Shooting calculation displayed, needs work

This commit is contained in:
Niklas Ulf Anders Cullberg
2012-10-20 13:01:57 +02:00
parent 6034dbf3b2
commit 2fe63f51c0
5 changed files with 74 additions and 61 deletions
+1 -1
View File
@@ -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
+17 -17
View File
@@ -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;
} }
} }
} }
+9 -8
View File
@@ -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)
{ {
+14 -4
View File
@@ -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)
+33 -31
View File
@@ -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);
} }
} }
} }