granade animation + arrow conttrols + started loading screen

This commit is contained in:
SergoDobro 2024-09-11 23:04:03 +03:00
parent 6d47993988
commit 0cc6b1250a
17 changed files with 316 additions and 199 deletions

View file

@ -459,7 +459,7 @@ namespace AnimatorFileCreatorAdvanced.Core.GUI
{
if (!buildDone) return;
ticksPassed++;
if (ticksPassed > 3)
if (ticksPassed > 1)
{
ticksPassed = 0;
SetNextFrame();

View file

@ -146,6 +146,9 @@
#begin Textures/Animations/explosion_1.animation
/copy:Textures/Animations/explosion_1.animation
#begin Textures/Animations/OneAnimationPerItem/granade_spinning.animation
/copy:Textures/Animations/OneAnimationPerItem/granade_spinning.animation
#begin Textures/Animations/player_idle_down_mining.animation
/copy:Textures/Animations/player_idle_down_mining.animation
@ -383,6 +386,18 @@
/processorParam:TextureFormat=Color
/build:Textures/AnimationTextures/Character/hr-level1_running.png
#begin Textures/AnimationTextures/OneAnimationPerItem/granade.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:Textures/AnimationTextures/OneAnimationPerItem/granade.png
#begin Textures/AnimationTextures/Player/Grenade.png
/importer:TextureImporter
/processor:TextureProcessor
@ -683,6 +698,18 @@
/processorParam:TextureFormat=Color
/build:Textures/GUI/MenuBackground.jpg
#begin Textures/GUI/mouse_pressed.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:Textures/GUI/mouse_pressed.png
#begin Textures/GUI/mouse.png
/importer:TextureImporter
/processor:TextureProcessor

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@ -0,0 +1 @@
{"id":"granade_spinning","textureName":"Textures/AnimationTextures/OneAnimationPerItem/granade","startSpriteRectangle":{"X":0,"Y":0,"Width":256,"Height":256},"frameSecond":[{"Item1":0,"Item2":2}],"textureFrameInterval":0,"framesCount":6,"isCycle":true,"offset":"0, 0"}

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@ -1 +1 @@
{"id":"player_running","textureName":"Textures/AnimationTextures/Player/Run","startSpriteRectangle":{"X":0,"Y":0,"Width":128,"Height":128},"frameSecond":[{"Item1":0,"Item2":1}],"textureFrameInterval":0,"framesCount":8,"isCycle":true,"offset":"0, 0"}
{"id":"player_running","textureName":"Textures/AnimationTextures/Player/Run","startSpriteRectangle":{"X":0,"Y":0,"Width":128,"Height":128},"frameSecond":[{"Item1":0,"Item2":5}],"textureFrameInterval":0,"framesCount":8,"isCycle":true,"offset":"0, 0"}

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@ -1 +1 @@
{"id":"zombie_walk","textureName":"Textures/AnimationTextures/Zombie/zombie_spritesheet_v1","startSpriteRectangle":{"X":0,"Y":32,"Width":32,"Height":32},"frameSecond":[{"Item1":0,"Item2":30}],"textureFrameInterval":0,"framesCount":8,"isCycle":true,"offset":"0, 0"}
{"id":"zombie_walk","textureName":"Textures/AnimationTextures/Zombie/zombie_spritesheet_v1","startSpriteRectangle":{"X":0,"Y":32,"Width":32,"Height":32},"frameSecond":[{"Item1":0,"Item2":10}],"textureFrameInterval":0,"framesCount":8,"isCycle":true,"offset":"0, 0"}

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@ -74,7 +74,7 @@ namespace ZoFo.GameCore
};
}
public void OnDataSend(string data)
public void OnDataSend(string data)//А это нужно? 0 использований метода :/
{
//List<UpdateTileCreated> updateDatas = JsonSerializer.Deserialize<List<UpdateTileCreated>>(data);
JArray jToken = JsonConvert.DeserializeObject(data) as JArray;
@ -94,7 +94,11 @@ namespace ZoFo.GameCore
}
public void GameEndedUnexpectedly() { }
/// <summary>
/// Подключиться к комнате
/// </summary>
/// <param name="ip"></param>
/// <param name="port"></param>
public void JoinRoom(string ip, int port)
{
networkManager.JoinRoom(ip, port);
@ -113,7 +117,11 @@ namespace ZoFo.GameCore
float shakeEffect = 0;
public void AddShaking(float power)
{
shakeEffect += power*3;
shakeEffect += power;
if (shakeEffect>10)
{
shakeEffect = 10;
}
}
public void UpdateShaking()
{

