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)
|
||||||
{
|
{
|
||||||
@@ -23,12 +25,52 @@ namespace DepthsBelow
|
|||||||
{
|
{
|
||||||
KeyboardState ks = Keyboard.GetState();
|
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;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -49,115 +49,117 @@ 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
|
||||||
|
if (ms.LeftButton == ButtonState.Pressed)
|
||||||
|
{
|
||||||
|
|
||||||
// Selection rectangle
|
if (selectionRectangle == Rectangle.Empty)
|
||||||
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)
|
|
||||||
{
|
{
|
||||||
int rectangleX = (int)mouseWorldPos.X - ((int)mouseWorldPos.X - (int)directionStart.X);
|
directionStart = mouseWorldPos;
|
||||||
int rectangleY = (int)mouseWorldPos.Y;
|
selectionRectangle = new Rectangle((int)mouseWorldPos.X, (int)mouseWorldPos.Y, 0, 0);
|
||||||
int rectangleWidth = (int)mouseWorldPos.X - (int)directionStart.X;
|
readjust = false;
|
||||||
int rectangleHeight = (int)directionStart.Y - (int)mouseWorldPos.Y;
|
|
||||||
selectionRectangle = new Rectangle(rectangleX, rectangleY, rectangleWidth, rectangleHeight);
|
|
||||||
readjust = true;
|
|
||||||
}
|
}
|
||||||
else
|
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
|
||||||
// When the mouse is released
|
if (ms.LeftButton == ButtonState.Released && selectionRectangle != Rectangle.Empty)
|
||||||
if (ms.LeftButton == ButtonState.Released && selectionRectangle != Rectangle.Empty)
|
{
|
||||||
{
|
// Deselect all units
|
||||||
// Deselect all units
|
if (!ks.IsKeyDown(Keys.LeftControl))
|
||||||
if (!ks.IsKeyDown(Keys.LeftControl))
|
{
|
||||||
{
|
foreach (var unit in core.Squad)
|
||||||
foreach (var unit in core.Squad)
|
unit.Selected = false;
|
||||||
unit.Selected = false;
|
}
|
||||||
}
|
|
||||||
|
|
||||||
// Select all units in the rectangle
|
// Select all units in the rectangle
|
||||||
foreach (var unit in core.Squad)
|
foreach (var unit in core.Squad)
|
||||||
{
|
{
|
||||||
if (selectionRectangle.Intersects(unit.GetComponent<Component.Collision>().Rectangle))
|
if (selectionRectangle.Intersects(unit.GetComponent<Component.Collision>().Rectangle))
|
||||||
unit.Selected = true;
|
unit.Selected = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Hide the selection rectangle
|
// Hide the selection rectangle
|
||||||
selectionRectangle = Rectangle.Empty;
|
selectionRectangle = Rectangle.Empty;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Send orders with right click
|
// Send orders with right click
|
||||||
if (ms.RightButton == ButtonState.Released && lastMouseState.RightButton == ButtonState.Pressed)
|
if (ms.RightButton == ButtonState.Released && lastMouseState.RightButton == ButtonState.Pressed)
|
||||||
{
|
{
|
||||||
if (checkingDirection == false)
|
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)
|
foreach (var unit in core.Squad)
|
||||||
if (unit.Selected)
|
if (unit.Selected)
|
||||||
{
|
{
|
||||||
unit.GetComponent<Component.PathFinder>().Goal = Grid.WorldToGrid(mouseWorldPos);
|
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;
|
||||||
if (ms.RightButton == ButtonState.Pressed)
|
mouseDirection.Normalize();
|
||||||
{
|
//float angle = (float)Math.Acos(Vector2.Dot(new Vector2(0, 1), mouseDirection)) * MathHelper.TwoPi;
|
||||||
foreach (var unit in core.Squad)
|
/*if (directionX < 0)
|
||||||
{
|
{
|
||||||
if (unit.Selected && gridRectangle.Intersects(unit.GetComponent<Component.Collision>().Rectangle))
|
directionX *= -1;
|
||||||
{
|
unit.GetComponent<Component.Transform>().World.Rotation = (float)Math.Atan(directionY / directionX);
|
||||||
checkingDirection = true;
|
}
|
||||||
directionStart = unit.Transform.World + unit.Transform.World.Origin;
|
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);/*
|
||||||
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);/*
|
|
||||||
}*/
|
}*/
|
||||||
//Console.WriteLine(angle);
|
//Console.WriteLine(angle);
|
||||||
//unit.GetComponent<Component.Transform>().World.Rotation = angle;
|
//unit.GetComponent<Component.Transform>().World.Rotation = angle;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
checkingDirection = false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else
|
|
||||||
{
|
|
||||||
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