Merge branch 'master' of github.com:sippeangelo/DepthsBelow

Conflicts:
	DepthsBelow/DepthsBelow/KeyboardInput.cs
	DepthsBelow/DepthsBelow/MouseInput.cs
	DepthsBelow/DepthsBelow/Soldier.cs
	DepthsBelow/DepthsBelow/Utility.cs
This commit is contained in:
Simon Holmberg
2012-10-21 22:55:10 +02:00
6 changed files with 519 additions and 484 deletions
+9 -2
View File
@@ -42,7 +42,13 @@ namespace DepthsBelow.Component
public int GetAim public int GetAim
{ {
get { return soldierAim + weaponAccuracy; } get { return soldierAim + weaponAccuracy; }
set { soldierAim = value; } set { weaponAccuracy = value; }
}
public int GetStep
{
get { return stepsTaken; }
set { stepsTaken = value; }
} }
public int GetDodge public int GetDodge
@@ -100,7 +106,8 @@ namespace DepthsBelow.Component
int penalty = 0; int penalty = 0;
if (distance >= penaltyRange * 3) if (distance >= penaltyRange * 3)
{ {
penalty = 100; distance -= penaltyRange * 3;
penalty = penaltyRange + penaltyRange * 3 + penaltyRange * 5 + distance * 10;
} }
else if (distance >= penaltyRange * 2) else if (distance >= penaltyRange * 2)
{ {
+2 -2
View File
@@ -184,7 +184,7 @@ namespace DepthsBelow
{ {
if (soldier.Selected == true && soldier.Fired == false) if (soldier.Selected == true && soldier.Fired == false)
{ {
core.Volley.Add(new Shot(core.EntityManager)); core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>()));
soldier.Fired = true; soldier.Fired = true;
foreach (var shot in core.Volley) foreach (var shot in core.Volley)
{ {
@@ -241,7 +241,7 @@ namespace DepthsBelow
current = 0; current = 0;
if (soldier.Selected == true && soldier.Fired == false && hit == true) if (soldier.Selected == true && soldier.Fired == false && hit == true)
{ {
core.Volley.Add(new Shot(core.EntityManager)); core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>()));
soldier.Fired = true; soldier.Fired = true;
foreach (var shot in core.Volley) foreach (var shot in core.Volley)
{ {
+15
View File
@@ -173,6 +173,21 @@ namespace DepthsBelow
} }
}*/ }*/
//Calculating chance to hit if holding cursor over enemy
foreach (var unit in core.Squad)
{
if (unit.Selected == true && unit.Fired == false)
{
foreach (var enemy in core.Swarm)
{
if (gridRectangle.Intersects(enemy.GetComponent<Component.Collision>().Rectangle))
{
Console.WriteLine(Utility.CalculateHitChance(unit, enemy));
}
}
}
}
// When the mouse is released // When the mouse is released
/*if (ms.LeftButton == ButtonState.Released && selectionRectangle != Rectangle.Empty) /*if (ms.LeftButton == ButtonState.Released && selectionRectangle != Rectangle.Empty)
{ {
+11 -1
View File
@@ -14,6 +14,14 @@ namespace DepthsBelow
public Color Color; public Color Color;
public static Point Origin; public static Point Origin;
Stat soldierStat;
public Stat Stat
{
get { return soldierStat; }
set { soldierStat = value; }
}
private bool _selected = false; //I guess as in "currently doing something" private bool _selected = false; //I guess as in "currently doing something"
public bool select public bool select
@@ -29,7 +37,7 @@ namespace DepthsBelow
public Vector2 direction = Vector2.Zero; public Vector2 direction = Vector2.Zero;
public Shot(EntityManager entityManager) public Shot(EntityManager entityManager, Stat _soldierStat)
: base(entityManager) : base(entityManager)
{ {
if (Texture == null) if (Texture == null)
@@ -37,6 +45,8 @@ namespace DepthsBelow
Transform.World.Origin = new Vector2(16, 16); Transform.World.Origin = new Vector2(16, 16);
Stat = _soldierStat;
this.Color = Color.White; this.Color = Color.White;
var rc = new SpriteRenderer(this) { Texture = Texture, Color = Color.White }; var rc = new SpriteRenderer(this) { Texture = Texture, Color = Color.White };
AddComponent(rc); AddComponent(rc);
+5 -4
View File
@@ -33,7 +33,7 @@ namespace DepthsBelow
} }
public int numberOfSteps = 14; public int numberOfSteps = 14;
public int currentStep = 0; int currentStep = 0;
public int step public int step
{ {
@@ -41,6 +41,7 @@ namespace DepthsBelow
set set
{ {
currentStep = value; currentStep = value;
GetComponent<Component.Stat>().GetStep = currentStep;
} }
} }
@@ -70,7 +71,7 @@ namespace DepthsBelow
//Life = 10, //Life = 10,
Defence = 10, Defence = 10,
Strength = 10, Strength = 10,
GetAim = 10, GetAim = 40,
GetDodge = 20 GetDodge = 20
}; };
AddComponent(stat); AddComponent(stat);
@@ -146,9 +147,9 @@ namespace DepthsBelow
if (Transform.World == nodeWorldPos) if (Transform.World == nodeWorldPos)
{ {
if (currentStep < numberOfSteps) if (step < numberOfSteps)
{ {
currentStep++; step++;
lastLastNode = lastNode; lastLastNode = lastNode;
lastNode = nextNode; lastNode = nextNode;
nextNode = GetComponent<PathFinder>().Next(); nextNode = GetComponent<PathFinder>().Next();
+3 -1
View File
@@ -29,7 +29,9 @@ namespace DepthsBelow
} }
int baseHitChance = shooting.GetAim; int baseHitChance = shooting.GetAim;
int baseDodgeChance = dodging.GetDodge; int baseDodgeChance = dodging.GetDodge;
int basePenalty = shooting.Penalty((int)Vector2.Distance(attacker.GetComponent<Transform>().World.Position, defender.GetComponent<Transform>().World.Position) / Grid.TileSize); int distance = (int)Vector2.Distance(attacker.GetComponent<Transform>().World.Position, defender.GetComponent<Transform>().World.Position);
int basePenalty = shooting.Penalty(distance / (Grid.TileSize));
Console.WriteLine("Penalty = " + basePenalty);
int chanceToHit = baseHitChance - baseDodgeChance - basePenalty; int chanceToHit = baseHitChance - baseDodgeChance - basePenalty;
//Console.WriteLine(chanceToHit); //Console.WriteLine(chanceToHit);
return chanceToHit; return chanceToHit;