View file

@ -22,6 +22,7 @@ public abstract class AbstractGUI
private bool isStartedPrint = false;
private bool isPressed = false;
private Texture2D mouse;
private Texture2D mouse_pressed;
private MouseState mouseState;
public AbstractGUI()
@ -40,6 +41,7 @@ public abstract class AbstractGUI
{
Manager.LoadContent(AppManager.Instance.Content, "Fonts/Font");
mouse = AppManager.Instance.Content.Load<Texture2D>("Textures/GUI/mouse");
mouse_pressed = AppManager.Instance.Content.Load<Texture2D>("Textures/GUI/mouse_pressed");
}
public virtual void Update(GameTime gameTime)
@ -52,7 +54,11 @@ public abstract class AbstractGUI
{
Manager.Draw(spriteBatch);
spriteBatch.Begin();
spriteBatch.Draw(mouse, new Rectangle(mouseState.Position.X, mouseState.Position.Y, 20, 40), Color.White);
spriteBatch.End();
}
}
if (Mouse.GetState().LeftButton == ButtonState.Pressed)
spriteBatch.Draw(mouse_pressed, new Rectangle(mouseState.Position.X, mouseState.Position.Y, 20, 40), Color.White);
else
spriteBatch.Draw(mouse, new Rectangle(mouseState.Position.X, mouseState.Position.Y, 20, 40), Color.White);
spriteBatch.End();
}
}

View file

@ -20,6 +20,7 @@ public class HUD : AbstractGUI
public AbstractGUI overlayGUI;
protected override void CreateUI()
{
int width = AppManager.Instance.CurentScreenResolution.X;
int height = AppManager.Instance.CurentScreenResolution.Y;

View file

@ -0,0 +1,39 @@
using Microsoft.Xna.Framework;
using MonogameLibrary.UI.Base;
using MonogameLibrary.UI.Elements;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Xml.Linq;
using ZoFo.GameCore.GameManagers;
namespace ZoFo.GameCore.GUI
{
internal class LoadingGameScreenGUI : AbstractGUI
{
private DrawableUIElement menuBackground;
protected override void CreateUI()
{
int width = AppManager.Instance.CurentScreenResolution.X;
int height = AppManager.Instance.CurentScreenResolution.Y;
menuBackground = new DrawableUIElement(Manager) { rectangle = new Rectangle(0, 0, width, height), mainColor = Color.White, textureName = "Textures/GUI/background/waiting" };
Elements.Add(menuBackground);
menuBackground.LoadTexture(AppManager.Instance.Content);
var loading = new Label(Manager) { rectangle = new Rectangle(width / 2 - (int)(width / 8), height / 7, (int)(width / 4), (int)(height / 20)),
text = "Loading...", fontColor = Color.White, mainColor = Color.Transparent, scale = 0.9f, fontName = "Fonts\\Font3" };
Elements.Add(loading);
}
public override void Update(GameTime gameTime)
{
base.Update(gameTime);
}
}
}

View file

@ -50,7 +50,8 @@ public class SelectModeMenu : AbstractGUI
server.CreateRoom(false);
client.JoinYourself(server.MyIp.Port);
//AppManager.Instance.ChangeState(GameState.HostPlaying);
AppManager.Instance.SetGUI(new HUD());
AppManager.Instance.SetGUI(new HUD() { });
//server.CreateRoom(1);
//client.JoinYourself();

