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))); }
private static ObjectAction GetBulletMovementAction( GuidGenerator guidGenerator) { long bulletSpeedInPixelsPerSecond = 250; ObjectAction moveAction = ObjectActionGenerator.MoveTowardsLocation( currentX: MathExpression.XMillis(), currentY: MathExpression.YMillis(), desiredX: MathExpression.PlayerXMillis(), desiredY: MathExpression.Min(MathExpression.PlayerYMillis(), 300 * 1000), movementSpeedInPixelsPerSecond: MathExpression.Constant(bulletSpeedInPixelsPerSecond), shouldSnapshot: true, guidGenerator: guidGenerator); long buffer = 100; BooleanExpression shouldDestroy = 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 destroyAction = ObjectAction.Condition( condition: shouldDestroy, action: ObjectAction.Destroy()); return(ObjectAction.Union(moveAction, destroyAction)); }
public static ObjectAction SpawnBarrageEnemy( IMathExpression xMillis, Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, Dictionary <string, DTDanmakuSound> soundNameToSoundDictionary, GuidGenerator guidGenerator) { // Should be called first so it sets the "can shoot" variable that the shootBullet action will need ObjectAction moveAction = GetMoveAndSetCanShootVariableAction( xMillis: xMillis, guidGenerator: guidGenerator); ObjectAction shootAction = GetShootBulletAction( spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, guidGenerator: guidGenerator); ObjectAction destroyAction = ObjectActionGenerator.DestroyWhenHpIsZeroAndMaybeDropPowerUp( chanceToDropPowerUpInMilliPercent: 15 * 1000, spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, soundNameToSoundDictionary: soundNameToSoundDictionary, guidGenerator: guidGenerator); string spriteName = guidGenerator.NextGuid(); spriteNameToImageDictionary.Add(spriteName, DTDanmakuImage.BarrageEnemyShip); List <ObjectBox> damageBoxes = new List <ObjectBox>(); damageBoxes.Add(new ObjectBox(lowerXMillis: -46500, upperXMillis: 46500, lowerYMillis: 0, upperYMillis: 40000)); damageBoxes.Add(new ObjectBox(lowerXMillis: -31500, upperXMillis: 31500, lowerYMillis: -35000, upperYMillis: 30000)); List <ObjectBox> collisionBoxes = new List <ObjectBox>(); collisionBoxes.Add(new ObjectBox(lowerXMillis: -10000, upperXMillis: 10000, lowerYMillis: -25000, upperYMillis: 25000)); collisionBoxes.Add(new ObjectBox(lowerXMillis: -25000, upperXMillis: 25000, lowerYMillis: -10000, upperYMillis: 10000)); EnemyObjectTemplate enemyObjectTemplate = EnemyObjectTemplate.Enemy( action: ObjectAction.Union(moveAction, shootAction, destroyAction), initialMilliHP: MathExpression.Add(MathExpression.Constant(38000), MathExpression.RandomInteger(MathExpression.Constant(10000))), damageBoxes: damageBoxes, collisionBoxes: collisionBoxes, spriteName: spriteName); string templateName = guidGenerator.NextGuid(); enemyObjectTemplates.Add(templateName, enemyObjectTemplate); return(ObjectAction.SpawnChild( childXMillis: MathExpression.Constant(-1000 * 1000), childYMillis: MathExpression.Constant(-1000 * 1000), childObjectTemplateName: templateName, childInitialNumericVariables: null, childInitialBooleanVariables: null)); }
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()))); }
public static MathExpressionOffset GetOffset( IMathExpression millipixels, IMathExpression movementDirectionInMillidegrees) { return(new MathExpressionOffset { DeltaXInMillipixels = MathExpression.Divide(MathExpression.Multiply(millipixels, MathExpression.SineScaled(movementDirectionInMillidegrees)), MathExpression.Constant(1000L)), DeltaYInMillipixels = MathExpression.Divide(MathExpression.Multiply(millipixels, MathExpression.CosineScaled(movementDirectionInMillidegrees)), MathExpression.Constant(1000L)) }); }
private static ObjectAction GetSatelliteMoveAndDestroyAction( long initialAngleInMillidegrees, GuidGenerator guidGenerator) { string angleVariableName = guidGenerator.NextGuid(); ObjectAction initializeAngleVariableAction = ObjectActionGenerator.DoOnce( ObjectAction.SetNumericVariable(angleVariableName, MathExpression.Constant(initialAngleInMillidegrees))); ObjectAction updateAngleVariableAction = ObjectAction.Union( ObjectAction.SetNumericVariable( angleVariableName, MathExpression.Add(MathExpression.Variable(angleVariableName), MathExpression.Multiply(MathExpression.Constant(50), MathExpression.ElapsedMillisecondsPerIteration()))), ObjectAction.Condition( condition: BooleanExpression.GreaterThan(MathExpression.Variable(angleVariableName), MathExpression.Constant(360 * 