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Enemy.cs
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Enemy.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SharpDX.Toolkit;
using SharpDX;
namespace Project
{
// Enemy class
// Basically just shoots randomly, see EnemyController for enemy movement.
using SharpDX.Toolkit.Graphics;
class Enemy : GameObject
{
private float projectileSpeed = 10;
float fireTimer;
float fireWaitMin = 2000;
float fireWaitMax = 20000;
private const float size = 10;
private float scaling;
private Matrix originalWorld;
private String debug1;
private int move = 0;
public Enemy(LabGame game, Vector3 pos)
{
this.game = game;
type = GameObjectType.Enemy;
model = game.assets.GetModel("ship", CreateEnemyModel);
collisionRadius = size/2;
BoundingSphere modelBounds = model.CalculateBounds();
scaling = size / modelBounds.Radius;
originalWorld = Matrix.Translation(-modelBounds.Center.X, -modelBounds.Center.Y, -modelBounds.Center.Z) * Matrix.Scaling(scaling);
this.pos = pos;
//setFireTimer();
//GetParamsFromModel();
basicEffect = new BasicEffect(game.GraphicsDevice)
{
View = game.camera.View,
Projection = game.camera.Projection,
//World = Matrix.Identity
World = originalWorld
};
}
private void setFireTimer()
{
fireTimer = fireWaitMin + (float)game.random.NextDouble() * (fireWaitMax - fireWaitMin);
}
public Model CreateEnemyModel()
{
//return game.assets.CreateTexturedCube("enemy.png", 0.5f);
Model model = game.Content.Load<Model>("Xwing");
BasicEffect.EnableDefaultLighting(model, true);
return model;
}
private MyModel CreateEnemyProjectileModel()
{
return game.assets.CreateTexturedCube("enemy projectile.png", new Vector3(0.2f, 0.2f, 0.4f));
}
public override void Update(GameTime gameTime)
{
// TASK 3: Fire projectile
/*
fireTimer -= gameTime.ElapsedGameTime.Milliseconds * game.difficulty;
if (fireTimer < 0)
{
fire();
setFireTimer();
}
basicEffect.World = Matrix.Translation(pos);
*/
fly();
basicEffect.World = originalWorld * Matrix.Translation(pos);
}
private void fly()
{
if (pos.Z > 20)
{
pos.Z -= 0.02f;
}
if (pos.Y > 5)
{
move = -1;
}
if (pos.Y < -5)
{
move = 1;
}
foreach (var obj in game.gameObjects)
{
debug1 = pos.Z.ToString();
if (obj.type == GameObjectType.Projectile)
{
double xDist = pos.X - obj.pos.X;
double yDist = pos.Y - obj.pos.Y;
double zDist = pos.Z - obj.pos.Z;
double distanceToBullet = Math.Sqrt((xDist * xDist) + (yDist * yDist) + (zDist * zDist));
if (distanceToBullet < 20)
{
if (yDist > 0)
{
move = 1;
}
else
{
move = -1;
}
}
}
}
if (move == 1)
{
pos.Y += 0.2f;
}
else if (move == -1)
{
pos.Y -= 0.2f;
}
}
private void fire()
{
game.Add(new Projectile(game,
game.assets.GetModel("enemy projectile", CreateEnemyProjectileModel),
pos,
new Vector3(0, -projectileSpeed, 0),
GameObjectType.Player
));
}
public void Hit()
{
game.score += 10;
game.Remove(this);
}
}
}