Monster Autokill disabled, HP in bars Updated

This commit is contained in:
Niklas Ulf Anders Cullberg
2012-10-30 22:22:45 +01:00
parent f14623c882
commit 8f0b981bd3
4 changed files with 341 additions and 333 deletions
+3 -3
View File
@@ -539,9 +539,9 @@ namespace DepthsBelow
frame.Y = lastFrame.Y + lastFrame.Height; frame.Y = lastFrame.Y + lastFrame.Height;
// Update HP // Update HP
//var healthBarBg = (GUI.Frame)frame["healthBarBg"]; var healthBarBg = (GUI.Frame)frame["healthBarBg"];
//var healthBar = (GUI.Frame)frame["healthBar"]; var healthBar = (GUI.Frame)frame["healthBar"];
//healthBar.Width = (int)((healthBarBg.Width - 2) * (soldier.GetComponent<Component.Stat>().HP / soldier.GetComponent<Component.Stat>().MaxHP)); healthBar.Width = (int)((healthBarBg.Width - 2) * (soldier.GetComponent<Component.Stat>().Life / soldier.GetComponent<Component.Stat>().MaxHP));
lastFrame = frame; lastFrame = frame;
} }
+327 -326
View File
@@ -1,327 +1,328 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Diagnostics; using System.Diagnostics;
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 KeyboardInput public class KeyboardInput
{ {
Core core; Core core;
private KeyboardState lastKeyboardState; private KeyboardState lastKeyboardState;
int checkerSpeed = 2; int checkerSpeed = 2;
int bulletCost = 5; int bulletCost = 5;
int rocketCost = 10; int rocketCost = 10;
public KeyboardInput(Core core) public KeyboardInput(Core core)
{ {
this.core = core; this.core = core;
} }
/*public List<List<Soldier>> GetGroups(List<Soldier> soldiers) /*public List<List<Soldier>> GetGroups(List<Soldier> soldiers)
{ {
var ungrouped = soldiers.ToList(); var ungrouped = soldiers.ToList();
var groups = new List<List<Soldier>>(); var groups = new List<List<Soldier>>();
for (int index = 0; index < soldiers.Count; index++) for (int index = 0; index < soldiers.Count; index++)
{ {
var checkingSoldier = soldiers[index]; var checkingSoldier = soldiers[index];
var group = new List<Soldier>(); var group = new List<Soldier>();
for (int i = 0; i < soldiers.Count; i++) for (int i = 0; i < soldiers.Count; i++)
{ {
var soldier = soldiers[i]; var soldier = soldiers[i];
if (ungrouped.Contains(soldier)) if (ungrouped.Contains(soldier))
{ {
float distance = Vector2.Distance(checkingSoldier.Transform.World + checkingSoldier.Transform.World.Origin, float distance = Vector2.Distance(checkingSoldier.Transform.World + checkingSoldier.Transform.World.Origin,
soldier.Transform.World + soldier.Transform.World.Origin); soldier.Transform.World + soldier.Transform.World.Origin);
if (distance <= ((float) Grid.TileSize * 1f)) if (distance <= ((float) Grid.TileSize * 1f))
{ {
ungrouped.Remove(soldier); ungrouped.Remove(soldier);
group.Add(soldier); group.Add(soldier);
} }
} }
} }
if (group.Count > 0) if (group.Count > 0)
groups.Add(group); groups.Add(group);
} }
return groups; return groups;
}*/ }*/
// Get a list of dynamic soldier groups // Get a list of dynamic soldier groups
public List<List<Soldier>> GetGroups(List<Soldier> soldiers, float maxRange) public List<List<Soldier>> GetGroups(List<Soldier> soldiers, float maxRange)
{ {
var alreadyGrouped = new List<Soldier>(); var alreadyGrouped = new List<Soldier>();
var groups = new List<List<Soldier>>(); var groups = new List<List<Soldier>>();
