Exemple #1
0
        private static ObjectAction GetSatelliteShootAction(
            Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary,
            Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates,
            GuidGenerator guidGenerator)
        {
            IMathExpression initialShootCooldownInMillis = MathExpression.RandomInteger(6000);
            IMathExpression shootCooldownInMillis        = MathExpression.Add(5000, MathExpression.RandomInteger(1000));

            string cooldownVariableName = guidGenerator.NextGuid();

            ObjectAction initialStartCooldownAction = ObjectAction.SetNumericVariable(cooldownVariableName, initialShootCooldownInMillis);
            ObjectAction startCooldownAction        = ObjectAction.SetNumericVariable(cooldownVariableName, shootCooldownInMillis);
            ObjectAction decrementCooldownAction    = ObjectAction.SetNumericVariable(cooldownVariableName, MathExpression.Subtract(MathExpression.Variable(cooldownVariableName), MathExpression.ElapsedMillisecondsPerIteration()));
            ObjectAction createBulletAction         = SpawnSatelliteBullet(
                spriteNameToImageDictionary: spriteNameToImageDictionary,
                enemyObjectTemplates: enemyObjectTemplates,
                guidGenerator: guidGenerator);

            var createBulletWhenCooldownFinishedAction = ObjectAction.Condition(
                condition: BooleanExpression.LessThanOrEqualTo(MathExpression.Variable(cooldownVariableName), MathExpression.Constant(0)),
                action: ObjectAction.Union(startCooldownAction, createBulletAction));

            return(ObjectAction.ConditionalNextAction(
                       currentAction: initialStartCooldownAction,
                       condition: BooleanExpression.True(),
                       nextAction: ObjectAction.Union(decrementCooldownAction, createBulletWhenCooldownFinishedAction)));
        }
Exemple #2
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        public static ObjectAction DestroyWhenHpIsZeroAndMaybeDropPowerUp(
            long chanceToDropPowerUpInMilliPercent,             // ranges from 0 (meaning 0%) to 100,000 (meaning 100%)
            Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary,
            Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates,
            Dictionary <string, DTDanmakuSound> soundNameToSoundDictionary,
            GuidGenerator guidGenerator)
        {
            string soundEffectName = guidGenerator.NextGuid();

            BooleanExpression isHpZero = BooleanExpression.LessThanOrEqualTo(
                MathExpression.MilliHP(),
                MathExpression.Constant(0));

            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 possiblySpawnPowerUpAction = ObjectAction.Condition(
                condition: BooleanExpression.LessThan(
                    MathExpression.RandomInteger(MathExpression.Constant(100 * 1000)),
                    MathExpression.Constant(chanceToDropPowerUpInMilliPercent)),
                action: ObjectAction.SpawnPowerUp());

            return(ObjectAction.Condition(
                       condition: isHpZero,
                       action: ObjectAction.Union(
                           playEnemyDeathSoundEffectAction,
                           generateDestructionAnimationResult.objectAction,
                           possiblySpawnPowerUpAction,
                           ObjectAction.Destroy())));
        }
Exemple #3
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        private static ObjectAction GetShootBulletAction(
            Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary,
            Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates,
            GuidGenerator guidGenerator)
        {
            IMathExpression initialShootCooldownInMillis = MathExpression.RandomInteger(2750);
            IMathExpression shootCooldownInMillis        = MathExpression.Add(1750, MathExpression.RandomInteger(1000));

            string cooldownVariableName    = guidGenerator.NextGuid();
            string childObjectTemplateName = guidGenerator.NextGuid();
            string enemyBulletSpriteName   = guidGenerator.NextGuid();

            IMathExpression facingAngleInMillidegrees = DTDanmakuMath.GetMovementDirectionInMillidegrees(
                currentX: MathExpression.XMillis(),
                currentY: MathExpression.YMillis(),
                desiredX: MathExpression.PlayerXMillis(),
                desiredY: MathExpression.Min(MathExpression.PlayerYMillis(), 300 * 1000));

            DTDanmakuMath.MathExpressionOffset deltaXAndY = DTDanmakuMath.GetOffset(
                millipixels: MathExpression.Constant(40000),
                movementDirectionInMillidegrees: facingAngleInMillidegrees);

