Tried making Enemy by copying Soldier. +Monster

... I think I failed, though...

Oh, that monster was made by Christian
This commit is contained in:
Niklas Ulf Anders Cullberg
2012-10-03 12:33:22 +02:00
parent 4658decf32
commit b4dc13e420
5 changed files with 573 additions and 444 deletions
+152 -140
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@@ -1,140 +1,152 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.GamerServices;
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
{ {
/// <summary> /// <summary>
/// This is the main type for your game /// This is the main type for your game
/// </summary> /// </summary>
public class Core : Microsoft.Xna.Framework.Game public class Core : Microsoft.Xna.Framework.Game
{ {
GraphicsDeviceManager graphics; GraphicsDeviceManager graphics;
SpriteBatch spriteBatch; SpriteBatch spriteBatch;
public Camera Camera; public Camera Camera;
public static MouseInput MouseInput; public static MouseInput MouseInput;
public List<Soldier> Squad; public List<Soldier> Squad;
public static Map Map; public List<SmallEnemy> Swarm;
public static Map Map;
public Core()
{ public Core()
graphics = new GraphicsDeviceManager(this); {
Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
graphics.PreferredBackBufferWidth = 1280;
graphics.PreferredBackBufferHeight = 720; graphics.PreferredBackBufferWidth = 1280;
graphics.IsFullScreen = false; graphics.PreferredBackBufferHeight = 720;
graphics.IsFullScreen = false;
//graphics.SynchronizeWithVerticalRetrace = false;
this.IsFixedTimeStep = false; //graphics.SynchronizeWithVerticalRetrace = false;
graphics.ApplyChanges(); this.IsFixedTimeStep = false;
graphics.ApplyChanges();
this.IsMouseVisible = true;
} this.IsMouseVisible = true;
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run. /// <summary>
/// This is where it can query for any required services and load any non-graphic /// Allows the game to perform any initialization it needs to before starting to run.
/// related content. Calling base.Initialize will enumerate through any components /// This is where it can query for any required services and load any non-graphic
/// and initialize them as well. /// related content. Calling base.Initialize will enumerate through any components
/// </summary> /// and initialize them as well.
protected override void Initialize() /// </summary>
{ protected override void Initialize()
// TODO: Add your initialization logic here {
Camera = new Camera(this); // TODO: Add your initialization logic here
Squad = new List<Soldier>(); Camera = new Camera(this);
Squad = new List<Soldier>();
base.Initialize(); Swarm = new List<SmallEnemy>();
}
base.Initialize();
/// <summary> }
/// LoadContent will be called once per game and is the place to load
/// all of your content. /// <summary>
/// </summary> /// LoadContent will be called once per game and is the place to load
protected override void LoadContent() /// all of your content.
{ /// </summary>
// Create a new SpriteBatch, which can be used to draw textures. protected override void LoadContent()
spriteBatch = new SpriteBatch(GraphicsDevice); {
// Create a new SpriteBatch, which can be used to draw textures.
Map = Content.Load<Map>("maps/Cave.Level1"); spriteBatch = new SpriteBatch(GraphicsDevice);
// Load map objects
Map.ParseObjects(this); Map = Content.Load<Map>("maps/Cave.Level1");
// Load map objects
// TODO: use this.Content to load your game content here Map.ParseObjects(this);
Soldier.LoadContent(this);
// TODO: use this.Content to load your game content here
MouseInput = new MouseInput(this); Soldier.LoadContent(this);
MouseInput.LoadContent(); SmallEnemy.LoadContent(this);
}
MouseInput = new MouseInput(this);
/// <summary> MouseInput.LoadContent();
/// UnloadContent will be called once per game and is the place to unload }
/// all content.
/// </summary> /// <summary>
protected override void UnloadContent() /// UnloadContent will be called once per game and is the place to unload
{ /// all content.
// TODO: Unload any non ContentManager content here /// </summary>
} protected override void UnloadContent()
{
/// <summary> // TODO: Unload any non ContentManager content here
/// Allows the game to run logic such as updating the world, }
/// checking for collisions, gathering input, and playing audio.
