Esempio n. 1
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        /// <summary>
        /// Parse a specified node and bullet into this task
        /// </summary>
        /// <param name="myNode">the node for this dude</param>
        /// <param name="bullet">the bullet this dude is controlling</param>
        public override void ParseTasks(Bullet bullet)
        {
            //set the number of times to repeat this action
            var actionNode = Node as ActionNode;
            Debug.Assert(null != actionNode);
            RepeatNumMax = actionNode.RepeatNum(this, bullet);

            //is this an actionref task?
            if (ENodeName.actionRef == Node.Name)
            {
                //add a sub task under this one for the referenced action
                ActionRefNode myActionRefNode = Node as ActionRefNode;

                //create the action task
                ActionTask actionTask = new ActionTask(myActionRefNode.ReferencedActionNode, this);

                //parse the children of the action node into the task
                actionTask.ParseTasks(bullet);

                //store the task
                ChildTasks.Add(actionTask);
            }

            //call the base class
            base.ParseTasks(bullet);
        }
Esempio n. 2
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 /// <summary>
 /// Get the number of times this action should be repeated.
 /// </summary>
 /// <param name="myTask">the task to get the number of repeat times for</param>
 /// <returns>The number of times to repeat this node, as specified by a parent Repeat node.</returns>
 public int RepeatNum(ActionTask myTask, Bullet bullet)
 {
     if (null != ParentRepeatNode)
     {
         //Get the equation value of the repeat node
         return (int)ParentRepeatNode.GetChildValue(ENodeName.times, myTask, bullet);
     }
     else
     {
         //no repeat nodes, just repeat it once
         return 1;
     }
 }
Esempio n. 3
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        /// <summary>
        /// Parse a specified node and bullet into this task
        /// </summary>
        /// <param name="myNode">the node for this dude</param>
        /// <param name="bullet">the bullet this dude is controlling</param>
        public override void ParseTasks(Bullet bullet)
        {
            //is this an actionref task?
              if (ENodeName.actionRef == Node.Name)
              {
            //add a sub task under this one for the referenced action
            ActionRefNode myActionRefNode = Node as ActionRefNode;

            //create the action task
            ActionTask actionTask = new ActionTask(myActionRefNode.ReferencedActionNode, this);

            //parse the children of the action node into the task
            actionTask.ParseTasks(bullet);

            //store the task
            ChildTasks.Add(actionTask);
              }

              //call the base class
              base.ParseTasks(bullet);
        }
Esempio n. 4
0
        /// <summary>
        /// Parse a specified node and bullet into this task
        /// </summary>
        /// <param name="myNode">the node for this dude</param>
        /// <param name="bullet">the bullet this dude is controlling</param>
        public virtual void ParseChildNode(BulletMLNode childNode, Bullet bullet)
        {
            Debug.Assert(null != childNode);
            Debug.Assert(null != bullet);

            //construct the correct type of node
            switch (childNode.Name)
            {
            case ENodeName.repeat:
            {
                //convert the node to an repeatnode
                RepeatNode myRepeatNode = childNode as RepeatNode;

                //create a placeholder bulletmltask for the repeat node
                RepeatTask repeatTask = new RepeatTask(myRepeatNode, this);

                //parse the child nodes into the repeat task
                repeatTask.ParseTasks(bullet);

                //store the task
                ChildTasks.Add(repeatTask);
            }
            break;

            case ENodeName.action:
            {
                //convert the node to an ActionNode
                ActionNode myActionNode = childNode as ActionNode;

                //create the action task
                ActionTask actionTask = new ActionTask(myActionNode, this);

                //parse the children of the action node into the task
                actionTask.ParseTasks(bullet);

                //store the task
                ChildTasks.Add(actionTask);
            }
            break;

            case ENodeName.actionRef:
            {
                //convert the node to an ActionNode
                ActionRefNode myActionNode = childNode as ActionRefNode;

                //create the action task
                ActionTask actionTask = new ActionTask(myActionNode, this);

                //add the params to the action task
                for (int i = 0; i < childNode.ChildNodes.Count; i++)
                {
                    actionTask.ParamList.Add(childNode.ChildNodes[i].GetValue(this, bullet));
                }

                //parse the children of the action node into the task
                actionTask.ParseTasks(bullet);

                //store the task
                ChildTasks.Add(actionTask);
            }
            break;

            case ENodeName.changeSpeed:
            {
                ChildTasks.Add(new ChangeSpeedTask(childNode as ChangeSpeedNode, this));
            }
            break;

            case ENodeName.changeDirection:
            {
                ChildTasks.Add(new ChangeDirectionTask(childNode as ChangeDirectionNode, this));
            }
            break;

            case ENodeName.fire:
            {
                //convert the node to a fire node
                FireNode myFireNode = childNode as FireNode;

                //create the fire task
                FireTask fireTask = new FireTask(myFireNode, this);

