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 Camera Camera;
public Interface Interface; public Interface Interface;
public static MouseInput MouseInput; public/* static*/ MouseInput MouseInput;
public static KeyboardInput KeyboardInput; public static KeyboardInput KeyboardInput;
public List<Soldier> Squad; public List<Soldier> Squad;
public DynamicGroupManager GroupManager; public DynamicGroupManager GroupManager;
File diff suppressed because it is too large Load Diff
+326 -325
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@@ -1,327 +1,328 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Diagnostics; using System.Diagnostics;
using System.Linq; using System.Linq;
using System.Text; using System.Text;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Media;
namespace DepthsBelow namespace DepthsBelow
{ {
public class KeyboardInput public class KeyboardInput
{ {
Core core; Core core;
private KeyboardState lastKeyboardState; private KeyboardState lastKeyboardState;
int checkerSpeed = 2; int checkerSpeed = 2;
int bulletCost = 5; int bulletCost = 5;
int rocketCost = 10; int rocketCost = 10;
public KeyboardInput(Core core) public KeyboardInput(Core core)
{ {
this.core = core; this.core = core;
} }
/*public List<List<Soldier>> GetGroups(List<Soldier> soldiers) /*public List<List<Soldier>> GetGroups(List<Soldier> soldiers)
{ {
var ungrouped = soldiers.ToList(); var ungrouped = soldiers.ToList();
var groups = new List<List<Soldier>>(); var groups = new List<List<Soldier>>();
for (int index = 0; index < soldiers.Count; index++) for (int index = 0; index < soldiers.Count; index++)
{ {
var checkingSoldier = soldiers[index]; var checkingSoldier = soldiers[index];
var group = new List<Soldier>(); var group = new List<Soldier>();
for (int i = 0; i < soldiers.Count; i++) for (int i = 0; i < soldiers.Count; i++)
{ {
var soldier = soldiers[i]; var soldier = soldiers[i];
if (ungrouped.Contains(soldier)) if (ungrouped.Contains(soldier))
{ {
float distance = Vector2.Distance(checkingSoldier.Transform.World + checkingSoldier.Transform.World.Origin, float distance = Vector2.Distance(checkingSoldier.Transform.World + checkingSoldier.Transform.World.Origin,
soldier.Transform.World + soldier.Transform.World.Origin); soldier.Transform.World + soldier.Transform.World.Origin);
if (distance <= ((float) Grid.TileSize * 1f)) if (distance <= ((float) Grid.TileSize * 1f))
{ {
ungrouped.Remove(soldier); ungrouped.Remove(soldier);
group.Add(soldier); group.Add(soldier);
} }
} }
} }
if (group.Count > 0) if (group.Count > 0)
groups.Add(group); groups.Add(group);
} }
return groups; return groups;
}*/ }*/
// Get a list of dynamic soldier groups // Get a list of dynamic soldier groups
public List<List<Soldier>> GetGroups(List<Soldier> soldiers, float maxRange) public List<List<Soldier>> GetGroups(List<Soldier> soldiers, float maxRange)
{ {
var alreadyGrouped = new List<Soldier>(); var alreadyGrouped = new List<Soldier>();
var groups = new List<List<Soldier>>(); var groups = new List<List<Soldier>>();
for (int index = 0; index < soldiers.Count; index++) for (int index = 0; index < soldiers.Count; index++)
{ {
var soldier = soldiers[index]; var soldier = soldiers[index];
if (!alreadyGrouped.Contains(soldier)) if (!alreadyGrouped.Contains(soldier))
{ {
var group = new List<Soldier>(); var group = new List<Soldier>();
GetNearChain(ref group, soldiers, soldier, maxRange); GetNearChain(ref group, soldiers, soldier, maxRange);
alreadyGrouped.AddRange(group); alreadyGrouped.AddRange(group);
if (group.Count > 0) if (group.Count > 0)
groups.Add(group); groups.Add(group);
} }
} }
return groups; return groups;
} }