            ObjectAction initialStartCooldownAction = ObjectAction.SetNumericVariable(cooldownVariableName, initialShootCooldownInMillis);
            ObjectAction startCooldownAction        = ObjectAction.SetNumericVariable(cooldownVariableName, shootCooldownInMillis);
            ObjectAction decrementCooldownAction    = ObjectAction.SetNumericVariable(cooldownVariableName, MathExpression.Subtract(MathExpression.Variable(cooldownVariableName), MathExpression.ElapsedMillisecondsPerIteration()));
            ObjectAction createBulletAction         = ObjectAction.SpawnChild(
                childXMillis: MathExpression.Add(MathExpression.XMillis(), deltaXAndY.DeltaXInMillipixels),
                childYMillis: MathExpression.Add(MathExpression.YMillis(), deltaXAndY.DeltaYInMillipixels),
                childObjectTemplateName: childObjectTemplateName,
                childInitialNumericVariables: null,
                childInitialBooleanVariables: null);

            List <ObjectBox> collisionBoxes = new List <ObjectBox>();

            collisionBoxes.Add(new ObjectBox(lowerXMillis: -4000, upperXMillis: 4000, lowerYMillis: -4000, upperYMillis: 4000));

            enemyObjectTemplates.Add(childObjectTemplateName,
                                     EnemyObjectTemplate.EnemyBullet(
                                         action: ObjectAction.Union(GetBulletMovementAction(guidGenerator: guidGenerator), GetBulletAnimationAction(guidGenerator: guidGenerator)),
                                         initialMilliHP: null,
                                         damageBoxes: null,
                                         collisionBoxes: collisionBoxes,
                                         spriteName: enemyBulletSpriteName));

            spriteNameToImageDictionary.Add(enemyBulletSpriteName, DTDanmakuImage.EliteSniperEnemyBullet);

            var createBulletWhenCooldownFinishedAction = ObjectAction.Condition(
                condition: BooleanExpression.LessThanOrEqualTo(MathExpression.Variable(cooldownVariableName), MathExpression.Constant(0)),
                action: ObjectAction.Union(startCooldownAction, createBulletAction));

            return(ObjectAction.ConditionalNextAction(
                       currentAction: initialStartCooldownAction,
                       condition: BooleanExpression.True(),
                       nextAction: ObjectAction.Union(decrementCooldownAction, createBulletWhenCooldownFinishedAction)));
        }
Exemple #4
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        public static ObjectAction ShootBulletStraightDownAction(
            IMathExpression initialShootCooldownInMillis,
            IMathExpression shootCooldownInMillis,
            // Where the bullet should spawn (relative to the enemy shooting the bullet)
            long xOffset,
            long yOffset,
            long bulletSpeedInPixelsPerSecond,
            Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary,
            Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates,
            GuidGenerator guidGenerator)
        {
            string cooldownVariableName    = guidGenerator.NextGuid();
            string childObjectTemplateName = guidGenerator.NextGuid();
            string enemyBulletSpriteName   = guidGenerator.NextGuid();

            ObjectAction initialStartCooldownAction = ObjectAction.SetNumericVariable(cooldownVariableName, initialShootCooldownInMillis);
            ObjectAction startCooldownAction        = ObjectAction.SetNumericVariable(cooldownVariableName, shootCooldownInMillis);
            ObjectAction decrementCooldownAction    = ObjectAction.SetNumericVariable(cooldownVariableName, MathExpression.Subtract(MathExpression.Variable(cooldownVariableName), MathExpression.ElapsedMillisecondsPerIteration()));
            ObjectAction createBulletAction         = ObjectAction.SpawnChild(
                childXMillis: MathExpression.Add(MathExpression.XMillis(), MathExpression.Constant(xOffset)),
                childYMillis: MathExpression.Add(MathExpression.YMillis(), MathExpression.Constant(yOffset)),
                childObjectTemplateName: childObjectTemplateName,
                childInitialNumericVariables: null,
                childInitialBooleanVariables: null);

