Added Utility, Stat, removed FindDistance(Core)
This commit is contained in:
+18
-12
@@ -5,7 +5,7 @@ using System.Text;
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namespace DepthsBelow.Component
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{
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class Shooting : Component
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public class Stat : Component
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{
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protected int stepsTaken = 0;
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protected int distanceToTarget = 0;
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@@ -16,7 +16,22 @@ namespace DepthsBelow.Component
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protected int penaltyRange = 5;
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public Shooting(Entity parent) : base (parent)
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public int GetAim()
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{
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return (soldierAim + weaponAccuracy);
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}
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public int GetDodge()
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{
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return enemyDodge;
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}
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public int Penalty(int distance)
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{
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return panic + GetPenalty(stepsTaken) + (int)(GetPenalty(distance) / 2);
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}
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public Stat(Entity parent) : base (parent)
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{
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}
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@@ -26,16 +41,7 @@ namespace DepthsBelow.Component
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return false;
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}
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public int CalculateChance()
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{
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int baseHitChance = soldierAim + weaponAccuracy;
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int baseDodgeChance = panic + enemyDodge;
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int basePenalty = ReturnPenalty(stepsTaken) + (int)(ReturnPenalty(distanceToTarget) / 2);
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int chanceToHit = baseHitChance - baseDodgeChance - basePenalty;
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return chanceToHit;
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}
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public int ReturnPenalty(int distance)
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public int GetPenalty(int distance)
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{
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int penalty = 0;
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if (distance >= penaltyRange * 3)
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+201
-213
@@ -1,213 +1,201 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using DepthsBelow.GUI;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Audio;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.GamerServices;
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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.Media;
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namespace DepthsBelow
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{
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/// <summary>
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/// This is the main type for your game
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/// </summary>
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public class Core : Microsoft.Xna.Framework.Game
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{
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public static GraphicsDeviceManager GraphicsDeviceManager;
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SpriteBatch spriteBatch;
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public Lua Lua;
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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 KeyboardInput KeyboardInput;
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public List<Soldier> Squad;
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public List<SmallEnemy> Swarm;
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public List<Shot> Volley;
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public static Map Map;
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public SmallEnemy TestMonster;
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public Core()
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{
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GraphicsDeviceManager = new GraphicsDeviceManager(this);
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Content.RootDirectory = "Content";
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GraphicsDeviceManager.PreferredBackBufferWidth = 1280;
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GraphicsDeviceManager.PreferredBackBufferHeight = 720;
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GraphicsDeviceManager.IsFullScreen = false;
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//graphics.SynchronizeWithVerticalRetrace = false;
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this.IsFixedTimeStep = false;
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GraphicsDeviceManager.ApplyChanges();
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this.IsMouseVisible = true;
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GameServices.AddService<GraphicsDevice>(GraphicsDevice);
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GameServices.AddService<ContentManager>(Content);
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}
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/// <summary>
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/// Allows the game to perform any initialization it needs to before starting to run.
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/// This is where it can query for any required services and load any non-graphic
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/// related content. Calling base.Initialize will enumerate through any components
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/// and initialize them as well.
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/// </summary>
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protected override void Initialize()
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{
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// TODO: Add your initialization logic here
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Camera = new Camera(this);
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Squad = new List<Soldier>();
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Swarm = new List<SmallEnemy>();
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Volley = new List<Shot>();
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TestMonster = new SmallEnemy(this, ref Swarm);
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// Run scripts after everything is initialized
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Lua = new Lua();
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Lua.LoadScripts();
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base.Initialize();
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}
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/// <summary>
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/// LoadContent will be called once per game and is the place to load
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/// all of your content.
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/// </summary>
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protected override void LoadContent()
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{
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// Create a new SpriteBatch, which can be used to draw textures.
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spriteBatch = new SpriteBatch(GraphicsDevice);
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Map = Content.Load<Map>("maps/Cave.Level1");
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// Load map objects
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Map.ParseObjects(this);
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// TODO: use this.Content to load your game content here
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Soldier.LoadContent(this);
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SmallEnemy.LoadContent(this);
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Shot.LoadContent(this);
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MouseInput = new MouseInput(this);
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MouseInput.LoadContent();
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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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//frame.Add(text);
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}
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/// <summary>
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/// UnloadContent will be called once per game and is the place to unload
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/// all content.
