Merge branch 'master' of github.com:sippeangelo/DepthsBelow

Conflicts:
	DepthsBelow/DepthsBelow/KeyboardInput.cs
	DepthsBelow/DepthsBelow/SmallEnemy.cs
This commit is contained in:
Simon Holmberg
2012-10-30 23:40:24 +00:00
8 changed files with 1171 additions and 1120 deletions
+1 -1
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@@ -32,7 +32,7 @@ namespace DepthsBelow
public Camera Camera;
public Interface Interface;
public static MouseInput MouseInput;
public/* static*/ MouseInput MouseInput;
public static KeyboardInput KeyboardInput;
public List<Soldier> Squad;
public DynamicGroupManager GroupManager;
File diff suppressed because it is too large Load Diff
+326 -325
View File
@@ -1,327 +1,328 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace DepthsBelow
{
public class KeyboardInput
{
Core core;
private KeyboardState lastKeyboardState;
int checkerSpeed = 2;
int bulletCost = 5;
int rocketCost = 10;
public KeyboardInput(Core core)
{
this.core = core;
}
/*public List<List<Soldier>> GetGroups(List<Soldier> soldiers)
{
var ungrouped = soldiers.ToList();
var groups = new List<List<Soldier>>();
for (int index = 0; index < soldiers.Count; index++)
{
var checkingSoldier = soldiers[index];
var group = new List<Soldier>();
for (int i = 0; i < soldiers.Count; i++)
{
var soldier = soldiers[i];
if (ungrouped.Contains(soldier))
{
float distance = Vector2.Distance(checkingSoldier.Transform.World + checkingSoldier.Transform.World.Origin,
soldier.Transform.World + soldier.Transform.World.Origin);
if (distance <= ((float) Grid.TileSize * 1f))
{
ungrouped.Remove(soldier);
group.Add(soldier);
}
}
}
if (group.Count > 0)
groups.Add(group);
}
return groups;
}*/
// Get a list of dynamic soldier groups
public List<List<Soldier>> GetGroups(List<Soldier> soldiers, float maxRange)
{
var alreadyGrouped = new List<Soldier>();
var groups = new List<List<Soldier>>();
for (int index = 0; index < soldiers.Count; index++)
{
var soldier = soldiers[index];
if (!alreadyGrouped.Contains(soldier))
{
var group = new List<Soldier>();
GetNearChain(ref group, soldiers, soldier, maxRange);
alreadyGrouped.AddRange(group);
if (group.Count > 0)
groups.Add(group);
}
}
return groups;
}
// Get all soldiers who are close to each other in a chain
public void GetNearChain(ref List<Soldier> group, List<Soldier> soldiers, Soldier soldier, float maxRange)
{
for (int index = 0; index < soldiers.Count; index++)
{
var nearSoldier = soldiers[index];
if (!group.Contains(nearSoldier))
{
float distance = Vector2.Distance(nearSoldier.Transform.World + nearSoldier.Transform.World.Origin,
soldier.Transform.World + soldier.Transform.World.Origin);
if (distance <= maxRange)
{
group.Add(nearSoldier);
GetNearChain(ref group, soldiers, nearSoldier, maxRange);
}
}
}
}
private DynamicGroupManager groupManager;
public void Update(GameTime gameTime)
{
KeyboardState ks = Keyboard.GetState();
// Brightness
if (ks.IsKeyUp(Keys.Up) && lastKeyboardState.IsKeyDown(Keys.Up))
core.Brightness = (int)MathHelper.Clamp(core.Brightness + 5, 0, 254);
if (ks.IsKeyUp(Keys.Down) && lastKeyboardState.IsKeyDown(Keys.Down))
core.Brightness = (int)MathHelper.Clamp(core.Brightness - 5, 0, 254);
// Debug test: grouping
if (ks.IsKeyUp(Keys.K) && lastKeyboardState.IsKeyDown(Keys.K))
{
if (groupManager == null)
groupManager = new DynamicGroupManager(core.Squad.Cast<Entity>().ToList(), Grid.TileSize * 1.5f);
groupManager.UpdateGroups();
//var groups = GetGroups(core.Squad, (float)Grid.TileSize * 1.5f);
var groups = groupManager.Groups;
