The hell. Vi kan skjuta med S.

This commit is contained in:
Niklas Ulf Anders Cullberg
2012-10-29 00:51:14 +01:00
parent 4a60e4e2d5
commit 9a0ff658b4
10 changed files with 464 additions and 420 deletions
+14 -4
View File
@@ -2,6 +2,7 @@
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
namespace DepthsBelow.Component
{
@@ -39,7 +40,15 @@ namespace DepthsBelow.Component
protected int ammo = 0;
protected int enemyDodge = 0;
protected int penaltyRange = 5;
protected int penaltyRange = 5;
Vector2 rememberedPosition = Vector2.Zero;
public Vector2 Remember
{
get { return rememberedPosition; }
set { rememberedPosition = value; }
}
public int GetAim
{
@@ -83,7 +92,8 @@ namespace DepthsBelow.Component
public void Kill()
{
hp = 0;
hp = 0;
Parent.Remove();
//Console.WriteLine("Blargh! I am dead!");
}
@@ -94,8 +104,8 @@ namespace DepthsBelow.Component
public Stat(Entity parent)
: base (parent)
{
{
rememberedPosition = Vector2.Zero;
}
public bool targetInSight()
+250 -250
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@@ -1,250 +1,250 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using DepthsBelow.GUI;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace DepthsBelow
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Core : Microsoft.Xna.Framework.Game
{
public static GraphicsDeviceManager GraphicsDeviceManager;
private SpriteBatch spriteBatch;
private Effect lightShader;
private RenderTarget2D lightRenderTarget;
private RenderTarget2D sceneRenderTarget;
public Lua Lua;
public EntityManager EntityManager;
public TurnManager TurnManager;
public Camera Camera;
public Interface Interface;
public static MouseInput MouseInput;
public static KeyboardInput KeyboardInput;
public List<Soldier> Squad;
public DynamicGroupManager GroupManager;
public List<SmallEnemy> Swarm;
public List<Shot> Volley;
public List<MonsterSpawn> Spawn;
public static Map Map;
public SmallEnemy TestMonster;
public int Brightness = 30;
public Core()
{
GraphicsDeviceManager = new GraphicsDeviceManager(this);
GraphicsDeviceManager.PreferredBackBufferWidth = 1280;
GraphicsDeviceManager.PreferredBackBufferHeight = 720;
GraphicsDeviceManager.IsFullScreen = false;
//graphics.SynchronizeWithVerticalRetrace = false;
GraphicsDeviceManager.ApplyChanges();
this.IsFixedTimeStep = false;
this.IsMouseVisible = true;
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// 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>();
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
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);
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
Soldier.LoadContent();
SmallEnemy.LoadContent();
Shot.LoadContent();
MouseInput = new MouseInput(this);
MouseInput.LoadContent();
KeyboardInput = new KeyboardInput(this);
TestMonster = new SmallEnemy(EntityManager, ref Swarm);
TestMonster.X = 12;
TestMonster.Y = 4;
Swarm.Add(TestMonster);
// Load Lua scripts after everything is created
Lua.LoadScripts();
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
Camera.Update(gameTime);
MouseInput.Update(gameTime);
KeyboardInput.Update(gameTime);
EntityManager.Update(gameTime);
Interface.Update(gameTime);
GUIManager.Update(gameTime);
base.Update(gameTime);
}
/// <summary>
/// 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();
// 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>())
light.Draw(spriteBatch);
spriteBatch.End();
GraphicsDevice.SetRenderTarget(null);
// Draw the scene to a render target
GraphicsDevice.SetRenderTarget(sceneRenderTarget);
GraphicsDevice.Clear(Color.Black);
// Start drawing using the Camera transform
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, null, null, null,
Camera.Transform);
// 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 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,
Matrix.Identity);
spriteBatch.Draw(sceneRenderTarget, Vector2.Zero, Color.White);
spriteBatch.End();
// Draw GUI components
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.AnisotropicClamp, null, null, null, Matrix.Identity);
GUIManager.Draw(spriteBatch);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using DepthsBelow.GUI;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace DepthsBelow
