private static ObjectAction GetPhase2Action( Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, GuidGenerator guidGenerator) { string milliHpVariable = guidGenerator.NextGuid(); string amountOfDamageTakenVariableName = guidGenerator.NextGuid(); ObjectAction setInitialDamageTakenAction = ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(amountOfDamageTakenVariableName, MathExpression.Constant(0))); ObjectAction setInitialMilliHpVariable = ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(milliHpVariable, MathExpression.MilliHP())); ObjectAction setDamageTakenVariableAction = ObjectAction.SetNumericVariable( amountOfDamageTakenVariableName, MathExpression.Add( MathExpression.Variable(amountOfDamageTakenVariableName), MathExpression.Subtract(MathExpression.Variable(milliHpVariable), MathExpression.MilliHP()))); ObjectAction setMilliHpVariable = ObjectAction.SetNumericVariable(milliHpVariable, MathExpression.MilliHP()); long phase2InitialMilliHp = 200 * 1000; IMathExpression currentMilliHp = MathExpression.Max( MathExpression.Subtract(MathExpression.Constant(phase2InitialMilliHp), MathExpression.Variable(amountOfDamageTakenVariableName)), MathExpression.Constant(0)); ObjectAction displayHpBarAction = ObjectAction.DisplayBossHealthBar( healthBarMeterNumber: MathExpression.Constant(2), healthBarMilliPercentage: MathExpression.Divide(MathExpression.Multiply(currentMilliHp, MathExpression.Constant(100 * 1000)), MathExpression.Constant(phase2InitialMilliHp))); ObjectAction goToPhase3Action = ObjectAction.Condition( condition: BooleanExpression.Equal(currentMilliHp, MathExpression.Constant(0)), action: ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(CurrentPhaseVariableName, MathExpression.Constant(3)))); ObjectAction shootBulletAction = Phase2ShootAction( spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, guidGenerator: guidGenerator); return(ObjectAction.Union( setInitialDamageTakenAction, setInitialMilliHpVariable, setDamageTakenVariableAction, setMilliHpVariable, displayHpBarAction, GetMoveAction(guidGenerator: guidGenerator), goToPhase3Action, shootBulletAction)); }
private static ObjectAction GetBossAction( Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, Dictionary <string, DTDanmakuSound> soundNameToSoundDictionary, GuidGenerator guidGenerator) { ObjectAction setPhaseVariableAction = ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(CurrentPhaseVariableName, MathExpression.Constant(0))); ObjectAction phase0Action = ObjectAction.Condition( condition: BooleanExpression.Equal(MathExpression.Variable(CurrentPhaseVariableName), MathExpression.Constant(0)), action: GetMoveAction_Phase0()); ObjectAction phase1Action = ObjectAction.Condition( condition: BooleanExpression.Equal(MathExpression.Variable(CurrentPhaseVariableName), MathExpression.Constant(1)), action: GetPhase1Action( spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, guidGenerator: guidGenerator)); ObjectAction phase2Action = ObjectAction.Condition( condition: BooleanExpression.Equal(MathExpression.Variable(CurrentPhaseVariableName), MathExpression.Constant(2)), action: GetPhase2Action( spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, guidGenerator: guidGenerator)); ObjectAction phase3Action = ObjectAction.Condition( condition: BooleanExpression.Equal(MathExpression.Variable(CurrentPhaseVariableName), MathExpression.Constant(3)), action: GetPhase3Action( spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, soundNameToSoundDictionary: soundNameToSoundDictionary, guidGenerator: guidGenerator)); return(ObjectAction.Union( setPhaseVariableAction, phase0Action, phase1Action, phase2Action, phase3Action)); }
/* * If (currentX, currentY) == (desiredX, desiredY), then * the resulting movement direction is arbitrary. */ public static ObjectAction MoveTowardsLocation( IMathExpression currentX, IMathExpression currentY, IMathExpression desiredX, IMathExpression desiredY, /* * Note that movement speed is not affected by shouldSnapshot */ IMathExpression movementSpeedInPixelsPerSecond, /* * When true, will decide movement direction on the first frame, and keep that direction. * When false, will continuously move towards (desiredX, desiredY) */ bool shouldSnapshot, GuidGenerator guidGenerator) { string deltaXVariable = guidGenerator.NextGuid(); string deltaYVariable = guidGenerator.NextGuid(); ObjectAction setDeltaX = ObjectAction.SetNumericVariable(deltaXVariable, MathExpression.Subtract(desiredX, currentX)); ObjectAction setDeltaY = ObjectAction.SetNumericVariable(deltaYVariable, MathExpression.Subtract(desiredY, currentY)); BooleanExpression areDeltasBothZero = BooleanExpression.And( BooleanExpression.Equal(MathExpression.Variable(deltaXVariable), MathExpression.Constant(0)), BooleanExpression.Equal(MathExpression.Variable(deltaYVariable), MathExpression.Constant(0))); string angleInMillidegreesVariable = guidGenerator.NextGuid(); ObjectAction setAngle = ObjectAction.Union( shouldSnapshot ? ObjectActionGenerator.DoOnce(setDeltaX) : setDeltaX, shouldSnapshot ? ObjectActionGenerator.DoOnce(setDeltaY) : setDeltaY, ObjectAction.Condition( condition: areDeltasBothZero, action: ObjectAction.SetNumericVariable(angleInMillidegreesVariable, MathExpression.Constant(0))), ObjectAction.Condition( condition: