Beispiel #1
0
    private void Awake()
    {
        JSONNodeReader jsonReader = new JSONNodeReader(fileItems);

        JSONNamedEventReader itemReader = new JSONNamedEventReader("identifier");

        itemReader.AddCallbackInt("health bonus", player.AddMaxHealth, "+{0} health");
        itemReader.AddCallbackInt("tongue damage bonus", player.AddTongueDamage, "+{0} tongue damage");
        itemReader.AddCallbackInt("headbutt damage bonus", player.AddHeadbuttDamage, "+{0} headbutt damage");
        itemReader.AddCallbackInt("laser damage bonus", player.AddLaserDamage, "+{0} laser damage");
        itemReader.AddCallbackInt("contact damage per second bonus", player.AddContactDamagePerSecond, "+{0} contact damage");
        itemReader.AddCallbackInt("damaged explosion damage bonus", player.AddEggExplosionDamage, "+{0} egg damage...?");
        itemReader.AddCallbackInt("headbutt explosion damage bonus", player.AddHeadbuttExplosionDamage, "+{0} headbutt explosion damage");
        itemReader.AddCallbackFloat("jump velocity bonus", player.AddJumpVelocity, "+{0} jump height");
        itemReader.AddCallbackFloat("horizontal acceleration bonus", player.AddHorizontalAcceleration, "+{0} acceleration");
        itemReader.AddCallbackFloat("max horizontal speed bonus", player.AddMaxHorizontalSpeed, "+{0} max speed");
        itemReader.AddCallbackBool("press down for shield", player.SetHasSoap, "Press down for shield");

        JSONArrayReader itemsReader = jsonReader.Get <JSONArrayReader>("items");
        JSONNodeReader  itemNodeReader;

        while (itemsReader.GetNextNode(out itemNodeReader))
        {
            bool blacklist = itemNodeReader.Get("BLACKLIST", false);
            if (!blacklist)
            {
                NamedEvent item = itemReader.Read(itemNodeReader);
                item.AddCallback(() => Claim(item));
                pool.AddUnclaimed(item);
            }
        }
    }
Beispiel #2
0
    private void Awake()
    {
        JSONNodeReader jsonReader = new JSONNodeReader(fileItems);

        JSONNamedEventReader itemReader = new JSONNamedEventReader("identifier");

        itemReader.AddCallbackInt("health bonus", player.AddMaxHealth);
        itemReader.AddCallbackInt("tongue damage bonus", player.AddTongueDamage);
        itemReader.AddCallbackInt("headbutt damage bonus", player.AddHeadbuttDamage);

        JSONArrayReader itemsReader = jsonReader.Get <JSONArrayReader>("items");
        JSONNodeReader  itemNodeReader;

        while (itemsReader.GetNextNode(out itemNodeReader))
        {
            NamedEvent item = itemReader.Read(itemNodeReader);
            item.AddCallback(() => Claim(item));
            pool.AddUnclaimed(item);
        }
    }
Beispiel #3
0
    private void Awake()
    {
        JSONNodeReader  jsonReader   = new JSONNodeReader(fileBosses);
        JSONArrayReader bossesReader = jsonReader.Get <JSONArrayReader>("bosses");
        JSONNodeReader  bossNodeReader;

        while (bossesReader.GetNextNode(out bossNodeReader))
        {
            List <Boss.AttackGroup> attackGroups = new List <Boss.AttackGroup>();

            JSONArrayReader attackGroupsReader =
                bossNodeReader.Get <JSONArrayReader>("attack groups");
            JSONNodeReader attackGroupNodeReader;
            while (attackGroupsReader.GetNextNode(out attackGroupNodeReader))
            {
                Boss.AttackGroup attackGroup = new Boss.AttackGroup(
                    attackGroupNodeReader.Get("seconds of cooldown", 2.0f),
                    attackGroupNodeReader.Get("seconds of cooldown variance", 0.5f));

                float secondsOfCooldownBonusPerArena =
                    attackGroupNodeReader.Get("seconds of cooldown bonus per arena", 0.0f);
                float secondsOfCooldownMin = attackGroupNodeReader.Get("seconds of cooldown min", 0.1f);

                DifficultyIncreased += () => attackGroup.SetSecondsOfCooldown(
                    UtilApproach.Float(attackGroup.GetSecondsOfCooldown(),
                                       secondsOfCooldownMin,
                                       -secondsOfCooldownBonusPerArena)
                    );

