基于C#彈幕類射擊游戲的實(shí)現(xiàn)——(八)敵機(jī)

有了彈幕,有了主角,敵人當(dāng)然就該上場了。
其實(shí)敵人和主角類似,也是一架飛機(jī),不同點(diǎn)在于敵人的飛機(jī)是AI控制的,而玩家的飛機(jī)是自己控制而已~

public class GameEnemy : GameObject  
    {  
        protected int Life;  
        public bool IsLive;  
        protected int Type;  
        protected Vector2 Speed;  
        protected Vector2 Accel;  
          
        /// <summary>  
        /// 敵機(jī)的位圖大小盒子  
        /// </summary>  
        public Box SourceBox  
        {  
            get  
            {  
                return new Box((int)Position.X, (int)Position.Y, EnemyWidth, EnemyHeight);  
            }  
        }  
          
        /// <summary>  
        /// 敵人發(fā)射子彈的類型  
        /// </summary>  
        public enum ShootType  
        {  
            None, // 不發(fā)射子彈  
            Line, // 直線子彈  
            Trace, // 追蹤子彈  
            Fan_3, // 成扇形發(fā)射3顆子彈  
            Fan_5  
        }  
          
        protected ShootType mShootType;  
          
        protected int EnemyWidth;  
        protected int EnemyHeight;  
        protected int HalfEnemyWidth;  
        protected int HalfEnemyHeight;  
          
        public GameEnemy(Vector2 position, int life, int type, ShootType shootType)  
        {  
            this.IsLive = true;  
              
            base.Position = position;  
            this.Speed = new Vector2(0, 0);  
            this.Accel = new Vector2(0, 0);  
              
            base.BoxCollider = new Box(0, 0, Data.EnemyBoxColliderRectangle[type].Width, Data.EnemyBoxColliderRectangle[type].Height);  
              
            this.Life = life;  
            this.Type = type;  
            this.mShootType = shootType;  
              
            this.EnemyWidth = Data.EnemySourceRectangle[type].Width;  
            this.EnemyHeight = Data.EnemySourceRectangle[type].Height;  
            this.HalfEnemyWidth = this.EnemyWidth / 2;  
            this.HalfEnemyHeight = this.EnemyHeight / 2;  
        }  
          
        public void DecLife(int decLife)  
        {  
            Life -= decLife;  
              
            if ( Life <= 0 )  
            {  
                IsLive = false;  
                GameBombManager.AddBomb(Position, false, 0.5f);  
            }  
        }  
          
        protected virtual void MoveLogic(float elapsedTime)  
        {  
            Speed += Accel * elapsedTime;  
            Position += Speed * elapsedTime;  
        }  
          
        protected virtual void ShootLogic(float elapsedTime)  
        {  
              
        }  
          
        public override void Update(float elapsedTime)  
        {  
            MoveLogic(elapsedTime);  
            ShootLogic(elapsedTime);  
              
            base.BoxCollider.X = (int)(Position.X + Data.EnemyBoxColliderRectangle[Type].X);  
            base.BoxCollider.Y = (int)(Position.Y + Data.EnemyBoxColliderRectangle[Type].Y);  
        }  
          
        public override void Render(Graphics g)  
        {  
            g.DrawImage(Data.EnemySource,  
                        new Rectangle((int)Position.X - HalfEnemyWidth, (int)Position.Y - HalfEnemyHeight, EnemyWidth, EnemyHeight),  
                        Data.EnemySourceRectangle[Type],  
                        GraphicsUnit.Pixel);  
              
            if ( Config.IsDebug && Config.IsShowBox )  
            {  
                g.DrawRectangle(Pens.Green, BoxCollider.ToRectangle());  
            }  
        }  
    }

可以看出,和GamePlayer很類似,因?yàn)榛旧隙际且粋€東西。
唯一需要注意的是MoveLogic和ShootLogic。就是這兩個虛函數(shù)實(shí)現(xiàn)了敵人的AI
要創(chuàng)建不同類型的敵人(包括BOSS),就是集成GameEnemy,然后重寫這兩個函數(shù)就行了

public class GameEnemyManager  
    {  
        private List<GameEnemy> mEnemys;  
          
        public GameEnemyManager()  
        {  
            this.mEnemys = new List<GameEnemy>();  
        }  
          
        public void AddEnemy(GameEnemy enemy)  
        {  
            mEnemys.Add(enemy);  
        }  
          
        public bool Collide(Box box, int decLife)  
        {  
            for ( int i = 0; i < mEnemys.Count; i++ )  
            {  
                if ( mEnemys[i].BoxCollider.Collide(box) == true )  
                {  
                    mEnemys[i].DecLife(decLife);  
                    return true;  
                }  
            }  
              
            return false;  
        }  
          
        public void Update(float elapsedTime)  
        {  
            for ( int i = 0; i < mEnemys.Count; i++ )  
            {  
                mEnemys[i].Update(elapsedTime);  
                  
                if ( mEnemys[i].IsLive == false )  
                {  
                    mEnemys.RemoveAt(i);  
                    i--;  
                    continue;  
                }  
            }  
        }  
          
        public void Render(Graphics g)  
        {  
            foreach ( GameEnemy enemy in mEnemys )  
            {  
                enemy.Render(g);  
            }  
              
            if ( Config.IsDebug )  
            {  
                g.DrawString("Enemys:" + mEnemys.Count.ToString(), Data.NormalFont, Brushes.Red, 300, 15);  
            }  
        }  
    } 

管理類也很簡單,重點(diǎn)都不是這里。接下來實(shí)現(xiàn)幾種敵機(jī)
第一種,出現(xiàn)后直接就飛走的,企圖用身體撞玩家的愚蠢飛機(jī),因?yàn)樗静蛔粉櫷婕遥皇敲深^飛

