Enemy hunt closest soldier on enter
This commit is contained in:
@@ -21,6 +21,7 @@ namespace DepthsBelow
|
|||||||
|
|
||||||
public Camera Camera;
|
public Camera Camera;
|
||||||
|
|
||||||
|
public bool PlayerTurn = true;
|
||||||
public static MouseInput MouseInput;
|
public static MouseInput MouseInput;
|
||||||
public static KeyboardInput KeyboardInput;
|
public static KeyboardInput KeyboardInput;
|
||||||
public List<Soldier> Squad;
|
public List<Soldier> Squad;
|
||||||
@@ -83,6 +84,9 @@ namespace DepthsBelow
|
|||||||
MouseInput = new MouseInput(this);
|
MouseInput = new MouseInput(this);
|
||||||
MouseInput.LoadContent();
|
MouseInput.LoadContent();
|
||||||
KeyboardInput = new KeyboardInput(this);
|
KeyboardInput = new KeyboardInput(this);
|
||||||
|
|
||||||
|
TestMonster.X = 12;
|
||||||
|
TestMonster.Y = 4;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -116,9 +120,23 @@ namespace DepthsBelow
|
|||||||
foreach (var body in Swarm)
|
foreach (var body in Swarm)
|
||||||
body.Update(gameTime);
|
body.Update(gameTime);
|
||||||
|
|
||||||
|
TestMonster.Update(gameTime);
|
||||||
|
|
||||||
base.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>
|
/// <summary>
|
||||||
/// This is called when the game should draw itself.
|
/// This is called when the game should draw itself.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
|||||||
@@ -13,6 +13,8 @@ namespace DepthsBelow
|
|||||||
public class KeyboardInput
|
public class KeyboardInput
|
||||||
{
|
{
|
||||||
Core core;
|
Core core;
|
||||||
|
bool Enter = false;
|
||||||
|
bool turn;
|
||||||
|
|
||||||
public KeyboardInput(Core core)
|
public KeyboardInput(Core core)
|
||||||
{
|
{
|
||||||
@@ -23,13 +25,53 @@ namespace DepthsBelow
|
|||||||
{
|
{
|
||||||
KeyboardState ks = Keyboard.GetState();
|
KeyboardState ks = Keyboard.GetState();
|
||||||
|
|
||||||
if (ks.IsKeyDown(Keys.Enter))
|
if (ks.IsKeyUp(Keys.Enter) && Enter == true)
|
||||||
{
|
{
|
||||||
|
Enter = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (ks.IsKeyDown(Keys.Enter) && Enter == false)
|
||||||
|
{
|
||||||
|
Enter = true;
|
||||||
|
if (core.PlayerTurn == false)
|
||||||
|
{
|
||||||
|
core.PlayerTurn = true;
|
||||||
foreach (var unit in core.Squad)
|
foreach (var unit in core.Squad)
|
||||||
{
|
{
|
||||||
unit.step = 0;
|
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;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -49,7 +49,8 @@ namespace DepthsBelow
|
|||||||
MouseState ms = Mouse.GetState();
|
MouseState ms = Mouse.GetState();
|
||||||
Vector2 mouseWorldPos = core.Camera.ScreenToWorld(new Vector2(ms.X, ms.Y));
|
Vector2 mouseWorldPos = core.Camera.ScreenToWorld(new Vector2(ms.X, ms.Y));
|
||||||
KeyboardState ks = Keyboard.GetState();
|
KeyboardState ks = Keyboard.GetState();
|
||||||
|
if (core.PlayerTurn == true)
|
||||||
|
{
|
||||||
// Selection rectangle
|
// Selection rectangle
|
||||||
if (ms.LeftButton == ButtonState.Pressed)
|
if (ms.LeftButton == ButtonState.Pressed)
|
||||||
{
|
{
|
||||||
@@ -147,7 +148,8 @@ namespace DepthsBelow
|
|||||||
}
|
}
|
||||||
else
|
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);/*
|
*/
|
||||||
|
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);
|
//Console.WriteLine(angle);
|
||||||
//unit.GetComponent<Component.Transform>().World.Rotation = angle;
|
//unit.GetComponent<Component.Transform>().World.Rotation = angle;
|
||||||
@@ -157,7 +159,7 @@ namespace DepthsBelow
|
|||||||
{
|
{
|
||||||
checkingDirection = false;
|
checkingDirection = false;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
// Grid highlighting
|
// Grid highlighting
|
||||||
Point mouseGridPos = Grid.WorldToGrid(mouseWorldPos);
|
Point mouseGridPos = Grid.WorldToGrid(mouseWorldPos);
|
||||||
Vector2 rectWorldPos = Grid.GridToWorld(mouseGridPos);
|
Vector2 rectWorldPos = Grid.GridToWorld(mouseGridPos);
|
||||||
|
|||||||
@@ -58,7 +58,7 @@ 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();
|
||||||
@@ -81,8 +81,6 @@ namespace DepthsBelow
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
if (nextNode != null)
|
if (nextNode != null)
|
||||||
{
|
{
|
||||||
var nodeWorldPos = Grid.GridToWorld(nextNode.Position);
|
var nodeWorldPos = Grid.GridToWorld(nextNode.Position);
|
||||||
@@ -101,7 +99,7 @@ namespace DepthsBelow
|
|||||||
nextNode = GetComponent<PathFinder>().Next();
|
nextNode = GetComponent<PathFinder>().Next();
|
||||||
}
|
}
|
||||||
|
|
||||||
}*/
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -25,10 +25,7 @@ namespace DepthsBelow
|
|||||||
|
|
||||||
public int step
|
public int step
|
||||||
{
|
{
|
||||||
get
|
get { return currentStep; }
|
||||||
{
|
|
||||||
return currentStep;
|
|
||||||
}
|
|
||||||
set
|
set
|
||||||
{
|
{
|
||||||
currentStep = value;
|
currentStep = value;
|
||||||
|
|||||||
Reference in New Issue
Block a user