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/// </summary>
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protected override void UnloadContent()
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{
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// TODO: Unload any non ContentManager content here
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}
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/// <summary>
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/// Allows the game to run logic such as updating the world,
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/// checking for collisions, gathering input, and playing audio.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Update(GameTime gameTime)
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{
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// Allows the game to exit
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
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this.Exit();
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Camera.Update(gameTime);
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MouseInput.Update(gameTime);
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KeyboardInput.Update(gameTime);
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// Update soldiers in squad
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foreach (var soldier in Squad)
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soldier.Update(gameTime);
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foreach (var body in Swarm)
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body.Update(gameTime);
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foreach (var bullet in Volley)
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bullet.Update(gameTime);
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TestMonster.Update(gameTime);
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GUIManager.Update(gameTime);
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base.Update(gameTime);
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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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/// This is called when the game should draw itself.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Draw(GameTime gameTime)
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{
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GraphicsDevice.Clear(Color.Black);
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// Start drawing using the Camera transform
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null,
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Camera.Transform);
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// Draw the level
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Map.Draw(spriteBatch);
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// Draw units
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foreach (var soldier in Squad)
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{
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var sr = soldier.GetComponent<Component.SpriteRenderer>();
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if (sr != null)
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sr.Draw(spriteBatch);
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}
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foreach (var body in Swarm)
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{
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var sr = body.GetComponent<Component.SpriteRenderer>();
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if (sr != null)
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sr.Draw(spriteBatch);
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}
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foreach (var bullet in Volley)
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{
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var sr = bullet.GetComponent<Component.SpriteRenderer>();
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if (sr != null)
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sr.Draw(spriteBatch);
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}
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// Draw mouse input visuals
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MouseInput.Draw(spriteBatch);
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TestMonster.GetComponent<Component.SpriteRenderer>().Draw(spriteBatch);
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spriteBatch.End();
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// Start drawing GUI components
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.AnisotropicClamp, null, null, null, Matrix.Identity);
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GUIManager.Draw(spriteBatch);
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spriteBatch.End();
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base.Draw(gameTime);
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}
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}
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}
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using DepthsBelow.GUI;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Audio;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.GamerServices;
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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.Media;
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namespace DepthsBelow
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{
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/// <summary>
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/// This is the main type for your game
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/// </summary>
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public class Core : Microsoft.Xna.Framework.Game
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{
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public static GraphicsDeviceManager GraphicsDeviceManager;
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SpriteBatch spriteBatch;
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public Lua Lua;
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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 KeyboardInput KeyboardInput;
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public List<Soldier> Squad;
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public List<SmallEnemy> Swarm;
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public List<Shot> Volley;
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public static Map Map;
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public SmallEnemy TestMonster;
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public Core()
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{
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GraphicsDeviceManager = new GraphicsDeviceManager(this);
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Content.RootDirectory = "Content";
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GraphicsDeviceManager.PreferredBackBufferWidth = 1280;
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GraphicsDeviceManager.PreferredBackBufferHeight = 720;
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GraphicsDeviceManager.IsFullScreen = false;
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//graphics.SynchronizeWithVerticalRetrace = false;
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this.IsFixedTimeStep = false;
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GraphicsDeviceManager.ApplyChanges();
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this.IsMouseVisible = true;
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GameServices.AddService<GraphicsDevice>(GraphicsDevice);
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GameServices.AddService<ContentManager>(Content);
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}
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/// <summary>
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/// Allows the game to perform any initialization it needs to before starting to run.
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/// This is where it can query for any required services and load any non-graphic
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/// related content. Calling base.Initialize will enumerate through any components
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/// and initialize them as well.
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/// </summary>
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protected override void Initialize()
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{
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// TODO: Add your initialization logic here
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Camera = new Camera(this);
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Squad = new List<Soldier>();
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Swarm = new List<SmallEnemy>();
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Volley = new List<Shot>();
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TestMonster = new SmallEnemy(this, ref Swarm);
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// Run scripts after everything is initialized
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Lua = new Lua();
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Lua.LoadScripts();
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base.Initialize();
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}
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/// <summary>
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/// LoadContent will be called once per game and is the place to load
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/// all of your content.
|
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/// </summary>
|
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protected override void LoadContent()
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{
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// Create a new SpriteBatch, which can be used to draw textures.
