Shooting calculation displayed, needs work
This commit is contained in:
@@ -23,7 +23,7 @@ namespace DepthsBelow.Component
|
|||||||
public int GetAim
|
public int GetAim
|
||||||
{
|
{
|
||||||
get { return soldierAim + weaponAccuracy; }
|
get { return soldierAim + weaponAccuracy; }
|
||||||
set { soldierAim = value; }
|
set { weaponAccuracy = value; }
|
||||||
}
|
}
|
||||||
|
|
||||||
public int GetDodge
|
public int GetDodge
|
||||||
|
|||||||
@@ -12,7 +12,7 @@ namespace DepthsBelow
|
|||||||
{
|
{
|
||||||
public class KeyboardInput
|
public class KeyboardInput
|
||||||
{
|
{
|
||||||
Core core;
|
Core core;
|
||||||
private KeyboardState lastKeyboardState;
|
private KeyboardState lastKeyboardState;
|
||||||
|
|
||||||
int checkerSpeed = 2;
|
int checkerSpeed = 2;
|
||||||
@@ -20,29 +20,29 @@ namespace DepthsBelow
|
|||||||
public KeyboardInput(Core core)
|
public KeyboardInput(Core core)
|
||||||
{
|
{
|
||||||
this.core = core;
|
this.core = core;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Update(GameTime gameTime)
|
public void Update(GameTime gameTime)
|
||||||
{
|
{
|
||||||
KeyboardState ks = Keyboard.GetState();
|
KeyboardState ks = Keyboard.GetState();
|
||||||
|
|
||||||
// Lua reload scripts
|
// Lua reload scripts
|
||||||
if (ks.IsKeyUp(Keys.R) && lastKeyboardState.IsKeyDown(Keys.R))
|
if (ks.IsKeyUp(Keys.R) && lastKeyboardState.IsKeyDown(Keys.R))
|
||||||
{
|
{
|
||||||
core.Lua.Reload();
|
core.Lua.Reload();
|
||||||
}
|
}
|
||||||
|
|
||||||
// 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.step = 0;
|
unit.step = 0;
|
||||||
unit.Fired = false;
|
unit.Fired = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
core.TurnManager.EndTurn();
|
core.TurnManager.EndTurn();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -65,8 +65,8 @@ namespace DepthsBelow
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
core.TestMonster.GetComponent<Component.PathFinder>().Goal = target;
|
core.TestMonster.GetComponent<Component.PathFinder>().Goal = target;
|
||||||
distance = 7000;
|
distance = 7000;
|
||||||
|
|
||||||
core.TurnManager.EndTurn();
|
core.TurnManager.EndTurn();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -86,7 +86,7 @@ namespace DepthsBelow
|
|||||||
{
|
{
|
||||||
if (soldier.Selected == true && soldier.Fired == false)
|
if (soldier.Selected == true && soldier.Fired == false)
|
||||||
{
|
{
|
||||||
core.Volley.Add(new Shot(core.EntityManager));
|
core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>()));
|
||||||
soldier.Fired = true;
|
soldier.Fired = true;
|
||||||
foreach (var shot in core.Volley)
|
foreach (var shot in core.Volley)
|
||||||
{
|
{
|
||||||
@@ -143,7 +143,7 @@ namespace DepthsBelow
|
|||||||
current = 0;
|
current = 0;
|
||||||
if (soldier.Selected == true && soldier.Fired == false && hit == true)
|
if (soldier.Selected == true && soldier.Fired == false && hit == true)
|
||||||
{
|
{
|
||||||
core.Volley.Add(new Shot(core.EntityManager));
|
core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>()));
|
||||||
soldier.Fired = true;
|
soldier.Fired = true;
|
||||||
foreach (var shot in core.Volley)
|
foreach (var shot in core.Volley)
|
||||||
{
|
{
|
||||||
@@ -165,9 +165,9 @@ namespace DepthsBelow
|
|||||||
hit = false;
|
hit = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
lastKeyboardState = ks;
|
lastKeyboardState = ks;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -118,21 +118,22 @@ namespace DepthsBelow
|
|||||||
readjust = false;
|
