The hell. Vi kan skjuta med S.
This commit is contained in:
@@ -2,6 +2,7 @@
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using Microsoft.Xna.Framework;
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namespace DepthsBelow.Component
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{
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@@ -39,7 +40,15 @@ namespace DepthsBelow.Component
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protected int ammo = 0;
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protected int enemyDodge = 0;
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protected int penaltyRange = 5;
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protected int penaltyRange = 5;
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Vector2 rememberedPosition = Vector2.Zero;
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public Vector2 Remember
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{
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get { return rememberedPosition; }
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set { rememberedPosition = value; }
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}
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public int GetAim
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{
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@@ -83,7 +92,8 @@ namespace DepthsBelow.Component
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public void Kill()
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{
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hp = 0;
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hp = 0;
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Parent.Remove();
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//Console.WriteLine("Blargh! I am dead!");
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}
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@@ -94,8 +104,8 @@ namespace DepthsBelow.Component
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public Stat(Entity parent)
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: base (parent)
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{
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{
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rememberedPosition = Vector2.Zero;
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}
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public bool targetInSight()
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+250
-250
@@ -1,250 +1,250 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using DepthsBelow.GUI;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Audio;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.GamerServices;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Media;
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namespace DepthsBelow
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{
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/// <summary>
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/// This is the main type for your game
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/// </summary>
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public class Core : Microsoft.Xna.Framework.Game
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{
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public static GraphicsDeviceManager GraphicsDeviceManager;
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private SpriteBatch spriteBatch;
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private Effect lightShader;
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private RenderTarget2D lightRenderTarget;
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private RenderTarget2D sceneRenderTarget;
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public Lua Lua;
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public EntityManager EntityManager;
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public TurnManager TurnManager;
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public Camera Camera;
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public Interface Interface;
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public static MouseInput MouseInput;
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public static KeyboardInput KeyboardInput;
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public List<Soldier> Squad;
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public DynamicGroupManager GroupManager;
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public List<SmallEnemy> Swarm;
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public List<Shot> Volley;
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public List<MonsterSpawn> Spawn;
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public static Map Map;
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public SmallEnemy TestMonster;
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public int Brightness = 30;
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public Core()
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{
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GraphicsDeviceManager = new GraphicsDeviceManager(this);
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GraphicsDeviceManager.PreferredBackBufferWidth = 1280;
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GraphicsDeviceManager.PreferredBackBufferHeight = 720;
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GraphicsDeviceManager.IsFullScreen = false;
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//graphics.SynchronizeWithVerticalRetrace = false;
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GraphicsDeviceManager.ApplyChanges();
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this.IsFixedTimeStep = false;
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this.IsMouseVisible = true;
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Content.RootDirectory = "Content";
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}
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/// <summary>
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/// Allows the game to perform any initialization it needs to before starting to run.
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/// This is where it can query for any required services and load any non-graphic
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/// related content. Calling base.Initialize will enumerate through any components
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/// and initialize them as well.
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/// </summary>
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protected override void Initialize()
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{
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GameServices.AddService<GraphicsDevice>(GraphicsDevice);
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GameServices.AddService<ContentManager>(Content);
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Lua = new Lua();
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EntityManager = new EntityManager();
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TurnManager = new TurnManager(new string[] { "Player", "Computer" });
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Camera = new Camera(this);
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Interface = new Interface(this);
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Squad = new List<Soldier>();
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Swarm = new List<SmallEnemy>();
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Volley = new List<Shot>();
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Spawn = new List<MonsterSpawn>();
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base.Initialize();
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}
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/// <summary>
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/// LoadContent will be called once per game and is the place to load
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/// all of your content.
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/// </summary>
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protected override void LoadContent()
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{
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// Create a new SpriteBatch, which can be used to draw textures.
