Added Granade
Currently damages enemies but based on client side -> need fixing + HOW TO UPDATE POSITION? Need to rethink granade generation anyway
This commit is contained in:
parent
7426a68c8e
commit
685011fd61
6 changed files with 126 additions and 22 deletions
|
@ -229,7 +229,7 @@ namespace ZoFo.GameCore.GameManagers.CollisionManager
|
|||
}
|
||||
return players.ToArray();
|
||||
}
|
||||
public Entity[] GetEntities(Rectangle rectangle, Entity entity)
|
||||
public Entity[] GetEntities(Rectangle rectangle, Entity entityToIgnore = null)
|
||||
{
|
||||
|
||||
List<Entity> entities = new List<Entity>();
|
||||
|
@ -240,8 +240,11 @@ namespace ZoFo.GameCore.GameManagers.CollisionManager
|
|||
entities.Add(item);
|
||||
}
|
||||
}
|
||||
if (entities.Contains(entity))
|
||||
entities.Remove(entity);
|
||||
if (entityToIgnore!= null)
|
||||
{
|
||||
if (entities.Contains(entityToIgnore))
|
||||
entities.Remove(entityToIgnore);
|
||||
}
|
||||
return entities.ToArray();
|
||||
}
|
||||
|
||||
|
@ -257,7 +260,7 @@ namespace ZoFo.GameCore.GameManagers.CollisionManager
|
|||
public static SerializableVector2 Serialize(this Vector2 vector) => new SerializableVector2(vector);
|
||||
public static Vector2 RandomVector()
|
||||
{
|
||||
return new Vector2((float)Random.Shared.NextDouble() - 0.5f, (float)Random.Shared.NextDouble() - 0.5f);
|
||||
return new Vector2((float)Random.Shared.NextDouble() - 0.5f, (float)Random.Shared.NextDouble() - 0.5f)*2;
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -32,10 +32,10 @@ namespace ZoFo.GameCore.GameObjects
|
|||
public virtual void Update()
|
||||
{
|
||||
}
|
||||
public override void UpdateLogic()
|
||||
public override void UpdateLogic_OnServer()
|
||||
{
|
||||
Update();
|
||||
base.UpdateLogic();
|
||||
base.UpdateLogic_OnServer();
|
||||
}
|
||||
|
||||
public void StartAnimation(string animationId)
|
||||
|
|
|
@ -270,13 +270,12 @@ public class Player : LivingEntity
|
|||
{
|
||||
for (int i = 3; i <= 3; i++)
|
||||
{
|
||||
Instantiate(new Explosion(
|
||||
Instantiate(new Granade(
|
||||
((position - graphicsComponent.ObjectDrawRectangle.Size.ToVector2() / 2) * (3 - i) / 3f) +
|
||||
((entity.position - graphicsComponent.ObjectDrawRectangle.Size.ToVector2() / 2) * i / 3f) + ExtentionClass.RandomVector() * 3
|
||||
));
|
||||
|
||||
}
|
||||
(entity as Enemy).TakeDamage(1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
@ -24,41 +25,143 @@ namespace ZoFo.GameCore.GameObjects
|
|||
|
||||
public Explosion(Vector2 position) : base(position)
|
||||
{
|
||||
if (AppManager.Instance.client != null)//remove
|
||||
{
|
||||
AppManager.Instance.client.AddShaking(0.05f);
|
||||
}
|
||||
graphicsComponent.ObjectDrawRectangle = new Rectangle(-30, -30, 60, 60).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 += _ => {
|
||||
(graphicsComponent as AnimatedGraphicsComponent).actionOfAnimationEnd += _ =>
|
||||
{
|
||||
|
||||
Delete_OnClient(this);
|
||||
|
||||
};
|
||||
}
|
||||
}
|
||||
public class Granade : Particle
|
||||
/// <summary>
|
||||
/// TODO: change from particle to throwable, it is not a particle anymore
|
||||
/// </summary>
|
||||
public class Granade : GameObject
|
||||
{
|
||||
public override GraphicsComponent graphicsComponent { get; } = new AnimatedGraphicsComponent(new List<string> { "explosion_1" }, "explosion_1");
|
||||
|
||||
public Granade(Vector2 positionTo, Vector2? positionFrom = null) : base(positionTo)
|
||||
/// <summary>
|
||||
/// TODO updates with directed effect
|
||||
/// </summary>
|
||||
/// <param name="positionTo"></param>
|
||||
/// <param name="positionFrom"></param>
|
||||
public Granade(Vector2 positionTo) : base(positionTo)
|
||||
{
|
||||
|
||||
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);
|
||||
AppManager.Instance.SoundManager.StartSound("gun-gunshot-01", Vector2.Zero, Vector2.Zero, 0.5f, (float)(Random.Shared.NextDouble() * 2 - 1));
