Inheritance: VeeEntity.Component
Example #1
0
 public CControl(SPGame mGame, CStats mCStats, CBody mCBody, CMovement mCMovement, CRender mCRender)
 {
     _game = mGame;
     _cStats = mCStats;
     _cBody = mCBody;
     _cMovement = mCMovement;
     _cRender = mCRender;
 }
Example #2
0
 public CControl(SPGame mGame, CStats mCStats, CBody mCBody, CMovement mCMovement, CRender mCRender)
 {
     _game      = mGame;
     _cStats    = mCStats;
     _cBody     = mCBody;
     _cMovement = mCMovement;
     _cRender   = mCRender;
 }
Example #3
0
        public CHealth(CStats mCStats)
        {
            _cStats = mCStats;
            RecalculateMaxHealth();
            _health = _maxHealth;

            _cStats.Strength.OnChanged += RecalculateMaxHealth;
            _cStats.Endurance.OnChanged += RecalculateMaxHealth;
        }
Example #4
0
        public CHealth(CStats mCStats)
        {
            _cStats = mCStats;
            RecalculateMaxHealth();
            _health = _maxHealth;

            _cStats.Strength.OnChanged  += RecalculateMaxHealth;
            _cStats.Endurance.OnChanged += RecalculateMaxHealth;
        }
Example #5
0
        public CAI(SPGame mGame, CStats mCStats, CBody mCBody, CMovement mCMovement, CRender mCRender,
                   CLineOfSight mCLineOfSight)
        {
            _game = mGame;
            _cStats = mCStats;
            _cBody = mCBody;
            _cLineOfSight = mCLineOfSight;
            _cMovement = mCMovement;
            _cRender = mCRender;

            WaitAmplitude = _cStats.Speed.Total/5f + 50;
            WaitDelayMax = 450 - _cStats.Speed.Total/5 + _cStats.Endurance.Total*5f;
            BulletSpeedBase = 150 + _cStats.Agility.Total*8;
            BulletSpeedMax = 400 + _cStats.Agility.Total*10;
            BulletSpeedIncrease = 25 + _cStats.Agility.Total*3;
            WanderingDirectionDelayMax = 50 - _cStats.Speed.Total/8f;
            WanderingSpeed = _cStats.Speed.Total;
            ChaseSpeed = _cStats.Speed.Total/10f;
            ShootDelayMax = 40 - _cStats.Agility.Total/8f;

            _bulletSpeed = BulletSpeedBase;

            mCBody.OnCollision += (mCollisionInfo) =>
                                  {
                                      var entity = (Entity) mCollisionInfo.UserData;
                                      if (entity.HasTag(Tags.Wall))
                                      {
                                          if (_state == StateWandering && _turnAroundDelay <= 0)
                                          {
                                              _turnAroundDelay = TurnAroundDelayMax;
                                              _currentDirection += 90*Utils.Random.NextSign();
                                          }
                                      }

                                      if (entity.HasTag(Tags.BulletFriendly))
                                      {
                                          _state = StateWait;
                                          var vector = mCollisionInfo.Body.Position - mCollisionInfo.Body.Velocity*5;
                                          _currentDirection =
                                              Utils.Math.Angles.TowardsDegrees(new SSVector2F(_cBody.X, _cBody.Y),
                                                                               new SSVector2F(vector));
                                      }
                                  };
        }
Example #6
0
        public CAI(SPGame mGame, CStats mCStats, CBody mCBody, CMovement mCMovement, CRender mCRender,
                   CLineOfSight mCLineOfSight)
        {
            _game         = mGame;
            _cStats       = mCStats;
            _cBody        = mCBody;
            _cLineOfSight = mCLineOfSight;
            _cMovement    = mCMovement;
            _cRender      = mCRender;

