diff --git a/DepthsBelow/DepthsBelow/Interface.cs b/DepthsBelow/DepthsBelow/Interface.cs index 7f0fd6d..f1324e8 100755 --- a/DepthsBelow/DepthsBelow/Interface.cs +++ b/DepthsBelow/DepthsBelow/Interface.cs @@ -539,9 +539,9 @@ namespace DepthsBelow frame.Y = lastFrame.Y + lastFrame.Height; // Update HP - //var healthBarBg = (GUI.Frame)frame["healthBarBg"]; - //var healthBar = (GUI.Frame)frame["healthBar"]; - //healthBar.Width = (int)((healthBarBg.Width - 2) * (soldier.GetComponent().HP / soldier.GetComponent().MaxHP)); + var healthBarBg = (GUI.Frame)frame["healthBarBg"]; + var healthBar = (GUI.Frame)frame["healthBar"]; + healthBar.Width = (int)((healthBarBg.Width - 2) * (soldier.GetComponent().Life / soldier.GetComponent().MaxHP)); lastFrame = frame; } diff --git a/DepthsBelow/DepthsBelow/KeyboardInput.cs b/DepthsBelow/DepthsBelow/KeyboardInput.cs index 0d740d3..df0e153 100755 --- a/DepthsBelow/DepthsBelow/KeyboardInput.cs +++ b/DepthsBelow/DepthsBelow/KeyboardInput.cs @@ -1,327 +1,328 @@ -using System; -using System.Collections.Generic; -using System.Diagnostics; -using System.Linq; -using System.Text; -using Microsoft.Xna.Framework; -using Microsoft.Xna.Framework.Content; -using Microsoft.Xna.Framework.Graphics; -using Microsoft.Xna.Framework.Input; -using Microsoft.Xna.Framework.Media; - -namespace DepthsBelow -{ - public class KeyboardInput - { - Core core; - private KeyboardState lastKeyboardState; - - int checkerSpeed = 2; - - int bulletCost = 5; - int rocketCost = 10; - - public KeyboardInput(Core core) - { - this.core = core; - } - - /*public List> GetGroups(List soldiers) - { - var ungrouped = soldiers.ToList(); - var groups = new List>(); - - for (int index = 0; index < soldiers.Count; index++) - { - var checkingSoldier = soldiers[index]; - var group = new List(); - - for (int i = 0; i < soldiers.Count; i++) - { - var soldier = soldiers[i]; - if (ungrouped.Contains(soldier)) - { - float distance = Vector2.Distance(checkingSoldier.Transform.World + checkingSoldier.Transform.World.Origin, - soldier.Transform.World + soldier.Transform.World.Origin); - if (distance <= ((float) Grid.TileSize * 1f)) - { - ungrouped.Remove(soldier); - group.Add(soldier); - } - } - } - - if (group.Count > 0) - groups.Add(group); - } - - return groups; - }*/ - - // Get a list of dynamic soldier groups - public List> GetGroups(List soldiers, float maxRange) - { - var alreadyGrouped = new List(); - var groups = new List>(); - - for (int index = 0; index < soldiers.Count; index++) - { - var soldier = soldiers[index]; - - if (!alreadyGrouped.Contains(soldier)) - { - var group = new List(); - GetNearChain(ref group, soldiers, soldier, maxRange); - alreadyGrouped.AddRange(group); - - if (group.Count > 0) - groups.Add(group); - } - } - - return groups; - } - - // Get all soldiers who are close to each other in a chain - public void GetNearChain(ref List group, List soldiers, Soldier soldier, float maxRange) - { - for (int index = 0; index < soldiers.Count; index++) - { - var nearSoldier = soldiers[index]; - - if (!group.Contains(nearSoldier)) - { - float distance = Vector2.Distance(nearSoldier.Transform.World + nearSoldier.Transform.World.Origin, - soldier.Transform.World + soldier.Transform.World.Origin); - if (distance <= maxRange) - { - group.Add(nearSoldier); - GetNearChain(ref group, soldiers, nearSoldier, maxRange); - } - } - } - } - - private DynamicGroupManager groupManager; - - public void Update(GameTime gameTime) - { - 