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nextNode = GetComponent<PathFinder>().Next();
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break;
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}
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}
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}
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if (nextNode != null)
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{
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var nodeWorldPos = Grid.GridToWorld(nextNode.Position);
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// HACK: Make this work properly with other speeds...
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float speed = 4f;
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if (Transform.World.X < nodeWorldPos.X)
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Transform.World.X += speed;
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if (Transform.World.X > nodeWorldPos.X)
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Transform.World.X -= speed;
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if (Transform.World.Y < nodeWorldPos.Y)
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Transform.World.Y += speed;
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if (Transform.World.Y > nodeWorldPos.Y)
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Transform.World.Y -= speed;
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if (Transform.World == nodeWorldPos)
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{
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if (currentStep < numberOfSteps)
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{
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currentStep++;
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lastLastNode = lastNode;
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lastNode = nextNode;
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nextNode = GetComponent<PathFinder>().Next();
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}
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else
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{
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GetComponent<PathFinder>().Stop();
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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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using System;
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using System.Collections.Generic;
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using DepthsBelow.Component;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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namespace DepthsBelow
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{
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public class Soldier : Entity
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{
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public static Texture2D Texture;
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public Color Color;
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public static Point Origin;
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private bool _selected;
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public List<Soldier> Squad;
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private PathFinder.Node nextNode;
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private PathFinder.Node lastNode;
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private PathFinder.Node lastLastNode;
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private bool hasFiredAlready = false;
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public bool Fired
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{
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get { return hasFiredAlready; }
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set
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{
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hasFiredAlready = value;
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}
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}
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public int numberOfSteps = 14;
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public int currentStep = 0;
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public int step
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{
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get { return currentStep; }
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set
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{
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currentStep = value;
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}
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}
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public Soldier(Core core, ref List<Soldier> squad) : base(core)
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{
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if (Texture == null)
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LoadContent(core);
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this.Squad = squad;
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Transform.World.Origin = new Vector2(16, 16);
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this.Color = Color.White;
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var rc = new SpriteRenderer(this) {Texture = Texture, Color = Color.White};
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AddComponent(rc);
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var cc = new Collision(this, 32, 32);
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AddComponent(cc);
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var pfc = new PathFinder(this);
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AddComponent(pfc);
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}
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public bool Selected
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{
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get { return _selected; }
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set
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{
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_selected = value;
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GetComponent<SpriteRenderer>().Color = (value) ? Color.Blue : this.Color;
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}
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}
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public static void LoadContent(Core core)
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{
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Texture = core.Content.Load<Texture2D>("images/soldier2");
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}
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public override void Update(GameTime gameTime)
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{
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base.Update(gameTime);
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float elapsed = gameTime.ElapsedGameTime.Milliseconds / 1000.0f;
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if (nextNode == null)
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nextNode = GetComponent<PathFinder>().Next();
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if (nextNode != null)
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{
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List<Point> soldierCollisions = new List<Point>();
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foreach (var soldier in Squad)
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{
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if (soldier != this && !soldier.GetComponent<PathFinder>().IsMoving)
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{
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soldierCollisions.Add(soldier.Transform.Grid);
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}
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}
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foreach (var soldier in Squad)
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{
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if (soldier != this)
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{
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var pathFinder = soldier.GetComponent<PathFinder>();
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var position = nextNode.Position;
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if (soldier.Transform.Grid == position)
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{
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soldierCollisions.Add(soldier.Transform.Grid);
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GetComponent<PathFinder>().RecreatePath(soldierCollisions);
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nextNode = GetComponent<PathFinder>().Next();
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break;
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}
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}
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}
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if (nextNode != null)
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{
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var nodeWorldPos = Grid.GridToWorld(nextNode.Position);
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// HACK: Make this work properly with other speeds...
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float speed = 4f;
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if (Transform.World.X < nodeWorldPos.X)
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Transform.World.X += speed;
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if (Transform.World.X > nodeWorldPos.X)
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Transform.World.X -= speed;
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if (Transform.World.Y < nodeWorldPos.Y)
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Transform.World.Y += speed;
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if (Transform.World.Y > nodeWorldPos.Y)
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Transform.World.Y -= speed;
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if (Transform.World == nodeWorldPos)
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{
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if (currentStep < numberOfSteps)
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{
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currentStep++;
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lastLastNode = lastNode;
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lastNode = nextNode;
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nextNode = GetComponent<PathFinder>().Next();
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}
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else
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{
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GetComponent<PathFinder>().Stop();
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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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@@ -121,7 +121,14 @@
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</Compile>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="images\Shot.bmp">
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<Compile Include="images\Shot2.bmp">
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<Name>Shot2</Name>
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<Importer>TextureImporter</Importer>
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<Processor>TextureProcessor</Processor>
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</Compile>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="images\FireBall.PNG">
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<Name>Shot</Name>
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<Importer>TextureImporter</Importer>
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<Processor>TextureProcessor</Processor>
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Binary file not shown.
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After Width: | Height: | Size: 1.5 KiB |
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Before Width: | Height: | Size: 222 B After Width: | Height: | Size: 222 B |
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