Beispiel #1
0
        public void Initialize()
        {
            Physics.Orientation = Physics.OrientMode.RotateY;
            Sprite = new CharacterSprite(Graphics, Manager, "Demon Sprite", Physics, Matrix.CreateTranslation(new Vector3(0, 0.35f, 0)));
            foreach (Animation animation in Stats.CurrentClass.Animations)
            {
                Sprite.AddAnimation(animation.Clone());
            }

            Hands = new Grabber("hands", Physics, Matrix.Identity, new Vector3(0.1f, 0.1f, 0.1f), Vector3.Zero);

            Sensors = new EnemySensor(Manager, "EnemySensor", Physics, Matrix.Identity, new Vector3(20, 5, 20), Vector3.Zero);

            AI = new PacingCreatureAI(this, "Demon AI", Sensors, PlanService)
            {
                Movement = { CanFly = true, CanSwim = false }
            };

            Attacks = new List <Attack>()
            {
                new Attack(Stats.CurrentClass.Attacks[0])
            };

            Inventory = new Inventory("Inventory", Physics)
            {
                Resources = new ResourceContainer
                {
                    MaxResources = 16
                }
            };

            Matrix shadowTransform = Matrix.CreateRotationX((float)Math.PI * 0.5f);

            shadowTransform.Translation = new Vector3(0.0f, -0.5f, 0.0f);

            SpriteSheet shadowTexture = new SpriteSheet(ContentPaths.Effects.shadowcircle);

            Shadow = new Shadow(Manager, "Shadow", Physics, shadowTransform, shadowTexture);
            List <Point> shP = new List <Point>
            {
                new Point(0, 0)
            };
            Animation shadowAnimation = new Animation(Graphics, new SpriteSheet(ContentPaths.Effects.shadowcircle), "sh", 32, 32, shP, false, Color.Black, 1, 0.7f, 0.7f, false);

            Shadow.AddAnimation(shadowAnimation);
            shadowAnimation.Play();
            Shadow.SetCurrentAnimation("sh");
            Physics.Tags.Add("Demon");

            DeathParticleTrigger = new ParticleTrigger("blood_particle", Manager, "Death Gibs", Physics, Matrix.Identity, Vector3.One, Vector3.Zero)
            {
                TriggerOnDeath = true,
                TriggerAmount  = 5,
                SoundToPlay    = ContentPaths.Entities.Goblin.Audio.goblinhurt1
            };

            NoiseMaker.Noises["Hurt"] = new List <string>
            {
                ContentPaths.Audio.demon0,
                ContentPaths.Audio.demon1,
                ContentPaths.Audio.demon2,
                ContentPaths.Audio.demon3,
            };


            MinimapIcon minimapIcon = new MinimapIcon(Physics, new NamedImageFrame(ContentPaths.GUI.map_icons, 16, 3, 0));



            NoiseMaker.Noises["Chew"] = new List <string>
            {
                ContentPaths.Audio.chew
            };

            NoiseMaker.Noises["Jump"] = new List <string>
            {
                ContentPaths.Audio.jump
            };

            Stats.FullName = TextGenerator.GenerateRandom("$goblinname");
            //Stats.LastName = TextGenerator.GenerateRandom("$elffamily");
            Stats.Size = 4;
        }
Beispiel #2
0
        /// <summary>
        /// Initialize function creates all the required components for the bird.
        /// </summary>
        /// <param name="sprites">The sprite sheet to use for the bird</param>
        public void Initialize(string sprites)
        {
            // When true, causes the bird to face the direction its moving in
            Physics.Orientation = Physics.OrientMode.RotateY;


            // Create the sprite component for the bird.
            Sprite = new CharacterSprite
                         (Graphics,
                         Manager,
                         "Frog Sprite",
                         Physics,
                         Matrix.CreateTranslation(0, 0.5f, 0)
                         );

            CompositeAnimation.Descriptor descriptor =
                FileUtils.LoadJsonFromString <CompositeAnimation.Descriptor>(
                    ContentPaths.GetFileAsString(sprites));

            List <CompositeAnimation> animations = descriptor.GenerateAnimations("Rabbit");

            foreach (CompositeAnimation animation in animations)
            {
                Sprite.AddAnimation(animation);
            }

            // Used to grab other components
            Hands = new Grabber("hands", Physics, Matrix.Identity, new Vector3(0.2f, 0.2f, 0.2f), Vector3.Zero);

            // Used to sense hostile creatures
            Sensors = new EnemySensor(Manager, "EnemySensor", Physics, Matrix.Identity, new Vector3(20, 5, 20), Vector3.Zero);

            // Controls the behavior of the creature
            AI = new PacingCreatureAI(this, "Rabbit AI", Sensors, PlanService);

            // The bird can peck at its enemies (0.1 damage)
            Attacks = new List <Attack> {
                new Attack("Bite", 0.01f, 2.0f, 1.0f, ContentPaths.Audio.frog, ContentPaths.Effects.bite)
            };


            // The bird can hold one item at a time in its inventory
            Inventory = new Inventory("Inventory", Physics)
            {
                Resources = new ResourceContainer
                {
                    MaxResources = 1
                }
            };

            // The shadow is rotated 90 degrees along X, and is 0.25 blocks beneath the creature
            Matrix shadowTransform = Matrix.CreateRotationX((float)Math.PI * 0.5f);

            shadowTransform.Translation = new Vector3(0.0f, -0.25f, 0.0f);
            shadowTransform            *= Matrix.CreateScale(0.75f);

            SpriteSheet shadowTexture = new SpriteSheet(ContentPaths.Effects.shadowcircle);

            Shadow = new Shadow(Manager, "Shadow", Physics, shadowTransform, shadowTexture);