            List <ObjectBox> collisionBoxes = new List <ObjectBox>();

            collisionBoxes.Add(new ObjectBox(lowerXMillis: -3000, upperXMillis: 3000, lowerYMillis: -23000, upperYMillis: 23000));

            enemyObjectTemplates.Add(childObjectTemplateName,
                                     EnemyObjectTemplate.EnemyBullet(
                                         action: BulletStraightDownAction(bulletSpeedInPixelsPerSecond: bulletSpeedInPixelsPerSecond),
                                         initialMilliHP: null,
                                         damageBoxes: null,
                                         collisionBoxes: collisionBoxes,
                                         spriteName: enemyBulletSpriteName));

            spriteNameToImageDictionary.Add(enemyBulletSpriteName, DTDanmakuImage.EnemyBullet);

            var createBulletWhenCooldownFinishedAction = ObjectAction.Condition(
                condition: BooleanExpression.LessThanOrEqualTo(MathExpression.Variable(cooldownVariableName), MathExpression.Constant(0)),
                action: ObjectAction.Union(startCooldownAction, createBulletAction));

            return(ObjectAction.ConditionalNextAction(
                       currentAction: initialStartCooldownAction,
                       condition: BooleanExpression.True(),
                       nextAction: ObjectAction.Union(decrementCooldownAction, createBulletWhenCooldownFinishedAction)));
        }
Exemple #5
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        private static ObjectAction Phase3ShootAction(
            Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary,
            Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates,
            GuidGenerator guidGenerator)
        {
            string angleVariable         = guidGenerator.NextGuid();
            string shootCooldownVariable = guidGenerator.NextGuid();

            ObjectAction initializeAngleVariable = ObjectActionGenerator.DoOnce(
                ObjectAction.SetNumericVariable(angleVariable, MathExpression.Constant(0)));

            ObjectAction updateAngleVariableAction = ObjectAction.Union(
                ObjectAction.SetNumericVariable(
                    angleVariable,
                    MathExpression.Add(MathExpression.Variable(angleVariable), MathExpression.Multiply(MathExpression.Constant(431), MathExpression.ElapsedMillisecondsPerIteration()))),
                ObjectAction.Condition(
                    condition: BooleanExpression.GreaterThan(MathExpression.Variable(angleVariable), MathExpression.Constant(360 * 1000)),
                    action: ObjectAction.SetNumericVariable(angleVariable, MathExpression.Subtract(MathExpression.Variable(angleVariable), MathExpression.Constant(360 * 1000)))),
                ObjectAction.Condition(
                    condition: BooleanExpression.GreaterThan(MathExpression.Variable(angleVariable), MathExpression.Constant(360 * 1000)),
                    action: ObjectAction.SetNumericVariable(angleVariable, MathExpression.Constant(0))));

            ObjectAction createBulletAction1 = SpawnPhase3Bullet(
                bulletDirectionInMillidegrees: MathExpression.Multiply(MathExpression.ParentVariable(angleVariable), MathExpression.Constant(1)),
                spriteNameToImageDictionary: spriteNameToImageDictionary,
                enemyObjectTemplates: enemyObjectTemplates,
                guidGenerator: guidGenerator);
            ObjectAction createBulletAction2 = SpawnPhase3Bullet(
                bulletDirectionInMillidegrees: MathExpression.Multiply(MathExpression.ParentVariable(angleVariable), MathExpression.Constant(-1)),
                spriteNameToImageDictionary: spriteNameToImageDictionary,
                enemyObjectTemplates: enemyObjectTemplates,
                guidGenerator: guidGenerator);

            IMathExpression shootCooldownInMillis   = MathExpression.Constant(20);
            ObjectAction    startCooldownAction     = ObjectAction.SetNumericVariable(shootCooldownVariable, shootCooldownInMillis);
            ObjectAction    decrementCooldownAction = ObjectAction.SetNumericVariable(shootCooldownVariable, MathExpression.Subtract(MathExpression.Variable(shootCooldownVariable), MathExpression.ElapsedMillisecondsPerIteration()));
            ObjectAction    createBulletWhenCooldownFinishedAction = ObjectAction.Condition(
                condition: BooleanExpression.LessThanOrEqualTo(MathExpression.Variable(shootCooldownVariable), MathExpression.Constant(0)),
                action: ObjectAction.Union(startCooldownAction, createBulletAction1, createBulletAction2));