foreach (var group in groups)
{
Debug.WriteLine("Group #" + groups.IndexOf(group) + " Panic: " + group.Panic);
foreach (var entity in group.Entities)
{
var soldier = (Soldier)entity;
Debug.WriteLine(soldier.Name + " " + soldier.GetHashCode());
}
}
}
// Next turn
if (ks.IsKeyDown(Keys.Enter) && lastKeyboardState.IsKeyUp(Keys.Enter))
{
if (core.TurnManager.CurrentTurn == core.TurnManager["Player"])
{
foreach (var unit in core.Squad)
{
unit.AP = unit.MaxActionPoints;
unit.Fired = false;
}
core.TurnManager.EndTurn();
}
if (core.TurnManager.CurrentTurn == core.TurnManager["Computer"])
{
foreach (var enemy in core.Swarm)
{
enemy.step = 0;
Point target = Point.Zero;
float distance = 7000;
foreach (var unit in core.Squad)
{
Vector2 soldier = new Vector2(unit.Transform.Grid.X, unit.Transform.Grid.Y);
Vector2 monster = new Vector2(enemy.Transform.Grid.X, enemy.Transform.Grid.Y);
float newDistance = Vector2.Distance(soldier, monster);
if (newDistance < distance)
{
target = unit.Transform.Grid;
distance = newDistance;
}
}
enemy.GetComponent<Component.PathFinder>().Goal = target;
distance = 7000;
}
core.TestMonster.step = 0;
Point testTarget = Point.Zero;
float testDistance = 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);
float newDistance = Vector2.Distance(soldier, monster);
if (newDistance < testDistance)
{
testTarget = unit.Transform.Grid;
testDistance = newDistance;
}
}
core.TestMonster.GetComponent<Component.PathFinder>().Goal = testTarget;
testDistance = 7000;
core.TurnManager.EndTurn();
}
}
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;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace DepthsBelow
{
public class KeyboardInput
{
Core core;
private KeyboardState lastKeyboardState;
int checkerSpeed = 2;
int bulletCost = 5;
int rocketCost = 10;
public KeyboardInput(Core core)
{
this.core = core;
}
/*public List<List<Soldier>> GetGroups(List<Soldier> soldiers)
{
var ungrouped = soldiers.ToList();
var groups = new List<List<Soldier>>();
for (int index = 0; index < soldiers.Count; index++)
{
var checkingSoldier = soldiers[index];
var group = new List<Soldier>();
for (int i = 0; i < soldiers.Count; i++)
{
var soldier = soldiers[i];
if (ungrouped.Contains(soldier))
{
float distance = Vector2.Distance(checkingSoldier.Transform.World + checkingSoldier.Transform.World.Origin,
soldier.Transform.World + soldier.Transform.World.Origin);
if (distance <= ((float) Grid.TileSize * 1f))
{
ungrouped.Remove(soldier);
group.Add(soldier);
}
}
}
if (group.Count > 0)
groups.Add(group);
}
return groups;
}*/
// Get a list of dynamic soldier groups
public List<List<Soldier>> GetGroups(List<Soldier> soldiers, float maxRange)
{
var alreadyGrouped = new List<Soldier>();
var groups = new List<List<Soldier>>();
for (int index = 0; index < soldiers.Count; index++)
{
var soldier = soldiers[index];
if (!alreadyGrouped.Contains(soldier))
{
var group = new List<Soldier>();
GetNearChain(ref group, soldiers, soldier, maxRange);
alreadyGrouped.AddRange(group);
if (group.Count > 0)
groups.Add(group);
}
}
return groups;
}
// Get all soldiers who are close to each other in a chain
public void GetNearChain(ref List<Soldier> group, List<Soldier> soldiers, Soldier soldier, float maxRange)
{
for (int index = 0; index < soldiers.Count; index++)
{
var nearSoldier = soldiers[index];
if (!group.Contains(nearSoldier))
{
float distance = Vector2.Distance(nearSoldier.Transform.World + nearSoldier.Transform.World.Origin,
soldier.Transform.World + soldier.Transform.World.Origin);
