public override void Update(DwarfTime gameTime, ChunkManager chunks, Camera camera) { if (Target != null && (Target.Position - Position).LengthSquared() < DamageRadius) { Health health = Target.GetComponent <Health>(); if (health != null) { health.Damage(Damage.Amount, Damage.DamageType); } if (Damage.DamageType == Health.DamageType.Fire) { Flammable flammabe = Target.GetComponent <Flammable>(); if (flammabe != null) { flammabe.Heat += 50.0f; } } Die(); } else if (Target != null && (Target.Position.Y - Position.Y) > 1 && Velocity.Y < 0) { Die(); } base.Update(gameTime, chunks, camera); }
override public void Update(DwarfTime gameTime, ChunkManager chunks, Camera camera) { if (Target != null && (Target.Position - LocalPosition).LengthSquared() < DamageRadius) { Health health = Target.GetRoot().GetComponent <Health>(); if (health != null) { health.Damage(Damage.Amount, Damage.DamageType); Vector3 knock = (Target.Position - Position); knock.Normalize(); knock *= 0.2f; if (Target.AnimationQueue.Count == 0) { Target.AnimationQueue.Add(new KnockbackAnimation(0.15f, Target.LocalTransform, knock)); } } if (Damage.DamageType == Health.DamageType.Fire) { Flammable flammabe = Target.GetRoot().GetComponent <Flammable>(); if (flammabe != null) { flammabe.Heat += 50.0f; } } Die(); } else if (Target != null && (Target.Position.Y - LocalPosition.Y) > 1 && Velocity.Y < 0) { Die(); } if (Target == null) { if (LocalPosition.Y < 0) { Die(); } if (CurrentVoxel.IsValid && !CurrentVoxel.IsEmpty) { Die(); } } base.Update(gameTime, chunks, camera); }
public Creature(Vector3 pos, CreatureDef def, string creatureClass, int creatureLevel, string faction) : this(new CreatureStats(EmployeeClass.Classes[creatureClass], creatureLevel), faction, PlayState.PlanService, PlayState.ComponentManager.Factions.Factions[faction], new Physics(def.Name, PlayState.ComponentManager.RootComponent, Matrix.CreateTranslation(pos), def.Size, new Vector3(0, -def.Size.Y * 0.5f, 0), def.Mass, 1.0f, 0.999f, 0.999f, Vector3.UnitY * -10, Physics.OrientMode.RotateY), PlayState.ChunkManager, GameState.Game.GraphicsDevice, GameState.Game.Content, def.Name) { HasMeat = true; HasBones = true; EmployeeClass employeeClass = EmployeeClass.Classes[creatureClass]; Physics.Orientation = Physics.OrientMode.RotateY; Sprite = new CharacterSprite(Graphics, Manager, "Sprite", Physics, Matrix.CreateTranslation(def.SpriteOffset)); foreach (Animation animation in employeeClass.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, def.SenseRange, Vector3.Zero); AI = new CreatureAI(this, "AI", Sensors, PlanService); Attacks = new List <Attack>(); foreach (Attack attack in employeeClass.Attacks) { Attacks.Add(new Attack(attack)); } Inventory = new Inventory("Inventory", Physics) { Resources = new ResourceContainer { MaxResources = def.InventorySize } }; if (def.HasShadow) { Matrix shadowTransform = Matrix.CreateRotationX((float)Math.PI * 0.5f); shadowTransform.Translation = new Vector3(0.0f, -0.5f, 0.0f); Shadow = new Shadow(Manager, "Shadow", Physics, shadowTransform, new SpriteSheet(ContentPaths.Effects.shadowcircle)) { GlobalScale = def.ShadowScale }; 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.AddRange(def.Tags); DeathParticleTrigger = new ParticleTrigger(def.BloodParticle, Manager, "Death Gibs", Physics, Matrix.Identity, Vector3.One, Vector3.Zero) { TriggerOnDeath = true, TriggerAmount = 1, BoxTriggerTimes = 10, SoundToPlay = ContentPaths.Entities.Dwarf.Audio.dwarfhurt1, }; if (def.IsFlammable) { Flames = new Flammable(Manager, "Flames", Physics, this); } NoiseMaker.Noises["Hurt"] = def.HurtSounds; NoiseMaker.Noises["Chew"] = new List <string>() { def.ChewSound }; NoiseMaker.Noises["Jump"] = new List <string>() { def.JumpSound }; MinimapIcon minimapIcon = new MinimapIcon(Physics, def.MinimapIcon); Stats.FullName = TextGenerator.GenerateRandom(PlayState.ComponentManager.Factions.Races[def.Race].NameTemplates); Stats.CanSleep = def.CanSleep; Stats.CanEat = def.CanEat; AI.TriggersMourning = def.TriggersMourning; }
