Esempio n. 1
0
        public DummyEnemy(List<DrawableObjectAbstract> pipeline, Vector2 pos)
            : base(pipeline, new CharacterHealth(), new CharacterAmmo(), new CharacterWeapon(), "dummy", null, null, FRAMELENGTHMODIFIER, Vector2.Zero, pos, new Vector2(1.0f, 0.0f), 0.49f)
        {
            AI_ = new DummyAI(this);

            List<GameTexture> animationTextures = new List<GameTexture>();
            animationTextures.Add(TextureMap.getInstance().getTexture("basic_enemy_walk"));
            animations_ = new AnimationSet(animationTextures);
            movingToward_ = new Vector2(150.0f, 260.0f);
            lookingAt_ = new Vector2(250.0f, 60.0f);
            atLocation_ = false;
            collisionDetector_ = null;
            radius_ = RADIUS;
            Allegiance_ = 2;
            height_ = new Height(true, false);
            boundsPolygon_ = new CircularConvexPolygon(radius_, position_);

            AnimationInterface run = new LoopAnimation(TextureMap.getInstance().getTexture("basic_enemy_walk"), frameLengthModifier_, depth_, boundsPolygon_);
            AnimationInterface runTo = new LoopAnimation(TextureMap.getInstance().getTexture("basic_enemy_walk"), frameLengthModifier_, depth_, boundsPolygon_);
            AnimationInterface rest = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Blank"), frameLengthModifier_, depth_, boundsPolygon_);
            AnimationInterface rest2 = new LoopAnimation(TextureMap.getInstance().getTexture("basic_enemy_walk"), frameLengthModifier_, depth_, boundsPolygon_);
            AnimationInterface[] restAnims = new AnimationInterface[2];
            restAnims[0] = rest;
            restAnims[1] = rest2;
            AnimationInterface[] shoot = new AnimationInterface[1];
            shoot[0] = rest;

            List<string> levels = new List<string>();
            levels.Add("look");
            levels.Add("lower");

            Dictionary<string, Dictionary<string, CharacterActionInterface>> actions = new Dictionary<string, Dictionary<string, CharacterActionInterface>>();
            actions.Add("default", new Dictionary<string, CharacterActionInterface>());
            actions["default"].Add("move", new CharacterRunAction(this, run, 2.0f, "lower"));
            actions["default"].Add("moveTo", new CharacterRunToAction(this, runTo, 2.0f, "lower"));
            actions["default"].Add("rest", new CharacterStayStillAction(this, restAnims, levels, "lower", "lower"));
            actions["default"].Add("crouch", new NoAction("lower"));
            actions["default"].Add("cover", new NoAction("lower"));
            actions["default"].Add("shoot", new CharacterShootAction(this, shoot, "lower", 0));
            actions["default"].Add("look", new CharacterLookAction(this, "look"));
            actions["default"].Add("lookAt", new CharacterLookAtAction(this, "look"));
            actions["default"].Add("reload", new NoAction("lower"));
            actions["default"].Add("throw", new NoAction("lower"));
            actuator_ = new MultiLevelActuator(actions, levels, this, "default", "rest", "lower", "lower");

            currentDrawColor_ = Color.White;
            health_.update(15);

            Weapon_ = new DroneGun(pipeline_, this, new Vector2(GUNHANDLEX, GUNHANDLEY));
        }
        public ActuatedMainPlayer(List<DrawableObjectAbstract> pipeline, CollisionDetectorInterface detector, Vector2 position, Vector2 direction)
            : base(pipeline, new CharacterHealth(), new CharacterAmmo(), new CharacterWeapon(), "Woger Ru", detector, null, 8.0f, Vector2.Zero, position, direction, 0.5f)
        {
            /*
            boundsPolygonHigh_ = new ConvexPolygon(BOUNDSPOINTSHIGH, Vector2.Zero);
            boundsPolygonHigh_.rotate(direction_, position_);

            boundsPolygonLow_ = new ConvexPolygon(BOUNDSPOINTSLOW, Vector2.Zero);
            boundsPolygonLow_.rotate(direction_, position_);

            boundsPolygonLowCrouch_ = new ConvexPolygon(BOUNDSPOINTSLOWCROUCH, Vector2.Zero);
            boundsPolygonLowCrouch_.rotate(direction_, position_);
            */
            Allegiance_ = 1;