            // We set up the shadow's animation so that it's just a static black circle
            // TODO: Make the shadow set this up automatically
            List <Point> shP = new List <Point>
            {
                new Point(0, 0)
            };
            Animation shadowAnimation = new Animation(Graphics, new SpriteSheet(ContentPaths.Effects.shadowcircle), "sh", 32, 32, shP, false, Color.Black, 1, 0.7f, 0.7f, false);

            Shadow.AddAnimation(shadowAnimation);
            shadowAnimation.Play();
            Shadow.SetCurrentAnimation("sh");

            // The bird will emit a shower of blood when it dies
            DeathParticleTrigger = new ParticleTrigger("blood_particle", Manager, "Death Gibs", Physics, Matrix.Identity, Vector3.One, Vector3.Zero)
            {
                TriggerOnDeath = true,
                TriggerAmount  = 1
            };

            // The bird is flammable, and can die when exposed to fire.
            Flames = new Flammable(Manager, "Flames", Physics, this);

            // Tag the physics component with some information
            // that can be used later
            Physics.Tags.Add("Frog");
            Physics.Tags.Add("Animal");

            Stats.FullName     = TextGenerator.GenerateRandom("$firstname") + " the frog";
            Stats.CurrentClass = new EmployeeClass()
            {
                Name   = "Frog",
                Levels = new List <EmployeeClass.Level>()
                {
                    new EmployeeClass.Level()
                    {
                        Index = 0, Name = "Frog"
                    }
                }
            };


            NoiseMaker.Noises.Add("Idle", new List <string>()
            {
                ContentPaths.Audio.frog
            });
            NoiseMaker.Noises.Add("Hurt", new List <string>()
            {
                ContentPaths.Audio.frog
            });
        }
Beispiel #3
0
        public void Initialize(SpriteSheet spriteSheet)
        {
            Physics.Orientation = Physics.OrientMode.RotateY;

            const int frameWidth  = 48;
            const int frameHeight = 40;

            Sprite = new CharacterSprite
                         (Graphics,
                         Manager,
                         "Deer Sprite",
                         Physics,
                         Matrix.CreateTranslation(Vector3.Up * 0.6f)
                         );

            // Add the idle animation
            Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Forward, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 0, 0);
            Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Left, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 1, 0);
            Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Right, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 2, 0);
            Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Backward, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 3, 0);

            // Add the running animation
            Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Forward, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 4, 0, 1, 2, 3);
            Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Left, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 5, 0, 1, 2, 3);
            Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Right, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 6, 0, 1, 2, 3);
            Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Backward, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 7, 0, 1, 2, 3);

            // Add the jumping animation
            Sprite.AddAnimation(CharacterMode.Jumping, OrientedAnimation.Orientation.Forward, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 8, 0, 1);
            Sprite.AddAnimation(CharacterMode.Jumping, OrientedAnimation.Orientation.Left, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 9, 0, 1);
            Sprite.AddAnimation(CharacterMode.Jumping, OrientedAnimation.Orientation.Right, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 10, 0, 1);
            Sprite.AddAnimation(CharacterMode.Jumping, OrientedAnimation.Orientation.Backward, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 11, 0, 1);

            // Add hands
            Hands = new Grabber("hands", Physics, Matrix.Identity, new Vector3(0.1f, 0.1f, 0.1f), Vector3.Zero);

            // Add sensor
            Sensors = new EnemySensor(Manager, "EnemySensor", Physics, Matrix.Identity, new Vector3(20, 5, 20), Vector3.Zero);

            // Add AI
            AI = new PacingCreatureAI(this, "Deer AI", Sensors, PlanService);

            Attacks = new List <Attack> {
                new Attack("None", 0.0f, 0.0f, 0.0f, ContentPaths.Audio.pick, ContentPaths.Effects.hit)
            };

            Inventory = new Inventory("Inventory", Physics)
            {
                Resources = new ResourceContainer
                {
                    MaxResources = 1
                }
            };

            // Shadow
            Matrix shadowTransform = Matrix.CreateRotationX((float)Math.PI * 0.5f);

            shadowTransform.Translation = new Vector3(0.0f, -.25f, 0.0f);
            SpriteSheet shadowTexture = new SpriteSheet(ContentPaths.Effects.shadowcircle);

            Shadow = new Shadow(Manager, "Shadow", Physics, shadowTransform, shadowTexture);

            List <Point> shP = new List <Point>
            {
                new Point(0, 0)
            };
            Animation shadowAnimation = new Animation(Graphics, new SpriteSheet(ContentPaths.Effects.shadowcircle), "sh", 32, 32, shP, false, Color.Black, 1, 0.7f, 0.7f, false);

            Shadow.AddAnimation(shadowAnimation);
            shadowAnimation.Play();
            Shadow.SetCurrentAnimation("sh");

            // The bird will emit a shower of blood when it dies
            DeathParticleTrigger = new ParticleTrigger("blood_particle", Manager, "Death Gibs", Physics, Matrix.Identity, Vector3.One, Vector3.Zero)
            {
                TriggerOnDeath  = true,
                TriggerAmount   = 1,
                BoxTriggerTimes = 10
            };

            // The bird is flammable, and can die when exposed to fire.
            Flames = new Flammable(Manager, "Flames", Physics, this);

            // Tag the physics component with some information
            // that can be used later
            Physics.Tags.Add("Deer");
            Physics.Tags.Add("Animal");

            Stats.FullName     = TextGenerator.GenerateRandom("$firstname");
            Stats.CurrentClass = new EmployeeClass()
            {
                Name   = "Deer",
                Levels = new List <EmployeeClass.Level>()
                {
                    new EmployeeClass.Level()
                    {
                        Index = 0, Name = "Deer"
                    }
                }
            };
        }