// Get all soldiers who are close to each other in a chain // 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) public void GetNearChain(ref List<Soldier> group, List<Soldier> soldiers, Soldier soldier, float maxRange)
{ {
for (int index = 0; index < soldiers.Count; index++) for (int index = 0; index < soldiers.Count; index++)
{ {
var nearSoldier = soldiers[index]; var nearSoldier = soldiers[index];
if (!group.Contains(nearSoldier)) if (!group.Contains(nearSoldier))
{ {
float distance = Vector2.Distance(nearSoldier.Transform.World + nearSoldier.Transform.World.Origin, float distance = Vector2.Distance(nearSoldier.Transform.World + nearSoldier.Transform.World.Origin,
soldier.Transform.World + soldier.Transform.World.Origin); soldier.Transform.World + soldier.Transform.World.Origin);
if (distance <= maxRange) if (distance <= maxRange)
{ {
group.Add(nearSoldier); group.Add(nearSoldier);
GetNearChain(ref group, soldiers, nearSoldier, maxRange); GetNearChain(ref group, soldiers, nearSoldier, maxRange);
} }
} }
} }
} }
private DynamicGroupManager groupManager; private DynamicGroupManager groupManager;
public void Update(GameTime gameTime) public void Update(GameTime gameTime)
{ {
KeyboardState ks = Keyboard.GetState(); KeyboardState ks = Keyboard.GetState();
// Brightness // Brightness
if (ks.IsKeyUp(Keys.Up) && lastKeyboardState.IsKeyDown(Keys.Up)) if (ks.IsKeyUp(Keys.Up) && lastKeyboardState.IsKeyDown(Keys.Up))
core.Brightness = (int)MathHelper.Clamp(core.Brightness + 5, 0, 254); core.Brightness = (int)MathHelper.Clamp(core.Brightness + 5, 0, 254);
if (ks.IsKeyUp(Keys.Down) && lastKeyboardState.IsKeyDown(Keys.Down)) if (ks.IsKeyUp(Keys.Down) && lastKeyboardState.IsKeyDown(Keys.Down))
core.Brightness = (int)MathHelper.Clamp(core.Brightness - 5, 0, 254); core.Brightness = (int)MathHelper.Clamp(core.Brightness - 5, 0, 254);
// Debug test: grouping // Debug test: grouping
if (ks.IsKeyUp(Keys.K) && lastKeyboardState.IsKeyDown(Keys.K)) if (ks.IsKeyUp(Keys.K) && lastKeyboardState.IsKeyDown(Keys.K))
{ {
if (groupManager == null) if (groupManager == null)
groupManager = new DynamicGroupManager(core.Squad.Cast<Entity>().ToList(), Grid.TileSize * 1.5f); groupManager = new DynamicGroupManager(core.Squad.Cast<Entity>().ToList(), Grid.TileSize * 1.5f);
groupManager.UpdateGroups(); groupManager.UpdateGroups();
//var groups = GetGroups(core.Squad, (float)Grid.TileSize * 1.5f); //var groups = GetGroups(core.Squad, (float)Grid.TileSize * 1.5f);
var groups = groupManager.Groups; var groups = groupManager.Groups;
foreach (var group in groups) foreach (var group in groups)
{ {
Debug.WriteLine("Group #" + groups.IndexOf(group) + " Panic: " + group.Panic); Debug.WriteLine("Group #" + groups.IndexOf(group) + " Panic: " + group.Panic);
foreach (var entity in group.Entities) foreach (var entity in group.Entities)
{ {
var soldier = (Soldier)entity; var soldier = (Soldier)entity;
Debug.WriteLine(soldier.Name + " " + soldier.GetHashCode()); Debug.WriteLine(soldier.Name + " " + soldier.GetHashCode());
} }
} }
} }
// Next turn // Next turn
if (ks.IsKeyDown(Keys.Enter) && lastKeyboardState.IsKeyUp(Keys.Enter)) if (ks.IsKeyDown(Keys.Enter) && lastKeyboardState.IsKeyUp(Keys.Enter))
{ {
if (core.TurnManager.CurrentTurn == core.TurnManager["Player"]) if (core.TurnManager.CurrentTurn == core.TurnManager["Player"])
{ {
foreach (var unit in core.Squad) foreach (var unit in core.Squad)
{ {
unit.AP = unit.MaxActionPoints; unit.AP = unit.MaxActionPoints;
unit.Fired = false; unit.Fired = false;
} }
core.TurnManager.EndTurn(); core.TurnManager.EndTurn();
} }
if (core.TurnManager.CurrentTurn == core.TurnManager["Computer"]) if (core.TurnManager.CurrentTurn == core.TurnManager["Computer"])
{ {
foreach (var enemy in core.Swarm) foreach (var enemy in core.Swarm)
{ {
enemy.step = 0; enemy.step = 0;