                JSONArrayReader attacksReader = attackGroupNodeReader.Get <JSONArrayReader>("attacks");
                JSONNodeReader  attackNodeReader;
                while (attacksReader.GetNextNode(out attackNodeReader))
                {
                    string identifier = attackNodeReader.Get("identifier", "ERROR");
                    string appearance = attackNodeReader.Get("appearance", "ERROR");
                    if (identifier == "FloorSpikes")
                    {
                        float count = attackNodeReader.Get("count", 3);

                        RuntimeAnimatorController rac;
                        spikeAnimators.TryGetValue(appearance, out rac);

                        FloorSpike.Data d = ReadFloorSpike(attackNodeReader, appearance);

                        attackGroup.AddAttack(x => Boss.FloorSpikes(x,
                                                                    attackGroup, d, rac, count));

                        float countBonusPerArena = attackNodeReader.Get("count bonus per arena", 0.0f);
                        float countMax           = attackNodeReader.Get("count max", 6);
                        DifficultyIncreased +=
                            () => count      = UtilApproach.Float(count, countMax, countBonusPerArena);
                    }
                    else if (identifier == "FloorSpikeTargetPlayer")
                    {
                        RuntimeAnimatorController rac;
                        spikeAnimators.TryGetValue(appearance, out rac);

                        FloorSpike.Data d = ReadFloorSpike(attackNodeReader, appearance);

                        attackGroup.AddAttack(x => Boss.FloorSpikeTargetPlayer(x,
                                                                               attackGroup, d, rac));
                    }
                    else if (identifier == "Orb")
                    {
                        RuntimeAnimatorController rac;
                        orbAnimators.TryGetValue(appearance, out rac);

                        BossOrb.Data d = new BossOrb.Data(
                            attackNodeReader.Get("damage", 20),
                            attackNodeReader.Get("seconds to idle", 3.0f),
                            attackNodeReader.Get("seconds to idle variance", 2.0f),
                            attackNodeReader.Get("seconds to move to center", 0.2f),
                            attackNodeReader.Get("seconds to move to bottom", 0.8f),
                            attackNodeReader.Get("horizontal speed", 8.0f));

                        string positionName = attackNodeReader.Get("position", "ERROR");

                        attackGroup.AddAttack(x => Boss.SpawnOrb(x, attackGroup,
                                                                 d, positionName, rac));

                        int damageBonusPerArena = attackNodeReader.Get("damage bonus per arena", 0);
                        int damageMax           = attackNodeReader.Get("damage max", 10000);
                        DifficultyIncreased += () => d.damage =
                            UtilApproach.Int(d.damage, damageMax, damageBonusPerArena);
                    }

                    /*
                     * else if (identifier == "HorizontalProjectile")
                     * {
                     *  int damage = attackNodeReader.Get("damage", 20);
                     *  float speed = attackNodeReader.Get("speed", 8.0f);
                     *  float spawnHeight = attackNodeReader.Get("spawn height", 1.0f);
                     *  float seconds = attackNodeReader.Get("seconds to wait after attack",
                     *      1.0f);
                     *  Velocity2D.Data d = new Velocity2D.Data(new Vector2(-speed, 0.0f));
                     *  attacks.Add(x => Boss.FireProjectile(x, d, damage, spawnHeight,
                     *      seconds));
                     * }
                     */
                }

                attackGroups.Add(attackGroup);
            }

            Boss.Data boss = new Boss.Data(
                bossNodeReader.Get("identifier", "ERROR"),
                bossNodeReader.Get("base health", 1),
                attackGroups);

            int healthBonusPerArena = bossNodeReader.Get("health bonus per arena", 0);
            DifficultyIncreased += () => boss.baseHealth += healthBonusPerArena;

            pool.Add(boss);
        }
    }
    // Read data from the files.
    private void Tune()
    {
        JSONNodeReader reader = new JSONNodeReader(enemySpawnersFile);

        challengeMax = reader.Get("initial challenge", 1.0f);
        challengeIncreasePerSpawnGroup = reader.Get("challenge increase per spawn group", 1.0f);
        spawnGroupsPerDeadTime         = reader.Get("spawn groups per dead time", 3);
        secondsBetweenSpawns           = reader.Get("seconds between spawns", 1.0f);
        secondsBetweenSpawnGroups      = reader.Get("seconds between spawn groups", 2.0f);
        secondsPerDeadTime             = reader.Get("seconds per dead time", 3.0f);
        enemyBaseLeftMovementSpeed     = reader.Get("enemy base left movement speed", 0.05f);

        timerSpawn      = new Timer(secondsBetweenSpawns);
        timerSpawnGroup = new Timer(secondsBetweenSpawnGroups);
        timerDeadTime   = new Timer(secondsPerDeadTime);
        ChooseRandomSpawnPosition();