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Core : Microsoft.Xna.Framework.Game
{
public static GraphicsDeviceManager GraphicsDeviceManager;
private SpriteBatch spriteBatch;
private Effect lightShader;
private RenderTarget2D lightRenderTarget;
private RenderTarget2D sceneRenderTarget;
public Lua Lua;
public EntityManager EntityManager;
public TurnManager TurnManager;
public Camera Camera;
public Interface Interface;
public static MouseInput MouseInput;
public static KeyboardInput KeyboardInput;
public List<Soldier> Squad;
public DynamicGroupManager GroupManager;
public List<SmallEnemy> Swarm;
public List<Shot> Volley;
public List<MonsterSpawn> Spawn;
public static Map Map;
public SmallEnemy TestMonster;
public int Brightness = 30;
public Core()
{
GraphicsDeviceManager = new GraphicsDeviceManager(this);
GraphicsDeviceManager.PreferredBackBufferWidth = 1280;
GraphicsDeviceManager.PreferredBackBufferHeight = 720;
GraphicsDeviceManager.IsFullScreen = false;
//graphics.SynchronizeWithVerticalRetrace = false;
GraphicsDeviceManager.ApplyChanges();
this.IsFixedTimeStep = false;
this.IsMouseVisible = true;
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// 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>();
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
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);
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
Soldier.LoadContent();
SmallEnemy.LoadContent();
//Shot.LoadContent();
MouseInput = new MouseInput(this);
MouseInput.LoadContent();
KeyboardInput = new KeyboardInput(this);
TestMonster = new SmallEnemy(EntityManager, ref Swarm);
TestMonster.X = 12;
TestMonster.Y = 4;
Swarm.Add(TestMonster);
// Load Lua scripts after everything is created
Lua.LoadScripts();
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
Camera.Update(gameTime);
MouseInput.Update(gameTime);
KeyboardInput.Update(gameTime);
EntityManager.Update(gameTime);
Interface.Update(gameTime);
GUIManager.Update(gameTime);
base.Update(gameTime);
}
/// <summary>
/// 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();
// 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>())
light.Draw(spriteBatch);
spriteBatch.End();
GraphicsDevice.SetRenderTarget(null);
// Draw the scene to a render target
GraphicsDevice.SetRenderTarget(sceneRenderTarget);
GraphicsDevice.Clear(Color.Black);
// Start drawing using the Camera transform
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, null, null, null,
Camera.Transform);
// 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 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,
Matrix.Identity);
spriteBatch.Draw(sceneRenderTarget, Vector2.Zero, Color.White);
spriteBatch.End();
// Draw GUI components
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.AnisotropicClamp, null, null, null, Matrix.Identity);
GUIManager.Draw(spriteBatch);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
+6 -4
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@@ -211,7 +211,7 @@ namespace DepthsBelow
{
if (soldier.Selected == true && soldier.Fired == false)
{
core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>()));
core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>(), "Bullet"));
soldier.Fired = true;
foreach (var shot in core.Volley)
{
@@ -225,10 +225,12 @@ namespace DepthsBelow
}
if (shot.direction == Vector2.Zero)
{
double directionX = Math.Cos(soldier.GetComponent<Component.Transform>().World.Rotation);
double directionY = Math.Sin(soldier.GetComponent<Component.Transform>().World.Rotation);
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;
}
}
}
@@ -268,7 +270,7 @@ namespace DepthsBelow
current = 0;
if (soldier.Selected == true && soldier.Fired == false && hit == true)
{
core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>()));
core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>(), "Bullet"));
soldier.Fired = true;
foreach (var shot in core.Volley)
{
+1 -1
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@@ -236,7 +236,7 @@ namespace DepthsBelow
{
if (gridRectangle.Intersects(enemy.GetComponent<Component.Collision>().Rectangle))
{
Console.WriteLine(Utility.CalculateHitChance(unit, enemy));
