An action task, this dude contains a list of tasks that are repeated
Inheritance: BulletMLTask
Example #1
0
        /// <summary>
        /// Parse a specified node and bullet into this task
        /// </summary>
        /// <param name="myNode">the node for this dude</param>
        /// <param name="bullet">the bullet this dude is controlling</param>
        public virtual void Parse(BulletMLNode myNode, Bullet bullet)
        {
            Debug.Assert(null != myNode);
            Debug.Assert(null != bullet);

            foreach (BulletMLNode childNode in myNode.ChildNodes)
            {
                //construct the correct type of node
                switch (childNode.Name)
                {
                case ENodeName.repeat:
                {
                    Parse(childNode, bullet);
                }
                break;

                case ENodeName.action:
                {
                    int repeatNum = 1;

                    //find how many times to repeat this action
                    BulletMLNode RepeatNode = childNode.FindParentNode(ENodeName.repeat);
                    if (null != RepeatNode)
                    {
                        repeatNum = (int)RepeatNode.GetChildValue(ENodeName.times, this);
                    }

                    BulletMLAction task = new BulletMLAction(repeatNum, myNode, this);
                    ChildTasks.Add(task);
                    task.Parse(childNode, bullet);
                }
                break;

                case ENodeName.actionRef:
                {
                    //find the referenced node
                    BulletMLNode refNode = myNode.GetRootNode().FindLabelNode(childNode.Label, ENodeName.action);

                    //find how many times to repeat the referenced action
                    int          repeatNum  = 1;
                    BulletMLNode RepeatNode = myNode.FindParentNode(ENodeName.repeat);
                    if (null != RepeatNode)
                    {
                        repeatNum = (int)RepeatNode.GetChildValue(ENodeName.times, this);
                    }

                    BulletMLAction task = new BulletMLAction(repeatNum, refNode, this);
                    ChildTasks.Add(task);

                    for (int i = 0; i < childNode.ChildNodes.Count; i++)
                    {
                        task.ParamList.Add(childNode.ChildNodes[i].GetValue(this));
                    }

                    task.Parse(refNode, bullet);
                }
                break;

                case ENodeName.changeSpeed:
                {
                    ChildTasks.Add(new BulletMLChangeSpeed(childNode, this));
                }
                break;

                case ENodeName.changeDirection:
                {
                    ChildTasks.Add(new BulletMLChangeDirection(childNode, this));
                }
                break;

                case ENodeName.fire:
                {
                    ChildTasks.Add(new BulletMLFire(childNode, this));
                }
                break;

                case ENodeName.fireRef:
                {
                    //find the node that was referenced
                    BulletMLNode refNode = myNode.GetRootNode().FindLabelNode(childNode.Label, ENodeName.fire);
                    BulletMLFire fire    = new BulletMLFire(refNode, this);
                    ChildTasks.Add(fire);

                    for (int i = 0; i < childNode.ChildNodes.Count; i++)
                    {
                        fire.ParamList.Add(childNode.ChildNodes[i].GetValue(this));
                    }
                }
                break;

                case ENodeName.wait:
                {
                    ChildTasks.Add(new BulletMLWait(childNode, this));
                }
                break;

                case ENodeName.speed:
                {
                    //speed nodes are special, just pull the value out and set up the bullet
                    bullet.GetFireData().speedInit = true;
                    bullet.Velocity = childNode.GetValue(this);
                }
                break;

                case ENodeName.direction:
                {
                    ChildTasks.Add(new BulletMLSetDirection(childNode, this));
                }
                break;

                case ENodeName.vanish:
                {
                    ChildTasks.Add(new BulletMLVanish(childNode, this));
                }
                break;

                case ENodeName.accel:
                {
                    ChildTasks.Add(new BulletMLAccel(childNode, this));
                }
                break;
                }
            }

