From: Charles Date: Wed, 21 Apr 2010 19:26:22 +0000 (+0000) Subject: Documented the sample monster. X-Git-Url: https://git.dogcows.com/gitweb?a=commitdiff_plain;h=7ffb03574d79049fc13fc08412b4f62ad309874d;p=chaz%2Fcarfire Documented the sample monster. git-svn-id: https://bd85.net/svn/cs3505_group@123 92bb83a3-7c8f-8a45-bc97-515c4e399668 --- diff --git a/CarFire/CarFire/CarFire/SaberMonster.cs b/CarFire/CarFire/CarFire/SaberMonster.cs index 06fd127..c2932ee 100644 --- a/CarFire/CarFire/CarFire/SaberMonster.cs +++ b/CarFire/CarFire/CarFire/SaberMonster.cs @@ -8,6 +8,9 @@ using Microsoft.Xna.Framework.Graphics; namespace CarFire { + /// + /// A type for the states of an artificually intelligent entity. + /// public enum AiState { Standing, @@ -19,14 +22,31 @@ namespace CarFire } + /// + /// An example monster. This can serve as a starting place for + /// creating other monsters. This one just follows a path. + /// public class SaberMonster : IMonster { + /// + /// Construct this type of monster. This constructor is called + /// by the map when the game requests entities. + /// + /// The single character ID. + /// The initial position on the map. + /// More parameters. + /// The game object reference. public SaberMonster(char identifier, Point position, Dictionary info, Game game) { mId = identifier; mMotion = new MovementManager(position); + + // We need to keep the game reference in order to get the grid when we + // need to find paths. mGame = game; + // Get the speed of the monster. If not set in the map, it defaults to + // whatever the default of MovementManager is... 1 I think. string speedString; if (info.TryGetValue("speed", out speedString)) { @@ -46,10 +66,16 @@ namespace CarFire } } + // Start doing something... StartPacing(); } + /// + /// Call this to switch the monster AI state to pacing and set up + /// the initial paths. The monster will start following the path it + /// was defined with in the map file. + /// public void StartPacing() { mState = AiState.Pacing; @@ -57,6 +83,7 @@ namespace CarFire if (mIdlePath.Count == 0) return; // Determine the best (closest) waypoint to start at. + // We may not be on the path, so we have to walk to get on it. mIdlePathIndex = 0; int closest = int.MaxValue; for (int i = 0; i < mIdlePath.Count; i++) @@ -69,6 +96,7 @@ namespace CarFire } } + // Find the path to get to the closest waypoint. PathFinder pathFinder = new PathFinder(mGame.Grid); mPath = new List(32); mPath.Add(Coordinates); @@ -81,6 +109,8 @@ namespace CarFire { if (mPathIndex >= mPath.Count) { + // We're done with the current path, so find the path to + // the next waypoint... forever. mIdlePathIndex++; PathFinder pathFinder = new PathFinder(mGame.Grid); mPath = new List(32); @@ -90,6 +120,9 @@ namespace CarFire mPathIndex = 0; } + // We need to make sure out direction is set to the next cell + // we want to be. If our current coordinates match that, we need + // to change our direction to get to the next cell. if (mPath[mPathIndex % mPath.Count] == mMotion.Coordinates) { mPathIndex++; @@ -102,6 +135,9 @@ namespace CarFire #region IMonster Members + /// + /// I don't know what this is for. + /// public bool visible { get { throw new NotImplementedException(); } @@ -112,11 +148,22 @@ namespace CarFire #region ICharacter Members + /// + /// Load the monster's content. This is called by the map when + /// the game requests the entities. + /// + /// The zaphnod. public void LoadContent(ContentManager contentManager) { mTexture = contentManager.Load("menuItem"); } + /// + /// Update the monster's state. This should be called by the game + /// every "frame" (whenever the game is updating its state). In this + /// simple monster, all we need to do is update the motion manager. + /// + /// public void Update(TimeSpan timeSpan) { if (mState == AiState.Pacing) @@ -125,24 +172,42 @@ namespace CarFire } } + /// + /// Draw the monster. We just ask the map for our screen position, + /// passing it the position which the motion manager keeps track of. + /// + /// The public void Draw(SpriteBatch spriteBatch) { Rectangle position = mGame.State.Map.GetRectangleFromCoordinates(mMotion.Position); spriteBatch.Draw(mTexture, position, Color.White); } + /// + /// A monster should keep track of its health. This one doesn't. + /// public int Health { get { throw new NotImplementedException(); } } + /// + /// This monster is invincible. + /// + /// public void causeDamageTo(int amount) { throw new NotImplementedException(); } + /// + /// Get the smoothed position. + /// public Vector2 Position { get { return mMotion.Position; } } + /// + /// Get the grid coordinates. + /// public Point Coordinates { get { return mMotion.Coordinates; } } #endregion @@ -155,16 +220,17 @@ namespace CarFire char mId; MovementManager mMotion; - List mIdlePath = new List(); - int mIdlePathIndex; + List mIdlePath = new List(); // List of waypoints that we got from the map. + int mIdlePathIndex; // Index to the waypoint we're heading for. - List mPath; - int mPathIndex; - Direction mPathDirection; + List mPath; // List of cells in the path between the position between where + // we started and the waypoint we're heading for. + int mPathIndex; // Index to the cell we're heading for. + Direction mPathDirection; // The direction between our current position and the place we're going. - AiState mState; + AiState mState; // What is the monster doing? - Texture2D mTexture; + Texture2D mTexture; // Obvious. #endregion }