1000)), action: ObjectAction.SetNumericVariable(angleVariableName, MathExpression.Subtract(MathExpression.Variable(angleVariableName), MathExpression.Constant(360 * 1000)))), ObjectAction.Condition( condition: BooleanExpression.GreaterThan(MathExpression.Variable(angleVariableName), MathExpression.Constant(360 * 1000)), action: ObjectAction.SetNumericVariable(angleVariableName, MathExpression.Constant(0)))); long radius = 110; ObjectAction setPositionAction = ObjectAction.SetPosition( xMillis: MathExpression.Add(MathExpression.ParentXMillis(), MathExpression.Multiply(MathExpression.Constant(radius), MathExpression.CosineScaled(MathExpression.Multiply(MathExpression.Variable(angleVariableName), MathExpression.Constant(-1))))), yMillis: MathExpression.Add(MathExpression.ParentYMillis(), MathExpression.Multiply(MathExpression.Constant(radius), MathExpression.SineScaled(MathExpression.Multiply(MathExpression.Variable(angleVariableName), MathExpression.Constant(-1)))))); string facingAngleVariableName = guidGenerator.NextGuid(); ObjectAction initializeFacingAngleVariableAction = ObjectActionGenerator.DoOnce( ObjectAction.SetNumericVariable(facingAngleVariableName, MathExpression.RandomInteger(360 * 1000))); ObjectAction updateFacingAngleVariableAction = ObjectAction.Union( ObjectAction.SetNumericVariable( facingAngleVariableName, MathExpression.Add(MathExpression.Variable(facingAngleVariableName), MathExpression.Multiply(MathExpression.Constant(500), MathExpression.ElapsedMillisecondsPerIteration()))), ObjectAction.Condition( condition: BooleanExpression.GreaterThan(MathExpression.Variable(facingAngleVariableName), MathExpression.Constant(360 * 1000)), action: ObjectAction.SetNumericVariable(facingAngleVariableName, MathExpression.Subtract(MathExpression.Variable(facingAngleVariableName), MathExpression.Constant(360 * 1000)))), ObjectAction.Condition( condition: BooleanExpression.GreaterThan(MathExpression.Variable(facingAngleVariableName), MathExpression.Constant(360 * 1000)), action: ObjectAction.SetNumericVariable(facingAngleVariableName, MathExpression.Constant(0)))); ObjectAction setFacingDirectionAction = ObjectAction.SetFacingDirection(MathExpression.Multiply(MathExpression.Variable(facingAngleVariableName), MathExpression.Constant(-1))); ObjectAction destroyAction = ObjectAction.Condition( condition: BooleanExpression.IsParentDestroyed(), action: ObjectAction.Destroy()); return(ObjectAction.Union( initializeAngleVariableAction, updateAngleVariableAction, setPositionAction, initializeFacingAngleVariableAction, updateFacingAngleVariableAction, setFacingDirectionAction, destroyAction)); }
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))); }
public static ObjectAction SpawnEliteOrbiterEnemy( IMathExpression xMillis, Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, Dictionary <string, DTDanmakuSound> soundNameToSoundDictionary, GuidGenerator guidGenerator) { ObjectAction moveAction = GetMoveAction( xMillis: xMillis); ObjectAction destroyAction = ObjectActionGenerator.DestroyWhenHpIsZeroAndMaybeDropPowerUp( chanceToDropPowerUpInMilliPercent: 15 * 1000, spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, soundNameToSoundDictionary: soundNameToSoundDictionary, guidGenerator: guidGenerator); string spriteName = guidGenerator.NextGuid(); spriteNameToImageDictionary.Add(spriteName, DTDanmakuImage.EliteOrbiterEnemyShip); List <ObjectBox> damageBoxes = new List <ObjectBox>(); damageBoxes.Add(new ObjectBox(lowerXMillis: -68000, upperXMillis: 68000, lowerYMillis: -30000, upperYMillis: 50000)); damageBoxes.Add(new ObjectBox(lowerXMillis: -46000, upperXMillis: 46000, lowerYMillis: -48000, upperYMillis: 68000)); damageBoxes.Add(new ObjectBox(lowerXMillis: -26000, upperXMillis: 26000, lowerYMillis: -68000, upperYMillis: 74000)); List <ObjectBox> collisionBoxes = new List <ObjectBox>(); collisionBoxes.Add(new ObjectBox(lowerXMillis: -58000, upperXMillis: 58000, lowerYMillis: -35000, upperYMillis: 50000)); ObjectAction spawnOrbiterSatellitesAction = GetSpawnOrbiterSatellitesAction( spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, guidGenerator: guidGenerator); EnemyObjectTemplate enemyObjectTemplate = EnemyObjectTemplate.Enemy( action: ObjectAction.Union(moveAction, spawnOrbiterSatellitesAction, destroyAction), initialMilliHP: MathExpression.Add(MathExpression.Constant(45000), MathExpression.RandomInteger(MathExpression.Constant(15000))), damageBoxes: damageBoxes, collisionBoxes: collisionBoxes, spriteName: spriteName); string templateName = guidGenerator.NextGuid(); enemyObjectTemplates.Add(templateName, enemyObjectTemplate); return(ObjectAction.SpawnChild( childXMillis: MathExpression.Constant(-1000 * 1000), childYMillis: MathExpression.Constant(-1000 * 1000), childObjectTemplateName: templateName, childInitialNumericVariables: null, childInitialBooleanVariables: null)); }