Point target = Point.Zero; enemy.AttackedThisTurn = false;
float distance = 7000; Point target = Point.Zero;
foreach (var unit in core.Squad) 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); 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);
float newDistance = Vector2.Distance(soldier, monster);
if (newDistance < distance)
{ if (newDistance < distance)
target = unit.Transform.Grid; {
distance = newDistance; target = unit.Transform.Grid;
} distance = newDistance;
} }
enemy.GetComponent<Component.PathFinder>().Goal = target; }
distance = 7000; enemy.GetComponent<Component.PathFinder>().Goal = target;
distance = 7000;
}
}
core.TestMonster.step = 0;
Point testTarget = Point.Zero; core.TestMonster.step = 0;
float testDistance = 7000; Point testTarget = Point.Zero;
foreach (var unit in core.Squad) 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); 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);
float newDistance = Vector2.Distance(soldier, monster);
if (newDistance < testDistance)
{ if (newDistance < testDistance)
testTarget = unit.Transform.Grid; {
testDistance = newDistance; testTarget = unit.Transform.Grid;
} testDistance = newDistance;
} }
core.TestMonster.GetComponent<Component.PathFinder>().Goal = testTarget; }
testDistance = 7000; core.TestMonster.GetComponent<Component.PathFinder>().Goal = testTarget;
testDistance = 7000;
core.TurnManager.EndTurn();
} 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;
} }
if (ks.IsKeyUp(Keys.O) && lastKeyboardState.IsKeyDown(Keys.O)) if (ks.IsKeyDown(Keys.A))
{ {
EntityManager.GetEntities<Door>()[0].Toggle(); /*foreach (var unit in core.Swarm)
} {
if (ks.IsKeyDown(Keys.S) || ks.IsKeyDown(Keys.R)) unit.X = 200;
{ unit.Y = 200;
foreach (var soldier in core.Squad) }*/
{ core.TestMonster.X = 12;
if (soldier.Selected == true && soldier.Fired == false) core.TestMonster.Y = 4;
{ }
bool enoughActionPoints = true; if (ks.IsKeyUp(Keys.O) && lastKeyboardState.IsKeyDown(Keys.O))
int cost = 0; {
string type = ""; EntityManager.GetEntities<Door>()[0].Toggle();
if (ks.IsKeyDown(Keys.S)) }
{ if (ks.IsKeyDown(Keys.S) || ks.IsKeyDown(Keys.R))
cost = bulletCost; {
type = "bullet"; foreach (var soldier in core.Squad)
} {
else if (ks.IsKeyDown(Keys.R)) if (soldier.Selected == true && soldier.Fired == false)
{ {
cost = rocketCost; bool enoughActionPoints = true;
type = "Rocket"; int cost = 0;
} string type = "";
if (soldier.AP >= cost) if (ks.IsKeyDown(Keys.S))
{ {
core.Volley.Add(new Shot(soldier.GetComponent<Component.Stat>(), type)); cost = bulletCost;
soldier.AP -= cost; type = "bullet";
soldier.Fired = true; }
} else if (ks.IsKeyDown(Keys.R))
else {
{ cost = rocketCost;
enoughActionPoints = false; type = "Rocket";
} }
if (enoughActionPoints == true) if (soldier.AP >= cost)
{ {
foreach (var shot in core.Volley) core.Volley.Add(new Shot(soldier.GetComponent<Component.Stat>(), type));
{ soldier.AP -= cost;
if (shot.select == false) soldier.Fired = true;
{ }
shot.select = true; else
shot.X = soldier.X; {
shot.Y = soldier.Y; enoughActionPoints = false;
//shot.Transform.World.X += Grid.TileSize / 2; }
//shot.Transform.World.Y += Grid.TileSize / 2; if (enoughActionPoints == true)
} {
if (shot.direction == Vector2.Zero) foreach (var shot in core.Volley)
{ {
double directionX = Math.Cos(soldier.Transform.World.Rotation); if (shot.select == false)
double directionY = Math.Sin(soldier.Transform.World.Rotation); {
shot.direction = new Vector2((float)directionX, (float)directionY); shot.select = true;
shot.Transform.World.Rotation = soldier.Transform.World.Rotation; shot.X = soldier.X;
Vector2 yo = soldier.Transform.World.Position; shot.Y = soldier.Y;
shot.Stat.Remember = yo; //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);