readjust = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
//Calculating chance to hit if holding cursor over enemy
|
}
|
||||||
foreach (var unit in core.Squad)
|
//Calculating chance to hit if holding cursor over enemy
|
||||||
|
foreach (var unit in core.Squad)
|
||||||
|
{
|
||||||
|
if (unit.Selected == true && unit.Fired == false)
|
||||||
{
|
{
|
||||||
if (unit.Selected == true && unit.Fired == false)
|
foreach (var enemy in core.Swarm)
|
||||||
{
|
{
|
||||||
foreach (var enemy in core.Swarm)
|
if (gridRectangle.Intersects(enemy.GetComponent<Component.Collision>().Rectangle))
|
||||||
{
|
{
|
||||||
if (gridRectangle.Intersects(enemy.GetComponent<Component.Collision>().Rectangle))
|
Console.WriteLine(Utility.CalculateHitChance(unit, enemy));
|
||||||
{
|
|
||||||
Utility.CalculateHitChance(unit, enemy);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// When the mouse is released
|
// When the mouse is released
|
||||||
if (ms.LeftButton == ButtonState.Released && selectionRectangle != Rectangle.Empty)
|
if (ms.LeftButton == ButtonState.Released && selectionRectangle != Rectangle.Empty)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -1,8 +1,8 @@
|
|||||||
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;
|
||||||
|
|
||||||
@@ -14,6 +14,14 @@ namespace DepthsBelow
|
|||||||
public Color Color;
|
public Color Color;
|
||||||
public static Point Origin;
|
public static Point Origin;
|
||||||
|
|
||||||
|
Stat soldierStat;
|
||||||
|
|
||||||
|
public Stat Stat
|
||||||
|
{
|
||||||
|
get { return soldierStat; }
|
||||||
|
set { soldierStat = value; }
|
||||||
|
}
|
||||||
|
|
||||||
private bool _selected = false; //I guess as in "currently doing something"
|
private bool _selected = false; //I guess as in "currently doing something"
|
||||||
|
|
||||||
public bool select
|
public bool select
|
||||||
@@ -29,7 +37,7 @@ namespace DepthsBelow
|
|||||||
|
|
||||||
public Vector2 direction = Vector2.Zero;
|
public Vector2 direction = Vector2.Zero;
|
||||||
|
|
||||||
public Shot(EntityManager entityManager)
|
public Shot(EntityManager entityManager, Stat _soldierStat)
|
||||||
: base(entityManager)
|
: base(entityManager)
|
||||||
{
|
{
|
||||||
if (Texture == null)
|
if (Texture == null)
|
||||||
@@ -37,6 +45,8 @@ namespace DepthsBelow
|
|||||||
|
|
||||||
Transform.World.Origin = new Vector2(16, 16);
|
Transform.World.Origin = new Vector2(16, 16);
|
||||||
|
|
||||||
|
Stat = _soldierStat;
|
||||||
|
|
||||||
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);
|
||||||
@@ -46,7 +56,7 @@ namespace DepthsBelow
|
|||||||
|
|
||||||
}
|
}
|
||||||
public static void LoadContent()
|
public static void LoadContent()
|
||||||
{
|
{
|
||||||
Texture = GameServices.GetService<ContentManager>().Load<Texture2D>("images/Shot");
|
Texture = GameServices.GetService<ContentManager>().Load<Texture2D>("images/Shot");
|
||||||
}
|
}
|
||||||
public override void Update(GameTime gameTime)
|
public override void Update(GameTime gameTime)
|
||||||
|
|||||||
@@ -1,23 +1,23 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using System.Text;
|
using System.Text;
|
||||||
using DepthsBelow.Component;
|
using DepthsBelow.Component;
|
||||||
using Microsoft.Xna.Framework;
|
using Microsoft.Xna.Framework;
|
||||||
using Microsoft.Xna.Framework.Graphics;
|
using Microsoft.Xna.Framework.Graphics;
|
||||||
|
|
||||||
namespace DepthsBelow
|
namespace DepthsBelow
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Various global utility functions.