/// <summary> /// Initialize function creates all the required components for the bird. /// </summary> /// <param name="spriteSheet">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 CreatureAI(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.flash) }; // 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 }); }
public void Initialize(EmployeeClass dwarfClass) { Physics.Orientation = Physics.OrientMode.RotateY; Sprite = new CharacterSprite(Graphics, Manager, "Dwarf Sprite", Physics, Matrix.CreateTranslation(new Vector3(0, 0.15f, 0))); foreach (Animation animation in dwarfClass.Animations) { Sprite.AddAnimation(animation.Clone()); } Sprite.SpriteSheet = Sprite.Animations.First().Value.SpriteSheet; Sprite.CurrentAnimation = Sprite.Animations.First().Value; Sprite.CurrentAnimation.NextFrame(); 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 CreatureAI(this, "Dwarf AI", Sensors, PlanService); Attacks = new List <Attack>() { new Attack(Stats.CurrentClass.Attacks[0]) }; Inventory = new Inventory("Inventory", Physics) { Resources = new ResourceContainer { MaxResources = 128 } }; Matrix shadowTransform = Matrix.CreateRotationX((float)Math.PI * 0.5f); shadowTransform.Translation = new Vector3(0.0f, -0.5f, 0.0f); Shadow = new Shadow(Manager, "Shadow", Physics, shadowTransform, new SpriteSheet(ContentPaths.Effects.shadowcircle)) { GlobalScale = 1.25f }; 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("Dwarf"); DeathParticleTrigger = new ParticleTrigger("blood_particle", Manager, "Death Gibs", Physics, Matrix.Identity, Vector3.One, Vector3.Zero) { TriggerOnDeath = true, TriggerAmount = 1, BoxTriggerTimes = 10, SoundToPlay = ContentPaths.Entities.Dwarf.Audio.dwarfhurt1, }; Flames = new Flammable(Manager, "Flames", Physics, this); NoiseMaker.Noises["Hurt"] = new List <string> { ContentPaths.Entities.Dwarf.Audio.dwarfhurt1, ContentPaths.Entities.Dwarf.Audio.dwarfhurt2, ContentPaths.Entities.Dwarf.Audio.dwarfhurt3, ContentPaths.Entities.Dwarf.Audio.dwarfhurt4, }; NoiseMaker.Noises["Ok"] = new List <string>() { ContentPaths.Audio.ok0, ContentPaths.Audio.ok1, ContentPaths.Audio.ok2 }; NoiseMaker.Noises["Chew"] = new List <string> { ContentPaths.Audio.chew }; NoiseMaker.Noises["Jump"] = new List <string> { ContentPaths.Audio.jump }; MinimapIcon minimapIcon = new MinimapIcon(Physics, new ImageFrame(TextureManager.GetTexture(ContentPaths.GUI.map_icons), 16, 0, 0)); Stats.FullName = TextGenerator.GenerateRandom("$firstname", " ", "$lastname"); Stats.Size = 5; Stats.CanSleep = true; Stats.CanEat = true; AI.Movement.CanClimbWalls = true; AI.Movement.SetCost(MoveType.ClimbWalls, 50.0f); AI.Movement.SetSpeed(MoveType.ClimbWalls, 0.15f); AI.TriggersMourning = true; }
public void Initialize() { Physics.Orientation = Physics.OrientMode.RotateY; Sprite = new CharacterSprite(Graphics, Manager, "Goblin Sprite", Physics, Matrix.CreateTranslation(new Vector3(0, 0.1f, 0))); foreach (Animation animation in Stats.CurrentClass.Animations) { Sprite.AddAnimation(animation.Clone()); } HasMeat = false; HasBones = false; 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 CreatureAI(this, "Goblin AI", Sensors, PlanService); 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("Goblin"); DeathParticleTrigger = new ParticleTrigger("blood_particle", Manager, "Death Gibs", Physics, Matrix.Identity, Vector3.One, Vector3.Zero) { TriggerOnDeath = true, TriggerAmount = 3, SoundToPlay = ContentPaths.Entities.Goblin.Audio.goblinhurt1 }; Flames = new Flammable(Manager, "Flames", Physics, this); NoiseMaker.Noises["Hurt"] = new List <string> { ContentPaths.Entities.Goblin.Audio.goblinhurt1, ContentPaths.Entities.Goblin.Audio.goblinhurt2, ContentPaths.Entities.Goblin.Audio.goblinhurt3, ContentPaths.Entities.Goblin.Audio.goblinhurt4, }; MinimapIcon minimapIcon = new MinimapIcon(Physics, new ImageFrame(TextureManager.GetTexture(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("$goblinfamily"); Stats.Size = 4; }