if (distance <= maxRange)
{
group.Add(nearSoldier);
GetNearChain(ref group, soldiers, nearSoldier, maxRange);
}
}
}
}
private DynamicGroupManager groupManager;
public void Update(GameTime gameTime)
{
KeyboardState ks = Keyboard.GetState();
// Brightness
if (ks.IsKeyUp(Keys.Up) && lastKeyboardState.IsKeyDown(Keys.Up))
core.Brightness = (int)MathHelper.Clamp(core.Brightness + 5, 0, 254);
if (ks.IsKeyUp(Keys.Down) && lastKeyboardState.IsKeyDown(Keys.Down))
core.Brightness = (int)MathHelper.Clamp(core.Brightness - 5, 0, 254);
// Debug test: grouping
if (ks.IsKeyUp(Keys.K) && lastKeyboardState.IsKeyDown(Keys.K))
{
if (groupManager == null)
groupManager = new DynamicGroupManager(core.Squad.Cast<Entity>().ToList(), Grid.TileSize * 1.5f);
groupManager.UpdateGroups();
//var groups = GetGroups(core.Squad, (float)Grid.TileSize * 1.5f);
var groups = groupManager.Groups;
foreach (var group in groups)
{
Debug.WriteLine("Group #" + groups.IndexOf(group) + " Panic: " + group.Panic);
foreach (var entity in group.Entities)
{
var soldier = (Soldier)entity;
Debug.WriteLine(soldier.Name + " " + soldier.GetHashCode());
}
}
}
// Next turn
if (ks.IsKeyDown(Keys.Enter) && lastKeyboardState.IsKeyUp(Keys.Enter))
{
if (core.TurnManager.CurrentTurn == core.TurnManager["Player"])
{
foreach (var unit in core.Squad)
{
unit.AP = unit.MaxActionPoints;
unit.Fired = false;
}
core.TurnManager.EndTurn();
}
if (core.TurnManager.CurrentTurn == core.TurnManager["Computer"])
{
foreach (var enemy in core.Swarm)
{
enemy.step = 0;
enemy.AttackedThisTurn = false;
Point target = Point.Zero;
float distance = 7000;
foreach (var unit in core.Squad)
{
Vector2 soldier = new Vector2(unit.Transform.Grid.X, unit.Transform.Grid.Y);
Vector2 monster = new Vector2(enemy.Transform.Grid.X, enemy.Transform.Grid.Y);
float newDistance = Vector2.Distance(soldier, monster);
if (newDistance < distance)
{
target = unit.Transform.Grid;
distance = newDistance;
}
}
enemy.GetComponent<Component.PathFinder>().Goal = target;
distance = 7000;
}
core.TestMonster.step = 0;
Point testTarget = Point.Zero;
float testDistance = 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);
float newDistance = Vector2.Distance(soldier, monster);
if (newDistance < testDistance)
{
testTarget = unit.Transform.Grid;
testDistance = newDistance;
}
}
core.TestMonster.GetComponent<Component.PathFinder>().Goal = testTarget;
testDistance = 7000;
core.TurnManager.EndTurn();
}
}
if (ks.IsKeyUp(Keys.O) && lastKeyboardState.IsKeyDown(Keys.O))
{
EntityManager.GetEntities<Door>()[0].Toggle();
}
if (ks.IsKeyDown(Keys.S) || ks.IsKeyDown(Keys.R))
{
foreach (var soldier in core.Squad)
{
if (soldier.Selected == true && soldier.Fired == false)
{
bool enoughActionPoints = true;
int cost = 0;
string type = "";
if (ks.IsKeyDown(Keys.S))
{
cost = bulletCost;
type = "bullet";
}
else if (ks.IsKeyDown(Keys.R))
{
cost = rocketCost;
type = "Rocket";
}
if (soldier.AP >= cost)
{
core.Volley.Add(new Shot(soldier.GetComponent<Component.Stat>(), type));
soldier.AP -= cost;
soldier.Fired = true;
}
else
{
enoughActionPoints = false;
}
if (enoughActionPoints == true)
{
foreach (var shot in core.Volley)
{
if (shot.select == false)
{
shot.select = true;
shot.X = soldier.X;
shot.Y = soldier.Y;
//shot.Transform.World.X += Grid.TileSize / 2;
//shot.Transform.World.Y += Grid.TileSize / 2;
}
if (shot.direction == Vector2.Zero)
{
double directionX = Math.Cos(soldier.Transform.World.Rotation);
double directionY = Math.Sin(soldier.Transform.World.Rotation);
