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ASP.NET Web PDF Document Viewer/Editor Control Library

The only notable difference is that we have enabled caching to avoid the need to reload the files each time a template is used.

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Figure 13-11. Enemy AI diagram Each enemy has an attribute to store its current state, among an enumeration of possible states. // Possible enemy states public enum EnemyState { Wander = 0, ChasePlayer, AttackPlayer, Dead } // Current enemy state (default = Wander) EnemyState state; For each one of the possible enemy states, you ll declare some attributes and create a method to execute this state. To control the transitions between the enemy states, you ll override the Update method of its base class.

<bean id="viewResolver" class= "org.springframework.web.servlet.view.velocity.VelocityViewResolver"> <property name="cache" value="true"/> <property name="prefix" value=""/> <property name="suffix" value=".vm"/> </bean> The configuration for FreeMarker is virtually identical to that of Velocity. Listing 6-31 shows the configuration of FreeMarker s template files.

The enemy s Update method manages the transition between the enemy states. For every arrow in the AI state diagram shown in Figure 13-11, there must be a condition in the Update method. In the beginning of the Update method, you calculate the enemy s chaseVector, which contains the direction from the enemy s position to the player s position. You use the length of this vector to check the distance between the enemy and the player. Then, for each player s state, you check if you can execute this state or need to change it to a new state. Note that all

<bean id="freemarkerConfig" class="org.springframework.web.servlet.view.freemarker.FreeMarkerConfigurer"> <property name="templateLoaderPath" value="/WEB-INF/freemarker/"/> </bean> Listing 6-32 shows the corresponding configuration of the FreeMarker view resolver.

enemies have a reference to the Player class, which is used to obtain the player s current position. Following is the Update method s code: public override void Update(GameTime time) { // Calculate chase vector every time chaseVector = player.Transformation.Translate Transformation.Translate; float distanceToPlayer = chaseVector.Length(); switch (state) { case EnemyState.Wander: // Enemy perceives or is hit by the player Change state if (isHit || distanceToPlayer < perceptionDistance) state = EnemyState.ChasePlayer; else Wander(time); break; case EnemyState.ChasePlayer: // Enemy is near enough to attack Change state if (distanceToPlayer <= attackDistance) { state = EnemyState.AttackPlayer; nextActionTime = 0; } else ChasePlayer(time); break; case EnemyState.AttackPlayer: // Player flees Change state if (distanceToPlayer > attackDistance * 2.0f) state = EnemyState.ChasePlayer; else AttackPlayer(time); break; default: break; } base.Update(time); }

In the Wandering state, the enemy walks randomly through the map, without a specific goal To execute this action, you need to generate random positions over the map within a radius from the enemy s actual position and make the enemy move to these positions Following are the attributes of the Enemy class used by the Wandering state: static int WANDER MAX MOVES = 3; static int WANDER DISTANCE = 70; static float WANDER DELAY SECONDS = 40f; static float MOVE CONSTANT = 350f; static float ROTATE CONSTANT = 1000f; // Wander int wanderMovesCount; Vector3 wanderStartPosition; Vector3 wanderPosition; The WANDER MAX MOVES variable defines the number of random movements that the enemy makes until it returns to its initial position, and the wanderMovesCount variable stores the number of movements that the unit has already made.

<bean id="viewResolver" class="org.springframework.web.servlet.view.freemarker.FreeMarkerViewResolver"> <property name="cache" value="true"/> <property name="prefix" value=""/> <property name="suffix" value=".ftl"/> </bean>

You can use these variables to restrict the distance that the enemy could reach from its initial position, forcing it to return to its start position after a fixed number of random movements Besides that, the WANDER DELAY SECONDS variable stores the delay time between each movement of the unit The WANDER DISTANCE variable stores the minimum distance that the unit walks in each movement, and the variables wanderStartPosition and wanderPosition store the enemy s initial position and destination while in the Wandering state, respectively Finally, MOVE CONSTANT and ROTATE CONSTANT store a constant value used to move and rotate the enemy, respectively To execute the enemy s Wandering state, you ll create the Wander method In the Wander method, you first check if the enemy has already reached its destination position, which is stored in the wanderPosition attribute.

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