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// Go back to the start position else { wanderPosition = wanderStartPosition; wanderMovesCount = 0; } // Next time wander nextActionTime = (float)time.TotalGameTime.TotalSeconds + WANDER DELAY SECONDS + WANDER DELAY SECONDS * (float)RandomHelper.RandomGenerator.NextDouble(); } // Wait for the next action time if ((float)time.TotalGameTime.TotalSeconds > nextActionTime) { wanderVector *= (1.0f / wanderLength); Move(wanderVector); } } At the end of the Wander method, you check if the time for the next wander action has arrived. In this case, you normalize the wanderVector, which contains the direction from the enemy to its destination, and makes the enemy move in this direction through the Move method. You ll create the Move method to move the enemy from its original position using an arbitrary direction vector. You can move the enemy by setting its linear velocity as the desired direction vector, inside the Move method. Remember that the enemy s position is updated according to its linear velocity by the Update method s base class (TerrainUnit). While moving the unit, you also need to set its angular velocity, heading the unit in the same direction it is moving. Following is the code for the Move method: private void Move(Vector3 direction) { // Change enemy's animation SetAnimation(EnemyAnimations.Run, false, true, (CurrentAnimation == EnemyAnimations.TakeDamage)); // Set the new linear velocity LinearVelocity = direction * MOVE CONSTANT; // Angle between heading and move direction float radianAngle = (float)Math.Acos( Vector3.Dot(HeadingVector, direction)); if (radianAngle >= 0.1f) { // Find short side to rotate // Clockwise or counterclockwise float sideToRotate = Vector3.Dot(StrafeVector, direction);

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Listing 6-34. Using the forward: Prefix in a View Name return new ModelAndView("forward:/home",model);

Vector3 rotationVector = new Vector3(0, ROTATE CONSTANT * radianAngle, 0); if (sideToRotate > 0) AngularVelocity = -rotationVector; else AngularVelocity = rotationVector; } } In the Move method, you first activate the running animation and set the linear velocity of the enemy as its direction parameter multiplied by the MOVE CONSTANT variable. Next, you calculate the angle between the enemy s heading vector and its direction vector. You need this angle to rotate the unit and head it in the same direction it is moving. You can use the Dot method of XNA s Vector3 class to get the cosine of the angle between the enemy s heading vector and its direction vector, and the Acos method of the Math class to get the angle between these vectors from its cosine. After calculating the angle between the enemy s heading and direction, you still need to know from which side to rotate the unit: clockwise or counterclockwise. For example, you can find that the angle between the enemy s heading and direction is 90 degrees, but you still don t know whether it should be rotated clockwise or counterclockwise. You can find the correct side to rotate the enemy by calculating the cosine osf the angle between the enemy s strafe vector which is perpendicular to the heading vector and its direction vector. If the cosine is positive, you need to apply a negative rotation on the enemy (to its right), making it rotate clockwise; otherwise, you need to apply a positive rotation, making it rotate counterclockwise (to its left). The rotation is set as the enemy s AngularVelocity and is multiplied by the ROTATE CONSTANT variable.

In the Chasing Player state, the enemy needs to move to the player s current position. You can do this by making the enemy move through the chaseVector vector, which is the direction from the enemy to the player, and is calculated in the enemy s Update method. Following is the code for the ChasePlayer method: private void ChasePlayer(GameTime time) { Vector3 direction = chaseVector; direction.Normalize(); Move(direction); }

The servlet request is forwarded to the named controller, with the request and response objects from the forwarding controller. The request can be populated with a model object exactly as if it were being forwarded to any normal view. The receiving controller will pass through all the normal life cycle phases, so it does not need to be written to be aware that it may receive forwarded requests. The second and more-complicated of the mechanisms is the redirect: prefix shown in Listing 6-35.

In the Attacking Player state, the enemy keeps attacking the player character successively, causing damage to him. To make the enemy do that, you can simply execute the ReceiveDamage method of the Player instance and wait for the next time to attack. The attributes that you need to create to handle the Attacking Player state are the delay time in seconds between each attack and the time at which the enemy can execute a new attack action:

Listing 6-35. Using the redirect: Prefix in a View Name return new ModelAndView("redirect:/home",model);

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