View file

@ -8,12 +8,12 @@ using System.Diagnostics;
using ZoFo.GameCore.GUI;
namespace ZoFo.GameCore.GameManagers
{
{
public enum ScopeState { Idle, Left, Right, Top, Down, TopLeft, TopRight, DownLeft, DownRight }
public class InputManager
{
public event Action ShootEvent; // событие удара(когда нажат X, событие срабатывает)
public event Action OnInteract; // событие взаимодействия с collectable(например, лутом)
//с помощью кнопки E.
@ -57,205 +57,235 @@ namespace ZoFo.GameCore.GameManagers
}
#region Работа с GamePad
#region Обработка гейм-пада. Задает Vector2 vectorMovementDirection являющийся вектором отклонения левого стика.
GamePadState gamePadState = GamePad.GetState(0);
InputMovementDirection = gamePadState.ThumbSticks.Left;
InputAttackDirection = gamePadState.ThumbSticks.Right;
#endregion
#region Обработка гейм-пада. Задает Vector2 vectorMovementDirection являющийся вектором отклонения левого стика.
GamePadState gamePadState = GamePad.GetState(0);
InputMovementDirection = gamePadState.ThumbSticks.Left;
InputAttackDirection = gamePadState.ThumbSticks.Right;
#endregion
#region читы
if (gamePadState.Triggers.Left >= 0.9 && gamePadState.Triggers.Right >= 0.9)
_cheatsEnabled = true;
if (_cheatsEnabled)
{
if (gamePadState.Buttons.Y == ButtonState.Pressed && lastGamePadState.Buttons.Y == ButtonState.Released)
InvincibilityCheat = !InvincibilityCheat;
if (gamePadState.Buttons.B == ButtonState.Pressed && lastGamePadState.Buttons.B == ButtonState.Released)
CollisionsCheat = !CollisionsCheat;
//TODO: infinite ammo cheat by gamepad
}
#endregion // Cheats
#region читы
if (gamePadState.Triggers.Left >= 0.9 && gamePadState.Triggers.Right >= 0.9)
_cheatsEnabled = true;
if (_cheatsEnabled)
{
if (gamePadState.Buttons.Y == ButtonState.Pressed && lastGamePadState.Buttons.Y == ButtonState.Released)
InvincibilityCheat = !InvincibilityCheat;
if (gamePadState.Buttons.B == ButtonState.Pressed && lastGamePadState.Buttons.B == ButtonState.Released)
CollisionsCheat = !CollisionsCheat;
//TODO: infinite ammo cheat by gamepad
}
#endregion // Cheats
#region set ScopeState
ConvertVector2ToState(InputMovementDirection);
#endregion
#region set ScopeState
ConvertVector2ToState(InputMovementDirection);
#endregion
#region Обработка нажатия выстрела. Вызывает событие ShootEvent
if (gamePadState.Buttons.X == ButtonState.Pressed && !isShoot)
{
isShoot = true;
ShootEvent?.Invoke();
Debug.WriteLine("Выстрел");
}
else if (gamePadState.Buttons.X == ButtonState.Released)
{
isShoot = false;
}
#endregion
#region Обработка нажатия выстрела. Вызывает событие ShootEvent
if (gamePadState.Buttons.X == ButtonState.Pressed && !isShoot)
{
isShoot = true;
ShootEvent?.Invoke();
Debug.WriteLine("Выстрел");
}
else if (gamePadState.Buttons.X == ButtonState.Released)
{
isShoot = false;
}
#endregion
lastGamePadState = gamePadState;
lastGamePadState = gamePadState;
#endregion
#region Работа с KeyBoard
#region InputAttack with mouse
MouseState mouseState = Mouse.GetState();
AppManager.Instance.debugHud.Set("mouse position", $"({mouseState.X}, {mouseState.Y}");
// TODO: CurentScreenResolution
Vector2 a = (AppManager.Instance.CurentScreenResolution / new Point(2, 2)).ToVector2();
InputAttackDirection = Vector2.Normalize(new Vector2(mouseState.X - a.X, mouseState.Y - a.Y));
AppManager.Instance.debugHud.Set("AttackDir(normalize)", $"({a.X}, {a.Y})");
#endregion
#region Состояние клавиатуры
KeyboardState keyBoardState = Keyboard.GetState(); // Состояние клавиатуры
#endregion
#region читы
if (keyBoardState.IsKeyDown(Keys.LeftShift) && keyBoardState.IsKeyDown(Keys.RightShift))
_cheatsEnabled = true;
if (_cheatsEnabled)
{
if (keyBoardState.IsKeyDown(Keys.I) && lastKeyboardState.IsKeyUp(Keys.I))
InvincibilityCheat = !InvincibilityCheat;
if (keyBoardState.IsKeyDown(Keys.C) && lastKeyboardState.IsKeyUp(Keys.C))
CollisionsCheat = !CollisionsCheat;
if (keyBoardState.IsKeyDown(Keys.N) && lastKeyboardState.IsKeyUp(Keys.N))
InfiniteAmmoCheat = !InfiniteAmmoCheat;
List<Keys> lvls = new List<Keys>() { Keys.D0, Keys.D1, Keys.D2, Keys.D3, Keys.D4, Keys.D5, Keys.D6, Keys.D7, Keys.D8, Keys.D9 };