            return(ObjectAction.Union(
                       initializeAngleVariable,
                       updateAngleVariableAction,
                       ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(shootCooldownVariable, MathExpression.Constant(1000))),
                       decrementCooldownAction,
                       createBulletWhenCooldownFinishedAction));
        }
Exemple #6
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        public static ObjectAction BulletStraightDownAction(
            long bulletSpeedInPixelsPerSecond)
        {
            var enemyBulletMovementAction = ObjectAction.SetPosition(
                xMillis: MathExpression.XMillis(),
                yMillis: MathExpression.Add(
                    MathExpression.YMillis(),
                    MathExpression.Multiply(
                        MathExpression.Constant(-bulletSpeedInPixelsPerSecond),
                        MathExpression.ElapsedMillisecondsPerIteration())));

            var enemyBulletDestroyAction = ObjectAction.Condition(
                condition: BooleanExpression.LessThanOrEqualTo(MathExpression.YMillis(), MathExpression.Constant(-700 * 1000)),
                action: ObjectAction.Destroy());

            return(ObjectAction.Union(enemyBulletMovementAction, enemyBulletDestroyAction));
        }
Exemple #7
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        private static ObjectAction GetMoveAction(IMathExpression xMillis)
        {
            ObjectAction teleportToInitialLocation = ObjectAction.SetPosition(
                xMillis: xMillis,
                yMillis: MathExpression.Constant(900 * 1000));

            ObjectAction moveDown = ObjectAction.SetPosition(
                xMillis: MathExpression.XMillis(),
                yMillis: MathExpression.Subtract(MathExpression.YMillis(), MathExpression.Multiply(MathExpression.Constant(35), MathExpression.ElapsedMillisecondsPerIteration())));

            ObjectAction destroyAction = ObjectAction.Condition(
                condition: BooleanExpression.LessThanOrEqualTo(MathExpression.YMillis(), -200 * 1000),
                action: ObjectAction.Destroy());

            return(ObjectAction.Union(
                       ObjectActionGenerator.DoOnce(teleportToInitialLocation),
                       moveDown,
                       destroyAction));
        }
Exemple #8
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        private static ObjectAction GetMoveAction_Phase0()
        {
            ObjectAction teleportToInitialLocation = ObjectActionGenerator.DoOnce(
                ObjectAction.SetPosition(
                    xMillis: MathExpression.Constant(500 * 1000),
                    yMillis: MathExpression.Constant(850 * 1000)));

            ObjectAction moveAction = ObjectAction.Union(
                ObjectAction.StrafeMove(moveToXMillis: MathExpression.XMillis(), moveToYMillis: MathExpression.Constant(0)),
                ObjectAction.SetSpeed(MathExpression.Constant(20)));

            BooleanExpression shouldStopMoving = BooleanExpression.LessThanOrEqualTo(
                MathExpression.YMillis(),
                MathExpression.Constant(500 * 1000));

            ObjectAction stopMovingAction = ObjectAction.SetSpeed(MathExpression.Constant(0));
            ObjectAction setPhaseAction   = ObjectAction.SetNumericVariable(CurrentPhaseVariableName, MathExpression.Constant(1));

            return(ObjectAction.ConditionalNextAction(
                       currentAction: ObjectAction.Union(teleportToInitialLocation, moveAction),
                       condition: shouldStopMoving,
                       nextAction: ObjectActionGenerator.DoOnce(ObjectAction.Union(stopMovingAction, setPhaseAction))));
        }
Exemple #9
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        private static Tuple <ObjectAction, BooleanExpression> MoveToSpecifiedLocations_Helper(
            long startingXMillis,
            long startingYMillis,
            long endingXMillis,
            long endingYMillis,
            long speedInPixelsPerSecond,
            bool shouldStrafe,
            GuidGenerator guidGenerator)
        {
            string variableName  = guidGenerator.NextGuid();
            string variableName2 = guidGenerator.NextGuid();

            long?direction = DTDanmakuMath.GetMovementDirectionInMillidegrees(
                currentX: startingXMillis,
                currentY: startingYMillis,
                desiredX: endingXMillis,
                desiredY: endingYMillis);

            if (direction == null)
            {
                throw new Exception();
            }