            List<string> levels = new List<string>();
            levels.Add("transition");
            levels.Add("turning");
            levels.Add("lower");
            levels.Add("upper");

            List<Vector2> boundsPointsLow = BOUNDSPOINTSLOW;
            List<Vector2> boundsPointsHigh = BOUNDSPOINTSHIGH;

            AnimationInterface[] restAnimations = new AnimationInterface[8];
            restAnimations[0] = new LoopAnimation(TextureMap.fetchTexture("GreenPlayer_Blank"), frameLengthModifier_, depth_ - 0.02f, boundsPointsLow);
            restAnimations[1] = restAnimations[0];
            restAnimations[2] = restAnimations[0];
            restAnimations[3] = restAnimations[0];
            restAnimations[4] = new LoopAnimation(TextureMap.fetchTexture("GreenPlayer_Walk_Stand"), frameLengthModifier_, depth_ - 0.01f, boundsPointsLow);
            restAnimations[5] = restAnimations[4];
            restAnimations[6] = new LoopAnimation(TextureMap.fetchTexture("GreenPlayer_UpperBody_Pistol_Stand"), frameLengthModifier_, depth_, boundsPointsHigh);
            restAnimations[7] = new LoopAnimation(TextureMap.fetchTexture("GreenPlayer_UpperBody_Rifle_Stand"), frameLengthModifier_, depth_, boundsPointsHigh);

            AnimationInterface[] crouchRestAnimations = new AnimationInterface[8];
            crouchRestAnimations[0] = new LoopAnimation(TextureMap.fetchTexture("GreenPlayer_Blank"), frameLengthModifier_, depth_ - 0.02f, BOUNDSPOINTSLOWCROUCH);
            crouchRestAnimations[1] = crouchRestAnimations[0];
            crouchRestAnimations[2] = crouchRestAnimations[0];
            crouchRestAnimations[3] = crouchRestAnimations[0];
            crouchRestAnimations[4] = new LoopAnimation(TextureMap.fetchTexture("GreenPlayer_Crouch_Stationary"), frameLengthModifier_, depth_ - 0.01f, BOUNDSPOINTSLOWCROUCH);
            crouchRestAnimations[5] = crouchRestAnimations[4];
            crouchRestAnimations[6] = new LoopAnimation(TextureMap.fetchTexture("GreenPlayer_Pistol_Crouch"), frameLengthModifier_, depth_, BOUNDSPOINTSLOWCROUCH);
            crouchRestAnimations[7] = new LoopAnimation(TextureMap.fetchTexture("GreenPlayer_Rifle_Crouch"), frameLengthModifier_, depth_, BOUNDSPOINTSLOWCROUCH);

            AnimationInterface runAnimation = new LoopAnimation(TextureMap.fetchTexture("GreenPlayer_Walk_Stand"), frameLengthModifier_, depth_ - 0.01f, boundsPointsLow);
            AnimationInterface runToAnimation = new LoopAnimation(TextureMap.fetchTexture("GreenPlayer_Walk_Stand"), frameLengthModifier_, depth_ - 0.01f, boundsPointsLow);
            AnimationInterface coverAnimation = new LoopAnimation(TextureMap.fetchTexture("GreenPlayer_Walk_Stand"), frameLengthModifier_, depth_ - 0.01f, boundsPointsLow);
            AnimationInterface crouchAnimation = new LoopAnimation(TextureMap.fetchTexture("GreenPlayer_Walk_Stand"), frameLengthModifier_, depth_ - 0.01f, boundsPointsLow);

            AnimationInterface crouchedRunAnimation = new LoopAnimation(TextureMap.fetchTexture("GreenPlayer_Walk_Crouch"), frameLengthModifier_, depth_ - 0.01f, BOUNDSPOINTSLOWCROUCH);
            AnimationInterface crouchedRunToAnimation = new LoopAnimation(TextureMap.fetchTexture("GreenPlayer_Walk_Crouch"), frameLengthModifier_, depth_ - 0.01f, BOUNDSPOINTSLOWCROUCH);
            AnimationInterface crouchedCoverAnimation = new LoopAnimation(TextureMap.fetchTexture("GreenPlayer_Walk_Crouch"), frameLengthModifier_, depth_ - 0.01f, BOUNDSPOINTSLOWCROUCH);
            AnimationInterface crouchedCrouchAnimation = new LoopAnimation(TextureMap.fetchTexture("GreenPlayer_Walk_Crouch"), frameLengthModifier_, depth_ - 0.01f, BOUNDSPOINTSLOWCROUCH);