for (int i = 0; i < lvls.Count; i++)
{
//if (keyBoardState.IsKeyDown(lvls[i]) && lastKeyboardState.IsKeyUp(lvls[i])) //TODO
// AppManager.Instance.Restart($"lvl{i}");
}
}
#endregion // Cheats
#region Обработка состояния объекта. Задает значение полю scopeState.
if (keyBoardState.IsKeyDown(Keys.Up) || keyBoardState.IsKeyDown(Keys.W))
{
InputMovementDirection += new Vector2(0, -1);
}
if (keyBoardState.IsKeyDown(Keys.Down) || keyBoardState.IsKeyDown(Keys.S))
{
InputMovementDirection += new Vector2(0, 1);
}
if (keyBoardState.IsKeyDown(Keys.Right) || keyBoardState.IsKeyDown(Keys.D))
{
InputMovementDirection += new Vector2(1, 0);
}
if (keyBoardState.IsKeyDown(Keys.Left) || keyBoardState.IsKeyDown(Keys.A))
{
InputMovementDirection += new Vector2(-1, 0);
}
ConvertVector2ToState(InputMovementDirection);
#endregion
#region Обработка нажатия выстрела. Вызывает событие ShootEvent
if ((keyBoardState.IsKeyDown(Keys.P) || keyBoardState.IsKeyDown(Keys.F)) && !isShoot)
{
isShoot = true;
ShootEvent?.Invoke();
Debug.WriteLine("Выстрел");
}
else if (keyBoardState.IsKeyUp(Keys.F))
{
isShoot = false;
}
#endregion
#region Обработка взаимодействия с collectable(например лутом). Вызывает событие OnInteract
if ((keyBoardState.IsKeyDown(Keys.E) || mouseState.LeftButton == ButtonState.Pressed) && !isInteract)
{
OnInteract?.Invoke();
Debug.WriteLine("взаимодействие с Collectable");
}
else if (keyBoardState.IsKeyUp(Keys.E))
{
isInteract = false;
}
#endregion
lastKeyboardState = keyBoardState;
#endregion
#region ActionEvent
if(InputMovementDirection != prevInputMovementDirection ||
InputAttackDirection != prevInputAttackDirection ||
currentScopeState != prevCurrentScopeState)
{
ActionEvent?.Invoke();
}
prevInputMovementDirection = InputMovementDirection;
prevInputAttackDirection = InputAttackDirection;
prevCurrentScopeState = currentScopeState;
#region Состояние клавиатуры
KeyboardState keyBoardState = Keyboard.GetState(); // Состояние клавиатуры
#endregion
#region InputAttack with mouse
MouseState mouseState = Mouse.GetState();
AppManager.Instance.debugHud.Set("mouse position", $"({mouseState.X}, {mouseState.Y}");
Vector2 a = (AppManager.Instance.CurentScreenResolution / new Point(2, 2)).ToVector2(); //player is always in the centre
InputAttackDirection = Vector2.Normalize(new Vector2(mouseState.X - a.X, mouseState.Y - a.Y));
AppManager.Instance.debugHud.Set("AttackDir(normalize)", $"({a.X}, {a.Y})");
if (keyBoardState.IsKeyDown(Keys.Down))
{
InputAttackDirection.Y = 1;
}
else if (keyBoardState.IsKeyDown(Keys.Up))
InputAttackDirection.Y = -1;
else
InputAttackDirection.Y = 0;
if (keyBoardState.IsKeyDown(Keys.Right))
{
InputAttackDirection.X = 1;
}
else if (keyBoardState.IsKeyDown(Keys.Left))
InputAttackDirection.X = -1;
else
InputAttackDirection.X = 0;
#endregion
#region читы
if (keyBoardState.IsKeyDown(Keys.LeftShift) && keyBoardState.IsKeyDown(Keys.RightShift))
_cheatsEnabled = true;
if (_cheatsEnabled)
{
if (keyBoardState.IsKeyDown(Keys.I) && lastKeyboardState.IsKeyUp(Keys.I))
InvincibilityCheat = !InvincibilityCheat;
if (keyBoardState.IsKeyDown(Keys.C) && lastKeyboardState.IsKeyUp(Keys.C))
CollisionsCheat = !CollisionsCheat;
if (keyBoardState.IsKeyDown(Keys.N) && lastKeyboardState.IsKeyUp(Keys.N))
InfiniteAmmoCheat = !InfiniteAmmoCheat;
List<Keys> lvls = new List<Keys>() { Keys.D0, Keys.D1, Keys.D2, Keys.D3, Keys.D4, Keys.D5, Keys.D6, Keys.D7, Keys.D8, Keys.D9 };
for (int i = 0; i < lvls.Count; i++)
{
//if (keyBoardState.IsKeyDown(lvls[i]) && lastKeyboardState.IsKeyUp(lvls[i])) //TODO
// AppManager.Instance.Restart($"lvl{i}");
}
}
#endregion // Cheats
#region Обработка состояния объекта. Задает значение полю scopeState.
bool useReverseControls = false;
if ((keyBoardState.IsKeyDown(Keys.Up) && useReverseControls)
|| (keyBoardState.IsKeyDown(Keys.W) && !useReverseControls))
{
InputMovementDirection += new Vector2(0, -1);
}
if ((keyBoardState.IsKeyDown(Keys.Down) && useReverseControls)
|| (keyBoardState.IsKeyDown(Keys.S) && !useReverseControls))
{
InputMovementDirection += new Vector2(0, 1);
}