            DTDanmakuMath.Offset offset = DTDanmakuMath.GetOffset(
                speedInMillipixelsPerMillisecond: speedInPixelsPerSecond, // millipixels/millisecond is equivalent to pixels/second
                movementDirectionInMillidegrees: direction.Value,
                elapsedMillisecondsPerIteration: 1000);                   // Use the 1000 to help prevent rounding issues

            ObjectAction moveAction = ObjectAction.SetPosition(
                xMillis: MathExpression.Add(MathExpression.XMillis(), MathExpression.Divide(MathExpression.Multiply(MathExpression.Constant(offset.DeltaXInMillipixels), MathExpression.ElapsedMillisecondsPerIteration()), MathExpression.Constant(1000))),
                yMillis: MathExpression.Add(MathExpression.YMillis(), MathExpression.Divide(MathExpression.Multiply(MathExpression.Constant(offset.DeltaYInMillipixels), MathExpression.ElapsedMillisecondsPerIteration()), MathExpression.Constant(1000))));

            ObjectAction setDirectionAction = shouldStrafe
                                ? ObjectAction.SetFacingDirection(facingDirectionInMillidegrees: MathExpression.Constant(180 * 1000))
                                : ObjectAction.SetFacingDirection(facingDirectionInMillidegrees: MathExpression.Constant(direction.Value));

            IMathExpression deltaX             = MathExpression.AbsoluteValue(MathExpression.Subtract(MathExpression.XMillis(), MathExpression.Constant(endingXMillis)));
            IMathExpression deltaY             = MathExpression.AbsoluteValue(MathExpression.Subtract(MathExpression.YMillis(), MathExpression.Constant(endingYMillis)));
            IMathExpression totalDelta         = MathExpression.Add(deltaX, deltaY);
            ObjectAction    setDeltaToVariable = ObjectAction.Union(
                ObjectAction.SetNumericVariable(variableName: variableName2, variableValue: MathExpression.Variable(variableName)),
                ObjectAction.SetNumericVariable(variableName: variableName, variableValue: totalDelta));
            BooleanExpression reachedDestination = BooleanExpression.And(
                BooleanExpression.LessThanOrEqualTo(
                    MathExpression.Variable(variableName2),
                    MathExpression.Variable(variableName)),
                BooleanExpression.And(
                    BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(variableName), MathExpression.Constant(0)),
                    BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(variableName2), MathExpression.Constant(0))
                    ));

            ObjectAction initializeVariables = ObjectAction.Union(
                ObjectAction.SetNumericVariable(variableName: variableName, variableValue: MathExpression.Constant(-1)),
                ObjectAction.SetNumericVariable(variableName: variableName2, variableValue: MathExpression.Constant(-1)));

            return(new Tuple <ObjectAction, BooleanExpression>(
                       ObjectAction.Union(
                           moveAction,
                           setDirectionAction,
                           ObjectAction.ConditionalNextAction(
                               currentAction: initializeVariables,
                               condition: BooleanExpression.True(),
                               nextAction: setDeltaToVariable)),
                       reachedDestination));
        }
Exemple #10
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        private static ObjectAction GetMoveAction(
            GuidGenerator guidGenerator)
        {
            string movementCooldownVariable = guidGenerator.NextGuid();

            ObjectAction setMovementCooldownAction = ObjectAction.SetNumericVariable(
                movementCooldownVariable,
                MathExpression.Add(MathExpression.Constant(500), MathExpression.RandomInteger(5000)));

            ObjectAction decrementMovementCooldownAction = ObjectAction.SetNumericVariable(
                movementCooldownVariable,
                MathExpression.Subtract(MathExpression.Variable(movementCooldownVariable), MathExpression.ElapsedMillisecondsPerIteration()));

            BooleanExpression shouldChangeMovement = BooleanExpression.LessThanOrEqualTo(
                MathExpression.Variable(movementCooldownVariable),
                MathExpression.Constant(0));

