//--------------------------------------------------------------------------------------------------------------------------------------------------- // // Copyright (C)2007 DarkWynter Studios. All rights reserved. // //--------------------------------------------------------------------------------------------------------------------------------------------------- // {Contact : darkwynter.com for licensing information //--------------------------------------------------------------------------------------------------------------------------------------------------- namespace DarkWynter.Game.GameObjects { #region Using Statements using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Storage; using System.Xml; using DarkWynter.Engine.Globals; using DarkWynter.Engine.Physics; using DarkWynter.Engine.ObjectLib; using DarkWynter.Engine.GameObjects; using DarkWynter.Engine.Init; using DarkWynter.Stream; using DarkWynter.Engine.EventControl; using System.Diagnostics; #endregion /// /// An arrow indicating which node the player is on /// public class Arrows : GameObject { Stopwatch stopWatch = new Stopwatch(); const int TIMER = 1; public int arrowID; GameObject firstChild; GameObject secondChild; /// /// Arrow constructor /// public Arrows(Load gameObjectLoader) : base(gameObjectLoader) { mass.objectType = Enums_Engine.ObjectType.PORTAL; mass.dynamicFrictionCoefficient = 0.0f; mass.isMoving = true; typeID = "Arrow"; firstChild = new GameObject(); secondChild = new GameObject(); } /// /// Override and supplament base loading in GameObject. /// /// XML node containing load data. /// ObjectLibrary that arrow belongs to. /// True if it was able to load, else false public override bool Load(ObjectLibrary objectLibrary) { // Call before user code is executed if (!base.Load(objectLibrary)) { return false; } arrowID = int.Parse(this.name); //draw.textureList[0] = Statics_Engine.SystemSettings.content.Load("Content/_textures/arrow"); // Get terrain height at position //float yPosition = objectLibrary.terrain.GetTerrainHeight(load.startPosition.X / Statics_Engine.TerrainSettings.terrainScaleFactor, // load.startPosition.Z / Statics_Engine.TerrainSettings.terrainScaleFactor); float yPosition = float.Parse(load.node.Attributes["y"].Value) * Statics_Engine.TerrainSettings.terrainScaleFactor; // Set position and reference Vector3 locpos = new Vector3(load.startPosition.X, yPosition, load.startPosition.Z); Vector3 refpos = new Vector3(load.startPosition.X, yPosition, load.startPosition.Z - 1); mass.SetPosition(locpos, refpos); draw.drawMethod = Enums_Stream.DrawMethod.BasicGameObject_Draw; draw.technique = "BasicLightingShaderMain"; mass.scale = new Vector3(mass.scale.X, 20, mass.scale.Z); mass.boundingVolume = new BoundingVolume(new BoundingSphere(mass.currentPosition, 180.0f)); stopWatch.Start(); return true; } /// /// Override and supplement base Update in GameObject. /// /// ObjectLibrary that portal belongs to. public override void Update(ref ObjectLibrary objectLibrary) { // Call before user code is executed //base.Update(ref objectLibrary); //mass.Rotate(0.0f, 0.05f); //mass.boundingVolume.radius = 40.0f; //mass.boundingVolume.UpdateSphere(mass.currentPosition); } public override Draw[] DrawM() { return new Draw[] { firstChild.Draw(), secondChild.Draw() }; } /// /// Override and supplement response to colliding GameObjects /// /// Object that hit the Portal. /// Force that Portal was hit with. /// ObjectLibrary that portal belongs to. /// True if collidedObject needs to be recycled public override bool ObjectCollisionResponse(GameObject collidedObject, Vector3 resultantForce, ObjectLibrary objectLibrary) { //HACK This is for the Heap Game - Hardcoded for the moment *****HACK***** if (collidedObject is Human && Statics_Engine.levelIndex == 0) { Human human = collidedObject as Human; human.currentArrow = this; } // DFS Game Code if (collidedObject is Human && Statics_Engine.levelIndex != 1) { Statics_Engine.PlayerSettings.lastSpawnPoint = mass.currentPosition; if (GameEventHandler.CurrentGameConditions.lastNodeVisited != 0) { // Update Current Game Conditions GameEventHandler.CurrentGameConditions.lastNodeVisited = this.arrowID; } } // DFS Game Code if (collidedObject is ThoughtsAI && Statics_Engine.levelIndex == 1) { if (GameEventHandler.CurrentGameConditions.lastNodeVisited != 0) { // Update Current Game Conditions GameEventHandler.CurrentGameConditions.lastNodeVisited = this.arrowID; } } return false; } /// /// Overrides and supplements response to this object hitting the ground. /// /// The terrain object which this Portal hit. public override void TerrainCollisionResponse(Terrain terrain) { base.GetObjectHeight(terrain); // Add Gravity if terrain and player are touching if (heightDifference < 0.0f) { mass.AddForce(mass.mass * Statics_Engine.GameSettings.accelDueToGravity); } else if (heightDifference > 0.0f) { base.TerrainCollisionResponse(terrain); if (mass.totalForce.Y > 0.0f) { mass.totalForce.Y = 0.0f; } if (mass.velocity.Y > 0.0f) { mass.velocity.Y = 0.0f; } if (heightDifference < 0.0f) { mass.AddForce(mass.mass * Statics_Engine.GameSettings.accelDueToGravity); } else if (heightDifference > 0.0f) { if (mass.totalForce.Y > 0.0f) { mass.totalForce.Y = 0.0f; } if (mass.velocity.Y > 0.0f) { mass.velocity.Y = 0.0f; } // Ground pushing up to negate gravity mass.AddForce(new Vector3(0.0f, heightDifference * terrain.propSurfaceTension, 0.0f) - (new Vector3(0.0f, mass.totalForce.Y, 0.0f) + new Vector3(0.0f, mass.velocity.Y * mass.mass / Statics_Engine.SystemSettings.dt, 0.0f))); } } } /// /// Override draw for portal /// public override Draw Draw() { // Calculate ObjectSpace(Rotation) and WorldSpace(Translation) Transformation Matrix draw.matrix = draw.initialTransform * Matrix.CreateScale(mass.scale) * Matrix.CreateRotationY((float)Math.PI) * Matrix.CreateBillboard(this.mass.currentPosition, Statics_Stream.RenderSettings.cameraList[0].cameraPosition, Statics_Stream.RenderSettings.cameraList[0].upVec, Statics_Stream.RenderSettings.cameraList[0].lookAtPosition); //Matrix.CreateFromQuaternion(mass.currentRotation) * // Matrix.CreateTranslation(mass.currentPosition); return draw; } /// /// Override and supplement base Billboard drawing specific to this Portal. /// /// ObjectLibrary that portal belongs to. /// Dynamic list of billboards to be drawn this frame. public override void Draw_Billboards(ObjectLibrary objectLibrary, BillboardList gameObjectBillboards) { } } }