if ((keyBoardState.IsKeyDown(Keys.Right) && useReverseControls)
|| (keyBoardState.IsKeyDown(Keys.D) && !useReverseControls))
{
InputMovementDirection += new Vector2(1, 0);
}
if ((keyBoardState.IsKeyDown(Keys.Left) && useReverseControls)
|| (keyBoardState.IsKeyDown(Keys.A) && !useReverseControls))
{
InputMovementDirection += new Vector2(-1, 0);
}
ConvertVector2ToState(InputMovementDirection);
#endregion
#region Обработка нажатия выстрела. Вызывает событие ShootEvent
if ((keyBoardState.IsKeyDown(Keys.P) || keyBoardState.IsKeyDown(Keys.F)) && !isShoot)
{
isShoot = true;
ShootEvent?.Invoke();
Debug.WriteLine("Выстрел");
}
else if (keyBoardState.IsKeyUp(Keys.F))
{
isShoot = false;
}
#endregion
#region Обработка взаимодействия с collectable(например лутом). Вызывает событие OnInteract
if ((keyBoardState.IsKeyDown(Keys.E) || mouseState.LeftButton == ButtonState.Pressed) && !isInteract)
{
OnInteract?.Invoke();
Debug.WriteLine("взаимодействие с Collectable");
}
else if (keyBoardState.IsKeyUp(Keys.E))
{
isInteract = false;
}
#endregion
lastKeyboardState = keyBoardState;
#endregion
#region ActionEvent
if (InputMovementDirection != prevInputMovementDirection ||
InputAttackDirection != prevInputAttackDirection ||
currentScopeState != prevCurrentScopeState)
{
ActionEvent?.Invoke();
}
prevInputMovementDirection = InputMovementDirection;
prevInputAttackDirection = InputAttackDirection;
prevCurrentScopeState = currentScopeState;
#endregion
DebugHUD.Instance.Set("controls", currentScopeState.ToString());
}
#region работа с ScopeState и Vector2
/// <summary>
/// возвращает число от -14 до 16, начиная с
/// </summary>
/// <param name="vector"></param>
/// <returns></returns>
public int ConvertAttackVector2ToState(Vector2 vector){
int currentSection = (int)Math.Ceiling(Math.Atan2(vector.Y,
vector.X) * (180 / Math.PI) / 360 * 32);
return currentSection;
}
public ScopeState ConvertVector2ToState(Vector2 vector)
/// <summary>
/// возвращает число от -14 до 16, начиная с
/// </summary>
/// <param name="vector"></param>
/// <returns></returns>
public int ConvertAttackVector2ToState(Vector2 vector)
{
int currentSection = (int)Math.Ceiling(Math.Atan2(vector.Y,
vector.X) * (180 / Math.PI) / 360 * 32);
return currentSection;
}
public ScopeState ConvertVector2ToState(Vector2 vector)
{
int currentSection = 0;
if (vector.X == 0f && vector.Y == 0f)
{
int currentSection = 0;
if(vector.X == 0f && vector.Y == 0f){
currentScopeState = ScopeState.Idle;
}
else
{
currentSection = (int)Math.Ceiling(Math.Atan2(vector.Y,
vector.X) * (180 / Math.PI) / 360 * 16);
currentScopeState = ScopeState.Idle;
}
else
{
currentSection = (int)Math.Ceiling(Math.Atan2(vector.Y,
vector.X) * (180 / Math.PI) / 360 * 16);
switch(currentSection)
switch (currentSection)
{
case -1:
currentScopeState = ScopeState.Idle;
break;
case 0 or 1:
currentScopeState = ScopeState.Right;
break;
currentScopeState = ScopeState.Right;
break;
case 2 or 3:
currentScopeState = ScopeState.DownRight;
break;
currentScopeState = ScopeState.DownRight;
break;
case 4 or 5:
currentScopeState = ScopeState.Down;
break;
currentScopeState = ScopeState.Down;
break;
case 6 or 7:
currentScopeState = ScopeState.DownLeft;
break;
currentScopeState = ScopeState.DownLeft;
break;
case 8 or -7:
currentScopeState = ScopeState.Left;
break;
currentScopeState = ScopeState.Left;
break;
case -6 or -5:
currentScopeState = ScopeState.TopLeft;
break;
currentScopeState = ScopeState.TopLeft;
break;
case -4 or -3:
currentScopeState = ScopeState.Top;
break;
currentScopeState = ScopeState.Top;
break;
case -2 or -1:
currentScopeState = ScopeState.TopRight;
break;
currentScopeState = ScopeState.TopRight;
break;
default:
break;
break;
}
DebugHUD.DebugSet("current section", currentSection.ToString());
DebugHUD.DebugSet("y", vector.Y.ToString());
DebugHUD.DebugSet("x", vector.X.ToString());
}
return currentScopeState;
}
return currentScopeState;
}
public static Vector2 ConvertStateToVector2(ScopeState scopeState)
{
@ -281,7 +311,7 @@ namespace ZoFo.GameCore.GameManagers
return new Vector2(1, 1);
default:
return new Vector2(0, 0);
}
}
}