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)) - core.Brightness = (int)MathHelper.Clamp(core.Brightness - 5, 0, 254); - - // Debug test: grouping - if (ks.IsKeyUp(Keys.K) && lastKeyboardState.IsKeyDown(Keys.K)) - { - if (groupManager == null) - groupManager = new DynamicGroupManager(core.Squad.Cast().ToList(), Grid.TileSize * 1.5f); - groupManager.UpdateGroups(); - //var groups = GetGroups(core.Squad, (float)Grid.TileSize * 1.5f); - var groups = groupManager.Groups; - foreach (var group in groups) - { - Debug.WriteLine("Group #" + groups.IndexOf(group) + " Panic: " + group.Panic); - foreach (var entity in group.Entities) - { - var soldier = (Soldier)entity; - Debug.WriteLine(soldier.Name + " " + soldier.GetHashCode()); - } - } - } - - // Next turn - if (ks.IsKeyDown(Keys.Enter) && lastKeyboardState.IsKeyUp(Keys.Enter)) - { - if (core.TurnManager.CurrentTurn == core.TurnManager["Player"]) - { - foreach (var unit in core.Squad) - { - unit.AP = unit.MaxActionPoints; - unit.Fired = false; - } - - core.TurnManager.EndTurn(); - } - - if (core.TurnManager.CurrentTurn == core.TurnManager["Computer"]) - { - foreach (var enemy in core.Swarm) - { - enemy.step = 0; - Point target = Point.Zero; - 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(enemy.Transform.Grid.X, enemy.Transform.Grid.Y); - - float newDistance = Vector2.Distance(soldier, monster); - - if (newDistance < distance) - { - target = unit.Transform.Grid; - distance = newDistance; - } - } - enemy.GetComponent().Goal = target; - distance = 7000; - - } - - core.TestMonster.step = 0; - Point testTarget = Point.Zero; - float testDistance = 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); - - float newDistance = Vector2.Distance(soldier, monster); - - if (newDistance < testDistance) - { - testTarget = unit.Transform.Grid; - testDistance = newDistance; - } - } - core.TestMonster.GetComponent().Goal = testTarget; - testDistance = 7000; - - core.TurnManager.EndTurn(); - } - } - if (ks.IsKeyDown(Keys.A)) - { - /*foreach (var unit in core.Swarm) - { - unit.X = 200; - unit.Y = 200; - }*/ - core.TestMonster.X = 12; - core.TestMonster.Y = 4; - } - if (ks.IsKeyDown(Keys.N)) - { - - } - if (ks.IsKeyDown(Keys.S) || ks.IsKeyDown(Keys.R)) - { - foreach (var soldier in core.Squad) - { - if (soldier.Selected == true && soldier.Fired == false) - { - bool enoughActionPoints = true; - int cost = 0; - string type = ""; - if (ks.IsKeyDown(Keys.S)) - { - cost = bulletCost; - type = "bullet"; - } - else if (ks.IsKeyDown(Keys.R)) - { - cost = rocketCost; - type = "Rocket"; - } - if (soldier.AP >= cost) - { - core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent(), type)); - soldier.AP -= cost; - soldier.Fired = true; - } - else - { - enoughActionPoints = false; - } - if (enoughActionPoints == true) - { - foreach (var shot in core.Volley) - { - if (shot.select == false) - { - shot.select = true; - shot.X = soldier.X; - shot.Y = soldier.Y; - //shot.Transform.World.X += Grid.TileSize / 2; - //shot.Transform.World.Y += Grid.TileSize / 2; - } - if (shot.direction == Vector2.Zero) - { - double directionX = Math.Cos(soldier.Transform.World.Rotation); - double directionY = Math.Sin(soldier.Transform.World.Rotation); - shot.direction = new Vector2((float)directionX, (float)directionY); - shot.Transform.World.Rotation = soldier.Transform.World.Rotation; - Vector2 yo = soldier.Transform.World.Position; - shot.Stat.Remember = yo; - } - } - } - } - } - } - if (ks.IsKeyDown(Keys.C)) - { - foreach (var soldier in