if (ks.IsKeyDown(Keys.C)) shot.direction = new Vector2((float)directionX, (float)directionY);
{ shot.Transform.World.Rotation = soldier.Transform.World.Rotation;
foreach (var soldier in core.Squad) Vector2 yo = soldier.Transform.World.Position;
{ shot.Stat.Remember = yo;
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; if (ks.IsKeyDown(Keys.C))
int current = 0; {
bool hit = false; foreach (var soldier in core.Squad)
checker = new Point((int)soldier.Transform.World.Origin.X, (int)soldier.Transform.World.Origin.Y); {
do if (soldier.Selected == true && soldier.Fired == false)
{ {
checker.X += (int)direction.X * checkerSpeed; Point checker = Point.Zero;
checker.Y += (int)direction.Y * checkerSpeed; double directionX = Math.Cos(soldier.GetComponent<Component.Transform>().World.Rotation);
foreach (var creature in core.Swarm) double directionY = Math.Sin(soldier.GetComponent<Component.Transform>().World.Rotation);
{ Vector2 direction = new Vector2((int)directionX, (int)directionY);
if (creature.GetComponent<Component.Collision>().Rectangle.Contains(checker)) int range = 120;
{ int current = 0;
hit = true; bool hit = false;
} checker = new Point((int)soldier.Transform.World.Origin.X, (int)soldier.Transform.World.Origin.Y);
} do
if (core.TestMonster.GetComponent<Component.Collision>().Rectangle.Contains(checker)) {
{ checker.X += (int)direction.X * checkerSpeed;
checker.Y += (int)direction.Y * checkerSpeed;
} foreach (var creature in core.Swarm)
current++; {
} while (hit == false && current < range); if (creature.GetComponent<Component.Collision>().Rectangle.Contains(checker))
current = 0; {
if (soldier.Selected == true && soldier.Fired == false && hit == true) hit = true;
{ }
core.Volley.Add(new Shot(soldier.GetComponent<Component.Stat>(), "Bullet")); }
soldier.Fired = true; if (core.TestMonster.GetComponent<Component.Collision>().Rectangle.Contains(checker))
foreach (var shot in core.Volley) {
{
if (shot.select == false) }
{ current++;
shot.select = true; } while (hit == false && current < range);
shot.X = soldier.X; current = 0;
shot.Y = soldier.Y; if (soldier.Selected == true && soldier.Fired == false && hit == true)
//shot.Transform.World.X += Grid.TileSize / 2; {
//shot.Transform.World.Y += Grid.TileSize / 2; core.Volley.Add(new Shot(soldier.GetComponent<Component.Stat>(), "Bullet"));
} soldier.Fired = true;
if (shot.direction == Vector2.Zero) foreach (var shot in core.Volley)
{ {
shot.direction = new Vector2((float)directionX, (float)directionY); if (shot.select == false)
shot.Transform.World.Rotation = soldier.Transform.World.Rotation; {
} shot.select = true;
} shot.X = soldier.X;
} shot.Y = soldier.Y;
hit = false; //shot.Transform.World.X += Grid.TileSize / 2;
} //shot.Transform.World.Y += Grid.TileSize / 2;
} }
} if (shot.direction == Vector2.Zero)
{
lastKeyboardState = ks; 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; //EntityManager entityManager;
int wakingDistance = 6; int wakingDistance = 7;
int sleepingDistance = 6;
List<SmallEnemy> swarm; List<SmallEnemy> swarm;
@@ -33,7 +34,7 @@ namespace DepthsBelow
this.GetComponent<Component.Transform>().Grid.Position.Y); this.GetComponent<Component.Transform>().Grid.Position.Y);
Vector2 distance2 = new Vector2(entity.GetComponent<Component.Transform>().Grid.Position.X, Vector2 distance2 = new Vector2(entity.GetComponent<Component.Transform>().Grid.Position.X,
entity.GetComponent<Component.Transform>().Grid.Position.Y); 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); var enemy = new SmallEnemy(ref swarm);
enemy.X = this.X; enemy.X = this.X;
+1 -1
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@@ -17,7 +17,7 @@ namespace DepthsBelow
MouseState lastMouseState; MouseState lastMouseState;
