Exemple #1
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 public static ObjectAction DoOnce(ObjectAction action)
 {
     return(ObjectAction.ConditionalNextAction(
                currentAction: action,
                condition: BooleanExpression.True(),
                nextAction: ObjectActionGenerator.Noop()));
 }
Exemple #2
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        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 #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 MoveToSpecifiedLocations(
            // enemy will teleport to this initial location
            long initialXMillis,
            long initialYMillis,
            List <Tuple <long, long> > movementPath,
            long speedInPixelsPerSecond,
            bool shouldStrafe,
            bool shouldDestroyAtEndOfMovementPath,
            GuidGenerator guidGenerator)
        {
            ObjectAction currentAction = shouldDestroyAtEndOfMovementPath
                                ? ObjectAction.Destroy()
                                : ObjectActionGenerator.Noop();

            for (int i = movementPath.Count - 1; i >= 0; i--)
            {
                long endingX   = movementPath[i].Item1;
                long endingY   = movementPath[i].Item2;
                long startingX = i == 0
                                        ? initialXMillis
                                        : movementPath[i - 1].Item1;
                long startingY = i == 0
                                        ? initialYMillis
                                        : movementPath[i - 1].Item2;

                Tuple <ObjectAction, BooleanExpression> helper = MoveToSpecifiedLocations_Helper(
                    startingXMillis: startingX,
                    startingYMillis: startingY,
                    endingXMillis: endingX,
                    endingYMillis: endingY,
                    speedInPixelsPerSecond: speedInPixelsPerSecond,
                    shouldStrafe: shouldStrafe,
                    guidGenerator: guidGenerator);

                currentAction = ObjectAction.ConditionalNextAction(
                    currentAction: helper.Item1,
                    condition: helper.Item2,
                    nextAction: currentAction);
            }

            ObjectAction teleportToInitialLocation = ObjectAction.SetPosition(
                xMillis: MathExpression.Constant(initialXMillis),
                yMillis: MathExpression.Constant(initialYMillis));

            return(ObjectAction.ConditionalNextAction(
                       currentAction: teleportToInitialLocation,
                       condition: BooleanExpression.True(),
                       nextAction: currentAction));
        }
Exemple #5
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        public static ObjectAction Delay(
            ObjectAction action,
            long milliseconds,
            GuidGenerator guidGenerator)
        {
            string guid = guidGenerator.NextGuid();

            return(ObjectAction.ConditionalNextAction(
                       currentAction: ObjectAction.SetNumericVariable(guid, MathExpression.Constant(0)),
                       condition: BooleanExpression.True(),
                       nextAction: ObjectAction.ConditionalNextAction(
                           currentAction: ObjectAction.SetNumericVariable(guid, MathExpression.Add(MathExpression.ElapsedMillisecondsPerIteration(), MathExpression.Variable(guid))),
                           condition: BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(guid), MathExpression.Constant(milliseconds)),
                           nextAction: action)));
        }
Exemple #6
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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 #7
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        private static ObjectAction GetMoveAction(
            GuidGenerator guidGenerator)
        {
            string variableName = guidGenerator.NextGuid();

            ObjectAction initializeVariable = ObjectAction.SetNumericVariable(
                variableName: variableName,
                variableValue: MathExpression.Constant(0));

            ObjectAction incrementVariable = ObjectAction.SetNumericVariable(
                variableName: variableName,
                variableValue: MathExpression.Add(MathExpression.Variable(variableName), MathExpression.ElapsedMillisecondsPerIteration()));

            ObjectAction initializeAndIncrementVariable = ObjectAction.ConditionalNextAction(
                currentAction: initializeVariable,
                condition: BooleanExpression.True(),
                nextAction: incrementVariable);

            ObjectAction teleportToInitialLocation = ObjectAction.SetPosition(
                xMillis: MathExpression.Add(50 * 1000, MathExpression.RandomInteger(900 * 1000)),
                yMillis: MathExpression.Constant(800 * 1000));

            ObjectAction faceTowardsPlayer = ObjectAction.Move(
                moveToXMillis: MathExpression.PlayerXMillis(),
                moveToYMillis: MathExpression.Min(MathExpression.PlayerYMillis(), 300 * 1000));

            ObjectAction setInitialSpeed = ObjectActionGenerator.DoOnce(
                ObjectAction.SetSpeed(
                    speedInMillipixelsPerMillisecond: MathExpression.Constant(60)));

            ObjectAction slowDownSpeed1 = ObjectAction.Condition(
                condition: BooleanExpression.GreaterThanOrEqualTo(
                    MathExpression.Variable(variableName),
                    1 * 1000),
                action: ObjectActionGenerator.DoOnce(
                    ObjectAction.SetSpeed(
                        speedInMillipixelsPerMillisecond: MathExpression.Constant(40))));