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)); }
private static ObjectAction GetPhase2Action( Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, GuidGenerator guidGenerator) { string milliHpVariable = guidGenerator.NextGuid(); string amountOfDamageTakenVariableName = guidGenerator.NextGuid(); ObjectAction setInitialDamageTakenAction = ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(amountOfDamageTakenVariableName, MathExpression.Constant(0))); ObjectAction setInitialMilliHpVariable = ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(milliHpVariable, MathExpression.MilliHP())); ObjectAction setDamageTakenVariableAction = ObjectAction.SetNumericVariable( amountOfDamageTakenVariableName, MathExpression.Add( MathExpression.Variable(amountOfDamageTakenVariableName), MathExpression.Subtract(MathExpression.Variable(milliHpVariable), MathExpression.MilliHP()))); ObjectAction setMilliHpVariable = ObjectAction.SetNumericVariable(milliHpVariable, MathExpression.MilliHP()); long phase2InitialMilliHp = 200 * 1000; IMathExpression currentMilliHp = MathExpression.Max( MathExpression.Subtract(MathExpression.Constant(phase2InitialMilliHp), MathExpression.Variable(amountOfDamageTakenVariableName)), MathExpression.Constant(0)); ObjectAction displayHpBarAction = ObjectAction.DisplayBossHealthBar( healthBarMeterNumber: MathExpression.Constant(2), healthBarMilliPercentage: MathExpression.Divide(MathExpression.Multiply(currentMilliHp, MathExpression.Constant(100 * 1000)), MathExpression.Constant(phase2InitialMilliHp))); ObjectAction goToPhase3Action = ObjectAction.Condition( condition: BooleanExpression.Equal(currentMilliHp, MathExpression.Constant(0)), action: ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(CurrentPhaseVariableName, MathExpression.Constant(3)))); ObjectAction shootBulletAction = Phase2ShootAction( spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, guidGenerator: guidGenerator); return(ObjectAction.Union( setInitialDamageTakenAction, setInitialMilliHpVariable, setDamageTakenVariableAction, setMilliHpVariable, displayHpBarAction, GetMoveAction(guidGenerator: guidGenerator), goToPhase3Action, shootBulletAction)); }
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))); }
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))); }
private static ObjectAction GetBulletAnimationAction( GuidGenerator guidGenerator) { string variableName = guidGenerator.NextGuid(); return(ObjectAction.Union( ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(variableName, MathExpression.RandomInteger(360 * 1000))), ObjectAction.SetNumericVariable(variableName, MathExpression.Add(MathExpression.Variable(variableName), MathExpression.Multiply(MathExpression.ElapsedMillisecondsPerIteration(), MathExpression.Constant(315)))), ObjectAction.Condition( condition: BooleanExpression.GreaterThan(MathExpression.Variable(variableName), MathExpression.Constant(360 * 1000)), action: ObjectAction.SetNumericVariable(variableName, MathExpression.Subtract(MathExpression.Variable(variableName), MathExpression.Constant(360 * 1000)))), ObjectAction.Condition( condition: BooleanExpression.GreaterThan(MathExpression.Variable(variableName), MathExpression.Constant(360 * 1000)), action: ObjectAction.SetNumericVariable(variableName, MathExpression.Constant(0))), ObjectAction.SetFacingDirection(MathExpression.Multiply(MathExpression.Variable(variableName), MathExpression.Constant(-1))))); }
/* * When (currentX, currentY) == (desiredX, desiredY), the resulting math expression is arbitrary * but is guaranteed not to error. */ public static IMathExpression GetMovementDirectionInMillidegrees( IMathExpression currentX, IMathExpression currentY, IMathExpression desiredX, IMathExpression desiredY) { IMathExpression deltaX = MathExpression.Subtract(desiredX, currentX); IMathExpression deltaY = MathExpression.Subtract(desiredY, currentY); IMathExpression angleInMillidegrees = MathExpression.ArcTangentScaled(x: deltaX, y: deltaY, changeUndefinedOutputToZero: true); IMathExpression angle2 = MathExpression.Add( MathExpression.Multiply(angleInMillidegrees, MathExpression.Constant(-1)), MathExpression.Constant(90 * 1000)); return(angle2); }
