Enemy hunt closest soldier on enter
This commit is contained in:
@@ -19,8 +19,9 @@ namespace DepthsBelow
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public static GraphicsDeviceManager GraphicsDeviceManager;
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public static GraphicsDeviceManager GraphicsDeviceManager;
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SpriteBatch spriteBatch;
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SpriteBatch spriteBatch;
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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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@@ -82,7 +83,10 @@ namespace DepthsBelow
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MouseInput = new MouseInput(this);
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MouseInput = new MouseInput(this);
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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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}
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}
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/// <summary>
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/// <summary>
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@@ -114,10 +118,24 @@ namespace DepthsBelow
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soldier.Update(gameTime);
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soldier.Update(gameTime);
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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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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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@@ -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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@@ -23,12 +25,52 @@ 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.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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@@ -49,115 +49,117 @@ namespace DepthsBelow
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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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{
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// Selection rectangle
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if (ms.LeftButton == ButtonState.Pressed)
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{
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// Selection rectangle
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if (selectionRectangle == Rectangle.Empty)
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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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directionStart = mouseWorldPos;
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selectionRectangle = new Rectangle((int)mouseWorldPos.X, (int)mouseWorldPos.Y, 0, 0);
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readjust = false;
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}
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else
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{
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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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{
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{
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int rectangleX = (int)mouseWorldPos.X - ((int)mouseWorldPos.X - (int)directionStart.X);
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directionStart = mouseWorldPos;
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int rectangleY = (int)mouseWorldPos.Y;
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selectionRectangle = new Rectangle((int)mouseWorldPos.X, (int)mouseWorldPos.Y, 0, 0);
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int rectangleWidth = (int)mouseWorldPos.X - (int)directionStart.X;
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readjust = false;
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int rectangleHeight = (int)directionStart.Y - (int)mouseWorldPos.Y;
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selectionRectangle = new Rectangle(rectangleX, rectangleY, rectangleWidth, rectangleHeight);
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readjust = true;
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}
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}
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else
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else
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{
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{
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if (readjust == true)
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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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{
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{
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selectionRectangle = new Rectangle((int)directionStart.X, (int)directionStart.Y, 0, 0);
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int rectangleX = (int)mouseWorldPos.X - ((int)mouseWorldPos.X - (int)directionStart.X);
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int rectangleY = (int)mouseWorldPos.Y;
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int rectangleWidth = (int)mouseWorldPos.X - (int)directionStart.X;
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int rectangleHeight = (int)directionStart.Y - (int)mouseWorldPos.Y;
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selectionRectangle = new Rectangle(rectangleX, rectangleY, rectangleWidth, rectangleHeight);
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readjust = true;
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}
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else
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{
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if (readjust == true)
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{
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selectionRectangle = new Rectangle((int)directionStart.X, (int)directionStart.Y, 0, 0);
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}
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selectionRectangle.Width = (int)mouseWorldPos.X - selectionRectangle.X;
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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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selectionRectangle.Width = (int)mouseWorldPos.X - selectionRectangle.X;
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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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}
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}
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}
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// When the mouse is released
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// When the mouse is released
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if (ms.LeftButton == ButtonState.Released && selectionRectangle != Rectangle.Empty)
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if (ms.LeftButton == ButtonState.Released && selectionRectangle != Rectangle.Empty)
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{
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{
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// Deselect all units
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// Deselect all units
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if (!ks.IsKeyDown(Keys.LeftControl))
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if (!ks.IsKeyDown(Keys.LeftControl))
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{
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{
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foreach (var unit in core.Squad)
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foreach (var unit in core.Squad)
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unit.Selected = false;
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unit.Selected = false;
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}
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}
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// Select all units in the rectangle
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// Select all units in the rectangle
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foreach (var unit in core.Squad)
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foreach (var unit in core.Squad)
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{
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{
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if (selectionRectangle.Intersects(unit.GetComponent<Component.Collision>().Rectangle))
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if (selectionRectangle.Intersects(unit.GetComponent<Component.Collision>().Rectangle))