public void Initialize() { Physics.Orientation = Physics.OrientMode.RotateY; Sprite = new CharacterSprite(Graphics, Manager, "Elf 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 CreatureAI(this, "Elf AI", Sensors, PlanService); 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("Goblin"); 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 }; Flames = new Flammable(Manager, "Flames", Physics, this); NoiseMaker.Noises["Hurt"] = new List<string> { ContentPaths.Entities.Goblin.Audio.goblinhurt1, ContentPaths.Entities.Goblin.Audio.goblinhurt2, ContentPaths.Entities.Goblin.Audio.goblinhurt3, ContentPaths.Entities.Goblin.Audio.goblinhurt4, }; MinimapIcon minimapIcon = new MinimapIcon(Physics, new ImageFrame(TextureManager.GetTexture(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("$elfname"); //Stats.LastName = TextGenerator.GenerateRandom("$elffamily"); Stats.Size = 4; }
/// <summary> /// Initialize function creates all the required components for the bird. /// </summary> /// <param name="spriteSheet">The sprite sheet to use for the bird</param> public void Initialize(SpriteSheet spriteSheet) { // When true, causes the bird to face the direction its moving in Physics.Orientation = Physics.OrientMode.RotateY; // The dimensions of each frame in the sprite sheet (in pixels), as given by the readme const int frameWidth = 24; const int frameHeight = 16; // Create the sprite component for the bird. Sprite = new CharacterSprite (Graphics, Manager, "Bird Sprite", Physics, Matrix.CreateTranslation(0, 0.25f, 0) ); // Flying animation (rows 4 5 6 and 7) Sprite.AddAnimation(CharacterMode.Flying, OrientedAnimation.Orientation.Forward, spriteSheet, // animation will play at 15 FPS 15.0f, frameWidth, frameHeight, // animation begins at row 4 4, // It consists of columns 0, 1 and 2 looped forever 0, 1, 2); Sprite.AddAnimation(CharacterMode.Flying, OrientedAnimation.Orientation.Left, spriteSheet, 15.0f, frameWidth, frameHeight, 5, 0, 1, 2); Sprite.AddAnimation(CharacterMode.Flying, OrientedAnimation.Orientation.Right, spriteSheet, 15.0f, frameWidth, frameHeight, 6, 0, 1, 2); Sprite.AddAnimation(CharacterMode.Flying, OrientedAnimation.Orientation.Backward, spriteSheet, 15.0f, frameWidth, frameHeight, 7, 0, 1, 2); // Hopping animation (rows 0 1 2 and 3) Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Forward, spriteSheet, 5.0f, frameWidth, frameHeight, 0, 0, 1); Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Left, spriteSheet, 5.0f, frameWidth, frameHeight, 1, 0, 1); Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Right, spriteSheet, 5.0f, frameWidth, frameHeight, 2, 0, 1); Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Backward, spriteSheet, 5.0f, frameWidth, frameHeight, 3, 0, 1); // Idle animation (rows 0 1 2 and 3) Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Forward, spriteSheet, 5.0f, frameWidth, frameHeight, 0, 0); Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Left, spriteSheet, 5.0f, frameWidth, frameHeight, 1, 0); Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Right, spriteSheet, 5.0f, frameWidth, frameHeight, 2, 0); Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Backward, spriteSheet, 5.0f, frameWidth, frameHeight, 3, 0); // Used to grab other components Hands = new Grabber("hands", Physics, Matrix.Identity, new Vector3(0.1f, 0.1f, 0.1f), 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 BirdAI(this, "Bird AI", Sensors, PlanService); // The bird can peck at its enemies (0.1 damage) Attacks = new List <Attack> { new Attack("Peck", 0.1f, 2.0f, 1.0f, ContentPaths.Audio.pick, ContentPaths.Effects.flash) }; // 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("Bird"); Physics.Tags.Add("Animal"); NoiseMaker.Noises.Add("chirp", new List <string>() { ContentPaths.Audio.bird }); Stats.FullName = TextGenerator.GenerateRandom("$firstname") + " the bird"; Stats.CurrentClass = new EmployeeClass() { Name = "Bird", Levels = new List <EmployeeClass.Level>() { new EmployeeClass.Level() { Index = 0, Name = "Bird" } } }; }
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 DeerAI(this, "Deer AI", Sensors, PlanService); Attacks = new List <Attack> { new Attack("None", 0.0f, 0.0f, 0.0f, ContentPaths.Audio.pick, ContentPaths.Effects.flash) }; 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" } } }; }
