Monsters turn in direction walking

This commit is contained in:
Niklas Ulf Anders Cullberg
2012-10-27 15:53:02 +02:00
parent 7d42fb1bf0
commit 5c59a2277b
4 changed files with 633 additions and 612 deletions
+89 -83
View File
@@ -19,33 +19,33 @@ namespace DepthsBelow
/// </summary>
public class Core : Microsoft.Xna.Framework.Game
{
public static GraphicsDeviceManager GraphicsDeviceManager;
private SpriteBatch spriteBatch;
private Effect lightShader;
private RenderTarget2D lightRenderTarget;
public static GraphicsDeviceManager GraphicsDeviceManager;
private SpriteBatch spriteBatch;
private Effect lightShader;
private RenderTarget2D lightRenderTarget;
private RenderTarget2D sceneRenderTarget;
public Lua Lua;
public EntityManager EntityManager;
public Lua Lua;
public EntityManager EntityManager;
public TurnManager TurnManager;
public Camera Camera;
public Camera Camera;
public Interface Interface;
public static MouseInput MouseInput;
public static KeyboardInput KeyboardInput;
public List<Soldier> Squad;
public List<Soldier> Squad;
public DynamicGroupManager GroupManager;
public List<SmallEnemy> Swarm;
public List<Shot> Volley;
public List<Shot> Volley;
public List<MonsterSpawn> Spawn;
public static Map Map;
public SmallEnemy TestMonster;
public SmallEnemy TestMonster;
public int Brightness = 30;
public Core()
@@ -70,24 +70,24 @@ namespace DepthsBelow
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
GameServices.AddService<GraphicsDevice>(GraphicsDevice);
GameServices.AddService<ContentManager>(Content);
Lua = new Lua();
EntityManager = new EntityManager();
TurnManager = new TurnManager(new string[] { "Player", "Computer" });
Camera = new Camera(this);
Interface = new Interface(this);
Squad = new List<Soldier>();
Swarm = new List<SmallEnemy>();
Volley = new List<Shot>();
Spawn = new List<MonsterSpawn>();
{
GameServices.AddService<GraphicsDevice>(GraphicsDevice);
GameServices.AddService<ContentManager>(Content);
Lua = new Lua();
EntityManager = new EntityManager();
TurnManager = new TurnManager(new string[] { "Player", "Computer" });
Camera = new Camera(this);
Interface = new Interface(this);
Squad = new List<Soldier>();
Swarm = new List<SmallEnemy>();
Volley = new List<Shot>();
Spawn = new List<MonsterSpawn>();
base.Initialize();
}
@@ -98,15 +98,21 @@ namespace DepthsBelow
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
lightShader = Content.Load<Effect>("shaders/LightEffect");
lightRenderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, false, SurfaceFormat.Color, DepthFormat.None, 0, RenderTargetUsage.PreserveContents);
spriteBatch = new SpriteBatch(GraphicsDevice);
lightShader = Content.Load<Effect>("shaders/LightEffect");
lightRenderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, false, SurfaceFormat.Color, DepthFormat.None, 0, RenderTargetUsage.PreserveContents);
sceneRenderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height);
Map = Content.Load<Map>("maps/Aztek.Test");
//Map = Content.Load<Map>("maps/Cave.Level1");
// Load map objects
Map.ParseObjects(this);
GroupManager = new DynamicGroupManager(Squad.Cast<Entity>().ToList(), (float)Grid.TileSize * 1.5f);
Squad[0].Name = "Dean H. Jones";
Squad[1].Name = "Walter L. Verville";
Squad[2].Name = "Patrick Y. Southerland";
Squad[3].Name = "Andrew C. Friend";
Squad[4].Name = "Gary B. Whitley";
Interface.CreateUnitFrames(Squad);
// TODO: use this.Content to load your game content here
@@ -116,12 +122,12 @@ namespace DepthsBelow
MouseInput = new MouseInput(this);
MouseInput.LoadContent();