for (int index = 0; index < soldiers.Count; index++) for (int index = 0; index < soldiers.Count; index++)
{ {
var soldier = soldiers[index]; var soldier = soldiers[index];
if (!alreadyGrouped.Contains(soldier)) if (!alreadyGrouped.Contains(soldier))
{ {
var group = new List<Soldier>(); var group = new List<Soldier>();
GetNearChain(ref group, soldiers, soldier, maxRange); GetNearChain(ref group, soldiers, soldier, maxRange);
alreadyGrouped.AddRange(group); alreadyGrouped.AddRange(group);
if (group.Count > 0) if (group.Count > 0)
groups.Add(group); groups.Add(group);
} }
} }
return groups; return groups;
} }
// Get all soldiers who are close to each other in a chain // Get all soldiers who are close to each other in a chain
public void GetNearChain(ref List<Soldier> group, List<Soldier> soldiers, Soldier soldier, float maxRange) public void GetNearChain(ref List<Soldier> group, List<Soldier> soldiers, Soldier soldier, float maxRange)
{ {
for (int index = 0; index < soldiers.Count; index++) for (int index = 0; index < soldiers.Count; index++)
{ {
var nearSoldier = soldiers[index]; var nearSoldier = soldiers[index];
if (!group.Contains(nearSoldier)) if (!group.Contains(nearSoldier))
{ {
float distance = Vector2.Distance(nearSoldier.Transform.World + nearSoldier.Transform.World.Origin, float distance = Vector2.Distance(nearSoldier.Transform.World + nearSoldier.Transform.World.Origin,
soldier.Transform.World + soldier.Transform.World.Origin); soldier.Transform.World + soldier.Transform.World.Origin);
if (distance <= maxRange) if (distance <= maxRange)
{ {
group.Add(nearSoldier); group.Add(nearSoldier);
GetNearChain(ref group, soldiers, nearSoldier, maxRange); GetNearChain(ref group, soldiers, nearSoldier, maxRange);
} }
} }
} }
} }
private DynamicGroupManager groupManager; private DynamicGroupManager groupManager;
public void Update(GameTime gameTime) public void Update(GameTime gameTime)
{ {
KeyboardState ks = Keyboard.GetState(); KeyboardState ks = Keyboard.GetState();
// Brightness // Brightness
if (ks.IsKeyUp(Keys.Up) && lastKeyboardState.IsKeyDown(Keys.Up)) if (ks.IsKeyUp(Keys.Up) && lastKeyboardState.IsKeyDown(Keys.Up))
core.Brightness = (int)MathHelper.Clamp(core.Brightness + 5, 0, 254); core.Brightness = (int)MathHelper.Clamp(core.Brightness + 5, 0, 254);
if (ks.IsKeyUp(Keys.Down) && lastKeyboardState.IsKeyDown(Keys.Down)) if (ks.IsKeyUp(Keys.Down) && lastKeyboardState.IsKeyDown(Keys.Down))
core.Brightness = (int)MathHelper.Clamp(core.Brightness - 5, 0, 254); core.Brightness = (int)MathHelper.Clamp(core.Brightness - 5, 0, 254);
// Debug test: grouping // Debug test: grouping
if (ks.IsKeyUp(Keys.K) && lastKeyboardState.IsKeyDown(Keys.K)) if (ks.IsKeyUp(Keys.K) && lastKeyboardState.IsKeyDown(Keys.K))
{ {
if (groupManager == null) if (groupManager == null)
groupManager = new DynamicGroupManager(core.Squad.Cast<Entity>().ToList(), Grid.TileSize * 1.5f); groupManager = new DynamicGroupManager(core.Squad.Cast<Entity>().ToList(), Grid.TileSize * 1.5f);
groupManager.UpdateGroups(); groupManager.UpdateGroups();
//var groups = GetGroups(core.Squad, (float)Grid.TileSize * 1.5f); //var groups = GetGroups(core.Squad, (float)Grid.TileSize * 1.5f);
var groups = groupManager.Groups; var groups = groupManager.Groups;