            AnimationInterface[] shootAnimations = new AnimationInterface[2];
            shootAnimations[0] = new NonLoopAnimation(TextureMap.fetchTexture("GreenPlayer_UpperBody_Pistol_Stand"), frameLengthModifier_, depth_, boundsPointsHigh);
            shootAnimations[1] = new NonLoopAnimation(TextureMap.fetchTexture("GreenPlayer_UpperBody_Rifle_Stand"), frameLengthModifier_, depth_, boundsPointsHigh);
            AnimationInterface[] throwGrenadeAnimations = new AnimationInterface[2];
            throwGrenadeAnimations[0] = new NonLoopAnimation(TextureMap.fetchTexture("GreenPlayer_Throw_Stand_Pistol"), frameLengthModifier_, depth_, boundsPointsHigh);
            throwGrenadeAnimations[1] = new NonLoopAnimation(TextureMap.fetchTexture("GreenPlayer_Throw_Stand_Rifle"), frameLengthModifier_, depth_, boundsPointsHigh);
            AnimationInterface[] reloadAnimations = new AnimationInterface[2];
            reloadAnimations[0] = new NonLoopAnimation(TextureMap.fetchTexture("GreenPlayer_Reload_Stand_Pistol"), frameLengthModifier_, depth_, boundsPointsHigh);
            reloadAnimations[1] = new NonLoopAnimation(TextureMap.fetchTexture("GreenPlayer_Reload_Stand_Rifle"), frameLengthModifier_, depth_, boundsPointsHigh);

            AnimationInterface[] crouchedShootAnimations = new AnimationInterface[2];
            crouchedShootAnimations[0] = new NonLoopAnimation(TextureMap.fetchTexture("GreenPlayer_Pistol_Crouch"), frameLengthModifier_, depth_, boundsPointsHigh);
            crouchedShootAnimations[1] = new NonLoopAnimation(TextureMap.fetchTexture("GreenPlayer_Rifle_Crouch"), frameLengthModifier_, depth_, boundsPointsHigh);
            AnimationInterface[] crouchedThrowGrenadeAnimations = new AnimationInterface[2];
            crouchedThrowGrenadeAnimations[0] = new NonLoopAnimation(TextureMap.fetchTexture("GreenPlayer_Throw_Crouch_Pistol"), frameLengthModifier_, depth_, boundsPointsHigh);
            crouchedThrowGrenadeAnimations[1] = new NonLoopAnimation(TextureMap.fetchTexture("GreenPlayer_Throw_Crouch_Rifle"), frameLengthModifier_, depth_, boundsPointsHigh);
            AnimationInterface[] crouchedReloadAnimations = new AnimationInterface[2];
            crouchedReloadAnimations[0] = new NonLoopAnimation(TextureMap.fetchTexture("GreenPlayer_Reload_Crouch_Pistol"), frameLengthModifier_, depth_, boundsPointsHigh);
            crouchedReloadAnimations[1] = new NonLoopAnimation(TextureMap.fetchTexture("GreenPlayer_Reload_Crouch_Rifle"), frameLengthModifier_, depth_, boundsPointsHigh);