Rectangle selectionRectangle; Rectangle selectionRectangle;
Texture2D selectionTexture; Texture2D selectionTexture;
Rectangle gridRectangle; public Rectangle gridRectangle;
Texture2D gridTexture; Texture2D gridTexture;
Vector2 directionStart; Vector2 directionStart;
+176 -170
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@@ -1,173 +1,179 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using DepthsBelow.Component; using DepthsBelow.Component;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Input;
namespace DepthsBelow namespace DepthsBelow
{ {
public class SmallEnemy : Entity public class SmallEnemy : Entity
{ {
public static Texture2D Texture; public static Texture2D Texture;
public Color Color; public Color Color;
public static Point Origin; public static Point Origin;
private bool _selected; //I guess as in "currently doing something" private bool _selected; //I guess as in "currently doing something"
public List<SmallEnemy> Swarm; public List<SmallEnemy> Swarm;
private PathFinder.Node nextNode; private PathFinder.Node nextNode;
public int numberOfSteps = 5; public int numberOfSteps = 5;
public int currentStep = 0; public int currentStep = 0;
public int step public bool AttackedThisTurn = false;
{
get { return currentStep; } public int step
set {
{ get { return currentStep; }
currentStep = value; set
} {
} currentStep = value;
}
}
public SmallEnemy(ref List<SmallEnemy> swarm) public SmallEnemy(ref List<SmallEnemy> swarm)
: base() : base()
{ {
if (Texture == null) if (Texture == null)
LoadContent(); LoadContent();
this.Swarm = swarm; this.Swarm = swarm;
Transform.World.Origin = new Vector2(20, 16); Transform.World.Origin = new Vector2(20, 16);
this.Color = Color.White; this.Color = Color.White;
var rc = new SpriteRenderer(this) { Texture = Texture, Color = Color.White }; var rc = new SpriteRenderer(this) { Texture = Texture, Color = Color.White };
AddComponent(rc); AddComponent(rc);
var cc = new Collision(this, 32, 32); var cc = new Collision(this, 32, 32);
cc.Solid = true; cc.Solid = true;
AddComponent(cc); AddComponent(cc);
var pfc = new PathFinder(this); var pfc = new PathFinder(this);
AddComponent(pfc); AddComponent(pfc);
var stat = new Component.Stat(this) var stat = new Component.Stat(this)
{ {
Life = 2, Life = 50,
Defence = 2, Defence = 25,
Strength = 5000, Strength = 26,
GetAim = 100, GetAim = 100,
GetDodge = 50 GetDodge = 50
}; };
AddComponent(stat); AddComponent(stat);
} }
public override void Remove() public override void Remove()
{ {
Swarm.Remove(this); Swarm.Remove(this);
base.Remove(); base.Remove();
} }
public bool Selected public bool Selected
{ {
get { return _selected; } get { return _selected; }
set set
{ {
_selected = value; _selected = value;
GetComponent<SpriteRenderer>().Color = (value) ? Color.Blue : this.Color; GetComponent<SpriteRenderer>().Color = (value) ? Color.Blue : this.Color;
} }
} }
public static void LoadContent() public static void LoadContent()
{ {
Texture = GameServices.GetService<ContentManager>().Load<Texture2D>("images/Monster"); Texture = GameServices.GetService<ContentManager>().Load<Texture2D>("images/Monster");
} }
public override void Update(GameTime gameTime) public override void Update(GameTime gameTime)
{ {
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();
if (nextNode != null) if (nextNode != null)
{ {
List<Point> soldierCollisions = new List<Point>(); List<Point> soldierCollisions = new List<Point>();
// Collision with moving units // Collision with moving units
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); var nodeWorldPos = Grid.GridToWorld(nextNode.Position);
// HACK: Make this work properly with other speeds... // HACK: Make this work properly with other speeds...