Console.WriteLine(Utility.CalculateHitChance(unit.GetComponent<Component.Stat>(), unit.GetComponent<Component.Transform>().World.Position, enemy));
}
}
}
+17 -4
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@@ -13,6 +13,7 @@ namespace DepthsBelow
public static Texture2D Texture;
public Color Color;
public static Point Origin;
string type = "";
Stat soldierStat;
@@ -37,7 +38,7 @@ namespace DepthsBelow
public Vector2 direction = Vector2.Zero;
public Shot(EntityManager entityManager, Stat _soldierStat)
public Shot(EntityManager entityManager, Stat _soldierStat, string _type)
: base(entityManager)
{
if (Texture == null)
@@ -46,6 +47,7 @@ namespace DepthsBelow
Transform.World.Origin = new Vector2(16, 16);
Stat = _soldierStat;
type = _type;
this.Color = Color.White;
var rc = new SpriteRenderer(this) { Texture = Texture, Color = Color.White };
@@ -55,9 +57,16 @@ namespace DepthsBelow
AddComponent(cc);
}
public static void LoadContent()
public void LoadContent()
{
Texture = GameServices.GetService<ContentManager>().Load<Texture2D>("images/Shot");
if (type == "Rocket")
{
Texture = GameServices.GetService<ContentManager>().Load<Texture2D>("images/Shot");
}
else
{
Texture = GameServices.GetService<ContentManager>().Load<Texture2D>("images/Shot3");
}
}
public override void Update(GameTime gameTime)
{
@@ -76,7 +85,11 @@ namespace DepthsBelow
{
if (this.GetComponent<Component.Collision>().Rectangle.Intersects(entity.GetComponent<Component.Collision>().Rectangle))
{
if (Utility.HitTest(Stat, entity, Utility.CalculateHitChance(Stat, this.Stat.Remember, entity)))
{
this.Remove();
return;
}
}
}
}
+163 -151
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@@ -1,152 +1,164 @@
using System;
using System.Collections.Generic;
using DepthsBelow.Component;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace DepthsBelow
{
public class SmallEnemy : Entity
{
public static Texture2D Texture;
public Color Color;
public static Point Origin;
private bool _selected; //I guess as in "currently doing something"
public List<SmallEnemy> Swarm;
private PathFinder.Node nextNode;
public int numberOfSteps = 5;
public int currentStep = 0;
public int step
{
get { return currentStep; }
set
{
currentStep = value;
}
}
public SmallEnemy(EntityManager entityManager, ref List<SmallEnemy> swarm)
: base(entityManager)
{
if (Texture == null)
LoadContent();
this.Swarm = swarm;
Transform.World.Origin = new Vector2(20, 16);
this.Color = Color.White;
var rc = new SpriteRenderer(this) { Texture = Texture, Color = Color.White };
AddComponent(rc);
var cc = new Collision(this, 32, 32);
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(stat);
}
public bool Selected
{
get { return _selected; }
set
{
_selected = value;
GetComponent<SpriteRenderer>().Color = (value) ? Color.Blue : this.Color;
}
}
public static void LoadContent()
{
Texture = GameServices.GetService<ContentManager>().Load<Texture2D>("images/Monster");
}
public override void Update(GameTime gameTime)
{
base.Update(gameTime);
float elapsed = gameTime.ElapsedGameTime.Milliseconds / 1000.0f;
if (nextNode == null)
nextNode = GetComponent<PathFinder>().Next();
if (nextNode != null)
{
List<Point> soldierCollisions = new List<Point>();
// Collision with moving units
foreach (var body in Swarm)
{
if (body != this)
{
if (body.Transform.Grid == nextNode.Position)
{
soldierCollisions.Add(body.Transform.Grid);
GetComponent<PathFinder>().RecreatePath(soldierCollisions);
nextNode = GetComponent<PathFinder>().Next();
break;
}
}
}
if (nextNode != null)
{
var nodeWorldPos = Grid.GridToWorld(nextNode.Position);
// 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)
{
currentStep++;
//lastLastNode = lastNode;
//lastNode = nextNode;
nextNode = GetComponent<PathFinder>().Next();
}
else
{
GetComponent<PathFinder>().Stop();
}
}
}
}
}
}
using System;
using System.Collections.Generic;
using DepthsBelow.Component;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace DepthsBelow
{
public class SmallEnemy : Entity
{
public static Texture2D Texture;
public Color Color;
public static Point Origin;
private bool _selected; //I guess as in "currently doing something"
public List<SmallEnemy> Swarm;
private PathFinder.Node nextNode;
public int numberOfSteps = 5;
public int currentStep = 0;
public int step
{