foreach (var group in groups) foreach (var group in groups)
{ {
Debug.WriteLine("Group #" + groups.IndexOf(group) + " Panic: " + group.Panic); Debug.WriteLine("Group #" + groups.IndexOf(group) + " Panic: " + group.Panic);
foreach (var entity in group.Entities) foreach (var entity in group.Entities)
{ {
var soldier = (Soldier)entity; var soldier = (Soldier)entity;
Debug.WriteLine(soldier.Name + " " + soldier.GetHashCode()); Debug.WriteLine(soldier.Name + " " + soldier.GetHashCode());
} }
} }
} }
// Next turn // Next turn
if (ks.IsKeyDown(Keys.Enter) && lastKeyboardState.IsKeyUp(Keys.Enter)) if (ks.IsKeyDown(Keys.Enter) && lastKeyboardState.IsKeyUp(Keys.Enter))
{ {
if (core.TurnManager.CurrentTurn == core.TurnManager["Player"]) if (core.TurnManager.CurrentTurn == core.TurnManager["Player"])
{ {
foreach (var unit in core.Squad) foreach (var unit in core.Squad)
{ {
unit.AP = unit.MaxActionPoints; unit.AP = unit.MaxActionPoints;
unit.Fired = false; unit.Fired = false;
} }
core.TurnManager.EndTurn(); core.TurnManager.EndTurn();
} }
if (core.TurnManager.CurrentTurn == core.TurnManager["Computer"]) if (core.TurnManager.CurrentTurn == core.TurnManager["Computer"])
{ {
foreach (var enemy in core.Swarm) foreach (var enemy in core.Swarm)
{ {
enemy.step = 0; enemy.step = 0;
Point target = Point.Zero; enemy.AttackedThisTurn = false;
float distance = 7000; Point target = Point.Zero;
foreach (var unit in core.Squad) 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); 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);
float newDistance = Vector2.Distance(soldier, monster);
if (newDistance < distance)
{ if (newDistance < distance)
target = unit.Transform.Grid; {
distance = newDistance; target = unit.Transform.Grid;
} distance = newDistance;
} }
enemy.GetComponent<Component.PathFinder>().Goal = target; }
distance = 7000; enemy.GetComponent<Component.PathFinder>().Goal = target;
distance = 7000;
}
}
core.TestMonster.step = 0;
Point testTarget = Point.Zero; core.TestMonster.step = 0;
float testDistance = 7000; Point testTarget = Point.Zero;
foreach (var unit in core.Squad) 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); 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);
float newDistance = Vector2.Distance(soldier, monster);
if (newDistance < testDistance)
{ if (newDistance < testDistance)
testTarget = unit.Transform.Grid; {
testDistance = newDistance; testTarget = unit.Transform.Grid;
} testDistance = newDistance;
} }
core.TestMonster.GetComponent<Component.PathFinder>().Goal = testTarget; }
testDistance = 7000; core.TestMonster.GetComponent<Component.PathFinder>().Goal = testTarget;
testDistance = 7000;
core.TurnManager.EndTurn();
} core.TurnManager.EndTurn();
} }
if (ks.IsKeyDown(Keys.A)) }
{ if (ks.IsKeyDown(Keys.A))
/*foreach (var unit in core.Swarm) {
{ /*foreach (var unit in core.Swarm)
unit.X = 200; {
unit.Y = 200; unit.X = 200;
}*/ unit.Y = 200;
core.TestMonster.X = 12; }*/
core.TestMonster.Y = 4; core.TestMonster.X = 12;
} core.TestMonster.Y = 4;
if (ks.IsKeyDown(Keys.N)) }
{ if (ks.IsKeyDown(Keys.N))
{
}
if (ks.IsKeyDown(Keys.S) || ks.IsKeyDown(Keys.R)) }
{ if (ks.IsKeyDown(Keys.S) || ks.IsKeyDown(Keys.R))
foreach (var soldier in core.Squad) {
{ foreach (var soldier in core.Squad)
if (soldier.Selected == true && soldier.Fired == false) {