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spriteBatch = new SpriteBatch(GraphicsDevice);
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lightShader = Content.Load<Effect>("shaders/LightEffect");
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lightRenderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, false, SurfaceFormat.Color, DepthFormat.None, 0, RenderTargetUsage.PreserveContents);
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sceneRenderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height);
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Map = Content.Load<Map>("maps/Aztek.Test");
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//Map = Content.Load<Map>("maps/Cave.Level1");
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// Load map objects
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Map.ParseObjects(this);
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GroupManager = new DynamicGroupManager(Squad.Cast<Entity>().ToList(), (float)Grid.TileSize * 1.5f);
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Squad[0].Name = "Dean H. Jones";
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Squad[1].Name = "Walter L. Verville";
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Squad[2].Name = "Patrick Y. Southerland";
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Squad[3].Name = "Andrew C. Friend";
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Squad[4].Name = "Gary B. Whitley";
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Interface.CreateUnitFrames(Squad);
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// TODO: use this.Content to load your game content here
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Soldier.LoadContent();
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SmallEnemy.LoadContent();
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Shot.LoadContent();
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MouseInput = new MouseInput(this);
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MouseInput.LoadContent();
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KeyboardInput = new KeyboardInput(this);
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TestMonster = new SmallEnemy(EntityManager, ref Swarm);
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TestMonster.X = 12;
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TestMonster.Y = 4;
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Swarm.Add(TestMonster);
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// Load Lua scripts after everything is created
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Lua.LoadScripts();
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}
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/// <summary>
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/// UnloadContent will be called once per game and is the place to unload
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/// all content.
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/// </summary>
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protected override void UnloadContent()
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{
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// TODO: Unload any non ContentManager content here
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}
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/// <summary>
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/// Allows the game to run logic such as updating the world,
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/// checking for collisions, gathering input, and playing audio.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Update(GameTime gameTime)
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{
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// Allows the game to exit
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
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this.Exit();
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Camera.Update(gameTime);
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MouseInput.Update(gameTime);
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KeyboardInput.Update(gameTime);
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EntityManager.Update(gameTime);
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Interface.Update(gameTime);
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GUIManager.Update(gameTime);
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base.Update(gameTime);
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}
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/// <summary>
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/// This is called when the game should draw itself.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Draw(GameTime gameTime)
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{
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MouseState ms = Mouse.GetState();
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// Draw to the lighting render target
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GraphicsDevice.SetRenderTarget(lightRenderTarget);
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GraphicsDevice.Clear(new Color(Brightness, Brightness, Brightness));
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spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Additive, SamplerState.PointClamp, null, null, null,
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Camera.Transform);
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// Draw flashlights
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foreach (var light in EntityManager.GetComponents<Component.Flashlight>())
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light.Draw(spriteBatch);
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spriteBatch.End();
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GraphicsDevice.SetRenderTarget(null);
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// Draw the scene to a render target
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GraphicsDevice.SetRenderTarget(sceneRenderTarget);
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GraphicsDevice.Clear(Color.Black);
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// Start drawing using the Camera transform
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, null, null, null,
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Camera.Transform);
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// Draw the level
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Map.Draw(spriteBatch);
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// Draw entities
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foreach (var spriteRenderer in EntityManager.GetComponents<Component.SpriteRenderer>())
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{
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// Only render illuminated entities
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var position = Camera.WorldToScreen(spriteRenderer.Parent.Transform.World + spriteRenderer.Parent.Transform.World.Origin);
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var sourceRect = new Rectangle((int)position.X, (int)position.Y, 1, 1);
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if (
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sourceRect.X >= 0
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&& sourceRect.Y >= 0
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&& sourceRect.X < lightRenderTarget.Width
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&& sourceRect.Y < lightRenderTarget.Height
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)
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{
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var lightData = new Color[1];
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lightRenderTarget.GetData<Color>(0, sourceRect, lightData, 0, 1);
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if (lightData[0] != new Color(Brightness, Brightness, Brightness))
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spriteRenderer.Draw(spriteBatch);
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}
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}
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#if DEBUG
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var debugTexture = new Texture2D(GraphicsDevice, 1, 1);