            IMathExpression randomMilliAngle = MathExpression.RandomInteger(MathExpression.Constant(360 * 1000));

            string       angleVariable           = guidGenerator.NextGuid();
            ObjectAction writeNewAngleToVariable = ObjectAction.SetNumericVariable(
                angleVariable,
                randomMilliAngle);

            ObjectAction normalizeAngleVariable = ObjectAction.Union(
                ObjectAction.Condition(
                    condition: BooleanExpression.LessThan(MathExpression.Variable(angleVariable), MathExpression.Constant(0)),
                    action: ObjectAction.SetNumericVariable(angleVariable, MathExpression.Add(MathExpression.Variable(angleVariable), MathExpression.Constant(360 * 1000)))),
                ObjectAction.Condition(
                    condition: BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(360 * 1000)),
                    action: ObjectAction.SetNumericVariable(angleVariable, MathExpression.Subtract(MathExpression.Variable(angleVariable), MathExpression.Constant(360 * 1000)))));

            BooleanExpression tooCloseToLeftEdge = BooleanExpression.LessThanOrEqualTo(
                MathExpression.XMillis(),
                MathExpression.Constant(200 * 1000));

            ObjectAction updateAngleVariableLeft = ObjectAction.Condition(
                condition: BooleanExpression.And(tooCloseToLeftEdge, BooleanExpression.And(
                                                     BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(180 * 1000)),
                                                     BooleanExpression.LessThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(360 * 1000)))),
                action: ObjectAction.SetNumericVariable(
                    angleVariable,
                    MathExpression.Multiply(MathExpression.Variable(angleVariable), MathExpression.Constant(-1))));

            BooleanExpression tooCloseToRightEdge = BooleanExpression.GreaterThanOrEqualTo(
                MathExpression.XMillis(),
                MathExpression.Constant(800 * 1000));

            ObjectAction updateAngleVariableRight = ObjectAction.Condition(
                condition: BooleanExpression.And(tooCloseToRightEdge, BooleanExpression.And(
                                                     BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(0 * 1000)),
                                                     BooleanExpression.LessThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(180 * 1000)))),
                action: ObjectAction.SetNumericVariable(
                    angleVariable,
                    MathExpression.Multiply(MathExpression.Variable(angleVariable), MathExpression.Constant(-1))));

            BooleanExpression tooCloseToTopEdge = BooleanExpression.GreaterThanOrEqualTo(
                MathExpression.YMillis(),
                MathExpression.Constant(600 * 1000));

            ObjectAction updateAngleVariableTop = ObjectAction.Condition(
                condition: BooleanExpression.And(tooCloseToTopEdge, BooleanExpression.Or(
                                                     BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(270 * 1000)),
                                                     BooleanExpression.LessThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(90 * 1000)))),
                action: ObjectAction.SetNumericVariable(
                    angleVariable,
                    MathExpression.Subtract(
                        MathExpression.Multiply(MathExpression.Add(MathExpression.Variable(angleVariable), MathExpression.Constant(90 * 1000)), MathExpression.Constant(-1)),
                        MathExpression.Constant(90 * 1000))));

            BooleanExpression tooCloseToBottomEdge = BooleanExpression.LessThanOrEqualTo(
                MathExpression.YMillis(),
                MathExpression.Constant(400 * 1000));

            ObjectAction updateAngleVariableBottom = ObjectAction.Condition(
                condition: BooleanExpression.And(tooCloseToBottomEdge, BooleanExpression.And(
                                                     BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(90 * 1000)),
                                                     BooleanExpression.LessThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(270 * 1000)))),
                action: ObjectAction.SetNumericVariable(
                    angleVariable,
                    MathExpression.Subtract(
                        MathExpression.Multiply(MathExpression.Add(MathExpression.Variable(angleVariable), MathExpression.Constant(90 * 1000)), MathExpression.Constant(-1)),
                        MathExpression.Constant(90 * 1000))));

            string angleSnapshotVariable = guidGenerator.NextGuid();

            ObjectAction initializeAngleSnapshotVariable = ObjectActionGenerator.DoOnce(
                ObjectAction.SetNumericVariable(angleSnapshotVariable, MathExpression.RandomInteger(360 * 1000)));

