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