Doesn't move when changing direction looking

This commit is contained in:
Niklas Ulf Anders Cullberg
2012-10-09 16:14:11 +02:00
parent 6e3b2f2f94
commit 7ea3b0be99
2 changed files with 182 additions and 180 deletions
+1 -1
View File
@@ -32,4 +32,4 @@ namespace DepthsBelow
} }
} }
} }
} }
+181 -179
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@@ -1,179 +1,181 @@
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 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;
using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Media;
namespace DepthsBelow namespace DepthsBelow
{ {
public class MouseInput public class MouseInput
{ {
Core core; Core core;
MouseState lastMouseState; MouseState lastMouseState;
Rectangle selectionRectangle; Rectangle selectionRectangle;
Texture2D selectionTexture; Texture2D selectionTexture;
Rectangle gridRectangle; Rectangle gridRectangle;
Texture2D gridTexture; Texture2D gridTexture;
Vector2 directionStart; Vector2 directionStart;
Vector2 directionNow; Vector2 directionNow;
bool checkingDirection = false; bool checkingDirection = false;
bool readjust = false; bool readjust = false;
public MouseInput(Core core) public MouseInput(Core core)
{ {
this.core = core; this.core = core;
selectionRectangle = Rectangle.Empty; selectionRectangle = Rectangle.Empty;
gridRectangle = Rectangle.Empty; gridRectangle = Rectangle.Empty;
} }
public void LoadContent() public void LoadContent()
{ {
selectionTexture = new Texture2D(core.GraphicsDevice, 1, 1); selectionTexture = new Texture2D(core.GraphicsDevice, 1, 1);
selectionTexture.SetData(new Color[] { Color.White }); selectionTexture.SetData(new Color[] { Color.White });
gridTexture = new Texture2D(core.GraphicsDevice, 1, 1); gridTexture = new Texture2D(core.GraphicsDevice, 1, 1);
gridTexture.SetData(new Color[] { Color.White }); gridTexture.SetData(new Color[] { Color.White });
} }
public void Update(GameTime gameTime) public void Update(GameTime gameTime)
{ {
MouseState ms = Mouse.GetState(); MouseState ms = Mouse.GetState();
Vector2 mouseWorldPos = core.Camera.ScreenToWorld(new Vector2(ms.X, ms.Y)); Vector2 mouseWorldPos = core.Camera.ScreenToWorld(new Vector2(ms.X, ms.Y));
KeyboardState ks = Keyboard.GetState(); KeyboardState ks = Keyboard.GetState();
// Selection rectangle // Selection rectangle
if (ms.LeftButton == ButtonState.Pressed) if (ms.LeftButton == ButtonState.Pressed)
{ {
if (selectionRectangle == Rectangle.Empty) if (selectionRectangle == Rectangle.Empty)
{ {
directionStart = mouseWorldPos; directionStart = mouseWorldPos;
selectionRectangle = new Rectangle((int)mouseWorldPos.X, (int)mouseWorldPos.Y, 0, 0); selectionRectangle = new Rectangle((int)mouseWorldPos.X, (int)mouseWorldPos.Y, 0, 0);
readjust = false; readjust = false;
} }
else else
{ {
if (mouseWorldPos.X > directionStart.X && mouseWorldPos.Y < directionStart.Y || mouseWorldPos.X < directionStart.X && mouseWorldPos.Y > directionStart.Y) if (mouseWorldPos.X > directionStart.X && mouseWorldPos.Y < directionStart.Y || mouseWorldPos.X < directionStart.X && mouseWorldPos.Y > directionStart.Y)
{ {
int rectangleX = (int)mouseWorldPos.X - ((int)mouseWorldPos.X - (int)directionStart.X); int rectangleX = (int)mouseWorldPos.X - ((int)mouseWorldPos.X - (int)directionStart.X);
int rectangleY = (int)mouseWorldPos.Y; int rectangleY = (int)mouseWorldPos.Y;
int rectangleWidth = (int)mouseWorldPos.X - (int)directionStart.X; int rectangleWidth = (int)mouseWorldPos.X - (int)directionStart.X;
int rectangleHeight = (int)directionStart.Y - (int)mouseWorldPos.Y; int rectangleHeight = (int)directionStart.Y - (int)mouseWorldPos.Y;
selectionRectangle = new Rectangle(rectangleX, rectangleY, rectangleWidth, rectangleHeight); selectionRectangle = new Rectangle(rectangleX, rectangleY, rectangleWidth, rectangleHeight);
readjust = true; readjust = true;
} }
else else
{ {
if (readjust == true) if (readjust == true)
{ {
selectionRectangle = new Rectangle((int)directionStart.X, (int)directionStart.Y, 0, 0); selectionRectangle = new Rectangle((int)directionStart.X, (int)directionStart.Y, 0, 0);
} }
selectionRectangle.Width = (int)mouseWorldPos.X - selectionRectangle.X; selectionRectangle.Width = (int)mouseWorldPos.X - selectionRectangle.X;
selectionRectangle.Height = (int)mouseWorldPos.Y - selectionRectangle.Y; selectionRectangle.Height = (int)mouseWorldPos.Y - selectionRectangle.Y;
readjust = false; readjust = false;
} }
} }
} }
// 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)
{ {
// Deselect all units // Deselect all units
if (!ks.IsKeyDown(Keys.LeftControl)) if (!ks.IsKeyDown(Keys.LeftControl))
{ {
foreach (var unit in core.Squad) foreach (var unit in core.Squad)
unit.Selected = false; unit.Selected = false;
} }
