游戏人生Silverlight(5) - 星际竞技场[Silverlight 2.0(c#, Farseer Physics Engine)]
2009-06-22 08:33:08 来源:WEB开发网AISprite.cs(敌军 Sprite 模拟器)
using System;
using System.Net;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Documents;
using System.Windows.Ink;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Animation;
using System.Windows.Shapes;
using System.Collections.Generic;
using FarseerGames.FarseerPhysics.Mathematics;
using FarseerGames.FarseerPhysics;
using FarseerGames.FarseerPhysics.Collisions;
using FarseerGames.FarseerPhysics.Dynamics;
namespace YYArena.Core
{
/**//// <summary>
/// 敌军 Sprite
/// </summary>
public class AISprite : Sprite, IFire
{
private Sprite _attackTarget;
private int _aiLevel;
private IPhysicsControl _physicsControl;
/**//// <summary>
/// 构造函数
/// </summary>
/// <param name="physicsSimulator">PhysicsSimulator</param>
/// <param name="physicsControl">IPhysicsControl</param>
/// <param name="position">初始位置</param>
/// <param name="angle">初始转角</param>
/// <param name="originalVelocity">初始速度</param>
/// <param name="attackTarget">攻击目标</param>
/// <param name="aiLevel">ai等级</param>
public AISprite(PhysicsSimulator physicsSimulator,
IPhysicsControl physicsControl, Vector2 position, float angle, float originalVelocity, Sprite attackTarget, int aiLevel)
: base(physicsSimulator, physicsControl, position, angle, originalVelocity)
{
// 上次开火时间
PrevFireDateTime = DateTime.Now.AddSeconds(3);
// 最小开火间隔
MinFireInterval = 3000d;
_attackTarget = attackTarget;
_aiLevel = aiLevel;
_physicsControl = physicsControl;
InitAI();
CompositionTarget.Rendering += new EventHandler(CompositionTarget_Rendering);
}
private void InitAI()
{
// 根据 ai 等级设置最小开火间隔
double fireCoefficient = 1 + 30 / _aiLevel;
MinFireInterval = Helper.GenerateRandom((int)MinFireInterval, (int)(fireCoefficient * MinFireInterval));
}
void CompositionTarget_Rendering(object sender, EventArgs e)
{
if (Enabled && AttackTarget.Enabled)
{
// 是否开火
if ((DateTime.Now - PrevFireDateTime).TotalMilliseconds > MinFireInterval)
{
PrevFireDateTime = DateTime.Now;
if (Fire != null)
Fire(this, EventArgs.Empty);
}
}
}
public DateTime PrevFireDateTime { get; set; }
public double MinFireInterval { get; set; }
public event EventHandler<EventArgs> Fire;
public Sprite AttackTarget
{
get { return _attackTarget; }
set { _attackTarget = value; }
}
protected override Vector2 GetForce()
{
Vector2 force = Vector2.Zero;
if (!_attackTarget.Enabled)
return force;
force += Helper.Convert2Vector(_physicsControl.ForceAmount, playerBox.Body.Rotation);
// 根据 ai 等级做最大线性速度限制
if (playerBox.Body.LinearVelocity.Length() > _physicsControl.MaxLinearVelocity * Helper.GenerateRandom(50, 200) / 1000)
force = Vector2.Zero;
return force;
}
protected override float GetTorque()
{
float torque = 0f;
if (!_attackTarget.Enabled)
return torque;
// 按某个方向旋转,原则是以最小的旋转角度对准目标
Vector2 relativePosition = _attackTarget.PhysicsBox.Body.Position - playerBox.Body.Position;
double targetRotation = Helper.Convert2Rotation(relativePosition);
double currentRotation = playerBox.Body.Rotation;
double relativeAngle = Helper.Radian2Angle(targetRotation - currentRotation);
if (relativeAngle < 0)
relativeAngle += 360;
if (relativeAngle > 1)
{
if (relativeAngle < 180 && relativeAngle > 0)
torque += _physicsControl.TorqueAmount;
else if (relativeAngle > 180 && relativeAngle < 360)
torque -= _physicsControl.TorqueAmount;
}
else
{
playerBox.Body.AngularVelocity = 0;
}
// 最大转速限制
if (Math.Abs(playerBox.Body.AngularVelocity) > _physicsControl.MaxAngularVelocity)
torque = 0;
return torque;
}
}
}
系列文章:
游戏人生Silverlight(1) - 七彩俄罗斯方块[Silverlight 2.0]
游戏人生Silverlight(2) - 趣味钢琴[Silverlight 2.0(c#)]
游戏人生Silverlight(3) - 打苍蝇[Silverlight 2.0(c#)]
游戏人生Silverlight(4) - 连连看[Silverlight 2.0(c#)]
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