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spriteBatch = new SpriteBatch(GraphicsDevice);
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Map = Content.Load<Map>("maps/Cave.Level1");
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// Load map objects
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Map.ParseObjects(this);
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// TODO: use this.Content to load your game content here
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Soldier.LoadContent(this);
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SmallEnemy.LoadContent(this);
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Shot.LoadContent(this);
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MouseInput = new MouseInput(this);
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MouseInput.LoadContent();
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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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//frame.Add(text);
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}
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/// <summary>
|
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/// UnloadContent will be called once per game and is the place to unload
|
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/// all content.
|
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/// </summary>
|
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protected override void UnloadContent()
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{
|
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// TODO: Unload any non ContentManager content here
|
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}
|
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|
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/// <summary>
|
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/// Allows the game to run logic such as updating the world,
|
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/// checking for collisions, gathering input, and playing audio.
|
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/// </summary>
|
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
|
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protected override void Update(GameTime gameTime)
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{
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// Allows the game to exit
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
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this.Exit();
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Camera.Update(gameTime);
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MouseInput.Update(gameTime);
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KeyboardInput.Update(gameTime);
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// Update soldiers in squad
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foreach (var soldier in Squad)
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soldier.Update(gameTime);
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foreach (var body in Swarm)
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body.Update(gameTime);
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foreach (var bullet in Volley)
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bullet.Update(gameTime);
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TestMonster.Update(gameTime);
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GUIManager.Update(gameTime);
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base.Update(gameTime);
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}
|
||||
|
||||
/// <summary>
|
||||
/// This is called when the game should draw itself.
|
||||
/// </summary>
|
||||
/// <param name="gameTime">Provides a snapshot of timing values.</param>
|
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protected override void Draw(GameTime gameTime)
|
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{
|
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GraphicsDevice.Clear(Color.Black);
|
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|
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// Start drawing using the Camera transform
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null,
|
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Camera.Transform);
|
||||
|
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// Draw the level
|
||||
Map.Draw(spriteBatch);
|
||||
|
||||
// Draw units
|
||||
foreach (var soldier in Squad)
|
||||
{
|
||||
var sr = soldier.GetComponent<Component.SpriteRenderer>();
|
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if (sr != null)
|
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sr.Draw(spriteBatch);
|
||||
}
|
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foreach (var body in Swarm)
|
||||
{
|
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var sr = body.GetComponent<Component.SpriteRenderer>();
|
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if (sr != null)
|
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sr.Draw(spriteBatch);
|
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}
|
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foreach (var bullet in Volley)
|