get { return currentStep; }
set
{
currentStep = value;
}
}
public SmallEnemy(EntityManager entityManager, ref List<SmallEnemy> swarm)
: base(entityManager)
{
if (Texture == null)
LoadContent();
this.Swarm = swarm;
Transform.World.Origin = new Vector2(20, 16);
this.Color = Color.White;
var rc = new SpriteRenderer(this) { Texture = Texture, Color = Color.White };
AddComponent(rc);
var cc = new Collision(this, 32, 32);
AddComponent(cc);
var pfc = new PathFinder(this);
AddComponent(pfc);
var stat = new Component.Stat(this)
{
Life = 2,
Defence = 2,
Strength = 5000,
GetAim = 100,
GetDodge = 50
};
AddComponent(stat);
}
public bool Selected
{
get { return _selected; }
set
{
_selected = value;
GetComponent<SpriteRenderer>().Color = (value) ? Color.Blue : this.Color;
}
}
public static void LoadContent()
{
Texture = GameServices.GetService<ContentManager>().Load<Texture2D>("images/Monster");
}
public override void Update(GameTime gameTime)
{
base.Update(gameTime);
float elapsed = gameTime.ElapsedGameTime.Milliseconds / 1000.0f;
if (nextNode == null)
nextNode = GetComponent<PathFinder>().Next();
if (nextNode != null)
{
List<Point> soldierCollisions = new List<Point>();
// Collision with moving units
foreach (var body in Swarm)
{
if (body != this)
{
if (body.Transform.Grid == nextNode.Position)
{
soldierCollisions.Add(body.Transform.Grid);
GetComponent<PathFinder>().RecreatePath(soldierCollisions);
nextNode = GetComponent<PathFinder>().Next();
break;
}
}
}
if (nextNode != null)
{
var nodeWorldPos = Grid.GridToWorld(nextNode.Position);
// 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)
{
currentStep++;
//lastLastNode = lastNode;
//lastNode = nextNode;
nextNode = GetComponent<PathFinder>().Next();
}
else
{
foreach (var entity in entityManager.Entities) {
if (entity is Soldier)
{
if (entity.GetComponent<Component.Collision>().Rectangle.Intersects(this.GetComponent<Component.Collision>().Rectangle))
{
if (Utility.HitTest(this.GetComponent<Component.Stat>(), entity, Utility.CalculateHitChance(this.GetComponent<Component.Stat>(), this.Transform.World.Position, entity)))
{
return;
}
}
}
}
GetComponent<PathFinder>().Stop();
}
}
}
}
}
}
}
+1 -1
View File
@@ -77,7 +77,7 @@ namespace DepthsBelow
MaxPanic = 100,
//Life = 10,
Defence = 10,
Strength = 10,
Strength = 50,
GetAim = 40,
GetDodge = 20
};
+5 -5
View File
@@ -19,9 +19,9 @@ namespace DepthsBelow
/// <param name="attacker">The attacking unit.</param>
/// <param name="defender">The recieving unit.</param>
/// <returns>Returns a hit chance percentage.</returns>
public static int CalculateHitChance(Entity attacker, Entity defender)
public static int CalculateHitChance(Stat attacker, Vector2 attackerPosition, Entity defender)
{
Stat shooting = attacker.GetComponent<Stat>();
Stat shooting = attacker;
Stat dodging = defender.GetComponent<Stat>();
if (shooting == null || dodging == null)
{
@@ -29,16 +29,16 @@ namespace DepthsBelow
}
int baseHitChance = shooting.GetAim;
int baseDodgeChance = dodging.GetDodge;
int distance = (int)Vector2.Distance(attacker.GetComponent<Transform>().World.Position, defender.GetComponent<Transform>().World.Position);
int distance = (int)Vector2.Distance(attackerPosition, defender.Transform.World.Position);
int basePenalty = shooting.Penalty(distance / (Grid.TileSize));
Console.WriteLine("Penalty = " + basePenalty);
int chanceToHit = baseHitChance - baseDodgeChance - basePenalty;
//Console.WriteLine(chanceToHit);
return chanceToHit;
}
public static bool HitTest(Entity attacker, Entity defender, int chanceToHit)
public static bool HitTest(Stat attacker, Entity defender, int chanceToHit)
{
Component.Stat shooting = attacker.GetComponent<Component.Stat>();
Component.Stat shooting = attacker;
Component.Stat dodging = defender.GetComponent<Component.Stat>();
Random rand = new Random();
if (rand.Next(0, 100) < chanceToHit)
@@ -231,6 +231,13 @@
<Processor>TextureProcessor</Processor>
</Compile>
</ItemGroup>
<ItemGroup>
<Compile Include="images\Shot3.bmp">
<Name>Shot3</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\$(XnaFrameworkVersion)\Microsoft.Xna.GameStudio.ContentPipeline.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
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