core.Squad) - { - if (soldier.Selected == true && soldier.Fired == false) - { - Point checker = Point.Zero; - double directionX = Math.Cos(soldier.GetComponent().World.Rotation); - double directionY = Math.Sin(soldier.GetComponent().World.Rotation); - Vector2 direction = new Vector2((int)directionX, (int)directionY); - int range = 120; - int current = 0; - bool hit = false; - checker = new Point((int)soldier.Transform.World.Origin.X, (int)soldier.Transform.World.Origin.Y); - do - { - checker.X += (int)direction.X * checkerSpeed; - checker.Y += (int)direction.Y * checkerSpeed; - foreach (var creature in core.Swarm) - { - if (creature.GetComponent().Rectangle.Contains(checker)) - { - hit = true; - } - } - if (core.TestMonster.GetComponent().Rectangle.Contains(checker)) - { - - } - current++; - } while (hit == false && current < range); - current = 0; - if (soldier.Selected == true && soldier.Fired == false && hit == true) - { - core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent(), "Bullet")); - soldier.Fired = true; - foreach (var shot in core.Volley) - { - if (shot.select == false) - { - shot.select = true; - shot.X = soldier.X; - shot.Y = soldier.Y; - //shot.Transform.World.X += Grid.TileSize / 2; - //shot.Transform.World.Y += Grid.TileSize / 2; - } - if (shot.direction == Vector2.Zero) - { - shot.direction = new Vector2((float)directionX, (float)directionY); - shot.Transform.World.Rotation = soldier.Transform.World.Rotation; - } - } - } - hit = false; - } - } - } - - lastKeyboardState = ks; - } - } +using System; +using System.Collections.Generic; +using System.Diagnostics; +using System.Linq; +using System.Text; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Content; +using Microsoft.Xna.Framework.Graphics; +using Microsoft.Xna.Framework.Input; +using Microsoft.Xna.Framework.Media; + +namespace DepthsBelow +{ + public class KeyboardInput + { + Core core; + private KeyboardState lastKeyboardState; + + int checkerSpeed = 2; + + int bulletCost = 5; + int rocketCost = 10; + + public KeyboardInput(Core core) + { + this.core = core; + } + + /*public List> GetGroups(List soldiers) + { + var ungrouped = soldiers.ToList(); + var groups = new List>(); + + for (int index = 0; index < soldiers.Count; index++) + { + var checkingSoldier = soldiers[index]; + var group = new List(); + + for (int i = 0; i < soldiers.Count; i++) + { + var soldier = soldiers[i]; + if (ungrouped.Contains(soldier)) + { + float distance = Vector2.Distance(checkingSoldier.Transform.World + checkingSoldier.Transform.World.Origin, + soldier.Transform.World + soldier.Transform.World.Origin); + if (distance <= ((float) Grid.TileSize * 1f)) + { + ungrouped.Remove(soldier); + group.Add(soldier); + } + } + } + + if (group.Count > 0) + groups.Add(group); + } + + return groups; + }*/ + + // Get a list of dynamic soldier groups + public List> GetGroups(List soldiers, float maxRange) + { + var alreadyGrouped = new List(); + var groups = new List>(); + + for (int index = 0; index < soldiers.Count; index++) + { + var soldier = soldiers[index]; + + if (!alreadyGrouped.Contains(soldier)) + { + var group = new List(); + GetNearChain(ref group, soldiers, soldier, maxRange); + alreadyGrouped.AddRange(group); + + if (group.Count > 0) + groups.Add(group); + } + } + + return groups; + } + + // Get all soldiers who are close to each other in a chain + public void GetNearChain(ref List group, List soldiers, Soldier soldier, float maxRange) + { + for (int index = 0; index < soldiers.Count; index++) + { + var nearSoldier = soldiers[index]; + + if (!group.Contains(nearSoldier)) + { + float distance = Vector2.Distance(nearSoldier.Transform.World + nearSoldier.Transform.World.Origin, + soldier.Transform.World + soldier.Transform.World.Origin); + if (distance <= maxRange) + { + group.Add(nearSoldier); + GetNearChain(ref group, soldiers, nearSoldier, maxRange); + } + } + } + } + + private DynamicGroupManager groupManager; + + public void Update(GameTime gameTime) + { + 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)) + core.Brightness = (int)MathHelper.Clamp(core.Brightness - 5, 0, 254); + + // Debug test: grouping + if (ks.IsKeyUp(Keys.K) && lastKeyboardState.IsKeyDown(Keys.K)) + { + if (groupManager == null) + groupManager = new DynamicGroupManager(core.Squad.Cast().ToList(), Grid.TileSize * 1.5f); + groupManager.UpdateGroups(); + //var groups = GetGroups(core.Squad, (float)Grid.TileSize * 1.5f); + var groups = groupManager.Groups; + foreach (var group in groups) + { + Debug.WriteLine("Group #" + groups.IndexOf(group) + " Panic: " + group.Panic); + foreach (var entity in group.Entities) + { + var soldier = (Soldier)entity; + Debug.WriteLine(soldier.Name + " " + soldier.GetHashCode()); + } + } + } + + // Next turn + if (ks.IsKeyDown(Keys.Enter) && lastKeyboardState.IsKeyUp(Keys.Enter)) + { + if (core.TurnManager.CurrentTurn == core.TurnManager["Player"]) + { + foreach (var unit in core.Squad) + { + unit.AP = unit.MaxActionPoints; + unit.Fired = false; + } + + core.TurnManager.EndTurn(); + } + + if (core.TurnManager.CurrentTurn == core.TurnManager["Computer"]) + { + foreach (var enemy in core.Swarm) + { + enemy.step = 0; + enemy.AttackedThisTurn = false; + Point target = Point.Zero; + 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(enemy.Transform.Grid.X, enemy.Transform.Grid.Y); + + float newDistance = Vector2.Distance(soldier, monster); + + if (newDistance < distance) + { + target = unit.Transform.Grid; + distance = newDistance; + } + } + enemy.GetComponent().Goal = target; + distance = 7000; + + } + + core.TestMonster.step = 0; + Point testTarget = Point.Zero; + float testDistance = 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); + + float newDistance = Vector2.Distance(soldier, monster); + + if (newDistance < testDistance) + { + testTarget = unit.Transform.Grid; + testDistance = newDistance; + } + } + core.TestMonster.GetComponent().Goal = testTarget; + testDistance = 7000; + + core.TurnManager.EndTurn(); + } + } + if (ks.IsKeyDown(Keys.A)) + { + /*foreach (var unit in core.Swarm) + { + unit.X = 200; + unit.Y = 200; + }*/ + core.TestMonster.X = 12; + core.TestMonster.Y = 4; + } + if (ks.IsKeyDown(Keys.N)) + { + + } + if (ks.IsKeyDown(Keys.S) || ks.IsKeyDown(Keys.R)) + { + foreach (var soldier in core.Squad) + { + if (soldier.Selected == true && soldier.Fired == false) + { + bool enoughActionPoints = true; + int cost = 0; + string type = ""; + if (ks.IsKeyDown(Keys.S)) + { + cost = bulletCost; + type = "bullet"; + } + else if (ks.IsKeyDown(Keys.R)) + { + cost = rocketCost; + type = "Rocket"; + } + if (soldier.AP >= cost) + { + core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent(), type)); + soldier.AP -= cost; + soldier.Fired = true; + } + else + { + enoughActionPoints = false; + } + if (enoughActionPoints == true) + { + foreach (var shot in core.Volley) + { + if (shot.select == false) + { + shot.select = true; + shot.X = soldier.X; + shot.Y = soldier.Y; + //shot.Transform.World.X += Grid.TileSize / 2; + //shot.Transform.World.Y += Grid.TileSize / 2; + } + if (shot.direction == Vector2.Zero) + { + double directionX = Math.Cos(soldier.Transform.World.Rotation); + double directionY = Math.Sin(soldier.Transform.World.Rotation); + shot.direction = new Vector2((float)directionX, (float)directionY); + shot.Transform.World.Rotation = soldier.Transform.World.Rotation; + Vector2 yo = soldier.Transform.World.Position; + shot.Stat.Remember = yo; + } + } + } + } + } + } + if (ks.IsKeyDown(Keys.C)) + { + foreach (var soldier in core.Squad) + { + if (soldier.Selected == true && soldier.Fired == false) + { + Point checker = Point.Zero; + double directionX = Math.Cos(soldier.GetComponent().World.Rotation); + double directionY = Math.Sin(soldier.GetComponent().World.Rotation); + Vector2 direction = new Vector2((int)directionX, (int)directionY); + int range = 120; + int current = 0; + bool hit = false; + checker = new Point((int)soldier.Transform.World.Origin.X, (int)soldier.Transform.World.Origin.Y); + do + { + checker.X += (int)direction.X * checkerSpeed; + checker.Y += (int)direction.Y * checkerSpeed; + foreach (var creature in core.Swarm) + { + if (creature.GetComponent().Rectangle.Contains(checker)) + { + hit = true; + } + } + if (core.TestMonster.GetComponent().Rectangle.Contains(checker)) + { + + } + current++; + } while (hit == false && current < range); + current = 0; + if (soldier.Selected == true && soldier.Fired == false && hit == true) + { + core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent(), "Bullet")); + soldier.Fired = true; + foreach (var shot in core.Volley) + { + if (shot.select == false) + { + shot.select = true; + shot.X = soldier.X; + shot.Y = soldier.Y; + //shot.Transform.World.X += Grid.TileSize / 2; + //shot.Transform.World.Y += Grid.TileSize / 2; + } + if (shot.direction == Vector2.Zero) + { + shot.direction = new Vector2((float)directionX, (float)directionY); + shot.Transform.World.Rotation = soldier.Transform.World.Rotation; + } + } + } + hit = false; + } + } + } + + lastKeyboardState = ks; + } + } } \ No newline at end of file diff --git a/DepthsBelow/DepthsBelow/SmallEnemy.cs b/DepthsBelow/DepthsBelow/SmallEnemy.cs index 5cb19f6..b21b26f 100755 --- a/DepthsBelow/DepthsBelow/SmallEnemy.cs +++ b/DepthsBelow/DepthsBelow/SmallEnemy.cs @@ -22,6 +22,8 @@ namespace DepthsBelow public int numberOfSteps = 5; public int currentStep = 0; + public bool AttackedThisTurn = false; + public int step { get { return currentStep; } @@ -150,15 +152,20 @@ namespace DepthsBelow GetComponent().Stop(); } + foreach (var entity in entityManager.Entities) { if (entity is Soldier) { if (entity.GetComponent().Rectangle.Intersects(this.GetComponent().Rectangle)) { - if (Utility.AttackTest(this.GetComponent(), entity, Utility.CalculateHitChance(this.GetComponent(), this.Transform.World.Position, entity))) + if (AttackedThisTurn == false) { - break; + if (Utility.AttackTest(this.GetComponent(), entity, Utility.CalculateHitChance(this.GetComponent(), this.Transform.World.Position, entity))) + { + AttackedThisTurn = true; + break; + } } } } diff --git a/DepthsBelow/DepthsBelow/Soldier.cs b/DepthsBelow/DepthsBelow/Soldier.cs index 8f0eb7a..f1b099c 100755 --- a/DepthsBelow/DepthsBelow/Soldier.cs +++ b/DepthsBelow/DepthsBelow/Soldier.cs @@ -78,8 +78,8 @@ namespace DepthsBelow { MaxHP = 100, MaxPanic = 100, - //Life = 10, - Defence = 10, + Life = 100, + Defence = 25, Strength = 50, GetAim = 40, GetDodge = 20