            WaitAmplitude              = _cStats.Speed.Total / 5f + 50;
            WaitDelayMax               = 450 - _cStats.Speed.Total / 5 + _cStats.Endurance.Total * 5f;
            BulletSpeedBase            = 150 + _cStats.Agility.Total * 8;
            BulletSpeedMax             = 400 + _cStats.Agility.Total * 10;
            BulletSpeedIncrease        = 25 + _cStats.Agility.Total * 3;
            WanderingDirectionDelayMax = 50 - _cStats.Speed.Total / 8f;
            WanderingSpeed             = _cStats.Speed.Total;
            ChaseSpeed    = _cStats.Speed.Total / 10f;
            ShootDelayMax = 40 - _cStats.Agility.Total / 8f;

            _bulletSpeed = BulletSpeedBase;

            mCBody.OnCollision += (mCollisionInfo) =>
            {
                var entity = (Entity)mCollisionInfo.UserData;
                if (entity.HasTag(Tags.Wall))
                {
                    if (_state == StateWandering && _turnAroundDelay <= 0)
                    {
                        _turnAroundDelay   = TurnAroundDelayMax;
                        _currentDirection += 90 * Utils.Random.NextSign();
                    }
                }

                if (entity.HasTag(Tags.BulletFriendly))
                {
                    _state = StateWait;
                    var vector = mCollisionInfo.Body.Position - mCollisionInfo.Body.Velocity * 5;
                    _currentDirection =
                        Utils.Math.Angles.TowardsDegrees(new SSVector2F(_cBody.X, _cBody.Y),
                                                         new SSVector2F(vector));
                }
            };
        }
Example #7
0
        public Entity Enemy(int mX, int mY)
        {
            var result = new Entity(_manager);

            var cStats = new CStats(1, 1, 1, 75);
            var cHealth = new CHealth(cStats);
            var cBody = Body(new SSVector2I(mX, mY), 10.ToUnits(), 10.ToUnits());
            var cMovement = Movement(cBody);
            var cRender = Render(cBody, Textures.CharEnemy, Tilesets.Char, "normal");
            var cShadower = new CShadower(_game, cBody, false, new Color(125, 255, 125, 125));
            var cLineOfSight = new CLineOfSight(_game, cBody, cShadower) {TargetTag = Tags.Friendly, Angle = 90, Amplitude = 65};
            var cAI = AI(cStats, cBody, cMovement, cRender, cLineOfSight);

            cBody.Body.AddGroups(Groups.Character, Groups.Enemy);
            cBody.Body.AddGroupsToCheck(Groups.Obstacle);

            result.AddComponents(cHealth, cBody, cMovement, cRender, cShadower, cLineOfSight, cAI);
            result.AddTags(Tags.Char, Tags.Enemy, Tags.DamagedByFriendly);

            return result;
        }
Example #8
0
 private CControl Control(CBody mCBody, CStats mCStats, CMovement mCMovement, CRender mCRender)
 {
     return new CControl(_game, mCStats, mCBody, mCMovement, mCRender);
 }
Example #9
0
 private CAI AI(CStats mCStats, CBody mCBody, CMovement mCMovement, CRender mCRender, CLineOfSight mCLineOfSight)
 {
     return new CAI(_game, mCStats, mCBody, mCMovement, mCRender, mCLineOfSight);
 }
Example #10
0
        public Entity Player(int mX, int mY)
        {
            var result = new Entity(_manager);

            var cStats = new CStats(1, 1, 1, 50);
            var cHealth = new CHealth(cStats);
            var cBody = Body(new SSVector2I(mX, mY), 10.ToUnits(), 10.ToUnits());
            var cMovement = Movement(cBody);
            var cRender = Render(cBody, Textures.CharPlayer, Tilesets.Char, "normal");
            var cControl = Control(cBody, cStats, cMovement, cRender);
            var cShadower = new CShadower(_game, cBody, true, new Color(77, 77, 175, 255), 1);

            cBody.Body.AddGroups(Groups.Character, Groups.Friendly);
            cBody.Body.AddGroupsToCheck(Groups.Obstacle);

            result.AddComponents(cStats, cHealth, cBody, cMovement, cControl, cRender, cShadower);
            result.AddTags(Tags.Char, Tags.Friendly, Tags.DamagedByEnemy);

            return result;
        }