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)); }
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)); }
public static ObjectAction SpawnBossEnemy( Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, Dictionary <string, DTDanmakuSound> soundNameToSoundDictionary, GuidGenerator guidGenerator) { string spriteName = guidGenerator.NextGuid(); spriteNameToImageDictionary.Add(spriteName, DTDanmakuImage.Boss); List <ObjectBox> damageBoxes = new List <ObjectBox>(); damageBoxes.Add(new ObjectBox(lowerXMillis: -96500, upperXMillis: 96500, lowerYMillis: -10000, upperYMillis: 30000)); damageBoxes.Add(new ObjectBox(lowerXMillis: -71500, upperXMillis: 71500, lowerYMillis: -35000, upperYMillis: 30000)); damageBoxes.Add(new ObjectBox(lowerXMillis: -50000, upperXMillis: 50000, lowerYMillis: -81000, upperYMillis: 48000)); damageBoxes.Add(new ObjectBox(lowerXMillis: -35000, upperXMillis: 35000, lowerYMillis: 0, upperYMillis: 68000)); List <ObjectBox> collisionBoxes = new List <ObjectBox>(); collisionBoxes.Add(new ObjectBox(lowerXMillis: -20000, upperXMillis: 20000, lowerYMillis: -50000, upperYMillis: 50000)); collisionBoxes.Add(new ObjectBox(lowerXMillis: -50000, upperXMillis: 50000, lowerYMillis: -20000, upperYMillis: 20000)); EnemyObjectTemplate enemyObjectTemplate = EnemyObjectTemplate.Enemy( action: GetBossAction( spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, soundNameToSoundDictionary: soundNameToSoundDictionary, guidGenerator: guidGenerator), initialMilliHP: MathExpression.Constant(50L * 1000L * 1000L * 1000L * 1000L), damageBoxes: damageBoxes, collisionBoxes: collisionBoxes, spriteName: spriteName); string templateName = guidGenerator.NextGuid(); enemyObjectTemplates.Add(templateName, enemyObjectTemplate); return(ObjectAction.SpawnChild( childXMillis: MathExpression.Constant(-1000 * 1000), childYMillis: MathExpression.Constant(-1000 * 1000), childObjectTemplateName: templateName, childInitialNumericVariables: null, childInitialBooleanVariables: null)); }
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)); }
private static ObjectAction GetSpawnOrbiterSatellitesAction( Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, GuidGenerator guidGenerator) { string spriteName = guidGenerator.NextGuid(); spriteNameToImageDictionary.Add(spriteName, DTDanmakuImage.EliteOrbiterSatellite); List <ObjectAction> objectActions = new List <ObjectAction>(); for (long i = 0; i < 5; i++) { EnemyObjectTemplate orbiterSatelliteTemplate = EnemyObjectTemplate.EnemyBullet( action: ObjectAction.Union( GetSatelliteMoveAndDestroyAction( initialAngleInMillidegrees: 72L * 1000L * i, guidGenerator: guidGenerator), GetSatelliteShootAction( spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, guidGenerator: guidGenerator)), initialMilliHP: null, damageBoxes: null, collisionBoxes: null, spriteName: spriteName); string templateName = guidGenerator.NextGuid(); enemyObjectTemplates.Add(templateName, orbiterSatelliteTemplate); ObjectAction spawnSatelliteAction = ObjectAction.SpawnChild( childXMillis: MathExpression.Constant(-1000 * 1000), childYMillis: MathExpression.Constant(-1000 * 1000), childObjectTemplateName: templateName, childInitialNumericVariables: null, childInitialBooleanVariables: null); objectActions.Add(spawnSatelliteAction); } return(ObjectActionGenerator.DoOnce(ObjectAction.Union(objectActions))); }
private static Tuple <ObjectAction, EnemyObjectTemplate> SpawnOneDestructionSpriteImage( long startMilliseconds, long endMilliseconds, string childObjectTemplateName, string spriteName, bool isLast) { List <ObjectAction> destroyActions = new List <ObjectAction>(); destroyActions.Add(ObjectAction.Destroy()); destroyActions.Add(ObjectAction.DestroyParent()); ObjectAction destroySelfAction = ObjectAction.Condition( condition: BooleanExpression.GreaterThanOrEqualTo( leftSide: MathExpression.ParentVariable(elapsedTimeInMillisVariableName), rightSide: MathExpression.Constant(endMilliseconds)), action: isLast ? ObjectAction.Union(destroyActions) : ObjectAction.Destroy()); ObjectAction spawnChildAction = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: childObjectTemplateName, childInitialNumericVariables: null, childInitialBooleanVariables: null); ObjectAction delayedSpawnChildAction = ObjectAction.Condition( condition: BooleanExpression.GreaterThanOrEqualTo( leftSide: MathExpression.Variable(elapsedTimeInMillisVariableName), rightSide: MathExpression.Constant(startMilliseconds)), action: ObjectActionGenerator.DoOnce(spawnChildAction)); EnemyObjectTemplate template = EnemyObjectTemplate.Enemy( action: destroySelfAction, initialMilliHP: null, damageBoxes: null, collisionBoxes: null, spriteName: spriteName); return(new Tuple <ObjectAction, EnemyObjectTemplate>(delayedSpawnChildAction, template)); }