            DTDanmakuMath.MathExpressionOffset offset = DTDanmakuMath.GetOffset(
                millipixels: MathExpression.Multiply(MathExpression.Constant(80), MathExpression.ElapsedMillisecondsPerIteration()),
                movementDirectionInMillidegrees: MathExpression.Variable(angleSnapshotVariable));

            ObjectAction updatePositionAction = ObjectAction.SetPosition(
                xMillis: MathExpression.Add(MathExpression.XMillis(), offset.DeltaXInMillipixels),
                yMillis: MathExpression.Add(MathExpression.YMillis(), offset.DeltaYInMillipixels));

            ObjectAction updatePositionWhenCooldownIsZero = ObjectAction.Condition(
                condition: shouldChangeMovement,
                action: ObjectAction.Union(
                    ObjectAction.SetNumericVariable(angleSnapshotVariable, MathExpression.Variable(angleVariable)),
                    setMovementCooldownAction));

            ObjectAction immediateMoveWhenTooClose = ObjectAction.Condition(
                condition: BooleanExpression.Or(tooCloseToLeftEdge, tooCloseToRightEdge, tooCloseToTopEdge, tooCloseToBottomEdge),
                action: ObjectAction.SetNumericVariable(movementCooldownVariable, MathExpression.Constant(0)));

            List <ObjectAction> actionList = new List <ObjectAction>();

            actionList.Add(initializeAngleSnapshotVariable);
            actionList.Add(ObjectActionGenerator.DoOnce(setMovementCooldownAction));
            actionList.Add(decrementMovementCooldownAction);
            actionList.Add(writeNewAngleToVariable);
            actionList.Add(updateAngleVariableLeft);
            actionList.Add(normalizeAngleVariable);
            actionList.Add(updateAngleVariableRight);
            actionList.Add(normalizeAngleVariable);
            actionList.Add(updateAngleVariableTop);
            actionList.Add(normalizeAngleVariable);
            actionList.Add(normalizeAngleVariable);
            actionList.Add(updateAngleVariableBottom);
            actionList.Add(normalizeAngleVariable);
            actionList.Add(normalizeAngleVariable);
            actionList.Add(updatePositionWhenCooldownIsZero);
            actionList.Add(updatePositionAction);
            actionList.Add(immediateMoveWhenTooClose);

            return(ObjectAction.Union(actionList));
        }
Exemple #11
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        private static ObjectAction Phase1ShootAction(
            Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary,
            Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates,
            GuidGenerator guidGenerator)
        {
            string singleBulletSpriteName = guidGenerator.NextGuid();

            spriteNameToImageDictionary.Add(singleBulletSpriteName, DTDanmakuImage.BossPhase1EnemyBullet);

            long buffer = 100;

            BooleanExpression shouldDestroySingleBullet = BooleanExpression.Or(
                BooleanExpression.GreaterThan(MathExpression.XMillis(), MathExpression.Constant((1000 + buffer) * 1000)),
                BooleanExpression.LessThan(MathExpression.XMillis(), MathExpression.Constant((0 - buffer) * 1000)),
                BooleanExpression.GreaterThan(MathExpression.YMillis(), MathExpression.Constant((700 + buffer) * 1000)),
                BooleanExpression.LessThan(MathExpression.YMillis(), MathExpression.Constant((0 - buffer) * 1000)));

            ObjectAction destroySingleBulletAction = ObjectAction.Condition(
                condition: shouldDestroySingleBullet,
                action: ObjectAction.Destroy());

            DTDanmakuMath.MathExpressionOffset singleBulletOffset = DTDanmakuMath.GetOffset(
                millipixels: MathExpression.Multiply(MathExpression.Variable("speed"), MathExpression.ElapsedMillisecondsPerIteration()),
                movementDirectionInMillidegrees: MathExpression.Variable("direction"));

            List <ObjectBox> collisionBoxes = new List <ObjectBox>();

            collisionBoxes.Add(new ObjectBox(lowerXMillis: -3000, upperXMillis: 3000, lowerYMillis: -5000, upperYMillis: 5000));
            collisionBoxes.Add(new ObjectBox(lowerXMillis: -5000, upperXMillis: 5000, lowerYMillis: -3000, upperYMillis: 3000));

