本文整理汇总了C#中GameEntity.Move方法的典型用法代码示例。如果您正苦于以下问题:C# GameEntity.Move方法的具体用法?C# GameEntity.Move怎么用?C# GameEntity.Move使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类GameEntity
的用法示例。
在下文中一共展示了GameEntity.Move方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Control
public override bool Control( GameEntity control, TimeSpan gameTime, KeyboardState keyState )
{
if ( !shouldExplode )
{
if ( Vector2.Distance( control.Position, master.Position ) > master.VacuumSpeed )
{
// This occurs when the projectile is further than the amount it's going to pass this frame.
// So I move it towards me.
control.Move( master.VacuumSpeed, Tools.Mod( MathHelper.ToDegrees( ( float )Math.Atan2( position.Y - control.Position.Y, position.X - control.Position.X ) ), 360 ) );
isLastOneInside = false;
}
else
{
// Otherwise, I cannot move it towards me, as it may go to the other side, then I will try to pull it and it will return to where it started, etc.
control.Position = master.Position;
// So I center it in me.
// From now on, it is considered "Inside" me.
// A little explanation on the next few lines:
// I Assume the HashSet goes through a cycle, and will not break the cycle.
// For instance, if we have ["A","B","C"], I assume it will go either ABCABCABC.. or CBACBA.. but never ABACABC...
// So that means the following:
// Assume there is a projectile inside me.
// If I do a cycle and all projectiles are inside me, then I reach the SAME projectile, that means ALL projectiles are inside me, as the control has completed a full cycle.
// Then I can explode.
if ( !isLastOneInside )
{
// So here, I set the projectile to begin the cycle with, since the previous projectile was outside.
LastOneInside = control;
isLastOneInside = true;
}
else // If the previous projectile was already inside, I am in the middle of a cycle.
if ( control == LastOneInside ) // And if the projectile I began with is now the control, I have completed the cycle.
{
// Thus I can explode.
shouldExplode = true;
master.Vanish();
Game.StopController( this );
}
}
return false;
}
else
{
control.Angle = r.Next( 360 );
control.RemoveController( this );
return true;
}
}
示例2: Control
public override bool Control( GameEntity control, TimeSpan gameTime, Microsoft.Xna.Framework.Input.KeyboardState keyState )
{
if ( control is Projectile )
{
control.Angle = ( float )control.Variables[ angleString ];
}
float speed = ( float )control.Variables[ speedString ];
float currentdist = ( float )control.Variables[ currentdistString ];
float ang = ( float )control.Variables[ angleString ];
speed *= speedFactor;
currentdist += speed;
float dist = Vector2.Distance( position, control.Position );
if ( dist <= currentdist )
{
control.Move( speed, ang );
control.Position = control.Bound( control.Position );
dist += speed;
}
if ( control is Tank && ( ( Tank )control ).Controller != null )
{
TankController t = ( TankController )( ( Tank )control ).Controller.Clone();
( ( Tank )control ).RemoveTankController();
TankControllerPickup p = new TankControllerPickup( t, 3000 );
float d = maxdist;
p.Position = control.Bound( control.PositionShift( d, ang ) );
p.Initialize( Game, gameTime );
p.Variables[ speedString ] = speed;
p.Variables[ currentdistString ] = currentdist + d;
p.Variables[ angleString ] = ang;
p.AppendController( this );
Game.QueueEntity( p );
}
control.Variables[ speedString ] = speed;
control.Variables[ currentdistString ] = currentdist;
if ( currentdist >= maxdist - epsilon || speed <= epsilon )
{
control.Variables.Remove( angleString );
control.Variables.Remove( speedString );
control.Variables.Remove( currentdistString );
control.RemoveController( this );
}
return true;
}
示例3: Control
public override bool Control( GameEntity control, TimeSpan gameTime, Microsoft.Xna.Framework.Input.KeyboardState keyState )
{
if ( !control.Variables.ContainsKey( "VacuumSpeed" ) )
{
control.Variables[ "VacuumSpeed" ] = baseSpeed;
}
float vacSpeed = ( float )control.Variables[ "VacuumSpeed" ];
float d = Vector2.Distance( Owner.Position, control.Position );
if ( d * 2 <= Owner.GameWidth + Owner.GameHeight )
{
control.Variables.Remove( "VacuumSpeed" );
control.ForceDestroy();
}
else
{
control.Move( vacSpeed, Tools.Angle( control, Owner ) );
if ( spiral )
{
control.Move( vacSpeed + 10, Tools.Angle( control, Owner ) + 90 );
}
}
if ( vacSpeed < maxSpeed )
{
vacSpeed += acceleration;
}
else
{
vacSpeed = maxSpeed;
}
control.Variables[ "VacuumSpeed" ] = vacSpeed;
if ( t != null )
{
Tank ta = ( Tank )Owner;
if ( !Game.HasController( this ) )
{
destroyTime += 1;
if ( destroyTime > 1000 )
{
ta.RemoveTankController();
}
}
}
return true;
}
示例4: Control
public override bool Control( GameEntity control, TimeSpan gameTime, KeyboardState keyState )
{
if ( !control.Variables.ContainsKey( "VacuumSpeed" ) )
{
control.Variables[ "VacuumSpeed" ] = baseSpeed;
}
float vacSpeed = ( float )control.Variables[ "VacuumSpeed" ]; // The current pull speed
float d = Vector2.Distance( Position, control.Position ); // The current distance
if ( d <= 16 * Scale ) // if the distance is smaller than that value, the entity is inside the black hole and therefore should be destroyed.
{
// Destroy
control.Variables.Remove( "VacuumSpeed" );
control.ForceDestroy();
}
else // Else the control is outside so do the orbit
{
control.Move( vacSpeed, Tools.Angle( control.Position, Position ) ); // The pull
control.Move( vacSpeed + spiralFactor, Tools.Angle( control.Position, Position ) + 90 ); // The turn
}
// Accelerate the pull speed
vacSpeed += acceleration;
if ( vacSpeed > maxSpeed && maxSpeed >= 0 )
{
// Limit the pull speed from the top
vacSpeed = maxSpeed;
}
if ( vacSpeed < minSpeed && minSpeed >= 0 )
{
// Limit the pull speed from the bottom
vacSpeed = minSpeed;
}
control.Variables[ "VacuumSpeed" ] = vacSpeed;
return true;
}