Enemy hunt closest soldier on enter

This commit is contained in:
Niklas Ulf Anders Cullberg
2012-10-09 19:01:14 +02:00
parent ff4e874d47
commit 29288df309
5 changed files with 268 additions and 211 deletions
+23 -5
View File
@@ -19,8 +19,9 @@ namespace DepthsBelow
public static GraphicsDeviceManager GraphicsDeviceManager;
SpriteBatch spriteBatch;
public Camera Camera;
public Camera Camera;
public bool PlayerTurn = true;
public static MouseInput MouseInput;
public static KeyboardInput KeyboardInput;
public List<Soldier> Squad;
@@ -82,7 +83,10 @@ namespace DepthsBelow
MouseInput = new MouseInput(this);
MouseInput.LoadContent();
KeyboardInput = new KeyboardInput(this);
KeyboardInput = new KeyboardInput(this);
TestMonster.X = 12;
TestMonster.Y = 4;
}
/// <summary>
@@ -114,10 +118,24 @@ namespace DepthsBelow
soldier.Update(gameTime);
foreach (var body in Swarm)
body.Update(gameTime);
body.Update(gameTime);
TestMonster.Update(gameTime);
base.Update(gameTime);
}
}
public int FindDistance(Vector2 target, Vector2 start)
{
Vector2 combine = new Vector2(target.X - start.X, target.Y - start.Y);
int result = 0;
int firstRestult = (int)Math.Sqrt((int)combine.X^2 + (int)combine.Y^2);
result = (int)Vector2.Distance(target, start);
return result;
}
/// <summary>
/// This is called when the game should draw itself.
+45 -3
View File
@@ -13,6 +13,8 @@ namespace DepthsBelow
public class KeyboardInput
{
Core core;
bool Enter = false;
bool turn;
public KeyboardInput(Core core)
{
@@ -23,12 +25,52 @@ namespace DepthsBelow
{
KeyboardState ks = Keyboard.GetState();
if (ks.IsKeyDown(Keys.Enter))
if (ks.IsKeyUp(Keys.Enter) && Enter == true)
{
foreach (var unit in core.Squad)
Enter = false;
}
if (ks.IsKeyDown(Keys.Enter) && Enter == false)
{
Enter = true;
if (core.PlayerTurn == false)
{
unit.step = 0;
core.PlayerTurn = true;
foreach (var unit in core.Squad)
{
unit.step = 0;
}
}
else
{
core.PlayerTurn = false;
Point target = Point.Zero;
int distance = 7000;
foreach (var unit in core.Squad)
{
Vector2 soldier = new Vector2(unit.Transform.Grid.X, unit.Transform.Grid.Y);
Vector2 monster = new Vector2(core.TestMonster.Transform.Grid.X, core.TestMonster.Transform.Grid.Y);
int newDistance = core.FindDistance(soldier, monster);
if (newDistance < distance)
{
target = unit.Transform.Grid;
distance = newDistance;
}
}
core.TestMonster.GetComponent<Component.PathFinder>().Goal = target;
distance = 7000;
}
}
if (ks.IsKeyDown(Keys.A))
{
/*foreach (var unit in core.Swarm)
{
unit.X = 200;
unit.Y = 200;
}*/
core.TestMonster.X = 12;
core.TestMonster.Y = 4;
}
}
}
+94 -92
View File
@@ -49,115 +49,117 @@ namespace DepthsBelow
MouseState ms = Mouse.GetState();
Vector2 mouseWorldPos = core.Camera.ScreenToWorld(new Vector2(ms.X, ms.Y));
KeyboardState ks = Keyboard.GetState();
if (core.PlayerTurn == true)
{
// Selection rectangle
if (ms.LeftButton == ButtonState.Pressed)
{
// Selection rectangle
if (ms.LeftButton == ButtonState.Pressed)
{
if (selectionRectangle == Rectangle.Empty)
{
directionStart = mouseWorldPos;
selectionRectangle = new Rectangle((int)mouseWorldPos.X, (int)mouseWorldPos.Y, 0, 0);
readjust = false;
}
else
{
if (mouseWorldPos.X > directionStart.X && mouseWorldPos.Y < directionStart.Y || mouseWorldPos.X < directionStart.X && mouseWorldPos.Y > directionStart.Y)
if (selectionRectangle == Rectangle.Empty)
{
int rectangleX = (int)mouseWorldPos.X - ((int)mouseWorldPos.X - (int)directionStart.X);
int rectangleY = (int)mouseWorldPos.Y;
int rectangleWidth = (int)mouseWorldPos.X - (int)directionStart.X;
int rectangleHeight = (int)directionStart.Y - (int)mouseWorldPos.Y;
selectionRectangle = new Rectangle(rectangleX, rectangleY, rectangleWidth, rectangleHeight);
readjust = true;
directionStart = mouseWorldPos;
selectionRectangle = new Rectangle((int)mouseWorldPos.X, (int)mouseWorldPos.Y, 0, 0);