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debugTexture.SetData(new Color[] { Color.White });
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foreach (var collisionComponent in EntityManager.GetComponents<Component.Collision>())
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{
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spriteBatch.Draw(debugTexture, collisionComponent.Rectangle, Color.Red * 0.5f);
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}
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#endif
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// Draw mouse input visuals
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MouseInput.Draw(spriteBatch);
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spriteBatch.End();
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GraphicsDevice.SetRenderTarget(null);
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// Draw the scene from the render target with the light shader
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lightShader.Parameters["LightsTexture"].SetValue(lightRenderTarget);
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lightShader.CurrentTechnique.Passes[0].Apply();
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spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.PointClamp, null, null, lightShader,
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Matrix.Identity);
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spriteBatch.Draw(sceneRenderTarget, Vector2.Zero, Color.White);
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spriteBatch.End();
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// Draw GUI components
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.AnisotropicClamp, null, null, null, Matrix.Identity);
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GUIManager.Draw(spriteBatch);
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spriteBatch.End();
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base.Draw(gameTime);
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}
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}
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}
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using DepthsBelow.GUI;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Audio;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.GamerServices;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Media;
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namespace DepthsBelow
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{
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/// <summary>
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/// This is the main type for your game
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/// </summary>
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public class Core : Microsoft.Xna.Framework.Game
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{
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public static GraphicsDeviceManager GraphicsDeviceManager;
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private SpriteBatch spriteBatch;
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private Effect lightShader;
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private RenderTarget2D lightRenderTarget;
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private RenderTarget2D sceneRenderTarget;
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public Lua Lua;
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public EntityManager EntityManager;
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public TurnManager TurnManager;
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public Camera Camera;
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public Interface Interface;
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public static MouseInput MouseInput;
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public static KeyboardInput KeyboardInput;
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public List<Soldier> Squad;
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public DynamicGroupManager GroupManager;
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public List<SmallEnemy> Swarm;
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public List<Shot> Volley;
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public List<MonsterSpawn> Spawn;
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public static Map Map;
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public SmallEnemy TestMonster;
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public int Brightness = 30;
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public Core()
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{
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GraphicsDeviceManager = new GraphicsDeviceManager(this);
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GraphicsDeviceManager.PreferredBackBufferWidth = 1280;
|
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GraphicsDeviceManager.PreferredBackBufferHeight = 720;
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GraphicsDeviceManager.IsFullScreen = false;
|
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//graphics.SynchronizeWithVerticalRetrace = false;
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GraphicsDeviceManager.ApplyChanges();
|
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|
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this.IsFixedTimeStep = false;
|
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this.IsMouseVisible = true;
|
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|
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Content.RootDirectory = "Content";
|
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}
|
||||
|
||||
/// <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()
|
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{
|
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GameServices.AddService<GraphicsDevice>(GraphicsDevice);
|
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GameServices.AddService<ContentManager>(Content);
|
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|
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Lua = new Lua();
|
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EntityManager = new EntityManager();
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TurnManager = new TurnManager(new string[] { "Player", "Computer" });
|
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|
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Camera = new Camera(this);
|
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Interface = new Interface(this);
|
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|
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Squad = new List<Soldier>();
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Swarm = new List<SmallEnemy>();
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Volley = new List<Shot>();
|
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|
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Spawn = new List<MonsterSpawn>();
|
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|
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base.Initialize();
|
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}
|
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|
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/// <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);
|
||||
|
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Map = Content.Load<Map>("maps/Aztek.Test");
|
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//Map = Content.Load<Map>("maps/Cave.Level1");
|
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// 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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)
|
||||
{
|
||||
|
||||
@@ -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));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -77,7 +77,7 @@ namespace DepthsBelow
|
||||
MaxPanic = 100,
|
||||
//Life = 10,
|
||||
Defence = 10,
|
||||
Strength = 10,
|
||||
Strength = 50,
|
||||
GetAim = 40,
|
||||
GetDodge = 20
|
||||
};
|
||||
|
||||
@@ -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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Reference in New Issue
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