Example #1
0
        public override async Task Execute()
        {
            animationComponent = Entity.Get <AnimationComponent>();

            physicsComponent = Entity.Get <PhysicsComponent>();
            rigidbodyElement = (RigidbodyElement)physicsComponent.Elements[0];
            rigidbodyElement.RigidBody.LinearFactor  = new Vector3(0, 1, 0); //allow only Y motion
            rigidbodyElement.RigidBody.AngularFactor = new Vector3(0, 0, 0); //allow no rotation

            await Reset();

            while (Game.IsRunning)
            {
                await WaitMs((int)(enemyLife * 1000));

                if (exploding != null)
                {
                    await exploding;
                    exploding = null;
                }

                await Reset();
            }
        }
Example #2
0
        public override async Task Execute()
        {
            spriteSheet          = BulletSheet;
            agentSpriteComponent = Entity.Get <SpriteComponent>();
            var animComponent = Entity.Get <AnimationComponent>();
            PlayingAnimation playingAnimation = null;

            // Calculate offset of the bullet from the Agent if he is facing left and right side // TODO improve this
            var bulletOffset = new Vector3(1.3f, 1.65f, 0f);

            // Initialize game entities
            if (!IsLiveReloading)
            {
                shootDelayCounter     = 0f;
                isAgentFacingRight    = true;
                currentAgentAnimation = AgentAnimation.Idle;
            }
            CurrentAgentAnimation = currentAgentAnimation;

            var normalScaleX = Entity.Transform.Scale.X;

            var bulletCS = BulletColliderShape;

            Task animTask = null;

            while (Game.IsRunning)
            {
                await Script.NextFrame();

                var inputState = GetKeyboardInputState();

                if (inputState == InputState.None)
                {
                    inputState = GetPointerInputState();
                }

                if (inputState == InputState.RunLeft || inputState == InputState.RunRight)
                {
                    // Update Agent's position
                    var dt = (float)Game.UpdateTime.Elapsed.TotalSeconds;

                    Entity.Transform.Position.X += ((inputState == InputState.RunRight) ? AgentMoveDistance : -AgentMoveDistance) * dt;

                    if (Entity.Transform.Position.X < -gameWidthHalfX)
                    {
                        Entity.Transform.Position.X = -gameWidthHalfX;
                    }

                    if (Entity.Transform.Position.X > gameWidthHalfX)
                    {
                        Entity.Transform.Position.X = gameWidthHalfX;
                    }

                    isAgentFacingRight = inputState == InputState.RunRight;

                    // If agent face left, flip the sprite
                    Entity.Transform.Scale.X = isAgentFacingRight ? normalScaleX : -normalScaleX;

                    // Update the sprite animation and state
                    CurrentAgentAnimation = AgentAnimation.Run;
                    if (playingAnimation == null || playingAnimation.Name != "Run")
                    {
                        playingAnimation = animComponent.Play("Run");
                    }
                }
                else if (inputState == InputState.Shoot)
                {
                    if (animTask != null && !animTask.IsCompleted)
                    {
                        continue;
                    }
                    if (animTask != null && animTask.IsCompleted)
                    {
                        playingAnimation = null;
                    }

                    animTask = null;

                    var rb = new RigidbodyElement {
                        CanCollideWith = CollisionFilterGroupFlags.CustomFilter1, CollisionGroup = CollisionFilterGroups.DefaultFilter
                    };
                    rb.ColliderShapes.Add(new ColliderShapeAssetDesc {
                        Shape = bulletCS
                    });

                    // Spawns a new bullet
                    var bullet = new Entity
                    {
                        new SpriteComponent {
                            SpriteProvider = new SpriteFromSheet {
                                Sheet = spriteSheet
                            }, CurrentFrame = spriteSheet.FindImageIndex("bullet")
                        },
                        new PhysicsComponent {
                            Elements = { rb }
                        },
                        new ScriptComponent {
                            Scripts = { new BeamScript() }
                        }
                    };
                    bullet.Name = "bullet";

                    bullet.Transform.Position = (isAgentFacingRight) ? Entity.Transform.Position + bulletOffset : Entity.Transform.Position + (bulletOffset * new Vector3(-1, 1, 1));
                    bullet.Transform.UpdateWorldMatrix();

                    SceneSystem.SceneInstance.Scene.Entities.Add(bullet);

                    rb.RigidBody.LinearFactor  = new Vector3(1, 0, 0);
                    rb.RigidBody.AngularFactor = new Vector3(0, 0, 0);
                    rb.RigidBody.ApplyImpulse(isAgentFacingRight ? new Vector3(25, 0, 0) : new Vector3(-25, 0, 0));

                    // Start animation for shooting
                    CurrentAgentAnimation = AgentAnimation.Shoot;
                    if (playingAnimation == null || playingAnimation.Name != "Attack")
                    {
                        playingAnimation = animComponent.Play("Attack");
                        animTask         = playingAnimation.Ended();
                    }
                }
                else
                {
                    CurrentAgentAnimation = AgentAnimation.Idle;
                    if (playingAnimation == null || playingAnimation.Name != "Stance")
                    {
                        playingAnimation = animComponent.Play("Stance");
                    }
                }
            }
        }