||||
{
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var sr = bullet.GetComponent<Component.SpriteRenderer>();
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if (sr != null)
|
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sr.Draw(spriteBatch);
|
||||
}
|
||||
|
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// Draw mouse input visuals
|
||||
MouseInput.Draw(spriteBatch);
|
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|
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TestMonster.GetComponent<Component.SpriteRenderer>().Draw(spriteBatch);
|
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|
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spriteBatch.End();
|
||||
|
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// Start drawing GUI components
|
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.AnisotropicClamp, null, null, null, Matrix.Identity);
|
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GUIManager.Draw(spriteBatch);
|
||||
spriteBatch.End();
|
||||
|
||||
base.Draw(gameTime);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,203 +1,204 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<ProjectGuid>{94683C5B-052D-4143-96D8-35C67E831000}</ProjectGuid>
|
||||
<ProjectTypeGuids>{6D335F3A-9D43-41b4-9D22-F6F17C4BE596};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
|
||||
<OutputType>WinExe</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>DepthsBelow</RootNamespace>
|
||||
<AssemblyName>DepthsBelow</AssemblyName>
|
||||
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
|
||||
<TargetFrameworkProfile>Client</TargetFrameworkProfile>
|
||||
<XnaFrameworkVersion>v4.0</XnaFrameworkVersion>
|
||||
<XnaPlatform>Windows</XnaPlatform>
|
||||
<XnaProfile>HiDef</XnaProfile>
|
||||
<XnaCrossPlatformGroupID>faa0577e-a03e-43cf-89c7-0a03f4c22717</XnaCrossPlatformGroupID>
|
||||
<XnaOutputType>Game</XnaOutputType>
|
||||
<ApplicationIcon>Game.ico</ApplicationIcon>
|
||||
<Thumbnail>GameThumbnail.png</Thumbnail>
|
||||
<IsWebBootstrapper>false</IsWebBootstrapper>
|
||||
<PublishUrl>publish\</PublishUrl>
|
||||
<Install>true</Install>
|
||||
<InstallFrom>Disk</InstallFrom>
|
||||
<UpdateEnabled>false</UpdateEnabled>
|
||||
<UpdateMode>Foreground</UpdateMode>
|
||||
<UpdateInterval>7</UpdateInterval>
|
||||
<UpdateIntervalUnits>Days</UpdateIntervalUnits>
|
||||
<UpdatePeriodically>false</UpdatePeriodically>
|
||||
<UpdateRequired>false</UpdateRequired>
|
||||
<MapFileExtensions>true</MapFileExtensions>
|
||||
<ApplicationRevision>1</ApplicationRevision>
|
||||
<ApplicationVersion>1.0.0.%2a</ApplicationVersion>
|
||||
<UseApplicationTrust>false</UseApplicationTrust>
|
||||
<PublishWizardCompleted>true</PublishWizardCompleted>
|
||||
<BootstrapperEnabled>true</BootstrapperEnabled>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>bin\x86\Debug</OutputPath>
|
||||
<DefineConstants>DEBUG;TRACE;WINDOWS</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<NoStdLib>true</NoStdLib>
|
||||
<UseVSHostingProcess>false</UseVSHostingProcess>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
<XnaCompressContent>false</XnaCompressContent>
|
||||
</PropertyGroup>
|
||||
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||||
<AppDesignerFolder>Properties</AppDesignerFolder>
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||||
<RootNamespace>DepthsBelow</RootNamespace>
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||||
<AssemblyName>DepthsBelow</AssemblyName>
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||||
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
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||||
<TargetFrameworkProfile>Client</TargetFrameworkProfile>
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<XnaFrameworkVersion>v4.0</XnaFrameworkVersion>
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||||
<XnaPlatform>Windows</XnaPlatform>
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||||
<XnaProfile>HiDef</XnaProfile>
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||||
<XnaCrossPlatformGroupID>faa0577e-a03e-43cf-89c7-0a03f4c22717</XnaCrossPlatformGroupID>
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<ApplicationIcon>Game.ico</ApplicationIcon>
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<Thumbnail>GameThumbnail.png</Thumbnail>
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||||
<IsWebBootstrapper>false</IsWebBootstrapper>
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<PublishUrl>publish\</PublishUrl>
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<Install>true</Install>
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<InstallFrom>Disk</InstallFrom>
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<UpdateEnabled>false</UpdateEnabled>
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<UpdateMode>Foreground</UpdateMode>
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<UpdateInterval>7</UpdateInterval>
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<UpdateIntervalUnits>Days</UpdateIntervalUnits>
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<UpdatePeriodically>false</UpdatePeriodically>
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<UpdateRequired>false</UpdateRequired>
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<MapFileExtensions>true</MapFileExtensions>
