Shooting satellites works

This commit is contained in:
2021-04-11 18:42:22 +02:00
parent 2f7759d190
commit c989202d93
10 changed files with 116 additions and 13 deletions
Binary file not shown.
@@ -38,10 +38,14 @@ namespace EvilSatellites.Objects
public IScreen Screen;
public ObjectType Type { get; set; }
public bool IsDynamic { get => true; }
public bool ShouldDestroy { get; set; }
public bool Active { get; set; }
public AbstractGameObject(IScreen screen)
{
Screen = screen;
Type = ObjectType.Generic;
ShouldDestroy = false;
}
public void RotateX(float angle)
+2 -1
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@@ -19,6 +19,7 @@ namespace EvilSatellites.Objects
ObjectType Type { get; set; }
void Move(Vector3 pose);
void OnCollision(IGameObject obj);
bool ShouldDestroy { get; }
bool Active { get; set; }
}
}
+3 -1
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@@ -7,6 +7,8 @@ namespace EvilSatellites.Objects
public enum ObjectType
{
Generic,
Player
Player,
Satellite,
Projectile
}
}
+3 -1
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@@ -18,13 +18,15 @@ namespace EvilSatellites.Objects
public IWeapon CurrentWeapon;
public Player(IScreen screen): base(screen)
{
ShouldDestroy = false;
Active = true;
Type = ObjectType.Player;
Position = new Vector3(10, 0, 0);
Dimensions = new Vector3(5, 5, 5);
Movement = new Vector3(0, 0, 0);
Rotation = Matrix.Identity;
Orientation = Rotation.Forward;
CurrentWeapon = new LaserMG(this, Screen);
CurrentWeapon = new LaserMG(this, (GameScreen)Screen);
Activate();
}
+56
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@@ -0,0 +1,56 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SynthySound;
using Microsoft.Xna.Framework;
using EvilSatellites.Screens;
namespace EvilSatellites.Objects
{
public class Projectile : AbstractGameObject
{
private ISoundEffect3D Sound;
private Vector3 Direction;
private Vector3 StartPos;
private float Range;
public Projectile(IScreen screen, Vector3 pos, Vector3 direction) : base(screen)
{
StartPos = pos;
Position = pos;
Dimensions = new Vector3(5, 5, 5);
Direction = direction;
Range = 500;
Type = ObjectType.Projectile;
Activate();
}
public override void Activate()
{
ShouldDestroy = false;
Active = true;
}
public override void Destroy()
{
ShouldDestroy = true;
Active = false;
}
override public void Update(GameTime gameTime)
{
Position += Direction;
if (Vector3.Distance(StartPos, Position) > Range)
{
Destroy();
}
}
public override void OnCollision(IGameObject obj)
{
if (obj.Type == ObjectType.Player) return;
Screen.Manager.Sound.PlayOneshot(@"sfx/physics/impacts/bullet/1.wav", new System.Numerics.Vector3(Position.X, Position.Y, Position.Z), Screen.Manager.EnvironmentEffect);
Destroy();
}
}
}
+4 -1
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@@ -14,6 +14,7 @@ namespace EvilSatellites.Objects
private ISoundEffect3D Sound;
public Satellite(IScreen screen, Vector3 pos) : base(screen)
{
Type = ObjectType.Satellite;
Sound = Screen.Manager.Sound.Load3D(@"sfx/satellite/1/loop.wav");
Sound.Loop = true;
Position = pos;
@@ -26,6 +27,8 @@ namespace EvilSatellites.Objects
public override void Activate()
{
Sound.Play();
Active = true;
ShouldDestroy = false;
}
public override void Destroy()
{
@@ -39,7 +42,7 @@ namespace EvilSatellites.Objects
public override void OnCollision(IGameObject obj)
{
Sound.Stop();
// Sound.Stop();
}
}
}
+3 -1
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@@ -41,10 +41,11 @@ namespace EvilSatellites
public void Update(List<IGameObject> objects)
{
if (objects.Count < 1) return;
float minDistance = 1000;
foreach (var obj in objects)
{
if (obj == Owner) continue;
if (obj.Type != ObjectType.Satellite) continue;
float distance = Vector3.Distance(obj.Position, Owner.Position);
if (distance < minDistance)