View file

@ -205,7 +205,7 @@ namespace ZoFo.GameCore.GameManagers.NetworkManager
}
currentDatagrammId++;
AppManager.Instance.ChangeState(GameState.HostPlaying);
AppManager.Instance.SetGUI(new HUD());////
AppManager.Instance.SetGUI(new HUD());//// КАКОЙ В СЕРВЕРЕ ЭТО ПИСАТЬ???
}
public void CloseConnection()
{

View file

@ -22,7 +22,7 @@ namespace ZoFo.GameCore.GameObjects
public Zombie(Vector2 position) : base(position)
{
health = 5;
speed = 7.5f;
speed = 6.5f;
graphicsComponent.ObjectDrawRectangle = new Rectangle(0, 0, 30, 30);
collisionComponent.stopRectangle = new Rectangle(10, 20, 10, 10);
isAttacking = false;

View file

@ -290,12 +290,12 @@ public class Player : LivingEntity
{
direction.Normalize();
var rect = collisionComponent.stopRectangle.SetOrigin(position);
int size = 10;
int size = 30;
rect.X -= size;
rect.Y -= size;
rect.Width += 2 * size;
rect.Height += 2 * size;
rect = rect.SetOrigin(direction * 40 * mult);
rect = rect.SetOrigin(direction * 60 * mult);
return rect;
}
}