// 直接飛走  
    public class Enemy1 : GameEnemy  
    {  
        public Enemy1(Vector2 position)  
            : base(position, 1, 0, ShootType.None)  
        {  
        }  
          
        protected override void MoveLogic(float elapsedTime)  
        {  
            Position += new Vector2(0, 200 * elapsedTime);  
              
            if ( GameScene.MainScene.InScreen(SourceBox) == false )  
            {  
                IsLive = false;  
            }  
        }  
    }

這一個要聰明點(diǎn),懂得追著玩家跑,而且會發(fā)射子彈了。
這里也可以看出如果重寫MoveLogic和ShootLogic來實(shí)現(xiàn)簡單的AI

// 追蹤,單個子彈  
    public class Enemy4 : GameEnemy  
    {  
        private Vector2 mDirection;  
        private float ShootWaitTime;  
          
        public Enemy4(Vector2 position)  
            : base(position, 3, 3, ShootType.Trace)  
        {  
            this.Speed = new Vector2(225, 175);  
            this.ShootWaitTime = 0.5f;  
        }  
          
        protected override void MoveLogic(float elapsedTime)  
        {  
            mDirection = GameScene.MainScene.Player1Position - Position;  
            mDirection.Normalize();  
            mDirection.Y = 1;  
              
            Position = Position + (mDirection * Speed * elapsedTime);  
              
            if ( GameScene.MainScene.InScreen(SourceBox) == false )  
            {  
                IsLive = false;  
            }  
        }  
          
        protected override void ShootLogic(float elapsedTime)  
        {  
            if ( ShootWaitTime > 0 )  
            {  
                ShootWaitTime -= elapsedTime;  
                return;  
            }  
              
            if ( Helper.GetRandomBool() )  
            {  
                GameScene.MainScene.AddBullet(new GameBullet(false, Position + new Vector2(0, HalfEnemyHeight + 3), new Vector2(0, 200), Vector2.Zero, 0, 0, 0));  
                ShootWaitTime = 2.0f;  
            }  
        }  
    }

來個高端點(diǎn)的(AI其實(shí)很弱)

public class Enemy9 : GameEnemy  
    {  
        private float HorizonalMoveDistance; // 水平移動距離  
        private bool MoveLeft; // 移動方向是否為左  
        private float WaitTime;  
        private float ShootWaitTime;  
          
        public Enemy9(Vector2 position)  
            : base(position, 20, 8, ShootType.Fan_5)  
        {  
            this.Speed = new Vector2(50, 150);  
              
            this.HorizonalMoveDistance = 0;  
            this.MoveLeft = true;  
            this.WaitTime = 0;  
            this.ShootWaitTime = 2.0f;  
        }  
          
        protected override void MoveLogic(float elapsedTime)  
        {  
            if ( Position.Y < 150 )  
            {  
                Position.Y += Speed.Y * elapsedTime;  
                return;  
            }  
              
            if ( WaitTime > 0 )  
            {  
                WaitTime -= elapsedTime;  
                return;  
            }  
              
            if ( HorizonalMoveDistance <= 0 )  
            {  
                WaitTime = 2.0f;  
                  
                MoveLeft = (Position.X - GameScene.MainScene.Player1Position.X) < 0 ? false : true;  
                  
                HorizonalMoveDistance = Helper.GetRandomFloat(30, 80);  
                  
                if ( MoveLeft && Position.X - HorizonalMoveDistance < HalfEnemyWidth )  
                {  
                    MoveLeft = !MoveLeft;  
                }  
                if ( !MoveLeft && Position.X + HorizonalMoveDistance > Config.ScreenWidth - HalfEnemyWidth )  
                {  
                    MoveLeft = !MoveLeft;  
                }  
            }  
            else  
            {  
                if ( MoveLeft )  
                {  
                    Position.X -= Speed.X * elapsedTime;  
                }  
                else  
                {  
                    Position.X += Speed.X * elapsedTime;  
                }  
                  
                HorizonalMoveDistance -= Speed.X * elapsedTime;  
            }  
        }  
          
        protected override void ShootLogic(float elapsedTime)  
        {  
            if ( ShootWaitTime > 0 )  
            {  
                ShootWaitTime -= elapsedTime;  
                return;  
            }  
              
            if ( Helper.GetRandomInt(0, 100) < 30 )  
            {  
                ShootWaitTime = 3.0f;  
                GameScene.MainScene.AddBullet(new GameBullet(false, Position + new Vector2(-5, HalfEnemyHeight + 3), new Vector2(-50, 200), Vector2.Zero, 0, 0, 0));  
                GameScene.MainScene.AddBullet(new GameBullet(false, Position + new Vector2(-2.5f, HalfEnemyHeight + 3), new Vector2(-25, 200), Vector2.Zero, 0, 0, 0));  
                GameScene.MainScene.AddBullet(new GameBullet(false, Position + new Vector2(0, HalfEnemyHeight + 3), new Vector2(0, 200), Vector2.Zero, 0, 0, 0));  
                GameScene.MainScene.AddBullet(new GameBullet(false, Position + new Vector2(2.5f, HalfEnemyHeight + 3), new Vector2(25, 200), Vector2.Zero, 0, 0, 0));  
                GameScene.MainScene.AddBullet(new GameBullet(false, Position + new Vector2(5, HalfEnemyHeight + 3), new Vector2(50, 200), Vector2.Zero, 0, 0, 0));  
            }  
        }  
    }
其實(shí)敵人的AI最好是用腳本來控制,但是為了簡單,我們這里就這么做吧。

好了,游戲里有敵人了,而且分為不同的程度,有興趣也可以自己添加新的,更聰明的敵機(jī)

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