/// </summary> /// <summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param> /// Allows the game to run logic such as updating the world,
protected override void Update(GameTime gameTime) /// checking for collisions, gathering input, and playing audio.
{ /// </summary>
// Allows the game to exit /// <param name="gameTime">Provides a snapshot of timing values.</param>
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) protected override void Update(GameTime gameTime)
this.Exit(); {
// Allows the game to exit
Camera.Update(gameTime); if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
MouseInput.Update(gameTime); this.Exit();
// Update soldiers in squad Camera.Update(gameTime);
foreach (var soldier in Squad) MouseInput.Update(gameTime);
soldier.Update(gameTime);
// Update soldiers in squad
base.Update(gameTime); foreach (var soldier in Squad)
} soldier.Update(gameTime);
/// <summary> foreach (var body in Swarm)
/// This is called when the game should draw itself. body.Update(gameTime);
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param> base.Update(gameTime);
protected override void Draw(GameTime gameTime) }
{
GraphicsDevice.Clear(Color.Black); /// <summary>
/// This is called when the game should draw itself.
// Start drawing using the Camera transform /// </summary>
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, /// <param name="gameTime">Provides a snapshot of timing values.</param>
Camera.Transform); protected override void Draw(GameTime gameTime)
{
// Draw the level GraphicsDevice.Clear(Color.Black);
Map.Draw(spriteBatch);
// Start drawing using the Camera transform
// Draw units spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null,
foreach (var soldier in Squad) Camera.Transform);
{
var sr = soldier.GetComponent<Component.SpriteRenderer>(); // Draw the level
if (sr != null) Map.Draw(spriteBatch);
sr.Draw(spriteBatch);
} // Draw units
foreach (var soldier in Squad)
// Draw mouse input visuals {
MouseInput.Draw(spriteBatch); var sr = soldier.GetComponent<Component.SpriteRenderer>();
if (sr != null)
spriteBatch.End(); sr.Draw(spriteBatch);
}
base.Draw(gameTime); foreach (var body in Swarm)
} {
} var sr = body.GetComponent<Component.SpriteRenderer>();
} if (sr != null)
sr.Draw(spriteBatch);
}
// Draw mouse input visuals
MouseInput.Draw(spriteBatch);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
+196 -195
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@@ -1,196 +1,197 @@
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+109
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@@ -0,0 +1,109 @@
using System;
using System.Collections.Generic;
using DepthsBelow.Component;
using Microsoft.Xna.Framework;
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 SmallEnemy(Core core, ref List<SmallEnemy> swarm)
: base(core)
{
if (Texture == null)
LoadContent(core);
this.Swarm = swarm;
Transform.World.Origin = new Vector2(16, 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);
}
public bool Selected
{
get { return _selected; }
set
{
_selected = value;
GetComponent<SpriteRenderer>().Color = (value) ? Color.Blue : this.Color;
}
}
public static void LoadContent(Core core)
{
Texture = core.Content.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>();
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;
if (Transform.World.X > nodeWorldPos.X)
Transform.World.X -= speed;
if (Transform.World.Y < nodeWorldPos.Y)
Transform.World.Y += speed;
if (Transform.World.Y > nodeWorldPos.Y)
Transform.World.Y -= speed;
if (Transform.World == nodeWorldPos)
nextNode = GetComponent<PathFinder>().Next();
}
}
/**/
}
}
}
@@ -1,110 +1,117 @@
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<RootNamespace>DepthsBelowContent</RootNamespace> <RootNamespace>DepthsBelowContent</RootNamespace>
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<SubType>Designer</SubType> <SubType>Designer</SubType>
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<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\$(XnaFrameworkVersion)\Microsoft.Xna.GameStudio.ContentPipeline.targets" /> <ItemGroup>
<!-- To modify your build process, add your task inside one of the targets below and uncomment it. <Compile Include="images\Monster.png">
Other similar extension points exist, see Microsoft.Common.targets. <Name>Monster</Name>
<Target Name="BeforeBuild"> <Importer>TextureImporter</Importer>
</Target> <Processor>TextureProcessor</Processor>
<Target Name="AfterBuild"> </Compile>
</Target> </ItemGroup>
--> <Import Project="$(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.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
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