float speed = 4f; float speed = 4f;
if (Transform.World.X < nodeWorldPos.X) if (Transform.World.X < nodeWorldPos.X)
{ {
Transform.World.X += speed; Transform.World.X += speed;
GetComponent<Component.Transform>().World.Rotation = MathHelper.ToRadians(0); GetComponent<Component.Transform>().World.Rotation = MathHelper.ToRadians(0);
} }
if (Transform.World.X > nodeWorldPos.X) if (Transform.World.X > nodeWorldPos.X)
{ {
Transform.World.X -= speed; Transform.World.X -= speed;
GetComponent<Component.Transform>().World.Rotation = MathHelper.ToRadians(180); GetComponent<Component.Transform>().World.Rotation = MathHelper.ToRadians(180);
} }
if (Transform.World.Y < nodeWorldPos.Y) if (Transform.World.Y < nodeWorldPos.Y)
{ {
Transform.World.Y += speed; Transform.World.Y += speed;
GetComponent<Component.Transform>().World.Rotation = MathHelper.ToRadians(90); GetComponent<Component.Transform>().World.Rotation = MathHelper.ToRadians(90);
} }
if (Transform.World.Y > nodeWorldPos.Y) if (Transform.World.Y > nodeWorldPos.Y)
{ {
Transform.World.Y -= speed; Transform.World.Y -= speed;
GetComponent<Component.Transform>().World.Rotation = MathHelper.ToRadians(270); GetComponent<Component.Transform>().World.Rotation = MathHelper.ToRadians(270);
} }
if (Transform.World == nodeWorldPos) if (Transform.World == nodeWorldPos)
{ {
if (currentStep < numberOfSteps) if (currentStep < numberOfSteps)
{ {
currentStep++; currentStep++;
//lastLastNode = lastNode; //lastLastNode = lastNode;
//lastNode = nextNode; //lastNode = nextNode;
nextNode = GetComponent<PathFinder>().Next(); nextNode = GetComponent<PathFinder>().Next();
} }
else else
{ {
GetComponent<PathFinder>().Stop(); GetComponent<PathFinder>().Stop();
} }
foreach (var entity in EntityManager.Entities) foreach (var entity in EntityManager.Entities)
{ {
if (entity is Soldier) if (entity is Soldier)
{ {
if (entity.GetComponent<Component.Collision>().Rectangle.Intersects(this.GetComponent<Component.Collision>().Rectangle)) 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))) if (AttackedThisTurn == false)
{ {
break; 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, MaxHP = 100,
MaxPanic = 100, MaxPanic = 100,
//Life = 10, Life = 100,
Defence = 10, Defence = 25,
Strength = 50, Strength = 50,
GetAim = 40, GetAim = 40,
GetDodge = 20 GetDodge = 20
@@ -1,38 +1,45 @@
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<tileset firstgid="1" name="Aztek" tilewidth="32" tileheight="32"> <tileset firstgid="1" name="Aztek" tilewidth="32" tileheight="32">
<image source="tilesets/aztek.png" width="480" height="693"/> <image source="tilesets/aztek.png" width="480" height="693"/>
</tileset> </tileset>
<tileset firstgid="316" name="Collision" tilewidth="32" tileheight="32"> <tileset firstgid="316" name="Collision" tilewidth="32" tileheight="32">
<image source="tilesets/collision.png" width="32" height="32"/> <image source="tilesets/collision.png" width="32" height="32"/>
</tileset> </tileset>
<layer name="Floor" width="100" height="100"> <layer name="Floor" width="100" height="100">
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</layer> </layer>
<layer name="Tile Layer 1" width="100" height="100"> <layer name="Tile Layer 1" width="100" height="100">
<data encoding="base64" compression="zlib"> <data encoding="base64" compression="zlib">
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</data> </data>
</layer> </layer>
<layer name="Tile Layer 2" width="100" height="100"> <layer name="Tile Layer 2" width="100" height="100">
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</layer> </layer>
<objectgroup name="Object Layer 1" width="100" height="100" visible="0"> <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="352" y="352"/>
<object type="SquadStart" gid="4" x="416" 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="352" y="384"/>
<object type="SquadStart" gid="4" x="384" y="384"/> <object type="SquadStart" gid="4" x="384" y="384"/>
<object type="SquadStart" gid="4" x="384" y="352"/> <object type="SquadStart" gid="4" x="384" y="352"/>
<object type="MonsterSpawn" gid="5" x="544" y="480"/> <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="608"/>
</objectgroup> <object type="MonsterSpawn" gid="5" x="768" y="576"/>
<layer name="Collision" width="100" height="100"> <object type="MonsterSpawn" gid="5" x="672" y="288"/>
<data encoding="base64" compression="zlib"> <object type="MonsterSpawn" gid="5" x="704" y="832"/>
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</data> <object type="MonsterSpawn" gid="5" x="576" y="896"/>
</layer> <object type="MonsterSpawn" gid="5" x="448" y="576"/>
</map> <object type="MonsterSpawn" gid="5" x="560" y="670"/>
</objectgroup>
<layer name="Collision" width="100" height="100">
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</layer>
</map>