private static ObjectAction GetBossAction( Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, Dictionary <string, DTDanmakuSound> soundNameToSoundDictionary, GuidGenerator guidGenerator) { ObjectAction setPhaseVariableAction = ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(CurrentPhaseVariableName, MathExpression.Constant(0))); ObjectAction phase0Action = ObjectAction.Condition( condition: BooleanExpression.Equal(MathExpression.Variable(CurrentPhaseVariableName), MathExpression.Constant(0)), action: GetMoveAction_Phase0()); ObjectAction phase1Action = ObjectAction.Condition( condition: BooleanExpression.Equal(MathExpression.Variable(CurrentPhaseVariableName), MathExpression.Constant(1)), action: GetPhase1Action( spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, guidGenerator: guidGenerator)); ObjectAction phase2Action = ObjectAction.Condition( condition: BooleanExpression.Equal(MathExpression.Variable(CurrentPhaseVariableName), MathExpression.Constant(2)), action: GetPhase2Action( spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, guidGenerator: guidGenerator)); ObjectAction phase3Action = ObjectAction.Condition( condition: BooleanExpression.Equal(MathExpression.Variable(CurrentPhaseVariableName), MathExpression.Constant(3)), action: GetPhase3Action( spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, soundNameToSoundDictionary: soundNameToSoundDictionary, guidGenerator: guidGenerator)); return(ObjectAction.Union( setPhaseVariableAction, phase0Action, phase1Action, phase2Action, phase3Action)); }
private static ObjectAction SpawnBasicEnemy( long initialXMillis, long initialYMillis, List <Tuple <long, long> > movementPath, Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, Dictionary <string, DTDanmakuSound> soundNameToSoundDictionary, GuidGenerator guidGenerator) { List <ObjectBox> damageBoxes = new List <ObjectBox>(); damageBoxes.Add(new ObjectBox(lowerXMillis: -46500, upperXMillis: 46500, lowerYMillis: 0, upperYMillis: 40000)); damageBoxes.Add(new ObjectBox(lowerXMillis: -31500, upperXMillis: 31500, lowerYMillis: -25000, upperYMillis: 40000)); damageBoxes.Add(new ObjectBox(lowerXMillis: -21500, upperXMillis: 21500, lowerYMillis: -35000, upperYMillis: 40000)); List <ObjectBox> collisionBoxes = new List <ObjectBox>(); collisionBoxes.Add(new ObjectBox(lowerXMillis: -10000, upperXMillis: 10000, lowerYMillis: -25000, upperYMillis: 25000)); collisionBoxes.Add(new ObjectBox(lowerXMillis: -25000, upperXMillis: 25000, lowerYMillis: -10000, upperYMillis: 10000)); return(ObjectActionGenerator.SpawnEnemyThatMovesToSpecificLocation( initialXMillis: initialXMillis, initialYMillis: initialYMillis, movementPath: movementPath, movementSpeedInPixelsPerSecond: 100, shouldStrafe: true, bulletXOffset: 0, bulletYOffset: -52000, initialShootCooldownInMillis: MathExpression.RandomInteger(5000), shootCooldownInMillis: MathExpression.Add(3000, MathExpression.RandomInteger(2000)), bulletSpeedInPixelsPerSecond: 250, initialMilliHP: MathExpression.Add(MathExpression.Constant(6000), MathExpression.RandomInteger(MathExpression.Constant(5000))), chanceToDropPowerUpInMilliPercent: 15 * 1000, damageBoxes: damageBoxes, collisionBoxes: collisionBoxes, sprite: DTDanmakuImage.BasicEnemyShip, spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, soundNameToSoundDictionary: soundNameToSoundDictionary, guidGenerator: guidGenerator)); }
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)))); }
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))); }