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<ApplicationRevision>1</ApplicationRevision>
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<ApplicationVersion>1.0.0.%2a</ApplicationVersion>
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<UseApplicationTrust>false</UseApplicationTrust>
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<PublishWizardCompleted>true</PublishWizardCompleted>
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<DefineConstants>DEBUG;TRACE;WINDOWS</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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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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||||
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||||
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||||
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||||
</ItemGroup>
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||||
<ItemGroup>
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||||
<Compile Include="Camera.cs" />
|
||||
<Compile Include="CustomExtensions.cs" />
|
||||
<Compile Include="GameServices.cs" />
|
||||
<Compile Include="Interface.cs" />
|
||||
<Compile Include="Lua.cs" />
|
||||
<Compile Include="Shot.cs" />
|
||||
<Compile Include="Component\Stat.cs" />
|
||||
<Compile Include="GUIManager.cs" />
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||||
<Compile Include="GUI\Button.cs" />
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||||
<Compile Include="GUI\Frame.cs" />
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||||
<Compile Include="GUI\Text.cs" />
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||||
<Compile Include="KeyboardInput.cs" />
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||||
<Compile Include="Component\PathFinder.cs" />
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||||
<Compile Include="Component\Transform.cs" />
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||||
<Compile Include="Grid.cs" />
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||||
<Compile Include="Component\Collision.cs" />
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||||
<Compile Include="Component\Component.cs" />
|
||||
<Compile Include="Component\GridTransform.cs" />
|
||||
<Compile Include="Core.cs" />
|
||||
<Compile Include="Entity.cs" />
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||||
<Compile Include="Map.cs" />
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||||
<Compile Include="MouseInput.cs" />
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||||
<Compile Include="Properties\AssemblyInfo.cs" />
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||||
<Compile Include="Program.cs" />
|
||||
<Compile Include="Component\SpriteRenderer.cs" />
|
||||
<Compile Include="RenderHelpers.cs" />
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||||
<Compile Include="SmallEnemy.cs" />
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||||
<Compile Include="Soldier.cs" />
|
||||
<Compile Include="Component\PixelTransform.cs" />
|
||||
<Compile Include="Utility.cs" />
|
||||
</ItemGroup>
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<ItemGroup>
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<Content Include="Game.ico" />
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<Content Include="GameThumbnail.png" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\..\AStar\AStar.csproj">
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||||
<Project>{CD3F949D-54AA-4D38-99DB-92905A375D84}</Project>
|
||||
<Name>AStar</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\DepthsBelowContent\DepthsBelowContent.contentproj">
|
||||
<Name>DepthsBelowContent %28Content%29</Name>
|
||||
<XnaReferenceType>Content</XnaReferenceType>
|
||||
<Project>{433A77A2-DE52-4875-A4EF-232CF59C2DD3}</Project>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<BootstrapperPackage Include=".NETFramework,Version=v4.0,Profile=Client">
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||||
<Visible>False</Visible>
|
||||
<ProductName>Microsoft .NET Framework 4 Client Profile %28x86 and x64%29</ProductName>
|
||||
<Install>true</Install>
|
||||
</BootstrapperPackage>
|
||||
<BootstrapperPackage Include="Microsoft.Net.Client.3.5">
|
||||
<Visible>False</Visible>
|
||||
<ProductName>.NET Framework 3.5 SP1 Client Profile</ProductName>
|
||||
<Install>false</Install>
|
||||
</BootstrapperPackage>
|
||||
<BootstrapperPackage Include="Microsoft.Net.Framework.3.5.SP1">
|
||||
<Visible>False</Visible>
|
||||
<ProductName>.NET Framework 3.5 SP1</ProductName>
|
||||
<Install>false</Install>
|
||||
</BootstrapperPackage>
|
||||
<BootstrapperPackage Include="Microsoft.Windows.Installer.3.1">
|
||||
<Visible>False</Visible>
|
||||
<ProductName>Windows Installer 3.1</ProductName>
|
||||
<Install>true</Install>
|
||||
</BootstrapperPackage>
|
||||
<BootstrapperPackage Include="Microsoft.Xna.Framework.4.0">
|
||||
<Visible>False</Visible>
|
||||
<ProductName>Microsoft XNA Framework Redistributable 4.0</ProductName>
|
||||
<Install>true</Install>
|
||||
</BootstrapperPackage>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="App.config" />
|
||||
<None Include="DepthsBelow_TemporaryKey.pfx" />
|
||||
</ItemGroup>
|
||||