            EnemyObjectTemplate singleBulletTemplate = EnemyObjectTemplate.EnemyBullet(
                action: ObjectAction.Union(
                    ObjectAction.SetFacingDirection(MathExpression.Variable("direction")),
                    ObjectAction.SetPosition(
                        xMillis: MathExpression.Add(MathExpression.XMillis(), singleBulletOffset.DeltaXInMillipixels),
                        yMillis: MathExpression.Add(MathExpression.YMillis(), singleBulletOffset.DeltaYInMillipixels)),
                    destroySingleBulletAction),
                initialMilliHP: null,
                damageBoxes: null,
                collisionBoxes: collisionBoxes,
                spriteName: singleBulletSpriteName);

            string singleBulletTemplateName = guidGenerator.NextGuid();

            enemyObjectTemplates.Add(singleBulletTemplateName, singleBulletTemplate);

            List <ObjectAction> spawnBulletActions = new List <ObjectAction>();

            string randomOffsetVariable = guidGenerator.NextGuid();

            for (int i = 0; i < 36; i++)
            {
                List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables = new List <ObjectAction.InitialChildNumericVariableInfo>();
                initialNumericVariables.Add(
                    new ObjectAction.InitialChildNumericVariableInfo(
                        name: "direction",
                        value: MathExpression.Add(MathExpression.Variable(randomOffsetVariable), MathExpression.Constant(i * 10 * 1000))));
                initialNumericVariables.Add(
                    new ObjectAction.InitialChildNumericVariableInfo(
                        name: "speed",
                        value: MathExpression.Add(MathExpression.Constant(100), MathExpression.RandomInteger(100))));

                spawnBulletActions.Add(ObjectAction.SpawnChild(
                                           childXMillis: MathExpression.XMillis(),
                                           childYMillis: MathExpression.Add(MathExpression.YMillis(), MathExpression.Constant(-60000)),
                                           childObjectTemplateName: singleBulletTemplateName,
                                           childInitialNumericVariables: initialNumericVariables,
                                           childInitialBooleanVariables: null));
            }

            List <ObjectAction> actionList = new List <ObjectAction>();

            actionList.Add(ObjectAction.SetNumericVariable(randomOffsetVariable, MathExpression.RandomInteger(MathExpression.Constant(360 * 1000))));
            foreach (ObjectAction spawnBulletAction in spawnBulletActions)
            {
                actionList.Add(spawnBulletAction);
            }

            ObjectAction shootBulletAction = ObjectAction.Union(actionList);

            string shootCooldown = guidGenerator.NextGuid();

            ObjectAction initializeShootCooldown = ObjectAction.SetNumericVariable(
                variableName: shootCooldown,
                variableValue: MathExpression.Constant(2000));

            ObjectAction decrementShootCooldown = ObjectAction.SetNumericVariable(
                variableName: shootCooldown,
                variableValue: MathExpression.Subtract(MathExpression.Variable(shootCooldown), MathExpression.ElapsedMillisecondsPerIteration()));

            ObjectAction shootWhenCooldownIsZero = ObjectAction.Condition(
                condition: BooleanExpression.LessThanOrEqualTo(MathExpression.Variable(shootCooldown), MathExpression.Constant(0)),
                action: ObjectAction.Union(initializeShootCooldown, shootBulletAction));

            return(ObjectAction.Union(
                       ObjectActionGenerator.DoOnce(initializeShootCooldown),
                       decrementShootCooldown,
                       shootWhenCooldownIsZero));
        }
Exemple #12
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 public static BooleanExpression LessThanOrEqualTo(long leftSide, IMathExpression rightSide)
 {
     return(BooleanExpression.LessThanOrEqualTo(MathExpression.Constant(leftSide), rightSide));
 }
Exemple #13
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 public static BooleanExpression LessThanOrEqualTo(IMathExpression leftSide, long rightSide)
 {
     return(BooleanExpression.LessThanOrEqualTo(leftSide, MathExpression.Constant(rightSide)));
 }