shot.direction = new Vector2((float)directionX, (float)directionY);
shot.Transform.World.Rotation = soldier.Transform.World.Rotation;
Vector2 yo = soldier.Transform.World.Position;
shot.Stat.Remember = yo;
}
}
}
}
}
}
if (ks.IsKeyDown(Keys.C))
{
foreach (var soldier in core.Squad)
{
if (soldier.Selected == true && soldier.Fired == false)
{
Point checker = Point.Zero;
double directionX = Math.Cos(soldier.GetComponent<Component.Transform>().World.Rotation);
double directionY = Math.Sin(soldier.GetComponent<Component.Transform>().World.Rotation);
Vector2 direction = new Vector2((int)directionX, (int)directionY);
int range = 120;
int current = 0;
bool hit = false;
checker = new Point((int)soldier.Transform.World.Origin.X, (int)soldier.Transform.World.Origin.Y);
do
{
checker.X += (int)direction.X * checkerSpeed;
checker.Y += (int)direction.Y * checkerSpeed;
foreach (var creature in core.Swarm)
{
if (creature.GetComponent<Component.Collision>().Rectangle.Contains(checker))
{
hit = true;
}
}
if (core.TestMonster.GetComponent<Component.Collision>().Rectangle.Contains(checker))
{
}
current++;
} while (hit == false && current < range);
current = 0;
if (soldier.Selected == true && soldier.Fired == false && hit == true)
{
core.Volley.Add(new Shot(soldier.GetComponent<Component.Stat>(), "Bullet"));
soldier.Fired = true;
foreach (var shot in core.Volley)
{
if (shot.select == false)
{
shot.select = true;
shot.X = soldier.X;
shot.Y = soldier.Y;
//shot.Transform.World.X += Grid.TileSize / 2;
//shot.Transform.World.Y += Grid.TileSize / 2;
}
if (shot.direction == Vector2.Zero)
{
shot.direction = new Vector2((float)directionX, (float)directionY);
shot.Transform.World.Rotation = soldier.Transform.World.Rotation;
}
}
}
hit = false;
}
}
}
lastKeyboardState = ks;
}
}
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;
}
if (ks.IsKeyUp(Keys.O) && lastKeyboardState.IsKeyDown(Keys.O))
{
EntityManager.GetEntities<Door>()[0].Toggle();
}
if (ks.IsKeyDown(Keys.S) || ks.IsKeyDown(Keys.R))
{
foreach (var soldier in core.Squad)
{
if (soldier.Selected == true && soldier.Fired == false)
{
bool enoughActionPoints = true;
int cost = 0;
string type = "";
if (ks.IsKeyDown(Keys.S))
{
cost = bulletCost;
type = "bullet";
}
else if (ks.IsKeyDown(Keys.R))
{
cost = rocketCost;
type = "Rocket";
}
if (soldier.AP >= cost)
{
core.Volley.Add(new Shot(soldier.GetComponent<Component.Stat>(), type));
soldier.AP -= cost;
soldier.Fired = true;
}
else
{
enoughActionPoints = false;
}
if (enoughActionPoints == true)
{
foreach (var shot in core.Volley)
{
if (shot.select == false)
{
shot.select = true;
shot.X = soldier.X;
shot.Y = soldier.Y;
//shot.Transform.World.X += Grid.TileSize / 2;
//shot.Transform.World.Y += Grid.TileSize / 2;
}
if (shot.direction == Vector2.Zero)
{
double directionX = Math.Cos(soldier.Transform.World.Rotation);
double directionY = Math.Sin(soldier.Transform.World.Rotation);
shot.direction = new Vector2((float)directionX, (float)directionY);
shot.Transform.World.Rotation = soldier.Transform.World.Rotation;
Vector2 yo = soldier.Transform.World.Position;
shot.Stat.Remember = yo;
}
}
}
}
}
}
if (ks.IsKeyDown(Keys.C))
{
foreach (var soldier in core.Squad)
{
if (soldier.Selected == true && soldier.Fired == false)
{
Point checker = Point.Zero;
double directionX = Math.Cos(soldier.GetComponent<Component.Transform>().World.Rotation);
double directionY = Math.Sin(soldier.GetComponent<Component.Transform>().World.Rotation);
Vector2 direction = new Vector2((int)directionX, (int)directionY);
