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between them. If the distance is below a defined epsilon value (for example, 10.0), the enemy has reached his destination and a new destination must be generated:
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// Calculate wander vector on X, Z axis Vector3 wanderVector = wanderPosition - Transformation.Translate; wanderVector.Y = 0.0f; float wanderLength = wanderVector.Length(); // Reached the destination position if (wanderVector.Length() < DISTANCE_EPSILON) { // Generate a new wander position }
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Note that when the enemy is created, his first destination position is equal to his start position. If the number of random movements the enemy makes is lower than the maximum number of consecutive random movements that he could make, his new destination position will be a random generated position. Otherwise, the next enemy destination will be his start position.
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// Generate a new random position if (wanderMovesCount < WANDER_MAX_MOVES) { wanderPosition = Transformation.Translate + RandomHelper.GeneratePositionXZ(WANDER_DISTANCE); wanderMovesCount++; } // 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();
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The enemy s random destination position is generated through the GeneratePositionXZ method of your RandomHelper class. After generating the enemy s destination, you also
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generate a random time used to start moving the enemy to his new destination. Following is the complete code for the Wander method of the Enemy class:
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private void Wander(GameTime time) { // Calculate wander vector on X, Z axis Vector3 wanderVector = wanderPosition - Transformation.Translate; wanderVector.Y = 0.0f; float wanderLength = wanderVector.Length(); // Reached the destination position if (wanderLength < DISTANCE_EPSILON) { SetAnimation(EnemyAnimations.Idle, false, true, false); // Generate a new random position if (wanderMovesCount < WANDER_MAX_MOVES) { wanderPosition = Transformation.Translate + RandomHelper.GeneratePositionXZ(WANDER_DISTANCE); wanderMovesCount++; } // 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); } }
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CHAPTER 12 s CREATING A THIRD-PERSON SHOOTER GAME
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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 his destination, and makes the enemy move in this direction through the Move method. You ll create the Move method to move the enemy from his original position using an arbitrary direction vector. You can move the enemy by setting his linear velocity as the desired direction vector, inside the Move method. Remember that the enemy s position is updated according to his 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 (CW) or CCW (Counterclockwise) float sideToRotate = Vector3.Dot(StrafeVector, direction); Vector3 rotationVector = new Vector3(0, ROTATE_CONSTANT * radianAngle, 0); if (sideToRotate > 0) AngularVelocity = -rotationVector; else AngularVelocity = rotationVector; } }
In the Move method, you first 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
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