KeyboardInput = new KeyboardInput(this);
TestMonster = new SmallEnemy(EntityManager, ref Swarm);
TestMonster.X = 12;
KeyboardInput = new KeyboardInput(this);
TestMonster = new SmallEnemy(EntityManager, ref Swarm);
TestMonster.X = 12;
TestMonster.Y = 4;
Swarm.Add(TestMonster);
Swarm.Add(TestMonster);
// Load Lua scripts after everything is created
Lua.LoadScripts();
@@ -163,25 +169,25 @@ namespace DepthsBelow
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
MouseState ms = Mouse.GetState();
protected override void Draw(GameTime gameTime)
{
MouseState ms = Mouse.GetState();
// Draw to the lighting render target
GraphicsDevice.SetRenderTarget(lightRenderTarget);
GraphicsDevice.Clear(new Color(Brightness, Brightness, Brightness));
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Additive, SamplerState.PointClamp, null, null, null,
Camera.Transform);
// Draw flashlights
foreach (var light in EntityManager.GetComponents<Component.Flashlight>())
GraphicsDevice.SetRenderTarget(lightRenderTarget);
GraphicsDevice.Clear(new Color(Brightness, Brightness, Brightness));
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Additive, SamplerState.PointClamp, null, null, null,
Camera.Transform);
// Draw flashlights
foreach (var light in EntityManager.GetComponents<Component.Flashlight>())
light.Draw(spriteBatch);
spriteBatch.End();
GraphicsDevice.SetRenderTarget(null);
// Draw the scene to a render target
GraphicsDevice.SetRenderTarget(sceneRenderTarget);
GraphicsDevice.SetRenderTarget(sceneRenderTarget);
GraphicsDevice.Clear(Color.Black);
// Start drawing using the Camera transform
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, null, null, null,
@@ -190,45 +196,45 @@ namespace DepthsBelow
// Draw the level
Map.Draw(spriteBatch);
// Draw entities
foreach (var spriteRenderer in EntityManager.GetComponents<Component.SpriteRenderer>())
{
// Only render illuminated entities
var position = Camera.WorldToScreen(spriteRenderer.Parent.Transform.World + spriteRenderer.Parent.Transform.World.Origin);
var sourceRect = new Rectangle((int)position.X, (int)position.Y, 1, 1);
if (
sourceRect.X >= 0
&& sourceRect.Y >= 0
&& sourceRect.X < lightRenderTarget.Width
&& sourceRect.Y < lightRenderTarget.Height
)
{
var lightData = new Color[1];
lightRenderTarget.GetData<Color>(0, sourceRect, lightData, 0, 1);
if (lightData[0] != new Color(Brightness, Brightness, Brightness))
spriteRenderer.Draw(spriteBatch);
}
}
#if DEBUG
var debugTexture = new Texture2D(GraphicsDevice, 1, 1);
debugTexture.SetData(new Color[] { Color.White });
foreach (var collisionComponent in EntityManager.GetComponents<Component.Collision>())
{
spriteBatch.Draw(debugTexture, collisionComponent.Rectangle, Color.Red * 0.5f);
}
#endif
// Draw entities
foreach (var spriteRenderer in EntityManager.GetComponents<Component.SpriteRenderer>())
{
// Only render illuminated entities
var position = Camera.WorldToScreen(spriteRenderer.Parent.Transform.World + spriteRenderer.Parent.Transform.World.Origin);
var sourceRect = new Rectangle((int)position.X, (int)position.Y, 1, 1);
if (
sourceRect.X >= 0
&& sourceRect.Y >= 0
&& sourceRect.X < lightRenderTarget.Width
&& sourceRect.Y < lightRenderTarget.Height
)
{
var lightData = new Color[1];
lightRenderTarget.GetData<Color>(0, sourceRect, lightData, 0, 1);
if (lightData[0] != new Color(Brightness, Brightness, Brightness))
spriteRenderer.Draw(spriteBatch);
}
}
#if DEBUG
var debugTexture = new Texture2D(GraphicsDevice, 1, 1);
debugTexture.SetData(new Color[] { Color.White });