readjust = false;
}
else
{
if (readjust == true)
if (mouseWorldPos.X > directionStart.X && mouseWorldPos.Y < directionStart.Y || mouseWorldPos.X < directionStart.X && mouseWorldPos.Y > directionStart.Y)
{
selectionRectangle = new Rectangle((int)directionStart.X, (int)directionStart.Y, 0, 0);
int rectangleX = (int)mouseWorldPos.X - ((int)mouseWorldPos.X - (int)directionStart.X);
int rectangleY = (int)mouseWorldPos.Y;
int rectangleWidth = (int)mouseWorldPos.X - (int)directionStart.X;
int rectangleHeight = (int)directionStart.Y - (int)mouseWorldPos.Y;
selectionRectangle = new Rectangle(rectangleX, rectangleY, rectangleWidth, rectangleHeight);
readjust = true;
}
else
{
if (readjust == true)
{
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;
readjust = false;
}
selectionRectangle.Width = (int)mouseWorldPos.X - selectionRectangle.X;
selectionRectangle.Height = (int)mouseWorldPos.Y - selectionRectangle.Y;
readjust = false;
}
}
}
// When the mouse is released
if (ms.LeftButton == ButtonState.Released && selectionRectangle != Rectangle.Empty)
{
// Deselect all units
if (!ks.IsKeyDown(Keys.LeftControl))
{
foreach (var unit in core.Squad)
unit.Selected = false;
}
}
// When the mouse is released
if (ms.LeftButton == ButtonState.Released && selectionRectangle != Rectangle.Empty)
{
// Deselect all units
if (!ks.IsKeyDown(Keys.LeftControl))
{
foreach (var unit in core.Squad)
unit.Selected = false;
}
// Select all units in the rectangle
foreach (var unit in core.Squad)
{
if (selectionRectangle.Intersects(unit.GetComponent<Component.Collision>().Rectangle))
unit.Selected = true;
}
// Select all units in the rectangle
foreach (var unit in core.Squad)
{
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)
{
if (checkingDirection == false)
// Send orders with right click
if (ms.RightButton == ButtonState.Released && lastMouseState.RightButton == ButtonState.Pressed)
{
if (checkingDirection == false)
{
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))
{
checkingDirection = true;
directionStart = unit.Transform.World + unit.Transform.World.Origin;
}
}
}
if (checkingDirection == true && ms.RightButton == ButtonState.Pressed)
{
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))
{
checkingDirection = true;
directionStart = unit.Transform.World + unit.Transform.World.Origin;
}
}
}
if (checkingDirection == true && ms.RightButton == ButtonState.Pressed)
{
foreach (var unit in core.Squad)
if (unit.Selected)
{
directionNow.X = mouseWorldPos.X;
directionNow.Y = mouseWorldPos.Y;
float directionX = mouseWorldPos.X - unit.Transform.World.X;
float directionY = mouseWorldPos.Y - unit.Transform.World.Y;
var mouseDirection = mouseWorldPos;
mouseDirection.Normalize();
//float angle = (float)Math.Acos(Vector2.Dot(new Vector2(0, 1), mouseDirection)) * MathHelper.TwoPi;
/*if (directionX < 0)
{
directionX *= -1;
unit.GetComponent<Component.Transform>().World.Rotation = (float)Math.Atan(directionY / directionX);
}
else
{
*/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);/*
directionNow.X = mouseWorldPos.X;
directionNow.Y = mouseWorldPos.Y;
float directionX = mouseWorldPos.X - unit.Transform.World.X;
float directionY = mouseWorldPos.Y - unit.Transform.World.Y;
var mouseDirection = mouseWorldPos;
mouseDirection.Normalize();
//float angle = (float)Math.Acos(Vector2.Dot(new Vector2(0, 1), mouseDirection)) * MathHelper.TwoPi;
/*if (directionX < 0)
{
directionX *= -1;
unit.GetComponent<Component.Transform>().World.Rotation = (float)Math.Atan(directionY / directionX);
}
else
{
*/
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);/*
}*/
//Console.WriteLine(angle);
//unit.GetComponent<Component.Transform>().World.Rotation = angle;
}
//Console.WriteLine(angle);
//unit.GetComponent<Component.Transform>().World.Rotation = angle;