            ObjectAction slowDownSpeed2 = ObjectAction.Condition(
                condition: BooleanExpression.GreaterThanOrEqualTo(
                    MathExpression.Variable(variableName),
                    2 * 1000),
                action: ObjectActionGenerator.DoOnce(
                    ObjectAction.SetSpeed(
                        speedInMillipixelsPerMillisecond: MathExpression.Constant(20))));

            ObjectAction stopMovement = ObjectAction.Condition(
                condition: BooleanExpression.GreaterThanOrEqualTo(
                    MathExpression.Variable(variableName),
                    3 * 1000),
                action: ObjectActionGenerator.DoOnce(
                    ObjectAction.SetSpeed(
                        speedInMillipixelsPerMillisecond: MathExpression.Constant(0))));

            BooleanExpression ShouldLeave1 = BooleanExpression.GreaterThanOrEqualTo(
                MathExpression.Variable(variableName),
                10 * 1000);

            ObjectAction leave1 = ObjectAction.SetPosition(
                xMillis: MathExpression.XMillis(),
                yMillis: MathExpression.Add(MathExpression.YMillis(), MathExpression.Multiply(MathExpression.ElapsedMillisecondsPerIteration(), MathExpression.Constant(25))));

            ObjectAction leave1ConditionalAction = ObjectAction.Condition(
                condition: ShouldLeave1,
                action: leave1);

            BooleanExpression shouldLeave2 = BooleanExpression.GreaterThanOrEqualTo(
                MathExpression.Variable(variableName),
                11 * 1000);

            ObjectAction leave2 = ObjectAction.SetPosition(
                xMillis: MathExpression.XMillis(),
                yMillis: MathExpression.Add(MathExpression.YMillis(), MathExpression.Multiply(MathExpression.ElapsedMillisecondsPerIteration(), MathExpression.Constant(50))));

            ObjectAction leave2ConditionalAction = ObjectAction.ConditionalNextAction(
                currentAction: leave1ConditionalAction,
                condition: shouldLeave2,
                nextAction: leave2);

            ObjectAction shouldDestroy = ObjectAction.Condition(
                condition: BooleanExpression.And(shouldLeave2, BooleanExpression.GreaterThanOrEqualTo(MathExpression.YMillis(), 800 * 1000)),
                action: ObjectAction.Destroy());

            return(ObjectAction.ConditionalNextAction(
                       currentAction: teleportToInitialLocation,
                       condition: BooleanExpression.True(),
                       nextAction: ObjectAction.Union(faceTowardsPlayer, initializeAndIncrementVariable, setInitialSpeed, slowDownSpeed1, slowDownSpeed2, stopMovement, leave2ConditionalAction, shouldDestroy)));
        }
Exemple #8
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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 #9
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        // Returns true if player still has at least one life remaining
        // Returns false if game over
        public bool DestroyPlayer(
            List <EnemyObject> enemyObjects,
            long elapsedMillisecondsPerIteration,
            IDTDeterministicRandom rng)
        {
            if (this.isDead)
            {
                throw new Exception();
            }

            long playerXMillis = this.xMillis;
            long playerYMillis = this.yMillis;

            EnemyObjectTemplate template = EnemyObjectTemplate.Placeholder(action: ObjectAction.ConditionalNextAction(
                                                                               currentAction: this.playerDeathSpawnDestructionAnimationAction,
                                                                               condition: BooleanExpression.True(),
                                                                               nextAction: ObjectAction.Destroy()));

            enemyObjects.Add(new EnemyObject(
                                 template: template,
                                 initialXMillis: playerXMillis,
                                 initialYMillis: playerYMillis,
                                 playerXMillis: playerXMillis,
                                 playerYMillis: playerYMillis,
                                 elapsedMillisecondsPerIteration: elapsedMillisecondsPerIteration,
                                 isPlayerDestroyed: true,
                                 parent: null,
                                 initialNumericVariables: null,
                                 initialBooleanVariables: null,
                                 rng: rng));

            this.isDead = true;

            if (this.numLivesLeft > 0)
            {
                this.numLivesLeft = this.numLivesLeft - 1;
                this.respawnTimeRemainingMillis = 750;
                return(true);
            }
            else
            {
                return(false);
            }
        }
Exemple #10
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        private static ObjectAction GetMoveAndSetCanShootVariableAction(
            IMathExpression xMillis,
            GuidGenerator guidGenerator)
        {
            string variableName = guidGenerator.NextGuid();

            ObjectAction initializeVariable = ObjectAction.SetNumericVariable(
                variableName: variableName,
                variableValue: MathExpression.Constant(0));