private static ObjectAction GetPhase3Action( Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, Dictionary <string, DTDanmakuSound> soundNameToSoundDictionary, GuidGenerator guidGenerator) { string milliHpVariable = guidGenerator.NextGuid(); string amountOfDamageTakenVariableName = guidGenerator.NextGuid(); ObjectAction setInitialDamageTakenAction = ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(amountOfDamageTakenVariableName, MathExpression.Constant(0))); ObjectAction setInitialMilliHpVariable = ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(milliHpVariable, MathExpression.MilliHP())); ObjectAction setDamageTakenVariableAction = ObjectAction.SetNumericVariable( amountOfDamageTakenVariableName, MathExpression.Add( MathExpression.Variable(amountOfDamageTakenVariableName), MathExpression.Subtract(MathExpression.Variable(milliHpVariable), MathExpression.MilliHP()))); ObjectAction setMilliHpVariable = ObjectAction.SetNumericVariable(milliHpVariable, MathExpression.MilliHP()); long phase3InitialMilliHp = 200 * 1000; IMathExpression currentMilliHp = MathExpression.Max( MathExpression.Subtract(MathExpression.Constant(phase3InitialMilliHp), MathExpression.Variable(amountOfDamageTakenVariableName)), MathExpression.Constant(0)); ObjectAction displayHpBarAction = ObjectAction.DisplayBossHealthBar( healthBarMeterNumber: MathExpression.Constant(1), healthBarMilliPercentage: MathExpression.Divide(MathExpression.Multiply(currentMilliHp, MathExpression.Constant(100 * 1000)), MathExpression.Constant(phase3InitialMilliHp))); string soundEffectName = guidGenerator.NextGuid(); 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 destroyBoss = ObjectAction.Union( playEnemyDeathSoundEffectAction, generateDestructionAnimationResult.objectAction, ObjectAction.Destroy()); ObjectAction destroyAndEndLevelAction = ObjectAction.Condition( condition: BooleanExpression.Equal(currentMilliHp, MathExpression.Constant(0)), action: ObjectAction.Union( ObjectAction.EndLevel(), destroyBoss)); ObjectAction shootBulletAction = Phase3ShootAction( spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, guidGenerator: guidGenerator); return(ObjectAction.Union( setInitialDamageTakenAction, setInitialMilliHpVariable, setDamageTakenVariableAction, setMilliHpVariable, displayHpBarAction, GetMoveAction(guidGenerator: guidGenerator), destroyAndEndLevelAction, shootBulletAction)); }
public static ObjectAction Noop() { return(ObjectAction.IncreaseSpeed( speedInMillipixelsPerMillisecond: MathExpression.Constant(0))); }
// Spawns 12 bullets (30 degrees apart) private static ObjectAction SpawnSatelliteBullet( Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, GuidGenerator guidGenerator) { string singleBulletSpriteName = guidGenerator.NextGuid(); spriteNameToImageDictionary.Add(singleBulletSpriteName, DTDanmakuImage.EliteOrbiterEnemyBullet); 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.Constant(100), 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.InitialChildNumericVariableInfo> initialNumericVariables1 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables1.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(0)))); ObjectAction spawnSingleBulletAction1 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables1, childInitialBooleanVariables: null); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables2 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables2.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(30 * 1000)))); ObjectAction spawnSingleBulletAction2 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables2, childInitialBooleanVariables: null); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables3 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables3.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(60 * 1000)))); ObjectAction spawnSingleBulletAction3 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables3, childInitialBooleanVariables: null); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables4 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables4.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(90 * 1000)))); ObjectAction spawnSingleBulletAction4 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables4, childInitialBooleanVariables: null); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables5 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables5.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(120 * 1000)))); ObjectAction spawnSingleBulletAction5 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables5, childInitialBooleanVariables: null); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables6 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables6.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(150 * 1000)))); ObjectAction spawnSingleBulletAction6 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables6, childInitialBooleanVariables: null); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables7 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables7.