|
/// Various global utility functions.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
static class Utility
|
static class Utility
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Calculate the chance of an entity with a Stat component to hit another unit.
|
/// Calculate the chance of an entity with a Stat component to hit another unit.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="attacker">The attacking unit.</param>
|
/// <param name="attacker">The attacking unit.</param>
|
||||||
/// <param name="defender">The recieving unit.</param>
|
/// <param name="defender">The recieving unit.</param>
|
||||||
/// <returns>Returns a hit chance percentage.</returns>
|
/// <returns>Returns a hit chance percentage.</returns>
|
||||||
public static int CalculateHitChance(Entity attacker, Entity defender)
|
public static int CalculateHitChance(Entity attacker, Entity defender)
|
||||||
{
|
{
|
||||||
@@ -29,7 +29,9 @@ namespace DepthsBelow
|
|||||||
}
|
}
|
||||||
int baseHitChance = shooting.GetAim;
|
int baseHitChance = shooting.GetAim;
|
||||||
int baseDodgeChance = dodging.GetDodge;
|
int baseDodgeChance = dodging.GetDodge;
|
||||||
int basePenalty = shooting.Penalty((int)Vector2.Distance(attacker.GetComponent<Transform>().World.Position, defender.GetComponent<Transform>().World.Position) / Grid.TileSize);
|
int distance = (int)Vector2.Distance(attacker.GetComponent<Transform>().World.Position, defender.GetComponent<Transform>().World.Position);
|
||||||
|
int basePenalty = shooting.Penalty(distance / (Grid.TileSize / 2));
|
||||||
|
Console.WriteLine("Penalty = " + basePenalty);
|
||||||
int chanceToHit = baseHitChance - baseDodgeChance - basePenalty;
|
int chanceToHit = baseHitChance - baseDodgeChance - basePenalty;
|
||||||
//Console.WriteLine(chanceToHit);
|
//Console.WriteLine(chanceToHit);
|
||||||
return chanceToHit;
|
return chanceToHit;
|
||||||
@@ -45,23 +47,23 @@ namespace DepthsBelow
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
return false;
|
return false;
|
||||||
}*/
|
}*/
|
||||||
private static Texture2D blank;
|
private static Texture2D blank;
|
||||||
|
|
||||||
public static void DrawLine(SpriteBatch batch, Color color, float width, Vector2 start, Vector2 end)
|
public static void DrawLine(SpriteBatch batch, Color color, float width, Vector2 start, Vector2 end)
|
||||||
{
|
{
|
||||||
if (blank == null)
|
if (blank == null)
|
||||||
{
|
{
|
||||||
blank = new Texture2D(Core.GraphicsDeviceManager.GraphicsDevice, 1, 1, false, SurfaceFormat.Color);
|
blank = new Texture2D(Core.GraphicsDeviceManager.GraphicsDevice, 1, 1, false, SurfaceFormat.Color);
|
||||||
blank.SetData(new[] { color });
|
blank.SetData(new[] { color });
|
||||||
}
|
}
|
||||||
|
|
||||||
float angle = (float)Math.Atan2(end.Y - start.Y, end.X - start.X);
|
float angle = (float)Math.Atan2(end.Y - start.Y, end.X - start.X);
|
||||||
float length = Vector2.Distance(start, end);
|
float length = Vector2.Distance(start, end);
|
||||||
|
|
||||||
batch.Draw(blank, start, null, color,
|
batch.Draw(blank, start, null, color,
|
||||||
angle, Vector2.Zero, new Vector2(length, width),
|
angle, Vector2.Zero, new Vector2(length, width),
|
||||||
SpriteEffects.None, 0);
|
SpriteEffects.None, 0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user