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unit.Selected = true;
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unit.Selected = true;
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}
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}
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// Hide the selection rectangle
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// Hide the selection rectangle
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selectionRectangle = Rectangle.Empty;
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selectionRectangle = Rectangle.Empty;
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}
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}
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// Send orders with right click
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// Send orders with right click
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if (ms.RightButton == ButtonState.Released && lastMouseState.RightButton == ButtonState.Pressed)
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if (ms.RightButton == ButtonState.Released && lastMouseState.RightButton == ButtonState.Pressed)
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{
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{
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if (checkingDirection == false)
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if (checkingDirection == false)
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{
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foreach (var unit in core.Squad)
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if (unit.Selected)
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{
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unit.GetComponent<Component.PathFinder>().Goal = Grid.WorldToGrid(mouseWorldPos);
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}
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}
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}
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if (ms.RightButton == ButtonState.Pressed)
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{
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foreach (var unit in core.Squad)
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{
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if (unit.Selected && gridRectangle.Intersects(unit.GetComponent<Component.Collision>().Rectangle))
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{
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checkingDirection = true;
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directionStart = unit.Transform.World + unit.Transform.World.Origin;
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}
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}
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}
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if (checkingDirection == true && ms.RightButton == ButtonState.Pressed)
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{
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{
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foreach (var unit in core.Squad)
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foreach (var unit in core.Squad)
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if (unit.Selected)
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if (unit.Selected)
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{
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{
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unit.GetComponent<Component.PathFinder>().Goal = Grid.WorldToGrid(mouseWorldPos);
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directionNow.X = mouseWorldPos.X;
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}
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directionNow.Y = mouseWorldPos.Y;
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}
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float directionX = mouseWorldPos.X - unit.Transform.World.X;
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float directionY = mouseWorldPos.Y - unit.Transform.World.Y;
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}
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var mouseDirection = mouseWorldPos;
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if (ms.RightButton == ButtonState.Pressed)
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mouseDirection.Normalize();
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{
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//float angle = (float)Math.Acos(Vector2.Dot(new Vector2(0, 1), mouseDirection)) * MathHelper.TwoPi;
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foreach (var unit in core.Squad)
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/*if (directionX < 0)
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{
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{
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if (unit.Selected && gridRectangle.Intersects(unit.GetComponent<Component.Collision>().Rectangle))
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directionX *= -1;
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{
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unit.GetComponent<Component.Transform>().World.Rotation = (float)Math.Atan(directionY / directionX);
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checkingDirection = true;
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}
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directionStart = unit.Transform.World + unit.Transform.World.Origin;
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else
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}
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{
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}
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*/
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}
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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);/*
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if (checkingDirection == true && ms.RightButton == ButtonState.Pressed)
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{
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foreach (var unit in core.Squad)
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if (unit.Selected)
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{
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directionNow.X = mouseWorldPos.X;
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directionNow.Y = mouseWorldPos.Y;
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float directionX = mouseWorldPos.X - unit.Transform.World.X;
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float directionY = mouseWorldPos.Y - unit.Transform.World.Y;
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var mouseDirection = mouseWorldPos;
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mouseDirection.Normalize();
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//float angle = (float)Math.Acos(Vector2.Dot(new Vector2(0, 1), mouseDirection)) * MathHelper.TwoPi;
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/*if (directionX < 0)
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{
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directionX *= -1;
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unit.GetComponent<Component.Transform>().World.Rotation = (float)Math.Atan(directionY / directionX);
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}
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else
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{
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*/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);/*
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}*/
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}*/
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//Console.WriteLine(angle);
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//Console.WriteLine(angle);
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//unit.GetComponent<Component.Transform>().World.Rotation = angle;
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//unit.GetComponent<Component.Transform>().World.Rotation = angle;
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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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checkingDirection = false;
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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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checkingDirection = false;
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}
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// Grid highlighting
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// Grid highlighting
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Point mouseGridPos = Grid.WorldToGrid(mouseWorldPos);