// Select all units in the rectangle // Select all units in the rectangle
foreach (var unit in core.Squad) foreach (var unit in core.Squad)
{ {
if (selectionRectangle.Intersects(unit.GetComponent<Component.Collision>().Rectangle)) if (selectionRectangle.Intersects(unit.GetComponent<Component.Collision>().Rectangle))
unit.Selected = true; unit.Selected = true;
} }
// Hide the selection rectangle // Hide the selection rectangle
selectionRectangle = Rectangle.Empty; selectionRectangle = Rectangle.Empty;
} }
// Send orders with right click // Send orders with right click
if (ms.RightButton == ButtonState.Released && lastMouseState.RightButton == ButtonState.Pressed) if (ms.RightButton == ButtonState.Released && lastMouseState.RightButton == ButtonState.Pressed)
{ {
foreach (var unit in core.Squad) foreach (var unit in core.Squad)
if (unit.Selected) if (unit.Selected)
{ {
unit.GetComponent<Component.PathFinder>().Goal = Grid.WorldToGrid(mouseWorldPos); if (checkingDirection == false) {
} unit.GetComponent<Component.PathFinder>().Goal = Grid.WorldToGrid(mouseWorldPos);
}
} }
if (ms.RightButton == ButtonState.Pressed)
{ }
foreach (var unit in core.Squad) if (ms.RightButton == ButtonState.Pressed)
{ {
if (unit.Selected && gridRectangle.Intersects(unit.GetComponent<Component.Collision>().Rectangle)) foreach (var unit in core.Squad)
{ {
checkingDirection = true; if (unit.Selected && gridRectangle.Intersects(unit.GetComponent<Component.Collision>().Rectangle))
directionStart = unit.Transform.World + unit.Transform.World.Origin; {
} checkingDirection = true;
} directionStart = unit.Transform.World + unit.Transform.World.Origin;
} }
if (checkingDirection == true && ms.RightButton == ButtonState.Pressed) }
{ }
foreach (var unit in core.Squad) if (checkingDirection == true && ms.RightButton == ButtonState.Pressed)
if (unit.Selected) {
{ foreach (var unit in core.Squad)
directionNow.X = mouseWorldPos.X; if (unit.Selected)
directionNow.Y = mouseWorldPos.Y; {
float directionX = mouseWorldPos.X - unit.Transform.World.X; directionNow.X = mouseWorldPos.X;
float directionY = mouseWorldPos.Y - unit.Transform.World.Y; directionNow.Y = mouseWorldPos.Y;
var mouseDirection = mouseWorldPos; float directionX = mouseWorldPos.X - unit.Transform.World.X;
mouseDirection.Normalize(); float directionY = mouseWorldPos.Y - unit.Transform.World.Y;
//float angle = (float)Math.Acos(Vector2.Dot(new Vector2(0, 1), mouseDirection)) * MathHelper.TwoPi; var mouseDirection = mouseWorldPos;
/*if (directionX < 0) mouseDirection.Normalize();
{ //float angle = (float)Math.Acos(Vector2.Dot(new Vector2(0, 1), mouseDirection)) * MathHelper.TwoPi;
directionX *= -1; /*if (directionX < 0)
unit.GetComponent<Component.Transform>().World.Rotation = (float)Math.Atan(directionY / directionX); {
} directionX *= -1;
else unit.GetComponent<Component.Transform>().World.Rotation = (float)Math.Atan(directionY / directionX);
{ }
*/unit.GetComponent<Component.Transform>().World.Rotation = (float)Math.Atan2(mouseWorldPos.Y - unit.Transform.World.Y - unit.Transform.World.Origin.Y, mouseWorldPos.X - unit.Transform.World.X - unit.Transform.World.Origin.X);/* else
}*/ {
//Console.WriteLine(angle); */unit.GetComponent<Component.Transform>().World.Rotation = (float)Math.Atan2(mouseWorldPos.Y - unit.Transform.World.Y - unit.Transform.World.Origin.Y, mouseWorldPos.X - unit.Transform.World.X - unit.Transform.World.Origin.X);/*
//unit.GetComponent<Component.Transform>().World.Rotation = angle; }*/
} //Console.WriteLine(angle);
} //unit.GetComponent<Component.Transform>().World.Rotation = angle;
else }
{ }
checkingDirection = false; else
} {
checkingDirection = false;
// Grid highlighting }
Point mouseGridPos = Grid.WorldToGrid(mouseWorldPos);
Vector2 rectWorldPos = Grid.GridToWorld(mouseGridPos); // Grid highlighting
gridRectangle = new Rectangle((int)rectWorldPos.X, (int)rectWorldPos.Y, Grid.TileSize, Grid.TileSize); Point mouseGridPos = Grid.WorldToGrid(mouseWorldPos);
Vector2 rectWorldPos = Grid.GridToWorld(mouseGridPos);
lastMouseState = ms; gridRectangle = new Rectangle((int)rectWorldPos.X, (int)rectWorldPos.Y, Grid.TileSize, Grid.TileSize);
}
lastMouseState = ms;
public void Draw(SpriteBatch spriteBatch) }
{
spriteBatch.Draw(selectionTexture, selectionRectangle, Color.Red * 0.5f); public void Draw(SpriteBatch spriteBatch)
spriteBatch.Draw(gridTexture, gridRectangle, Color.Yellow * 0.3f); {
spriteBatch.Draw(selectionTexture, selectionRectangle, Color.Red * 0.5f);
if (checkingDirection == true) spriteBatch.Draw(gridTexture, gridRectangle, Color.Yellow * 0.3f);
{
RenderHelpers.DrawLine(spriteBatch, Color.White, 2, directionStart, directionNow); if (checkingDirection == true)
} {
RenderHelpers.DrawLine(spriteBatch, Color.White, 2, directionStart, directionNow);
} }
} }
}
}
}