BooleanExpression.Not(areDeltasBothZero), action: ObjectAction.SetNumericVariable(angleInMillidegreesVariable, MathExpression.ArcTangentScaled(MathExpression.Variable(deltaXVariable), MathExpression.Variable(deltaYVariable), false))), ObjectAction.SetNumericVariable(angleInMillidegreesVariable, MathExpression.Multiply(MathExpression.Variable(angleInMillidegreesVariable), MathExpression.Constant(-1))), ObjectAction.SetNumericVariable(angleInMillidegreesVariable, MathExpression.Add(MathExpression.Variable(angleInMillidegreesVariable), 90 * 1000))); IMathExpression xMillis = MathExpression.Divide( MathExpression.Multiply( movementSpeedInPixelsPerSecond, MathExpression.ElapsedMillisecondsPerIteration(), MathExpression.SineScaled(MathExpression.Variable(angleInMillidegreesVariable))), MathExpression.Constant(1000)); IMathExpression yMillis = MathExpression.Divide( MathExpression.Multiply( movementSpeedInPixelsPerSecond, MathExpression.ElapsedMillisecondsPerIteration(), MathExpression.CosineScaled(MathExpression.Variable(angleInMillidegreesVariable))), MathExpression.Constant(1000)); string xMillisVariable = guidGenerator.NextGuid(); string yMillisVariable = guidGenerator.NextGuid(); ObjectAction setXMillisVariable = shouldSnapshot ? ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(xMillisVariable, xMillis)) : ObjectAction.SetNumericVariable(xMillisVariable, xMillis); ObjectAction setYMillisVariable = shouldSnapshot ? ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(yMillisVariable, yMillis)) : ObjectAction.SetNumericVariable(yMillisVariable, yMillis); return(ObjectAction.Union( setAngle, setXMillisVariable, setYMillisVariable, ObjectAction.SetPosition( xMillis: MathExpression.Add(MathExpression.XMillis(), MathExpression.Variable(xMillisVariable)), yMillis: MathExpression.Add(MathExpression.YMillis(), MathExpression.Variable(yMillisVariable))))); }
private static ObjectAction GetPhase3Action( Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, Dictionary <string, DTDanmakuSound> soundNameToSoundDictionary, GuidGenerator guidGenerator) { string milliHpVariable = guidGenerator.NextGuid(); string amountOfDamageTakenVariableName = guidGenerator.NextGuid(); ObjectAction setInitialDamageTakenAction = ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(amountOfDamageTakenVariableName, MathExpression.Constant(0))); ObjectAction setInitialMilliHpVariable = ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(milliHpVariable, MathExpression.MilliHP())); ObjectAction setDamageTakenVariableAction = ObjectAction.SetNumericVariable( amountOfDamageTakenVariableName, MathExpression.Add( MathExpression.Variable(amountOfDamageTakenVariableName), MathExpression.Subtract(MathExpression.Variable(milliHpVariable), MathExpression.MilliHP()))); ObjectAction setMilliHpVariable = ObjectAction.SetNumericVariable(milliHpVariable, MathExpression.MilliHP()); long phase3InitialMilliHp = 200 * 1000; IMathExpression currentMilliHp = MathExpression.Max( MathExpression.Subtract(MathExpression.Constant(phase3InitialMilliHp), MathExpression.Variable(amountOfDamageTakenVariableName)), MathExpression.Constant(0)); ObjectAction displayHpBarAction = ObjectAction.DisplayBossHealthBar( healthBarMeterNumber: MathExpression.Constant(1), healthBarMilliPercentage: MathExpression.Divide(MathExpression.Multiply(currentMilliHp, MathExpression.Constant(100 * 1000)), MathExpression.Constant(phase3InitialMilliHp))); string soundEffectName = guidGenerator.NextGuid(); ObjectAction playEnemyDeathSoundEffectAction = ObjectAction.PlaySoundEffect(soundEffectName: soundEffectName); soundNameToSoundDictionary.Add(soundEffectName, DTDanmakuSound.EnemyDeath); DestructionAnimationGenerator.GenerateDestructionAnimationResult generateDestructionAnimationResult = DestructionAnimationGenerator.GenerateDestructionAnimation( orderedSprites: new List <DTDanmakuImage> { DTDanmakuImage.Explosion1, DTDanmakuImage.Explosion2, DTDanmakuImage.Explosion3, DTDanmakuImage.Explosion4, DTDanmakuImage.Explosion5, DTDanmakuImage.Explosion6, DTDanmakuImage.Explosion7, DTDanmakuImage.Explosion8, DTDanmakuImage.Explosion9 }, millisecondsPerSprite: 20, guidGenerator: guidGenerator); foreach (var entry in generateDestructionAnimationResult.spriteNameToImageDictionary) { spriteNameToImageDictionary.Add(entry.Key, entry.Value); } foreach (var entry in generateDestructionAnimationResult.enemyObjectTemplates) { enemyObjectTemplates.Add(entry.Key, entry.Value); } ObjectAction destroyBoss = ObjectAction.Union( playEnemyDeathSoundEffectAction, generateDestructionAnimationResult.objectAction, ObjectAction.Destroy()); ObjectAction destroyAndEndLevelAction = ObjectAction.Condition( condition: BooleanExpression.Equal(currentMilliHp, MathExpression.Constant(0)), action: ObjectAction.Union( ObjectAction.EndLevel(), destroyBoss)); ObjectAction shootBulletAction = Phase3ShootAction( spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, guidGenerator: guidGenerator); return(ObjectAction.Union( setInitialDamageTakenAction, setInitialMilliHpVariable, setDamageTakenVariableAction, setMilliHpVariable, displayHpBarAction, GetMoveAction(guidGenerator: guidGenerator), destroyAndEndLevelAction, shootBulletAction)); }