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Point mouseGridPos = Grid.WorldToGrid(mouseWorldPos);
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Vector2 rectWorldPos = Grid.GridToWorld(mouseGridPos);
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Vector2 rectWorldPos = Grid.GridToWorld(mouseGridPos);
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@@ -1,107 +1,105 @@
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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 DepthsBelow.Component;
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using DepthsBelow.Component;
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using Microsoft.Xna.Framework;
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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.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Input;
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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 SmallEnemy : Entity
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public class SmallEnemy : Entity
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{
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{
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public static Texture2D Texture;
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public static Texture2D Texture;
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public Color Color;
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public Color Color;
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public static Point Origin;
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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; //I guess as in "currently doing something"
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public List<SmallEnemy> Swarm;
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public List<SmallEnemy> Swarm;
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private PathFinder.Node nextNode;
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private PathFinder.Node nextNode;
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public SmallEnemy(Core core, ref List<SmallEnemy> swarm)
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public SmallEnemy(Core core, ref List<SmallEnemy> swarm)
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: base(core)
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: base(core)
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{
|
{
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if (Texture == null)
|
if (Texture == null)
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LoadContent(core);
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LoadContent(core);
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this.Swarm = swarm;
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this.Swarm = swarm;
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Transform.World.Origin = new Vector2(20, 16);
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Transform.World.Origin = new Vector2(20, 16);
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this.Color = Color.White;
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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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var rc = new SpriteRenderer(this) { Texture = Texture, Color = Color.White };
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AddComponent(rc);
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AddComponent(rc);
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var cc = new Collision(this, 32, 32);
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var cc = new Collision(this, 32, 32);
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AddComponent(cc);
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AddComponent(cc);
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var pfc = new PathFinder(this);
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var pfc = new PathFinder(this);
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AddComponent(pfc);
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AddComponent(pfc);
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}
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}
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public bool Selected
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public bool Selected
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{
|
{
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get { return _selected; }
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get { return _selected; }
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set
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set
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{
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{
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_selected = value;
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_selected = value;
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GetComponent<SpriteRenderer>().Color = (value) ? Color.Blue : this.Color;
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GetComponent<SpriteRenderer>().Color = (value) ? Color.Blue : this.Color;
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}
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}
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}
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}
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public static void LoadContent(Core core)
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public static void LoadContent(Core core)
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{
|
{
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Texture = core.Content.Load<Texture2D>("images/Monster");
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Texture = core.Content.Load<Texture2D>("images/Monster");
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}
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}
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|
|
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public override void Update(GameTime gameTime)
|
public override void Update(GameTime gameTime)
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{
|
{
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base.Update(gameTime);
|
base.Update(gameTime);
|
||||||
|
|
||||||
/*float elapsed = gameTime.ElapsedGameTime.Milliseconds / 1000.0f;
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float elapsed = gameTime.ElapsedGameTime.Milliseconds / 1000.0f;
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||||||
|
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if (nextNode == null)
|
if (nextNode == null)
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nextNode = GetComponent<PathFinder>().Next();
|
nextNode = GetComponent<PathFinder>().Next();
|
||||||
|
|
||||||
if (nextNode != null)
|
if (nextNode != null)
|
||||||
{
|
{
|
||||||
List<Point> soldierCollisions = new List<Point>();
|
List<Point> soldierCollisions = new List<Point>();
|
||||||
|
|
||||||
foreach (var body in Swarm)
|
foreach (var body in Swarm)
|
||||||
{
|
{
|
||||||
if (body != this)
|
if (body != this)
|
||||||
{
|
{
|
||||||
if (body.Transform.Grid == nextNode.Position)
|
if (body.Transform.Grid == nextNode.Position)
|
||||||
{
|
{
|
||||||
soldierCollisions.Add(body.Transform.Grid);
|
soldierCollisions.Add(body.Transform.Grid);
|
||||||
GetComponent<PathFinder>().RecreatePath(soldierCollisions);
|
GetComponent<PathFinder>().RecreatePath(soldierCollisions);
|
||||||
nextNode = GetComponent<PathFinder>().Next();
|
nextNode = GetComponent<PathFinder>().Next();
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (nextNode != null)
|
||||||
|
{
|
||||||
if (nextNode != null)
|
var nodeWorldPos = Grid.GridToWorld(nextNode.Position);
|
||||||
{
|
// HACK: Make this work properly with other speeds...
|
||||||
var nodeWorldPos = Grid.GridToWorld(nextNode.Position);
|
float speed = 4f;
|
||||||
// HACK: Make this work properly with other speeds...
|
if (Transform.World.X < nodeWorldPos.X)
|
||||||
float speed = 4f;
|
Transform.World.X += speed;
|
||||||
if (Transform.World.X < nodeWorldPos.X)
|
if (Transform.World.X > nodeWorldPos.X)
|
||||||
Transform.World.X += speed;
|
Transform.World.X -= speed;
|
||||||
if (Transform.World.X > nodeWorldPos.X)
|
if (Transform.World.Y < nodeWorldPos.Y)
|
||||||
Transform.World.X -= speed;
|
Transform.World.Y += speed;
|
||||||
if (Transform.World.Y < nodeWorldPos.Y)
|
if (Transform.World.Y > nodeWorldPos.Y)
|
||||||
Transform.World.Y += speed;
|
Transform.World.Y -= speed;
|
||||||
if (Transform.World.Y > nodeWorldPos.Y)
|
|
||||||
Transform.World.Y -= speed;
|
if (Transform.World == nodeWorldPos)
|
||||||
|
nextNode = GetComponent<PathFinder>().Next();
|
||||||
if (Transform.World == nodeWorldPos)
|
}
|
||||||
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;
|
||||||
@@ -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