{ if (soldier.Selected == true && soldier.Fired == false)
bool enoughActionPoints = true; {
int cost = 0; bool enoughActionPoints = true;
string type = ""; int cost = 0;
if (ks.IsKeyDown(Keys.S)) string type = "";
{ if (ks.IsKeyDown(Keys.S))
cost = bulletCost; {
type = "bullet"; cost = bulletCost;
} type = "bullet";
else if (ks.IsKeyDown(Keys.R)) }
{ else if (ks.IsKeyDown(Keys.R))
cost = rocketCost; {
type = "Rocket"; cost = rocketCost;
} type = "Rocket";
if (soldier.AP >= cost) }
{ if (soldier.AP >= cost)
core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>(), type)); {
soldier.AP -= cost; core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>(), type));
soldier.Fired = true; soldier.AP -= cost;
} soldier.Fired = true;
else }
{ else
enoughActionPoints = false; {
} enoughActionPoints = false;
if (enoughActionPoints == true) }
{ if (enoughActionPoints == true)
foreach (var shot in core.Volley) {
{ foreach (var shot in core.Volley)
if (shot.select == false) {
{ if (shot.select == false)
shot.select = true; {
shot.X = soldier.X; shot.select = true;
shot.Y = soldier.Y; shot.X = soldier.X;
//shot.Transform.World.X += Grid.TileSize / 2; shot.Y = soldier.Y;
//shot.Transform.World.Y += Grid.TileSize / 2; //shot.Transform.World.X += Grid.TileSize / 2;
} //shot.Transform.World.Y += Grid.TileSize / 2;
if (shot.direction == Vector2.Zero) }
{ if (shot.direction == Vector2.Zero)
double directionX = Math.Cos(soldier.Transform.World.Rotation); {
double directionY = Math.Sin(soldier.Transform.World.Rotation); double directionX = Math.Cos(soldier.Transform.World.Rotation);
shot.direction = new Vector2((float)directionX, (float)directionY); double directionY = Math.Sin(soldier.Transform.World.Rotation);
shot.Transform.World.Rotation = soldier.Transform.World.Rotation; shot.direction = new Vector2((float)directionX, (float)directionY);
Vector2 yo = soldier.Transform.World.Position; shot.Transform.World.Rotation = soldier.Transform.World.Rotation;
shot.Stat.Remember = yo; Vector2 yo = soldier.Transform.World.Position;
} shot.Stat.Remember = yo;
} }
} }
} }
} }
} }
if (ks.IsKeyDown(Keys.C)) }
{ if (ks.IsKeyDown(Keys.C))
foreach (var soldier in core.Squad) {
{ foreach (var soldier in core.Squad)
if (soldier.Selected == true && soldier.Fired == false) {
{ if (soldier.Selected == true && soldier.Fired == false)
Point checker = Point.Zero; {
double directionX = Math.Cos(soldier.GetComponent<Component.Transform>().World.Rotation); Point checker = Point.Zero;
double directionY = Math.Sin(soldier.GetComponent<Component.Transform>().World.Rotation); double directionX = Math.Cos(soldier.GetComponent<Component.Transform>().World.Rotation);
Vector2 direction = new Vector2((int)directionX, (int)directionY); double directionY = Math.Sin(soldier.GetComponent<Component.Transform>().World.Rotation);
int range = 120; Vector2 direction = new Vector2((int)directionX, (int)directionY);
int current = 0; int range = 120;
bool hit = false; int current = 0;
checker = new Point((int)soldier.Transform.World.Origin.X, (int)soldier.Transform.World.Origin.Y); bool hit = false;
do 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; checker.X += (int)direction.X * checkerSpeed;
foreach (var creature in core.Swarm) checker.Y += (int)direction.Y * checkerSpeed;