                //parse the children of the fire node into the task
                fireTask.ParseTasks(bullet);

                //store the task
                ChildTasks.Add(fireTask);
            }
            break;

            case ENodeName.fireRef:
            {
                //convert the node to a fireref node
                FireRefNode myFireNode = childNode as FireRefNode;

                //create the fire task
                FireTask fireTask = new FireTask(myFireNode.ReferencedFireNode, this);

                //add the params to the fire task
                for (int i = 0; i < childNode.ChildNodes.Count; i++)
                {
                    fireTask.ParamList.Add(childNode.ChildNodes[i].GetValue(this, bullet));
                }

                //parse the children of the action node into the task
                fireTask.ParseTasks(bullet);

                //store the task
                ChildTasks.Add(fireTask);
            }
            break;

            case ENodeName.wait:
            {
                ChildTasks.Add(new WaitTask(childNode as WaitNode, this));
            }
            break;

            case ENodeName.vanish:
            {
                ChildTasks.Add(new VanishTask(childNode as VanishNode, this));
            }
            break;

            case ENodeName.accel:
            {
                ChildTasks.Add(new AccelTask(childNode as AccelNode, this));
            }
            break;
            }
        }
Esempio n. 5
0
        /// <summary>
        /// Parse a specified node and bullet into this task
        /// </summary>
        /// <param name="myNode">the node for this dude</param>
        /// <param name="bullet">the bullet this dude is controlling</param>
        public virtual void ParseChildNode(BulletMLNode childNode, Bullet bullet)
        {
            Debug.Assert(null != childNode);
            Debug.Assert(null != bullet);

            //construct the correct type of node
            switch (childNode.Name)
            {
                case ENodeName.repeat:
                {
                    //convert the node to an repeatnode
                    RepeatNode myRepeatNode = childNode as RepeatNode;

                    //create a placeholder bulletmltask for the repeat node
                    RepeatTask repeatTask = new RepeatTask(myRepeatNode, this);

                    //parse the child nodes into the repeat task
                    repeatTask.ParseTasks(bullet);

                    //store the task
                    ChildTasks.Add(repeatTask);
                }
                break;

                case ENodeName.action:
                {
                    //convert the node to an ActionNode
                    ActionNode myActionNode = childNode as ActionNode;

                    //create the action task
                    ActionTask actionTask = new ActionTask(myActionNode, this);

                    //parse the children of the action node into the task
                    actionTask.ParseTasks(bullet);

                    //store the task
                    ChildTasks.Add(actionTask);
                }
                break;

                case ENodeName.actionRef:
                {
                    //convert the node to an ActionNode
                    ActionRefNode myActionNode = childNode as ActionRefNode;

                    //create the action task
                    ActionTask actionTask = new ActionTask(myActionNode, this);

                    //add the params to the action task
                    for (int i = 0; i < childNode.ChildNodes.Count; i++)
                    {
                        actionTask.ParamList.Add(childNode.ChildNodes[i].GetValue(this, bullet));
                    }

                    //parse the children of the action node into the task
                    actionTask.ParseTasks(bullet);

                    //store the task
                    ChildTasks.Add(actionTask);
                }
                break;

                case ENodeName.changeSpeed:
                {
                    ChildTasks.Add(new ChangeSpeedTask(childNode as ChangeSpeedNode, this));
                }
                break;

                case ENodeName.changeDirection:
                {
                    ChildTasks.Add(new ChangeDirectionTask(childNode as ChangeDirectionNode, this));
                }
                break;

                case ENodeName.fire:
                {
                    //convert the node to a fire node
                    FireNode myFireNode = childNode as FireNode;

                    //create the fire task
                    FireTask fireTask = new FireTask(myFireNode, this);

                    //parse the children of the fire node into the task
                    fireTask.ParseTasks(bullet);

                    //store the task
                    ChildTasks.Add(fireTask);
                }
                break;

                case ENodeName.fireRef:
                {
                    //convert the node to a fireref node
                    FireRefNode myFireNode = childNode as FireRefNode;

                    //create the fire task
                    FireTask fireTask = new FireTask(myFireNode.ReferencedFireNode, this);

                    //add the params to the fire task
                    for (int i = 0; i < childNode.ChildNodes.Count; i++)
                    {
                        fireTask.ParamList.Add(childNode.ChildNodes[i].GetValue(this, bullet));
                    }

                    //parse the children of the action node into the task
                    fireTask.ParseTasks(bullet);

                    //store the task
                    ChildTasks.Add(fireTask);
                }
                break;

                case ENodeName.wait:
                {
                    ChildTasks.Add(new WaitTask(childNode as WaitNode, this));
                }
                break;

                case ENodeName.vanish:
                {
                    ChildTasks.Add(new VanishTask(childNode as VanishNode, this));
                }
                break;

                case ENodeName.accel:
                {
                    ChildTasks.Add(new AccelTask(childNode as AccelNode, this));
                }
                break;
            }
        }