|
||||
(graphicsComponent as AnimatedGraphicsComponent).actionOfAnimationEnd += _ => {
|
||||
(graphicsComponent as AnimatedGraphicsComponent).actionOfAnimationEnd += _ =>
|
||||
{
|
||||
|
||||
Delete_OnClient(this);
|
||||
//Delete_OnClient(this);
|
||||
|
||||
};
|
||||
}
|
||||
Vector2 positionFrom;
|
||||
Vector2 positionTo;
|
||||
float dt = 0;
|
||||
public override void UpdateLogic_OnServer()
|
||||
{
|
||||
|
||||
if (dt >= 1)
|
||||
{
|
||||
FlightEndedOnServer();
|
||||
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;
|
||||
base.UpdateLogic_OnServer();
|
||||
}
|
||||
private void FlightEndedOnServer()
|
||||
{
|
||||
|
||||
var rect = GetDamageRectangle();
|
||||
|
||||
var entities = (AppManager.Instance.server.collisionManager.GetEntities(rect).ToList());
|
||||
foreach (var item in entities)
|
||||
{
|
||||
if (item is Enemy)
|
||||
{
|
||||
(item as Enemy).TakeDamage(1);
|
||||
}
|
||||
}
|
||||
}
|
||||
public override void Update_OnClient()
|
||||
{
|
||||
if (dt >= 1)
|
||||
{
|
||||
//Granade Finished the flight
|
||||
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 +
|
||||
new Vector2((float)Math.Cos(angl), (float)Math.Sin(angl)
|
||||
) * 30));
|
||||
|
||||
}
|
||||
|
||||
|
||||
var rect = GetDamageRectangle();
|
||||
|
||||
var entities = (AppManager.Instance.server.collisionManager.GetEntities(rect).ToList());
|
||||
foreach (var item in entities)
|
||||
{
|
||||
if (item is Enemy)
|
||||
{
|
||||
(item as Enemy).TakeDamage(1);
|
||||
}
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
float m = Math.Min(positionFrom.Y, positionTo.Y)-40;
|
||||
position.X = (1 - dt) * positionFrom.X + dt * positionTo.X;
|
||||
position.Y = (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();
|
||||
//base.Update_OnClient();
|
||||
graphicsComponent.ObjectDrawRectangle.X = (int)position.X; //Move To place where Updates Sets your position
|
||||
graphicsComponent.ObjectDrawRectangle.Y = (int)position.Y;
|
||||
PlayAnimation_OnClient();
|
||||
}
|
||||
public override void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
|
||||
|
||||
|
||||
DrawDebugRectangle(spriteBatch, GetDamageRectangle(), Color.Red);
|
||||
base.Draw(spriteBatch);
|
||||
}
|
||||
public Rectangle GetDamageRectangle()
|
||||
{
|
||||
|
||||
var rect = graphicsComponent.ObjectDrawRectangle;
|
||||
int size = 10;
|
||||
rect.X -= size;
|
||||
rect.Y -= size;
|
||||
rect.Width += 2 * size;
|
||||
rect.Height += 2 * size;
|
||||
return rect;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -26,7 +26,7 @@ public abstract class GameObject
|
|||
|
||||
positionDraw = position;
|
||||
}
|
||||
public virtual void UpdateLogic()
|
||||
public virtual void UpdateLogic_OnServer()
|
||||
{
|
||||
PlayAnimation_OnServer();
|
||||
|
||||
|
@ -130,7 +130,7 @@ public abstract class GameObject
|
|||
}
|
||||
public void DrawDebugRectangle(SpriteBatch spriteBatch, Rectangle _rectangle, Nullable<Color> color = null)
|
||||
{
|
||||
return;
|
||||
//return; TODO normal disable and enable via debug modder
|
||||
if (color is null) color = new Color(1, 0, 0, 0.1f);
|
||||
if (color.Value.A == 255) color = new Color(color.Value, 0.25f);
|
||||
spriteBatch.Draw(debugTexture,
|
||||
|
@ -139,7 +139,6 @@ public abstract class GameObject
|
|||
_rectangle.Width * GraphicsComponent.scaling,
|
||||
_rectangle.Height * GraphicsComponent.scaling), color.Value);
|
||||
|
||||
//TODO: debugTexture
|
||||
}
|
||||
#endregion
|
||||
}
|
|
@ -170,7 +170,7 @@ namespace ZoFo.GameCore
|
|||
{
|
||||
for (int i = 0; i < gameObjects.Count; i++)
|
||||
{
|
||||
gameObjects[i].UpdateLogic();
|
||||
gameObjects[i].UpdateLogic_OnServer();
|
||||
}
|
||||
collisionManager.ResolvePhysics();
|
||||
ticks = 0;
|
||||
|
|
Loading…
Add table
Reference in a new issue