<ItemGroup />
|
||||
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
|
||||
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\Microsoft.Xna.GameStudio.targets" />
|
||||
<!--
|
||||
To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
@@ -205,5 +206,5 @@
|
||||
</Target>
|
||||
<Target Name="AfterBuild">
|
||||
</Target>
|
||||
-->
|
||||
-->
|
||||
</Project>
|
||||
@@ -1,70 +1,73 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace DepthsBelow
|
||||
{
|
||||
public class Entity
|
||||
{
|
||||
List<Component.Component> Components;
|
||||
public Component.Transform Transform;
|
||||
public Component.PixelTransform pixelTransform;
|
||||
public Component.GridTransform gridTransform;
|
||||
public int X
|
||||
{
|
||||
get { return this.Transform.Grid.X; }
|
||||
set
|
||||
{
|
||||
this.Transform.Grid.X = value;
|
||||
}
|
||||
}
|
||||
public int Y
|
||||
{
|
||||
get { return this.Transform.Grid.Y; }
|
||||
set
|
||||
{
|
||||
this.Transform.Grid.Y = value;
|
||||
}
|
||||
}
|
||||
|
||||
protected Core core;
|
||||
|
||||
public Entity(Core core)
|
||||
{
|
||||
this.core = core;
|
||||
|
||||
Components = new List<Component.Component>();
|
||||
Transform = new Component.Transform(this);
|
||||
AddComponent(Transform);
|
||||
pixelTransform = new Component.PixelTransform(this);
|
||||
AddComponent(pixelTransform);
|
||||
gridTransform = new Component.GridTransform(this);
|
||||
AddComponent(gridTransform);
|
||||
}
|
||||
|
||||
public T GetComponent<T>() where T : Component.Component
|
||||
{
|
||||
foreach (Component.Component c in Components)
|
||||
{
|
||||
if (c is T)
|
||||
return (T)c;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public void AddComponent(Component.Component c)
|
||||
{
|
||||
Components.Add(c);
|
||||
}
|
||||
|
||||
public virtual void Update(GameTime gameTime)
|
||||
{
|
||||
// Update components
|
||||
foreach (Component.Component c in Components)
|
||||
c.Update(gameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace DepthsBelow
|
||||
{
|
||||
public class Entity
|
||||
{
|
||||
List<Component.Component> Components;
|
||||
public Component.Transform Transform;
|
||||
public Component.PixelTransform pixelTransform;
|
||||
public Component.GridTransform gridTransform;
|
||||
public Component.Stat stat;
|
||||
public int X
|
||||
{
|
||||
get { return this.Transform.Grid.X; }
|
||||
set
|
||||
{
|
||||
this.Transform.Grid.X = value;
|
||||
}
|
||||
}
|
||||
public int Y
|
||||
{
|
||||
get { return this.Transform.Grid.Y; }
|
||||
set
|
||||
{
|
||||
this.Transform.Grid.Y = value;
|
||||
}
|
||||
}
|
||||
|
||||
protected Core core;
|
||||
|
||||
public Entity(Core core)
|
||||
{
|
||||
this.core = core;
|
||||
|
||||
Components = new List<Component.Component>();
|
||||
Transform = new Component.Transform(this);
|
||||
AddComponent(Transform);
|
||||
pixelTransform = new Component.PixelTransform(this);
|
||||
AddComponent(pixelTransform);
|
||||
gridTransform = new Component.GridTransform(this);
|
||||
AddComponent(gridTransform);
|
||||
stat = new Component.Stat(this);
|
||||
AddComponent(stat);
|
||||
}
|
||||
|
||||
public T GetComponent<T>() where T : Component.Component
|
||||
{
|
||||
foreach (Component.Component c in Components)
|
||||
{
|
||||
if (c is T)
|
||||
return (T)c;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public void AddComponent(Component.Component c)
|
||||
{
|
||||
Components.Add(c);
|
||||
}
|
||||
|
||||
public virtual void Update(GameTime gameTime)
|
||||
{
|
||||
// Update components
|
||||
foreach (Component.Component c in Components)
|
||||
c.Update(gameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -15,7 +15,7 @@ namespace DepthsBelow
|
||||
Core core;
|
||||
bool Enter = false;
|
||||
bool turn;
|
||||
int checkerSpeed = 1;
|
||||
int checkerSpeed = 2;
|
||||
|
||||
public KeyboardInput(Core core)
|
||||
{
|
||||
@@ -48,13 +48,14 @@ namespace DepthsBelow
|
||||
core.TestMonster.step = 0;
|
||||
core.PlayerTurn = false;
|
||||
Point target = Point.Zero;
|
||||
int distance = 7000;
|
||||
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(core.TestMonster.Transform.Grid.X, core.TestMonster.Transform.Grid.Y);
|
||||
|
||||
int newDistance = core.FindDistance(soldier, monster);
|
||||
float newDistance = Vector2.Distance(soldier, monster);
|
||||
|
||||
if (newDistance < distance)
|
||||
{
|
||||
target = unit.Transform.Grid;
|
||||
|
||||
@@ -0,0 +1,26 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace DepthsBelow
|
||||
{
|
||||
static class Utility
|
||||
{
|
||||
public static int CalculateHitChance(Entity attacker, Entity defender)
|
||||
{
|
||||
Component.Stat shooting = attacker.GetComponent<Component.Stat>();
|
||||
Component.Stat dodging = defender.GetComponent<Component.Stat>();
|
||||
if (shooting == null || dodging == null)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
int baseHitChance = shooting.GetAim();
|
||||
int baseDodgeChance = dodging.GetDodge();
|
||||
int basePenalty = shooting.Penalty((int)Vector2.Distance(attacker.GetComponent<Component.Transform>().World.Position, defender.GetComponent<Component.Transform>().World.Position) / Grid.TileSize);
|
||||
int chanceToHit = baseHitChance - baseDodgeChance - basePenalty;
|
||||
return chanceToHit;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user