}
}
else
{
checkingDirection = false;
}
}
else
{
checkingDirection = false;
}
// Grid highlighting
Point mouseGridPos = Grid.WorldToGrid(mouseWorldPos);
Vector2 rectWorldPos = Grid.GridToWorld(mouseGridPos);
+104 -106
View File
@@ -1,107 +1,105 @@
using System;
using System.Collections.Generic;
using DepthsBelow.Component;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace DepthsBelow
{
public class SmallEnemy : Entity
{
public static Texture2D Texture;
public Color Color;
public static Point Origin;
private bool _selected; //I guess as in "currently doing something"
public List<SmallEnemy> Swarm;
private PathFinder.Node nextNode;
public SmallEnemy(Core core, ref List<SmallEnemy> swarm)
: base(core)
{
if (Texture == null)
LoadContent(core);
this.Swarm = swarm;
Transform.World.Origin = new Vector2(20, 16);
this.Color = Color.White;
var rc = new SpriteRenderer(this) { Texture = Texture, Color = Color.White };
AddComponent(rc);
var cc = new Collision(this, 32, 32);
AddComponent(cc);
var pfc = new PathFinder(this);
AddComponent(pfc);
}
public bool Selected
{
get { return _selected; }
set
{
_selected = value;
GetComponent<SpriteRenderer>().Color = (value) ? Color.Blue : this.Color;
}
}
public static void LoadContent(Core core)
{
Texture = core.Content.Load<Texture2D>("images/Monster");
}
public override void Update(GameTime gameTime)
{
base.Update(gameTime);
/*float elapsed = gameTime.ElapsedGameTime.Milliseconds / 1000.0f;
if (nextNode == null)
nextNode = GetComponent<PathFinder>().Next();
if (nextNode != null)
{
List<Point> soldierCollisions = new List<Point>();
foreach (var body in Swarm)
{
if (body != this)
{
if (body.Transform.Grid == nextNode.Position)
{
soldierCollisions.Add(body.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)
nextNode = GetComponent<PathFinder>().Next();
}
}*/
}
}
using System;
using System.Collections.Generic;
using DepthsBelow.Component;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace DepthsBelow
{
public class SmallEnemy : Entity
{
public static Texture2D Texture;
public Color Color;
public static Point Origin;
private bool _selected; //I guess as in "currently doing something"
public List<SmallEnemy> Swarm;
private PathFinder.Node nextNode;
public SmallEnemy(Core core, ref List<SmallEnemy> swarm)
: base(core)
{
if (Texture == null)
LoadContent(core);
this.Swarm = swarm;
Transform.World.Origin = new Vector2(20, 16);
this.Color = Color.White;
var rc = new SpriteRenderer(this) { Texture = Texture, Color = Color.White };
AddComponent(rc);
var cc = new Collision(this, 32, 32);
AddComponent(cc);
var pfc = new PathFinder(this);
AddComponent(pfc);
}
public bool Selected
{
get { return _selected; }
set
{
_selected = value;
GetComponent<SpriteRenderer>().Color = (value) ? Color.Blue : this.Color;
}
}
public static void LoadContent(Core core)
{
Texture = core.Content.Load<Texture2D>("images/Monster");
}
public override void Update(GameTime gameTime)
{
base.Update(gameTime);
float elapsed = gameTime.ElapsedGameTime.Milliseconds / 1000.0f;
if (nextNode == null)
nextNode = GetComponent<PathFinder>().Next();
if (nextNode != null)
{
List<Point> soldierCollisions = new List<Point>();
foreach (var body in Swarm)
{
if (body != this)
{
if (body.Transform.Grid == nextNode.Position)
{
soldierCollisions.Add(body.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)
nextNode = GetComponent<PathFinder>().Next();
}
}
}
}
}
+2 -5
View File
@@ -25,10 +25,7 @@ namespace DepthsBelow
public int step
{
get
{
return currentStep;
}
get { return currentStep; }
set
{
currentStep = value;
@@ -75,7 +72,7 @@ namespace DepthsBelow
base.Update(gameTime);
float elapsed = gameTime.ElapsedGameTime.Milliseconds / 1000.0f;
if (nextNode == null)
nextNode = GetComponent<PathFinder>().Next();