int range = 120;
int current = 0;
bool hit = false;
checker = new Point((int)soldier.Transform.World.Origin.X, (int)soldier.Transform.World.Origin.Y);
do
{
checker.X += (int)direction.X * checkerSpeed;
checker.Y += (int)direction.Y * checkerSpeed;
foreach (var creature in core.Swarm)
{
if (creature.GetComponent<Component.Collision>().Rectangle.Contains(checker))
{
hit = true;
}
}
if (core.TestMonster.GetComponent<Component.Collision>().Rectangle.Contains(checker))
{
}
current++;
} while (hit == false && current < range);
current = 0;
if (soldier.Selected == true && soldier.Fired == false && hit == true)
{
core.Volley.Add(new Shot(soldier.GetComponent<Component.Stat>(), "Bullet"));
soldier.Fired = true;
foreach (var shot in core.Volley)
{
if (shot.select == false)
{
shot.select = true;
shot.X = soldier.X;
shot.Y = soldier.Y;
//shot.Transform.World.X += Grid.TileSize / 2;
//shot.Transform.World.Y += Grid.TileSize / 2;
}
if (shot.direction == Vector2.Zero)
{
shot.direction = new Vector2((float)directionX, (float)directionY);
shot.Transform.World.Rotation = soldier.Transform.World.Rotation;
}
}
}
hit = false;
}
}
}
lastKeyboardState = ks;
}
}
}
+3 -2
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@@ -11,7 +11,8 @@ namespace DepthsBelow
{
//EntityManager entityManager;
int wakingDistance = 6;
int wakingDistance = 7;
int sleepingDistance = 6;
List<SmallEnemy> swarm;
@@ -33,7 +34,7 @@ namespace DepthsBelow
this.GetComponent<Component.Transform>().Grid.Position.Y);
Vector2 distance2 = new Vector2(entity.GetComponent<Component.Transform>().Grid.Position.X,
entity.GetComponent<Component.Transform>().Grid.Position.Y);
if (Vector2.Distance(distance1, distance2) < wakingDistance)
if (Vector2.Distance(distance1, distance2) < wakingDistance/* && Vector2.Distance(distance1, distance2) > sleepingDistance*/)
{
var enemy = new SmallEnemy(ref swarm);
enemy.X = this.X;
+1 -1
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@@ -17,7 +17,7 @@ namespace DepthsBelow
MouseState lastMouseState;
Rectangle selectionRectangle;
Texture2D selectionTexture;
Rectangle gridRectangle;
public Rectangle gridRectangle;
Texture2D gridTexture;
Vector2 directionStart;
+176 -170
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@@ -1,173 +1,179 @@
using System;
using System.Collections.Generic;
using DepthsBelow.Component;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
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 int numberOfSteps = 5;
public int currentStep = 0;
public int step
{
get { return currentStep; }
set
{
currentStep = value;
}
}
using System;
using System.Collections.Generic;
using DepthsBelow.Component;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
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 int numberOfSteps = 5;
public int currentStep = 0;
public bool AttackedThisTurn = false;
public int step
{
get { return currentStep; }
set
{
currentStep = value;
}
}
public SmallEnemy(ref List<SmallEnemy> swarm)
: base()
{
if (Texture == null)
LoadContent();
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);
: base()
{
if (Texture == null)
LoadContent();
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);
cc.Solid = true;
AddComponent(cc);
var pfc = new PathFinder(this);
AddComponent(pfc);
var stat = new Component.Stat(this)
{
Life = 2,
Defence = 2,
Strength = 5000,
GetAim = 100,
GetDodge = 50
};
AddComponent(stat);
}
public override void Remove()
{
Swarm.Remove(this);
base.Remove();
}
public bool Selected
{
get { return _selected; }
