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
+6
View File
@@ -104,9 +104,15 @@ namespace DepthsBelow
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
+1 -1
View File
@@ -330,7 +330,7 @@ namespace DepthsBelow
var nameText = new GUI.Text(frame);
nameText.SetFont("fonts/UnitName");
nameText.Value = soldier.Name + " " + soldier.GetHashCode();
nameText.Value = soldier.Name + " "/* + soldier.GetHashCode()*/;
nameText.X = 4;
nameText.Y = 1;
frame["nameText"] = nameText;
+4
View File
@@ -177,6 +177,10 @@ namespace DepthsBelow
}*/
core.TestMonster.X = 12;
core.TestMonster.Y = 4;
}
if (ks.IsKeyDown(Keys.N))
{
}
if (ks.IsKeyDown(Keys.S))
{
+12 -1
View File
@@ -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)