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(180 * 1000)))); ObjectAction spawnSingleBulletAction7 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables7, childInitialBooleanVariables: null); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables8 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables8.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(210 * 1000)))); ObjectAction spawnSingleBulletAction8 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables8, childInitialBooleanVariables: null); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables9 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables9.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(240 * 1000)))); ObjectAction spawnSingleBulletAction9 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables9, childInitialBooleanVariables: null); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables10 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables10.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(270 * 1000)))); ObjectAction spawnSingleBulletAction10 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables10, childInitialBooleanVariables: null); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables11 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables11.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(300 * 1000)))); ObjectAction spawnSingleBulletAction11 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables11, childInitialBooleanVariables: null); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables12 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables12.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(330 * 1000)))); ObjectAction spawnSingleBulletAction12 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables12, childInitialBooleanVariables: null); List <ObjectAction> actionList = new List <ObjectAction>(); actionList.Add(ObjectAction.SetNumericVariable("random offset", MathExpression.RandomInteger(MathExpression.Constant(360 * 1000)))); actionList.Add(spawnSingleBulletAction1); actionList.Add(spawnSingleBulletAction2); actionList.Add(spawnSingleBulletAction3); actionList.Add(spawnSingleBulletAction4); actionList.Add(spawnSingleBulletAction5); actionList.Add(spawnSingleBulletAction6); actionList.Add(spawnSingleBulletAction7); actionList.Add(spawnSingleBulletAction8); actionList.Add(spawnSingleBulletAction9); actionList.Add(spawnSingleBulletAction10); actionList.Add(spawnSingleBulletAction11); actionList.Add(spawnSingleBulletAction12); actionList.Add(ObjectAction.Destroy()); EnemyObjectTemplate placeholderTemplate = EnemyObjectTemplate.Placeholder( action: ObjectAction.Union(actionList)); string placeholderTemplateName = guidGenerator.NextGuid(); enemyObjectTemplates.Add(placeholderTemplateName, placeholderTemplate); return(ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: placeholderTemplateName, childInitialNumericVariables: null, childInitialBooleanVariables: null)); }
/* * If (currentX, currentY) == (desiredX, desiredY), then * the resulting movement direction is arbitrary. */ public static ObjectAction MoveTowardsLocation( IMathExpression currentX, IMathExpression currentY, IMathExpression desiredX, IMathExpression desiredY, /* * Note that movement speed is not affected by shouldSnapshot */ IMathExpression movementSpeedInPixelsPerSecond, /* * When true, will decide movement direction on the first frame, and keep that direction. * When false, will continuously move towards (desiredX, desiredY) */ bool shouldSnapshot, GuidGenerator guidGenerator) { string deltaXVariable = guidGenerator.NextGuid(); string deltaYVariable = guidGenerator.NextGuid(); ObjectAction setDeltaX = ObjectAction.SetNumericVariable(deltaXVariable, MathExpression.Subtract(desiredX, currentX)); ObjectAction setDeltaY = ObjectAction.SetNumericVariable(deltaYVariable, MathExpression.Subtract(desiredY, currentY)); BooleanExpression areDeltasBothZero = BooleanExpression.And( BooleanExpression.Equal(MathExpression.Variable(deltaXVariable), MathExpression.Constant(0)), BooleanExpression.Equal(MathExpression.Variable(deltaYVariable), MathExpression.Constant(0))); string angleInMillidegreesVariable = guidGenerator.NextGuid(); ObjectAction setAngle = ObjectAction.Union( shouldSnapshot ? ObjectActionGenerator.DoOnce(setDeltaX) : setDeltaX, shouldSnapshot ? ObjectActionGenerator.DoOnce(setDeltaY) : setDeltaY, ObjectAction.Condition( condition: areDeltasBothZero, action: ObjectAction.SetNumericVariable(angleInMillidegreesVariable, MathExpression.Constant(0))), ObjectAction.Condition( condition: BooleanExpression.Not(areDeltasBothZero), action: ObjectAction.SetNumericVariable(angleInMillidegreesVariable, MathExpression.ArcTangentScaled(MathExpression.Variable(deltaXVariable), MathExpression.Variable(deltaYVariable), false))), ObjectAction.SetNumericVariable(angleInMillidegreesVariable, MathExpression.Multiply(MathExpression.Variable(angleInMillidegreesVariable), MathExpression.Constant(-1))), ObjectAction.SetNumericVariable(angleInMillidegreesVariable, MathExpression.Add(MathExpression.Variable(angleInMillidegreesVariable), 90 * 1000))); IMathExpression xMillis = MathExpression.Divide( MathExpression.Multiply( movementSpeedInPixelsPerSecond, MathExpression.ElapsedMillisecondsPerIteration(), MathExpression.SineScaled(MathExpression.Variable(angleInMillidegreesVariable))), MathExpression.Constant(1000)); IMathExpression yMillis = MathExpression.Divide( MathExpression.Multiply( movementSpeedInPixelsPerSecond, MathExpression.ElapsedMillisecondsPerIteration(), MathExpression.CosineScaled(MathExpression.Variable(angleInMillidegreesVariable))), MathExpression.Constant(1000)); string xMillisVariable = guidGenerator.NextGuid(); string yMillisVariable = guidGenerator.NextGuid(); ObjectAction setXMillisVariable = shouldSnapshot ? ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(xMillisVariable, xMillis)) : ObjectAction.SetNumericVariable(xMillisVariable, xMillis); ObjectAction setYMillisVariable = shouldSnapshot ? ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(yMillisVariable, yMillis)) : ObjectAction.SetNumericVariable(yMillisVariable, yMillis); return(ObjectAction.Union( setAngle, setXMillisVariable, setYMillisVariable, ObjectAction.SetPosition( xMillis: MathExpression.Add(MathExpression.XMillis(), MathExpression.Variable(xMillisVariable)), yMillis: MathExpression.Add(MathExpression.YMillis(), MathExpression.Variable(yMillisVariable))))); }
public static ObjectAction SpawnEnemyThatMovesToSpecificLocation( long initialXMillis, long initialYMillis, List <Tuple <long, long> > movementPath, long movementSpeedInPixelsPerSecond, bool shouldStrafe, long bulletXOffset, long bulletYOffset, IMathExpression initialShootCooldownInMillis, IMathExpression shootCooldownInMillis, long bulletSpeedInPixelsPerSecond, IMathExpression initialMilliHP, long chanceToDropPowerUpInMilliPercent, // ranges from 0 (meaning 0%) to 100,000 (meaning 100%) List <ObjectBox> damageBoxes, // nullable List <ObjectBox> collisionBoxes, // nullable DTDanmakuImage sprite, Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, Dictionary <string, DTDanmakuSound> soundNameToSoundDictionary, GuidGenerator guidGenerator) { ObjectAction moveAction = MoveToSpecifiedLocations( initialXMillis: initialXMillis, initialYMillis: initialYMillis, movementPath: movementPath, speedInPixelsPerSecond: movementSpeedInPixelsPerSecond, shouldStrafe: shouldStrafe, shouldDestroyAtEndOfMovementPath: true, guidGenerator: guidGenerator); ObjectAction shootAction = ShootBulletStraightDownAction( initialShootCooldownInMillis: initialShootCooldownInMillis, shootCooldownInMillis: shootCooldownInMillis, xOffset: bulletXOffset, yOffset: bulletYOffset, bulletSpeedInPixelsPerSecond: bulletSpeedInPixelsPerSecond, spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, guidGenerator: guidGenerator); ObjectAction destroyAction = DestroyWhenHpIsZeroAndMaybeDropPowerUp( chanceToDropPowerUpInMilliPercent: chanceToDropPowerUpInMilliPercent, spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, soundNameToSoundDictionary: soundNameToSoundDictionary, guidGenerator: guidGenerator); string spriteName = guidGenerator.NextGuid(); spriteNameToImageDictionary.Add(spriteName, sprite); EnemyObjectTemplate enemyObjectTemplate = EnemyObjectTemplate.Enemy( action: ObjectAction.Union(moveAction, shootAction, destroyAction), initialMilliHP: initialMilliHP, damageBoxes: damageBoxes, collisionBoxes: collisionBoxes, spriteName: spriteName); string templateName = guidGenerator.NextGuid(); enemyObjectTemplates.Add(templateName, enemyObjectTemplate); return(ObjectAction.SpawnChild( childXMillis: MathExpression.Constant(initialXMillis), childYMillis: MathExpression.Constant(initialYMillis), childObjectTemplateName: templateName, childInitialNumericVariables: null, childInitialBooleanVariables: null)); }
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)); }