            /*
            AnimationInterface run = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Walk_Stand"), frameLengthModifier_, depth_);
            AnimationInterface runTo = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Walk_Stand"), frameLengthModifier_, depth_);
            AnimationInterface rest = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Walk_Stand"), frameLengthModifier_, depth_);
            AnimationInterface crouch = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Stand_Rifle_Walk"), frameLengthModifier_, depth_);
            AnimationInterface cover = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Stand_Rifle_Walk"), frameLengthModifier_, depth_);
            AnimationInterface crouch_run = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Crouch_Rifle_Walk"), frameLengthModifier_, depth_);
            AnimationInterface crouch_runTo = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Crouch_Rifle_Walk"), frameLengthModifier_, depth_);
            AnimationInterface crouch_rest = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Crouch_Rifle"), frameLengthModifier_, depth_);
            AnimationInterface crouch_crouch = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Crouch_Rifle"), frameLengthModifier_, depth_);
            AnimationInterface crouch_cover = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Crouch_Rifle_Walk"), frameLengthModifier_, depth_);
            AnimationInterface cover_run = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Crouch_Rifle_Walk"), frameLengthModifier_, depth_);
            AnimationInterface cover_runTo = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Crouch_Rifle_Walk"), frameLengthModifier_, depth_);
            AnimationInterface cover_rest = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Crouch_Rifle"), frameLengthModifier_, depth_);
            AnimationInterface cover_crouch = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Crouch_Rifle"), frameLengthModifier_, depth_);
            AnimationInterface cover_cover = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Crouch_Rifle_Walk"), frameLengthModifier_, depth_);
            AnimationInterface cover_shoot = new NonLoopAnimation(TextureMap.fetchTexture("GreenPlayer_StandToShoot_Rifle"), 1.0f, depth_);
            */
            Dictionary<string, Dictionary<string, CharacterActionInterface>> actions = new Dictionary<string, Dictionary<string, CharacterActionInterface>>();
            //actions.Add("default", new Dictionary<string, CharacterActionInterface>());
            //actions["default"].Add("move", new CharacterRunAction(this, run, 3.0f));
            //actions["default"].Add("moveTo", new CharacterRunToAction(this, runTo, 3.0f));
            //actions["default"].Add("rest", new CharacterStayStillAction(this, rest));
            actions.Add("crouch", new Dictionary<string, CharacterActionInterface>());
            actions["crouch"].Add("move", new CharacterRunAction(this, crouchedRunAnimation, SPEED, "lower"));
            actions["crouch"].Add("moveTo", new CharacterRunToAction(this, crouchedRunToAnimation, SPEED, "lower"));
            actions["crouch"].Add("rest", new CharacterStayStillAction(this, crouchRestAnimations, levels, "upper", "lower"));
            actions["crouch"].Add("crouch", new CrouchAction(this, crouchedCrouchAnimation, "stand", new Height(true, true), "transition"));
            actions["crouch"].Add("cover", new AttachToCoverAction(this, crouchedCoverAnimation, "cover", new Height(true, false), SPEED, "lower"));
            actions["crouch"].Add("shoot", new CharacterShootAction(this, crouchedShootAnimations, "upper", 0));
            actions["crouch"].Add("throw", new ThrowGrenadeAction(this, crouchedThrowGrenadeAnimations, new Vector2(40.5f, 7.5f), "upper", 4, 10));
            actions["crouch"].Add("look", new CharacterLookAction(this, "turning"));
            actions["crouch"].Add("lookAt", new CharacterLookAtAction(this, "turning"));
            actions["crouch"].Add("reload", new CharacterReloadAction(this, crouchedReloadAnimations, "upper"));
            actions.Add("stand", new Dictionary<string, CharacterActionInterface>());
            actions["stand"].Add("move", new CharacterRunAction(this, runAnimation, SPEED, "lower"));
            actions["stand"].Add("moveTo", new CharacterRunToAction(this, runToAnimation, SPEED, "lower"));
            actions["stand"].Add("rest", new CharacterStayStillAction(this, restAnimations, levels, "upper", "lower"));
            actions["stand"].Add("crouch", new CrouchAction(this, crouchAnimation, "crouch", new Height(true, false), "transition"));
            actions["stand"].Add("cover", new AttachToCoverAction(this, coverAnimation, "cover", new Height(true, false), SPEED, "lower"));
            actions["stand"].Add("shoot", new CharacterShootAction(this, shootAnimations, "upper", 0));
            actions["stand"].Add("throw", new ThrowGrenadeAction(this, throwGrenadeAnimations, new Vector2(30.5f, 7.5f), "upper", 4, 10));
            actions["stand"].Add("look", new CharacterLookAction(this, "turning"));
            actions["stand"].Add("lookAt", new CharacterLookAtAction(this, "turning"));
            actions["stand"].Add("reload", new CharacterReloadAction(this, reloadAnimations, "upper"));
            actions.Add("cover", new Dictionary<string, CharacterActionInterface>());
            actions["cover"].Add("move", new CharacterCoverMoveAction(this, crouchedRunAnimation, SPEED, "lower"));
            actions["cover"].Add("moveTo", new CharacterCoverMoveToAction(this, crouchedRunToAnimation, SPEED, "lower"));
            actions["cover"].Add("rest", new CharacterStayStillAction(this, crouchRestAnimations, levels, "upper", "lower"));
            actions["cover"].Add("crouch", new CrouchAction(this, crouchedCrouchAnimation, "stand", new Height(true, true), "transition"));
            actions["cover"].Add("cover", new DetachFromCoverAction(this, crouchedCoverAnimation, "stand", new Height(true, true), SPEED, "lower"));
            actions["cover"].Add("shoot", new CharacterCoverShootAction(this, crouchedShootAnimations, 0, "upper"));
            actions["cover"].Add("throw", new ThrowGrenadeAction(this, crouchedThrowGrenadeAnimations, new Vector2(40.5f, 7.5f), "upper", 4, 10));
            actions["cover"].Add("look", new CharacterLookAction(this, "turning"));
            actions["cover"].Add("lookAt", new CharacterLookAtAction(this, "turning"));
            actions["cover"].Add("reload", new CharacterReloadAction(this, crouchedReloadAnimations, "upper"));