View file

@ -14,7 +14,7 @@ namespace ZoFo.GameCore.GameObjects
/// </summary>
public class Granade : GameObject
{
public override GraphicsComponent graphicsComponent { get; } = new AnimatedGraphicsComponent(new List<string> { "explosion_1" }, "explosion_1");
public override GraphicsComponent graphicsComponent { get; } = new AnimatedGraphicsComponent(new List<string> { "granade_spinning" }, "granade_spinning");
/// <summary>
/// TODO updates with directed effect
@ -26,7 +26,7 @@ namespace ZoFo.GameCore.GameObjects
if (AppManager.Instance.client.myPlayer != null)
this.positionFrom = AppManager.Instance.client.myPlayer.position;
this.positionTo = positionTo;
graphicsComponent.ObjectDrawRectangle = new Rectangle(-30, -30, 60, 60).SetOrigin(position);
graphicsComponent.ObjectDrawRectangle = new Rectangle(-15, -15, 30, 30).SetOrigin(position);
AppManager.Instance.SoundManager.StartSound("gun-gunshot-01", Vector2.Zero, Vector2.Zero, 0.5f, (float)(Random.Shared.NextDouble() * 2 - 1));
(graphicsComponent as AnimatedGraphicsComponent).actionOfAnimationEnd += _ =>
{
@ -34,6 +34,8 @@ namespace ZoFo.GameCore.GameObjects
//Delete_OnClient(this);
};
graphicsComponent.ObjectDrawRectangle.X = (int)position.X;
graphicsComponent.ObjectDrawRectangle.Y = (int)position.Y;
}
Vector2 positionFrom;
Vector2 positionTo;
@ -46,7 +48,7 @@ namespace ZoFo.GameCore.GameObjects
position.Y = (2 * positionTo.Y + 2 * positionFrom.Y - 4 * m) * dt * dt +
(4 * m - positionTo.Y - 3 * positionFrom.Y) * dt + positionFrom.Y;
if (dt >= 0.9)
if (dt >= 1)
{
FlightEndedOnServer();
return;
@ -72,18 +74,25 @@ namespace ZoFo.GameCore.GameObjects
}
public override void Update_OnClient()
{
float m = Math.Min(positionFrom.Y, positionTo.Y)-40;
position.X = (1 - dt) * positionFrom.X + dt * positionTo.X;
position.Y = (2 * positionTo.Y + 2 * positionFrom.Y - 4 * m) * dt * dt +
(4 * m - positionTo.Y - 3 * positionFrom.Y) * dt + positionFrom.Y;
dt += 0.05f;
if (dt >= 1)
{
//Granade Finished the flight
Instantiate_OnClient(new Explosion(position + ExtentionClass.RandomVector()*10));
Instantiate_OnClient(new Explosion(position + ExtentionClass.RandomVector() * 10));
Delete_OnClient(this);
base.Update_OnClient();
for (int i = 0; i < 10; i++)
{
if (Random.Shared.NextDouble() < 0.1) continue;
float angl = i / 10f * (float)Math.PI * 2;
Instantiate_OnClient(new Explosion(position +
Instantiate_OnClient(new Explosion(position +
new Vector2((float)Math.Cos(angl), (float)Math.Sin(angl)
) * 30));
@ -91,15 +100,10 @@ namespace ZoFo.GameCore.GameObjects
var rect = GetDamageRectangle();
return;
}
float m = Math.Min(positionFrom.Y, positionTo.Y)-40;
position.X = (1 - dt) * positionFrom.X + dt * positionTo.X;
position.Y = (2 * positionTo.Y + 2 * positionFrom.Y - 4 * m) * dt * dt +
(4 * m - positionTo.Y - 3 * positionFrom.Y) * dt + positionFrom.Y;
dt += 0.05f;
//position =
//base.Update_OnClient();
@ -121,7 +125,7 @@ namespace ZoFo.GameCore.GameObjects
var rect = graphicsComponent.ObjectDrawRectangle;
rect.X = (int)position.X;
rect.Y = (int)position.Y;
int size = 10;
int size = 20;
rect.X -= size;
rect.Y -= size;
rect.Width += 2 * size;