{ foreach (var creature in core.Swarm)
if (creature.GetComponent<Component.Collision>().Rectangle.Contains(checker)) {
{ if (creature.GetComponent<Component.Collision>().Rectangle.Contains(checker))
hit = true; {
} hit = true;
} }
if (core.TestMonster.GetComponent<Component.Collision>().Rectangle.Contains(checker)) }
{ if (core.TestMonster.GetComponent<Component.Collision>().Rectangle.Contains(checker))
{
}
current++; }
} while (hit == false && current < range); current++;
current = 0; } while (hit == false && current < range);
if (soldier.Selected == true && soldier.Fired == false && hit == true) current = 0;
{ if (soldier.Selected == true && soldier.Fired == false && hit == true)
core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>(), "Bullet")); {
soldier.Fired = true; core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>(), "Bullet"));
foreach (var shot in core.Volley) soldier.Fired = true;
{ foreach (var shot in core.Volley)
if (shot.select == false) {
{ if (shot.select == false)
shot.select = true; {
shot.X = soldier.X; shot.select = true;
shot.Y = soldier.Y; shot.X = soldier.X;
//shot.Transform.World.X += Grid.TileSize / 2; shot.Y = soldier.Y;
//shot.Transform.World.Y += Grid.TileSize / 2; //shot.Transform.World.X += Grid.TileSize / 2;
} //shot.Transform.World.Y += Grid.TileSize / 2;
if (shot.direction == Vector2.Zero) }
{ if (shot.direction == Vector2.Zero)
shot.direction = new Vector2((float)directionX, (float)directionY); {
shot.Transform.World.Rotation = soldier.Transform.World.Rotation; shot.direction = new Vector2((float)directionX, (float)directionY);
} shot.Transform.World.Rotation = soldier.Transform.World.Rotation;
} }
} }
hit = false; }
} hit = false;
} }
} }
}
lastKeyboardState = ks;
} lastKeyboardState = ks;
} }
}
} }
+9 -2
View File
@@ -22,6 +22,8 @@ namespace DepthsBelow
public int numberOfSteps = 5; public int numberOfSteps = 5;
public int currentStep = 0; public int currentStep = 0;
public bool AttackedThisTurn = false;
public int step public int step
{ {
get { return currentStep; } get { return currentStep; }
@@ -150,15 +152,20 @@ namespace DepthsBelow
GetComponent<PathFinder>().Stop(); GetComponent<PathFinder>().Stop();
} }
foreach (var entity in entityManager.Entities) foreach (var entity in entityManager.Entities)
{ {
if (entity is Soldier) if (entity is Soldier)
{ {
if (entity.GetComponent<Component.Collision>().Rectangle.Intersects(this.GetComponent<Component.Collision>().Rectangle)) if (entity.GetComponent<Component.Collision>().Rectangle.Intersects(this.GetComponent<Component.Collision>().Rectangle))
{ {
if (Utility.AttackTest(this.GetComponent<Component.Stat>(), entity, Utility.CalculateHitChance(this.GetComponent<Component.Stat>(), this.Transform.World.Position, entity))) if (AttackedThisTurn == false)
{ {
break; if (Utility.AttackTest(this.GetComponent<Component.Stat>(), entity, Utility.CalculateHitChance(this.GetComponent<Component.Stat>(), this.Transform.World.Position, entity)))
{
AttackedThisTurn = true;
break;
}
} }
} }
} }
+2 -2
View File
@@ -78,8 +78,8 @@ namespace DepthsBelow
{ {
MaxHP = 100, MaxHP = 100,
MaxPanic = 100, MaxPanic = 100,
//Life = 10, Life = 100,
Defence = 10, Defence = 25,
Strength = 50, Strength = 50,
GetAim = 40, GetAim = 40,
GetDodge = 20 GetDodge = 20