            actuator_ = new MultiLevelActuator(actions, levels, this, "stand", "rest", "lower", "upper");

            List<GameTexture> anims = new List<GameTexture>();
            anims.Add(TextureMap.getInstance().getTexture("PlayerWalk"));
            animations_ = new AnimationSet(anims);
            if (RADIUS < RADIUSCROUCH)
            {
                radius_ = RADIUSCROUCH;
            }
            else
            {
                radius_ = RADIUS;
            };
            //collisionDetector_ = new SeparatingAxisCollisionDetector();
            collisionDetector_ = detector;
            if (collisionDetector_ != null)
            {
                collisionDetector_.register(this);
            }

            // Give the player his currently active weapon
            Weapon_ = new Pistol(pipeline, this, new Vector2(60f - 37.5f, 33.5f - 37.5f));
            //Weapon_.update();
            //Weapon_ = new Pistol(pipeline, this, new Vector2(60f - 37.5f, 33.5f - 37.5f));

            // Add the other weapons to the character's inventory
            //Inventory_.Weapons_.Enqueue(new MachineGun(pipeline, this, new Vector2(42f - 37.5f, 47f - 37.5f)));
            //Inventory_.Weapons_.Enqueue(new Shotgun(pipeline, this, new Vector2(42f - 37.5f, 47f - 37.5f)));

            height_ = new Height(true, true);
        }
Esempio n. 3
0
        public HumanEnemy(List<DrawableObjectAbstract> pipeline, Vector2 pos)
            : base(pipeline, new CharacterHealth(), new CharacterAmmo(), new CharacterWeapon(), "human", null, null, 8.0f, Vector2.Zero, pos, new Vector2(1.0f, 0.0f), Constants.DEPTH_HIGH)
        {
            AI_ = new HumanAI(this);

            boundsPolygonLow_ = new ConvexPolygon(BOUNDSPOINTSLOW, Vector2.Zero);
            boundsPolygonHigh_ = new ConvexPolygon(BOUNDSPOINTSHIGH, Vector2.Zero);
            boundsPolygonHigh_.rotate(direction_, position_);
            boundsPolygonLow_.rotate(direction_, position_);
            radius_ = RADIUS;
            Allegiance_ = 2;

            /*
            AnimationInterface run = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Stand_Rifle_Walk"), frameLengthModifier_, depth_);
            AnimationInterface runTo = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Stand_Rifle_Walk"), frameLengthModifier_, depth_);
            AnimationInterface rest = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Stand_Rifle_Walk"), frameLengthModifier_, depth_);
            AnimationInterface crouch = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Stand_Rifle_Walk"), frameLengthModifier_, depth_);
            AnimationInterface cover = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Stand_Rifle_Walk"), frameLengthModifier_, depth_);
            AnimationInterface crouch_run = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Crouch_Rifle_Walk"), frameLengthModifier_, depth_);
            AnimationInterface crouch_runTo = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Crouch_Rifle_Walk"), frameLengthModifier_, depth_);
            AnimationInterface crouch_rest = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Crouch_Rifle"), frameLengthModifier_, depth_);
            AnimationInterface crouch_crouch = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Crouch_Rifle"), frameLengthModifier_, depth_);
            AnimationInterface crouch_cover = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Crouch_Rifle_Walk"), frameLengthModifier_, depth_);
            AnimationInterface cover_run = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Crouch_Rifle_Walk"), frameLengthModifier_, depth_);
            AnimationInterface cover_runTo = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Crouch_Rifle_Walk"), frameLengthModifier_, depth_);
            AnimationInterface cover_rest = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Crouch_Rifle"), frameLengthModifier_, depth_);
            AnimationInterface cover_crouch = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Crouch_Rifle"), frameLengthModifier_, depth_);
            AnimationInterface cover_cover = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Crouch_Rifle_Walk"), frameLengthModifier_, depth_);
            AnimationInterface cover_shoot = new NonLoopAnimation(TextureMap.fetchTexture("GreenPlayer_StandToShoot_Rifle"), 1.0f, depth_);