set
{
_selected = value;
GetComponent<SpriteRenderer>().Color = (value) ? Color.Blue : this.Color;
}
}
public static void LoadContent()
{
Texture = GameServices.GetService<ContentManager>().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>();
// Collision with moving units
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;
GetComponent<Component.Transform>().World.Rotation = MathHelper.ToRadians(0);
}
if (Transform.World.X > nodeWorldPos.X)
{
Transform.World.X -= speed;
GetComponent<Component.Transform>().World.Rotation = MathHelper.ToRadians(180);
}
if (Transform.World.Y < nodeWorldPos.Y)
{
Transform.World.Y += speed;
GetComponent<Component.Transform>().World.Rotation = MathHelper.ToRadians(90);
}
if (Transform.World.Y > nodeWorldPos.Y)
{
Transform.World.Y -= speed;
GetComponent<Component.Transform>().World.Rotation = MathHelper.ToRadians(270);
}
if (Transform.World == nodeWorldPos)
{
if (currentStep < numberOfSteps)
{
currentStep++;
//lastLastNode = lastNode;
//lastNode = nextNode;
nextNode = GetComponent<PathFinder>().Next();
}
else
{
GetComponent<PathFinder>().Stop();
}
foreach (var entity in EntityManager.Entities)
{
if (entity is Soldier)
{
if (entity.GetComponent<Component.Collision>().Rectangle.Intersects(this.GetComponent<Component.Collision>().Rectangle))
{
if (Utility.AttackTest(this.GetComponent<Component.Stat>(), entity, Utility.CalculateHitChance(this.GetComponent<Component.Stat>(), this.Transform.World.Position, entity)))
{
break;
}
}
}
}
}
}
}
}
}
cc.Solid = true;
AddComponent(cc);
var pfc = new PathFinder(this);
AddComponent(pfc);
var stat = new Component.Stat(this)
{
Life = 50,
Defence = 25,
Strength = 26,
GetAim = 100,
GetDodge = 50
};
AddComponent(stat);
}
public override void Remove()
{
Swarm.Remove(this);
base.Remove();
}
public bool Selected
{
get { return _selected; }
set
{
_selected = value;
GetComponent<SpriteRenderer>().Color = (value) ? Color.Blue : this.Color;
}
}
public static void LoadContent()
{
Texture = GameServices.GetService<ContentManager>().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>();
// Collision with moving units
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;
GetComponent<Component.Transform>().World.Rotation = MathHelper.ToRadians(0);
}
if (Transform.World.X > nodeWorldPos.X)
{
Transform.World.X -= speed;
GetComponent<Component.Transform>().World.Rotation = MathHelper.ToRadians(180);
}
if (Transform.World.Y < nodeWorldPos.Y)
{
Transform.World.Y += speed;
GetComponent<Component.Transform>().World.Rotation = MathHelper.ToRadians(90);
}
if (Transform.World.Y > nodeWorldPos.Y)
{
Transform.World.Y -= speed;
GetComponent<Component.Transform>().World.Rotation = MathHelper.ToRadians(270);
}
if (Transform.World == nodeWorldPos)
{
if (currentStep < numberOfSteps)
{
currentStep++;
//lastLastNode = lastNode;
//lastNode = nextNode;
nextNode = GetComponent<PathFinder>().Next();
}
else
{
GetComponent<PathFinder>().Stop();
}
foreach (var entity in EntityManager.Entities)
{
if (entity is Soldier)
{
if (entity.GetComponent<Component.Collision>().Rectangle.Intersects(this.GetComponent<Component.Collision>().Rectangle))
{
if (AttackedThisTurn == false)
{
if (Utility.AttackTest(this.GetComponent<Component.Stat>(), entity, Utility.CalculateHitChance(this.GetComponent<Component.Stat>(), this.Transform.World.Position, entity)))
{
AttackedThisTurn = true;
break;
}
}
}
}
}
}
}
}
}
}
}
+2 -2
View File
@@ -78,8 +78,8 @@ namespace DepthsBelow
{
MaxHP = 100,
MaxPanic = 100,
//Life = 10,