/// <summary> /// Initialize function creates all the required components for the bird. /// </summary> /// <param name="spriteSheet">The sprite sheet to use for the bird</param> public void Initialize(SpriteSheet spriteSheet) { // When true, causes the bird to face the direction its moving in Physics.Orientation = Physics.OrientMode.RotateY; // The dimensions of each frame in the sprite sheet (in pixels), as given by the readme const int frameWidth = 24; const int frameHeight = 16; // Create the sprite component for the bird. Sprite = new CharacterSprite (Graphics, Manager, "Bird Sprite", Physics, Matrix.CreateTranslation(0, 0.25f, 0) ); // Flying animation (rows 4 5 6 and 7) Sprite.AddAnimation(CharacterMode.Flying, OrientedAnimation.Orientation.Forward, spriteSheet, // animation will play at 15 FPS 15.0f, frameWidth, frameHeight, // animation begins at row 4 4, // It consists of columns 0, 1 and 2 looped forever 0, 1, 2); Sprite.AddAnimation(CharacterMode.Flying, OrientedAnimation.Orientation.Left, spriteSheet, 15.0f, frameWidth, frameHeight, 5, 0, 1, 2); Sprite.AddAnimation(CharacterMode.Flying, OrientedAnimation.Orientation.Right, spriteSheet, 15.0f, frameWidth, frameHeight, 6, 0, 1, 2); Sprite.AddAnimation(CharacterMode.Flying, OrientedAnimation.Orientation.Backward, spriteSheet, 15.0f, frameWidth, frameHeight, 7, 0, 1, 2); // Hopping animation (rows 0 1 2 and 3) Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Forward, spriteSheet, 5.0f, frameWidth, frameHeight, 0, 0, 1); Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Left, spriteSheet, 5.0f, frameWidth, frameHeight, 1, 0, 1); Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Right, spriteSheet, 5.0f, frameWidth, frameHeight, 2, 0, 1); Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Backward, spriteSheet, 5.0f, frameWidth, frameHeight, 3, 0, 1); // Idle animation (rows 0 1 2 and 3) Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Forward, spriteSheet, 5.0f, frameWidth, frameHeight, 0, 0); Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Left, spriteSheet, 5.0f, frameWidth, frameHeight, 1, 0); Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Right, spriteSheet, 5.0f, frameWidth, frameHeight, 2, 0); Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Backward, spriteSheet, 5.0f, frameWidth, frameHeight, 3, 0); // Used to grab other components Hands = new Grabber("hands", Physics, Matrix.Identity, new Vector3(0.1f, 0.1f, 0.1f), 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 BirdAI(this, "Bird AI", Sensors, PlanService); // The bird can peck at its enemies (0.1 damage) Attacks = new List<Attack>{new Attack("Peck", 0.1f, 2.0f, 1.0f, ContentPaths.Audio.pick, ContentPaths.Effects.flash)}; // 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("Bird"); Physics.Tags.Add("Animal"); NoiseMaker.Noises.Add("chirp", new List<string>(){ContentPaths.Audio.bird}); Stats.FullName = TextGenerator.GenerateRandom("$firstname") + " the bird"; Stats.CurrentClass = new EmployeeClass() { Name = "Bird", Levels = new List<EmployeeClass.Level>() { new EmployeeClass.Level() { Index = 0, Name = "Bird" } } }; }
public void Initialize(EmployeeClass dwarfClass) { Physics.Orientation = Physics.OrientMode.RotateY; Sprite = new CharacterSprite(Graphics, Manager, "Dwarf Sprite", Physics, Matrix.CreateTranslation(new Vector3(0, 0.15f, 0))); foreach (Animation animation in dwarfClass.Animations) { Sprite.AddAnimation(animation.Clone()); } Sprite.SpriteSheet = Sprite.Animations.First().Value.SpriteSheet; Sprite.CurrentAnimation = Sprite.Animations.First().Value; Sprite.CurrentAnimation.NextFrame(); 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 CreatureAI(this, "Dwarf AI", Sensors, PlanService); Attacks = new List<Attack>() { new Attack(Stats.CurrentClass.Attacks[0]) }; Inventory = new Inventory("Inventory", Physics) { Resources = new ResourceContainer { MaxResources = 128 } }; Matrix