foreach (var collisionComponent in EntityManager.GetComponents<Component.Collision>())
{
spriteBatch.Draw(debugTexture, collisionComponent.Rectangle, Color.Red * 0.5f);
}
#endif
// Draw mouse input visuals
MouseInput.Draw(spriteBatch);
spriteBatch.End();
GraphicsDevice.SetRenderTarget(null);
// Draw the scene from the render target with the light shader
lightShader.Parameters["LightsTexture"].SetValue(lightRenderTarget);
lightShader.CurrentTechnique.Passes[0].Apply();
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.PointClamp, null, null, lightShader,
// Draw the scene from the render target with the light shader
lightShader.Parameters["LightsTexture"].SetValue(lightRenderTarget);
lightShader.CurrentTechnique.Passes[0].Apply();
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.PointClamp, null, null, lightShader,
Matrix.Identity);
spriteBatch.Draw(sceneRenderTarget, Vector2.Zero, Color.White);
spriteBatch.End();
File diff suppressed because it is too large Load Diff
+8 -4
View File
@@ -105,10 +105,10 @@ namespace DepthsBelow
{
KeyboardState ks = Keyboard.GetState();
// Brightness
if (ks.IsKeyUp(Keys.Up) && lastKeyboardState.IsKeyDown(Keys.Up))
core.Brightness = (int)MathHelper.Clamp(core.Brightness + 5, 0, 254);
if (ks.IsKeyUp(Keys.Down) && lastKeyboardState.IsKeyDown(Keys.Down))
// Brightness
if (ks.IsKeyUp(Keys.Up) && lastKeyboardState.IsKeyDown(Keys.Up))
core.Brightness = (int)MathHelper.Clamp(core.Brightness + 5, 0, 254);
if (ks.IsKeyUp(Keys.Down) && lastKeyboardState.IsKeyDown(Keys.Down))
core.Brightness = (int)MathHelper.Clamp(core.Brightness - 5, 0, 254);
// Debug test: grouping
@@ -177,6 +177,10 @@ namespace DepthsBelow
}*/
core.TestMonster.X = 12;
core.TestMonster.Y = 4;
}
if (ks.IsKeyDown(Keys.N))
{
}
if (ks.IsKeyDown(Keys.S))
{
+26 -15
View File
@@ -1,8 +1,8 @@
using System;
using System.Collections.Generic;
using DepthsBelow.Component;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
@@ -31,7 +31,7 @@ namespace DepthsBelow
}
}
public SmallEnemy(EntityManager entityManager, ref List<SmallEnemy> swarm)
public SmallEnemy(EntityManager entityManager, ref List<SmallEnemy> swarm)
: base(entityManager)
{
if (Texture == null)
@@ -49,16 +49,16 @@ namespace DepthsBelow
AddComponent(cc);
var pfc = new PathFinder(this);
AddComponent(pfc);
var stat = new Component.Stat(this)
{
Life = 2,
Defence = 0,
Strength = 5000,
GetAim = 100,
GetDodge = 50
};
AddComponent(pfc);
var stat = new Component.Stat(this)
{
Life = 2,
Defence = 0,
Strength = 5000,
GetAim = 100,
GetDodge = 50
};
AddComponent(stat);
}
@@ -73,7 +73,7 @@ namespace DepthsBelow
}
public static void LoadContent()
{
{
Texture = GameServices.GetService<ContentManager>().Load<Texture2D>("images/Monster");
}
@@ -111,14 +111,25 @@ namespace DepthsBelow
// HACK: Make this work properly with other speeds...
float speed = 4f;
if (Transform.World.X < nodeWorldPos.X)
{
Transform.World.X += speed;
GetComponent<Component.Transform>().World.Rotation = MathHelper.ToRadians(0);
}
if (Transform.World.X > nodeWorldPos.X)
{
Transform.World.X -= speed;
GetComponent<Component.Transform>().World.Rotation = MathHelper.ToRadians(180);
}
if (Transform.World.Y < nodeWorldPos.Y)
{
Transform.World.Y += speed;
GetComponent<Component.Transform>().World.Rotation = MathHelper.ToRadians(90);
}
if (Transform.World.Y > nodeWorldPos.Y)
{
Transform.World.Y -= speed;
GetComponent<Component.Transform>().World.Rotation = MathHelper.ToRadians(270);
}
if (Transform.World == nodeWorldPos)
{
if (currentStep < numberOfSteps)