Defence = 10,
Life = 100,
Defence = 25,
Strength = 50,
GetAim = 40,
GetDodge = 20
@@ -1,38 +1,45 @@
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<map version="1.0" orientation="orthogonal" width="100" height="100" tilewidth="32" tileheight="32">
<tileset firstgid="1" name="Aztek" tilewidth="32" tileheight="32">
<image source="tilesets/aztek.png" width="480" height="693"/>
</tileset>
<tileset firstgid="316" name="Collision" tilewidth="32" tileheight="32">
<image source="tilesets/collision.png" width="32" height="32"/>
</tileset>
<layer name="Floor" width="100" height="100">
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</data>
</layer>
<layer name="Tile Layer 1" width="100" height="100">
<data encoding="base64" compression="zlib">
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</data>
</layer>
<layer name="Tile Layer 2" width="100" height="100">
<data encoding="base64" compression="zlib">
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</data>
</layer>
<objectgroup name="Object Layer 1" width="100" height="100" visible="0">
<object type="SquadStart" gid="4" x="352" y="352"/>
<object type="SquadStart" gid="4" x="416" y="352"/>
<object type="SquadStart" gid="4" x="352" y="384"/>
<object type="SquadStart" gid="4" x="384" y="384"/>
<object type="SquadStart" gid="4" x="384" y="352"/>
<object type="MonsterSpawn" gid="5" x="544" y="480"/>
<object type="MonsterSpawn" gid="5" x="768" y="608"/>
</objectgroup>
<layer name="Collision" width="100" height="100">
<data encoding="base64" compression="zlib">
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</data>
</layer>
</map>
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.0" orientation="orthogonal" width="100" height="100" tilewidth="32" tileheight="32">
<tileset firstgid="1" name="Aztek" tilewidth="32" tileheight="32">
<image source="tilesets/aztek.png" width="480" height="693"/>
</tileset>
<tileset firstgid="316" name="Collision" tilewidth="32" tileheight="32">
<image source="tilesets/collision.png" width="32" height="32"/>
</tileset>
<layer name="Floor" width="100" height="100">
<data encoding="base64" compression="zlib">
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</data>
</layer>
<layer name="Tile Layer 1" width="100" height="100">
<data encoding="base64" compression="zlib">
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</data>
</layer>
<layer name="Tile Layer 2" width="100" height="100">
<data encoding="base64" compression="zlib">
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</data>
</layer>
<objectgroup name="Object Layer 1" width="100" height="100" visible="0">
<object type="SquadStart" gid="4" x="352" y="352"/>
<object type="SquadStart" gid="4" x="416" y="352"/>
<object type="SquadStart" gid="4" x="352" y="384"/>
<object type="SquadStart" gid="4" x="384" y="384"/>
<object type="SquadStart" gid="4" x="384" y="352"/>
<object type="MonsterSpawn" gid="5" x="544" y="480"/>
<object type="MonsterSpawn" gid="5" x="768" y="608"/>
<object type="MonsterSpawn" gid="5" x="768" y="576"/>
<object type="MonsterSpawn" gid="5" x="672" y="288"/>
<object type="MonsterSpawn" gid="5" x="704" y="832"/>
<object type="MonsterSpawn" gid="5" x="864" y="832"/>
<object type="MonsterSpawn" gid="5" x="576" y="896"/>
<object type="MonsterSpawn" gid="5" x="448" y="576"/>
<object type="MonsterSpawn" gid="5" x="560" y="670"/>
</objectgroup>
<layer name="Collision" width="100" height="100">
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</data>
</layer>
</map>