{
@@ -52,6 +53,7 @@ namespace EvilSatellites
Target = obj;
}
}
if (Target == null) return;
Vector3 radarTarget = (Target.Position - Owner.Position);
radarTarget.Normalize();
RadarNoise.Pitch = MathHelper.Clamp(0.1f / Vector3.Distance(Owner.Rotation.Forward, radarTarget) * 3f, 0, 1);
+36 -5
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@@ -17,6 +17,8 @@ namespace EvilSatellites.Screens
public ScreenState State { get; set; }
private InputManager Input = new InputManager();
public List<IGameObject> Objects = new List<IGameObject>();
public List<IGameObject> Removable = new List<IGameObject>();
public List<IGameObject> Addable = new List<IGameObject>();
private Quadtree<IGameObject> objtree = new Quadtree<IGameObject>(new Vector3(10000, 10000, 10000), 10, 20);
private float Theta = 0;
private Player _player;
@@ -29,6 +31,7 @@ namespace EvilSatellites.Screens
_player = player;
Satellite prop = new Satellite(this, new Vector3(15, 0, 15));
Objects.Add(prop);
if (_player == null) Environment.Exit(1);
ObjectRadar = new Radar(_player, this);
return;
}
@@ -41,11 +44,24 @@ namespace EvilSatellites.Screens
public void Update(GameTime gameTime)
{
foreach (var obj in Removable)
{
Objects.Remove(obj);
}
if (Addable.Count > 0)
{
foreach (var obj in Addable)
{
Objects.Add(obj);
}
Addable.Clear();
}
Removable.Clear();
objtree.Clear();
foreach (var obj in Objects)
foreach (var obj in Objects)
{
objtree.Add(obj);
obj.Update(gameTime);
objtree.Add(obj);
if (obj.Type == ObjectType.Player)
{
Manager.Sound.ListenerPosition = new System.Numerics.Vector3(obj.Position.X, obj.Position.Y, obj.Position.Z);
@@ -55,16 +71,21 @@ namespace EvilSatellites.Screens
Manager.Listener.Forward = obj.Rotation.Forward;
Manager.Listener.Up = obj.Rotation.Up;
}
if (obj.ShouldDestroy)
{
Removable.Add(obj);
}
}
UpdateRadar();
CheckCollisions();
return;
}
private void UpdateRadar()
{
var candidates = objtree.Find(_player.Position, _player.Dimensions);
ObjectRadar.Update(Objects);
var candidates = objtree.Find(_player.Position, new Vector3(1000, 1000, 1000));
ObjectRadar.Update(candidates);
}
public void HandleInput(GameTime gameTime, KeyboardState inputs)
@@ -130,16 +151,21 @@ namespace EvilSatellites.Screens
ObjectRadar.Start();
}
}
if (Input.IsJustPressed(Keys.O))
{
Tolk.Speak(Objects.Count.ToString());
}
}
private void CheckCollisions()
{
foreach (var obj in Objects)
{
if (!obj.Active) continue;
var candidates = objtree.Find(obj.Position, obj.Dimensions);
foreach (var target in candidates)
{
if (obj == target) continue;
if (obj == target || !target.Active) continue;
if (Intersects(obj, target))
{
obj.OnCollision(target);
@@ -153,5 +179,10 @@ namespace EvilSatellites.Screens
{
return (obj1.Position.X <= (obj2.Position.X + obj2.Dimensions.X) && (obj1.Position.X + obj1.Dimensions.X) >= obj2.Position.X) && (obj1.Position.Y <= (obj2.Position.Y + obj2.Dimensions.Y) && (obj1.Position.Y + obj1.Dimensions.Y) >= obj2.Position.Y) && (obj1.Position.Z <= (obj2.Position.Z + obj2.Dimensions.Z) && (obj1.Position.Z + obj1.Dimensions.Z) >= obj2.Position.Z);
}
public void AddObject(IGameObject obj)
{
Addable.Add(obj);
}
}
}
+4 -2
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@@ -17,8 +17,8 @@ namespace EvilSatellites.Weapons
public ISoundEffect sfxSpindown;
public ISoundEffect sfxSpinup;
public ISoundEffect sfxSpinning;
public IScreen Screen;
public LaserMG(IGameObject wielder, IScreen screen)
public GameScreen Screen;
public LaserMG(IGameObject wielder, GameScreen screen)
{
_wielder = wielder;
Screen = screen;
@@ -76,6 +76,8 @@ namespace EvilSatellites.Weapons
{
sfxShoot.Play();
TimerStart = TimerEnd;
Projectile proj = new Projectile(Screen, _wielder.Position, _wielder.Rotation.Forward);
Screen.AddObject(proj);
}
}
base.Update(time);