示例#1
0
文件: Guards.cpp 项目: Chongjx/King
void Guards::Update(int worldWidth, int worldHeight, int tileSize, double dt)
{
	if(GetUpdate() == true)
	{
		if (stun && checkTimer < stunTimer)
		{
			checkTimer += dt;

			Character::changeAni(StateMachine::IDLE_STATE);
			this->changeAni(Guards_StateMachine::IDLE_STATE);
			
			int dir = Math::RandIntMinMax(1, 4);

			switch (dir)
			{
			case 1:
				{
					this->dir.Set(1, 0);
					break;
				}
			case 2:
				{
					this->dir.Set(-1, 0);
					break;
				}
			case 3:
				{
					this->dir.Set(0, 1);
					break;
				}
			case 4:
				{
					this->dir.Set(0, -1);
					break;
				}
			}

			if (checkTimer >= stunTimer)
			{
				stun = false;
				chase = false;
				checkTimer = 0;
			}
		}

		else
		{
			if (chase == false)
			{
				Patrolling(worldWidth, worldHeight, tileSize, dt);
			}
			else
			{
				Chasing(worldWidth, worldHeight, tileSize, dt);
			}
		}

		AI::Update(dt);
	}
}
示例#2
0
void AIController::Control(const Board *board,const MovableObject *player,bool playerInv)
{
	const Vector3 & pos1 = object->GetPosition();//ghost position in world space
	float velocity = object->GetVelocity();
	//get ghost location in board
	board->GetTileInfo(pos1,currentTile.row,currentTile.col);
	
	float diff;
	switch (object->GetDirection())
	{
	case LEFT:
		diff = pos1.x - destination.x;
		if(diff <= FLOAT_DELTA && diff >=- FLOAT_DELTA)
			break;
		if (diff > velocity + FLOAT_DELTA)
		{
			this->object->Update();
			return;
		}
		else
		{
			posOffset = velocity - diff;
			this->object->SetPosition(destination);
			return;
		}
		break;
	case RIGHT:
		diff = destination.x - pos1.x;
		if(diff <= FLOAT_DELTA && diff >=- FLOAT_DELTA)
			break;
		if (diff > velocity + FLOAT_DELTA)
		{
			this->object->Update();
			return;
		}
		else
		{
			posOffset = velocity - diff;
			this->object->SetPosition(destination);
			return;
		}
		break;
	case UP:
		diff = pos1.z - destination.y;
		if(diff <= FLOAT_DELTA && diff >=- FLOAT_DELTA)
			break;
		if (diff > velocity + FLOAT_DELTA)
		{
			this->object->Update();
			return;
		}
		else
		{
			posOffset = velocity - diff;
			this->object->SetPosition(destination);
			return;
		}
		break;
	case DOWN:
		diff = destination.y - pos1.z;
		if(diff <= FLOAT_DELTA && diff >=- FLOAT_DELTA)
			break;
		if (diff > velocity + FLOAT_DELTA)
		{
			this->object->Update();
			return;
		}
		else
		{
			posOffset = velocity - diff;
			this->object->SetPosition(destination);
			return;
		}
		break;
	}
	if(playerInv)//player is invisible
	{
		Wandering(board);
		return;
	}
	Vector2 distance ;//since the board gemeotry is mostly flat,we can use 2D vector
	float distSqr;

	const Vector3 & pos2 = player->GetPosition();
	
	distance.x = pos1.x - pos2.x;
	distance.y = pos1.z - pos2.z;

	distSqr = distance.LengthSqr();
	if (distSqr <= rosSqr)//player is in ghost's range of sight
		Chasing(board,player);
	else
	{
		Wandering(board);
	}
}