            //After all the nodes are read in, initialize the node
            Init();
        }
Example #2
0
        /// <summary>
        /// Parse a specified node and bullet into this task
        /// </summary>
        /// <param name="myNode">the node for this dude</param>
        /// <param name="bullet">the bullet this dude is controlling</param>
        public virtual void Parse(BulletMLNode myNode, Bullet bullet)
        {
            Debug.Assert(null != myNode);
            Debug.Assert(null != bullet);

            foreach (BulletMLNode childNode in myNode.ChildNodes)
            {
                //construct the correct type of node
                switch (childNode.Name)
                {
                    case ENodeName.repeat:
                    {
                        Parse(childNode, bullet);
                    }
                    break;
                    case ENodeName.action:
                    {
                        int repeatNum = 1;

                        //find how many times to repeat this action
                        BulletMLNode RepeatNode = childNode.FindParentNode(ENodeName.repeat);
                        if (null != RepeatNode)
                        {
                            repeatNum = (int)RepeatNode.GetChildValue(ENodeName.times, this);
                        }

                        BulletMLAction task = new BulletMLAction(repeatNum, myNode, this);
                        ChildTasks.Add(task);
                        task.Parse(childNode, bullet);
                    }
                    break;
                    case ENodeName.actionRef:
                    {
                        //find the referenced node
                        BulletMLNode refNode = myNode.GetRootNode().FindLabelNode(childNode.Label, ENodeName.action);

                        //find how many times to repeat the referenced action
                        int repeatNum = 1;
                        BulletMLNode RepeatNode = myNode.FindParentNode(ENodeName.repeat);
                        if (null != RepeatNode)
                        {
                            repeatNum = (int)RepeatNode.GetChildValue(ENodeName.times, this);
                        }

                        BulletMLAction task = new BulletMLAction(repeatNum, refNode, this);
                        ChildTasks.Add(task);

                        for (int i = 0; i < childNode.ChildNodes.Count; i++)
                        {
                            task.ParamList.Add(childNode.ChildNodes[i].GetValue(this));
                        }

                        task.Parse(refNode, bullet);
                    }
                    break;
                    case ENodeName.changeSpeed:
                    {
                        ChildTasks.Add(new BulletMLChangeSpeed(childNode, this));
                    }
                    break;
                    case ENodeName.changeDirection:
                    {
                        ChildTasks.Add(new BulletMLChangeDirection(childNode, this));
                    }
                    break;
                    case ENodeName.fire:
                    {
                        ChildTasks.Add(new BulletMLFire(childNode, this));
                    }
                    break;
                    case ENodeName.fireRef:
                    {
                        //find the node that was referenced
                        BulletMLNode refNode = myNode.GetRootNode().FindLabelNode(childNode.Label, ENodeName.fire);
                        BulletMLFire fire = new BulletMLFire(refNode, this);
                        ChildTasks.Add(fire);

                        for (int i = 0; i < childNode.ChildNodes.Count; i++)
                        {
                            fire.ParamList.Add(childNode.ChildNodes[i].GetValue(this));
                        }
                    }
                    break;
                    case ENodeName.wait:
                    {
                        ChildTasks.Add(new BulletMLWait(childNode, this));
                    }
                    break;
                    case ENodeName.speed:
                    {
                        //speed nodes are special, just pull the value out and set up the bullet
                        bullet.GetFireData().speedInit = true;
                        bullet.Velocity = childNode.GetValue(this);
                    }
                    break;
                    case ENodeName.direction:
                    {
                        ChildTasks.Add(new BulletMLSetDirection(childNode, this));
                    }
                    break;
                    case ENodeName.vanish:
                    {
                        ChildTasks.Add(new BulletMLVanish(childNode, this));
                    }
                    break;
                    case ENodeName.accel:
                    {
                        ChildTasks.Add(new BulletMLAccel(childNode, this));
                    }
                    break;
                }
            }

            //After all the nodes are read in, initialize the node
            Init();
        }