        // How much health a single health kit should give.
        int healthPerHealthKit;
        int pointsPerEnemyKilled;
        int pointsPerProjectilePunched;
        int pointsPerFullHealthHealthKit;

        reader.SetFile(scoreFile);
        pointsPerEnemyKilled         = reader.Get("points per enemy killed", 100);
        pointsPerProjectilePunched   = reader.Get("points per projectile punched", 10);
        pointsPerFullHealthHealthKit = reader.Get("points per full health health kit", 100);

        // Drop rates for items.
        Probability <ItemType> probItem = new Probability <ItemType>(ItemType.None);
        float dropRateHealthKit;
        float dropRateBattleAxe;
        float dropRateMoreArms;

        reader.SetFile(itemsFile);
        dropRateHealthKit  = reader.Get("health kit drop rate", 0.07f);
        dropRateBattleAxe  = reader.Get("battle axe drop rate", 0.05f);
        dropRateMoreArms   = reader.Get("more arms drop rate", 0.05f);
        healthPerHealthKit = reader.Get("health per health kit", 50);

        probItem.SetChance(ItemType.HealthKit, dropRateHealthKit);
        probItem.SetChance(ItemType.BattleAxe, dropRateBattleAxe);
        probItem.SetChance(ItemType.MoreArms, dropRateMoreArms);

        reader.SetFile(enemiesFile);
        JSONArrayReader enemyArray = reader.Get <JSONArrayReader>("enemies");
        //for (int i = 0; i < enemyArray.GetCount(); ++i)
        JSONNodeReader enemyNode;

        while (enemyArray.GetNextNode(out enemyNode))
        {
            //JSONNodeReader enemyNode = enemyArray.GetNode(i);
            string enemyName = enemyNode.Get("name", "UNNAMED");

            // Read volley data.
            JSONNodeReader volleyNode = enemyNode.Get <JSONNodeReader>("volley");

            string colString = volleyNode.Get("color", "#ffffff");
            Color  projColor;
            if (!ColorUtility.TryParseHtmlString(colString, out projColor))
            {
                Debug.Log(enemyName + ": Could not parse HTML color for volley!");
            }
            EnemyProjectile.Data projectile = new EnemyProjectile.Data(
                new EnemyProjectile.Data.Refs(ts, score),
                volleyNode.Get("projectile punchable", true),
                volleyNode.Get("projectile damage", 20),
                pointsPerProjectilePunched,
                projColor,
                volleyNode.Get("direction", 180.0f),
                volleyNode.Get("speed", 4.0f));

            VolleyData volley = new VolleyData(projectile,
                                               volleyNode.Get("projectile count", 1),
                                               volleyNode.Get("spread angle", 0.0f),
                                               volleyNode.Get("aims at player", false));

            OscillatePosition2D.Data oscData = new OscillatePosition2D.Data(
                new OscillatePosition2D.Data.Refs(ts),
                0.0f, 0.0f,
                enemyNode.Get("y oscillation magnitude", 0.0f),
                enemyNode.Get("y oscillation speed", 0.0f));

            EnemyAttack.Data attack = new EnemyAttack.Data(
                new EnemyAttack.Data.Refs(ts, playerPowerup.gameObject),
                volley,
                enemyNode.Get("seconds between volleys", 1.0f),
                enemyNode.Get("volley direction delta per shot", 0.0f),
                enemyBaseLeftMovementSpeed);

            EnemySprite.Data enemySprite = new EnemySprite.Data(
                enemyNode.Get("sprite name", "basic"));

            Velocity2D.Data leftMovement = new Velocity2D.Data(
                new Velocity2D.Data.Refs(ts),
                new Vector2(
                    -enemyNode.Get("left movement speed increase", 0.0f)
                    - enemyBaseLeftMovementSpeed, 0.0f));

            ItemHealthKit.Data healthKitData = new ItemHealthKit.Data(
                new ItemHealthKit.Data.Refs(score),
                healthPerHealthKit,
                pointsPerFullHealthHealthKit);
            EnemyHealth.Data enemyHealthData = new EnemyHealth.Data(
                new EnemyHealth.Data.Refs(ts, score, playerPowerup),
                healthKitData,
                pointsPerEnemyKilled,
                probItem);

            Enemy.Data enemy = new Enemy.Data(enemyNode.Get("challenge", 1.0f),
                                              oscData,
                                              attack,
                                              enemySprite,
                                              leftMovement,
                                              enemyHealthData);

            // Add the enemy to the possible enemies pool.
            possibleEnemies.Add(enemy);
        }
    }