            ObjectAction incrementVariable = ObjectAction.SetNumericVariable(
                variableName: variableName,
                variableValue: MathExpression.Add(MathExpression.Variable(variableName), MathExpression.ElapsedMillisecondsPerIteration()));

            ObjectAction initializeAndIncrementVariable = ObjectAction.ConditionalNextAction(
                currentAction: initializeVariable,
                condition: BooleanExpression.True(),
                nextAction: incrementVariable);

            ObjectAction teleportToInitialLocation = ObjectAction.SetPosition(
                xMillis: xMillis,
                yMillis: MathExpression.Constant(800 * 1000));

            ObjectAction moveDownSpeed1 = ObjectAction.SetPosition(
                xMillis: MathExpression.XMillis(),
                yMillis: MathExpression.Subtract(MathExpression.YMillis(), MathExpression.Multiply(MathExpression.Constant(100), MathExpression.ElapsedMillisecondsPerIteration())));

            ObjectAction moveDownSpeed2 = ObjectAction.SetPosition(
                xMillis: MathExpression.XMillis(),
                yMillis: MathExpression.Subtract(MathExpression.YMillis(), MathExpression.Multiply(MathExpression.Constant(70), MathExpression.ElapsedMillisecondsPerIteration())));

            ObjectAction moveDownSpeed3 = ObjectAction.SetPosition(
                xMillis: MathExpression.XMillis(),
                yMillis: MathExpression.Subtract(MathExpression.YMillis(), MathExpression.Multiply(MathExpression.Constant(30), MathExpression.ElapsedMillisecondsPerIteration())));

            ObjectAction stopMovement = ObjectAction.Union(
                ObjectActionGenerator.Noop(),
                ObjectActionGenerator.DoOnce(ObjectAction.SetBooleanVariable("can shoot", BooleanExpression.True())));

            ObjectAction moveUpSpeed1 = ObjectAction.Union(
                ObjectActionGenerator.DoOnce(ObjectAction.SetBooleanVariable("can shoot", BooleanExpression.False())),
                ObjectAction.SetPosition(
                    xMillis: MathExpression.XMillis(),
                    yMillis: MathExpression.Add(MathExpression.YMillis(), MathExpression.Multiply(MathExpression.Constant(30), MathExpression.ElapsedMillisecondsPerIteration()))));

            ObjectAction moveUpSpeed2 = ObjectAction.SetPosition(
                xMillis: MathExpression.XMillis(),
                yMillis: MathExpression.Add(MathExpression.YMillis(), MathExpression.Multiply(MathExpression.Constant(70), MathExpression.ElapsedMillisecondsPerIteration())));

            ObjectAction moveUpSpeed3 = ObjectAction.SetPosition(
                xMillis: MathExpression.XMillis(),
                yMillis: MathExpression.Add(MathExpression.YMillis(), MathExpression.Multiply(MathExpression.Constant(100), MathExpression.ElapsedMillisecondsPerIteration())));

            ObjectAction destroyAction = ObjectAction.Condition(
                condition: BooleanExpression.GreaterThanOrEqualTo(MathExpression.YMillis(), MathExpression.Constant(800 * 1000)),
                action: ObjectAction.Destroy());

            return(ObjectAction.Union(
                       ObjectActionGenerator.DoOnce(ObjectAction.SetBooleanVariable("can shoot", BooleanExpression.False())),
                       initializeAndIncrementVariable,
                       ObjectActionGenerator.DoOnce(teleportToInitialLocation),
                       ObjectAction.ConditionalNextAction(
                           currentAction: moveDownSpeed1,
                           condition: BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(variableName), MathExpression.Constant(3000)),
                           nextAction: ObjectAction.ConditionalNextAction(
                               currentAction: moveDownSpeed2,
                               condition: BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(variableName), MathExpression.Constant(4000)),
                               nextAction: ObjectAction.ConditionalNextAction(
                                   currentAction: moveDownSpeed3,
                                   condition: BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(variableName), MathExpression.Constant(5000)),
                                   nextAction: ObjectAction.ConditionalNextAction(
                                       currentAction: stopMovement,
                                       condition: BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(variableName), MathExpression.Constant(12000)),
                                       nextAction: ObjectAction.ConditionalNextAction(
                                           currentAction: moveUpSpeed1,
                                           condition: BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(variableName), MathExpression.Constant(13000)),
                                           nextAction: ObjectAction.ConditionalNextAction(
                                               currentAction: moveUpSpeed2,
                                               condition: BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(variableName), MathExpression.Constant(14000)),
                                               nextAction: ObjectAction.Union(moveUpSpeed3, destroyAction)))))))));
        }