shadowTransform = Matrix.CreateRotationX((float) Math.PI * 0.5f); shadowTransform.Translation = new Vector3(0.0f, -0.5f, 0.0f); Shadow = new Shadow(Manager, "Shadow", Physics, shadowTransform, new SpriteSheet(ContentPaths.Effects.shadowcircle)) { GlobalScale = 1.25f }; 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("Dwarf"); DeathParticleTrigger = new ParticleTrigger("blood_particle", Manager, "Death Gibs", Physics, Matrix.Identity, Vector3.One, Vector3.Zero) { TriggerOnDeath = true, TriggerAmount = 1, BoxTriggerTimes = 10, SoundToPlay = ContentPaths.Entities.Dwarf.Audio.dwarfhurt1, }; Flames = new Flammable(Manager, "Flames", Physics, this); NoiseMaker.Noises["Hurt"] = new List<string> { ContentPaths.Entities.Dwarf.Audio.dwarfhurt1, ContentPaths.Entities.Dwarf.Audio.dwarfhurt2, ContentPaths.Entities.Dwarf.Audio.dwarfhurt3, ContentPaths.Entities.Dwarf.Audio.dwarfhurt4, }; NoiseMaker.Noises["Chew"] = new List<string> { ContentPaths.Audio.chew }; NoiseMaker.Noises["Jump"] = new List<string> { ContentPaths.Audio.jump }; MinimapIcon minimapIcon = new MinimapIcon(Physics, new ImageFrame(TextureManager.GetTexture(ContentPaths.GUI.map_icons), 16, 0, 0)); Stats.FullName = TextGenerator.GenerateRandom("$firstname", " ", "$lastname"); Stats.Size = 5; Stats.CanSleep = true; Stats.CanEat = true; AI.TriggersMourning = true; }
public Creature(Vector3 pos, CreatureDef def, string creatureClass, int creatureLevel, string faction) : this(new CreatureStats(EmployeeClass.Classes[creatureClass], creatureLevel), faction, PlayState.PlanService, PlayState.ComponentManager.Factions.Factions[faction], new Physics(def.Name, PlayState.ComponentManager.RootComponent, Matrix.CreateTranslation(pos), def.Size, new Vector3(0, -def.Size.Y * 0.5f, 0), def.Mass, 1.0f, 0.999f, 0.999f, Vector3.UnitY * -10, Physics.OrientMode.RotateY), PlayState.ChunkManager, GameState.Game.GraphicsDevice, GameState.Game.Content, def.Name) { EmployeeClass employeeClass = EmployeeClass.Classes[creatureClass]; Physics.Orientation = Physics.OrientMode.RotateY; Sprite = new CharacterSprite(Graphics, Manager, "Sprite", Physics, Matrix.CreateTranslation(def.SpriteOffset)); foreach (Animation animation in employeeClass.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, def.SenseRange, Vector3.Zero); AI = new CreatureAI(this, "AI", Sensors, PlanService); Attacks = new List<Attack>(); foreach (Attack attack in employeeClass.Attacks) { Attacks.Add(new Attack(attack)); } Inventory = new Inventory("Inventory", Physics) { Resources = new ResourceContainer { MaxResources = def.InventorySize } }; if (def.HasShadow) { Matrix shadowTransform = Matrix.CreateRotationX((float) Math.PI*0.5f); shadowTransform.Translation = new Vector3(0.0f, -0.5f, 0.0f); Shadow = new Shadow(Manager, "Shadow", Physics, shadowTransform, new SpriteSheet(ContentPaths.Effects.shadowcircle)) { GlobalScale = def.ShadowScale }; 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.AddRange(def.Tags); DeathParticleTrigger = new ParticleTrigger(def.BloodParticle, Manager, "Death Gibs", Physics, Matrix.Identity, Vector3.One, Vector3.Zero) { TriggerOnDeath = true, TriggerAmount = 1, BoxTriggerTimes = 10, SoundToPlay = ContentPaths.Entities.Dwarf.Audio.dwarfhurt1, }; if (def.IsFlammable) { Flames = new Flammable(Manager, "Flames", Physics, this); } NoiseMaker.Noises["Hurt"] = def.HurtSounds; NoiseMaker.Noises["Chew"] = new List<string>() {def.ChewSound}; NoiseMaker.Noises["Jump"] = new List<string>() {def.JumpSound}; MinimapIcon minimapIcon = new MinimapIcon(Physics, def.MinimapIcon); Stats.FullName = TextGenerator.GenerateRandom(PlayState.ComponentManager.Factions.Races[def.Race].NameTemplates); Stats.CanSleep = def.CanSleep; Stats.CanEat = def.CanEat; AI.TriggersMourning = def.TriggersMourning; }
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 DeerAI(this, "Deer AI", Sensors, PlanService); Attacks = new List<Attack>{new Attack("None", 0.0f, 0.0f, 0.0f, ContentPaths.Audio.pick, ContentPaths.Effects.flash)}; 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"} } }; }