            AnimationInterface pistol_run = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Stand_Pistol_Walk"), frameLengthModifier_, depth_);
            AnimationInterface pistol_runTo = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Stand_Pistol_Walk"), frameLengthModifier_, depth_);
            AnimationInterface pistol_rest = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Stand_Pistol_Walk"), frameLengthModifier_, depth_);
            AnimationInterface pistol_crouch = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Stand_Pistol_Walk"), frameLengthModifier_, depth_);
            AnimationInterface pistol_cover = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Stand_Pistol_Walk"), frameLengthModifier_, depth_);
            AnimationInterface pistol_crouch_run = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Crouch_Pistol_Walk"), frameLengthModifier_, depth_);
            AnimationInterface pistol_crouch_runTo = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Crouch_Pistol_Walk"), frameLengthModifier_, depth_);
            AnimationInterface pistol_crouch_rest = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Crouch_Pistol"), frameLengthModifier_, depth_);
            AnimationInterface pistol_crouch_crouch = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Crouch_Pistol"), frameLengthModifier_, depth_);
            AnimationInterface pistol_crouch_cover = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Crouch_Pistol_Walk"), frameLengthModifier_, depth_);
            AnimationInterface pistol_cover_run = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Crouch_Pistol_Walk"), frameLengthModifier_, depth_);
            AnimationInterface pistol_cover_runTo = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Crouch_Pistol_Walk"), frameLengthModifier_, depth_);
            AnimationInterface pistol_cover_rest = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Crouch_Pistol"), frameLengthModifier_, depth_);
            AnimationInterface pistol_cover_crouch = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Crouch_Pistol"), frameLengthModifier_, depth_);
            AnimationInterface pistol_cover_cover = new LoopAnimation(TextureMap.getInstance().getTexture("GreenPlayer_Crouch_Pistol_Walk"), frameLengthModifier_, depth_);
            AnimationInterface pistol_cover_shoot = new NonLoopAnimation(TextureMap.fetchTexture("GreenPlayer_StandToShoot_Pistol"), 1.0f, depth_);

            Dictionary<string, Dictionary<string, CharacterActionInterface>> actions = new Dictionary<string, Dictionary<string, CharacterActionInterface>>();
            //actions.Add("default", new Dictionary<string, CharacterActionInterface>());
            //actions["default"].Add("move", new CharacterRunAction(this, run, 3.0f));
            //actions["default"].Add("moveTo", new CharacterRunToAction(this, runTo, 3.0f));
            //actions["default"].Add("rest", new CharacterStayStillAction(this, rest));
            actions.Add("crouch", new Dictionary<string, CharacterActionInterface>());
            actions["crouch"].Add("move", new CharacterRunAction(this, crouch_run, SPEED));
            actions["crouch"].Add("moveTo", new CharacterRunToAction(this, crouch_runTo, SPEED));
            actions["crouch"].Add("rest", new CharacterStayStillAction(this, crouch_rest));
            actions["crouch"].Add("crouch", new CrouchAction(this, crouch, "stand", new Height(true, true)));
            actions["crouch"].Add("cover", new AttachToCoverAction(this, crouch_cover, "cover", new Height(true, false), SPEED));
            actions["crouch"].Add("shoot", new CharacterShootAction());
            actions["crouch"].Add("throw", new ThrowGrenadeAction(this, crouch_rest, new Vector2(30f, 0f)));
            actions.Add("stand", new Dictionary<string, CharacterActionInterface>());
            actions["stand"].Add("move", new CharacterRunAction(this, run, SPEED));
            actions["stand"].Add("moveTo", new CharacterRunToAction(this, runTo, SPEED));
            actions["stand"].Add("rest", new CharacterStayStillAction(this, rest));
            actions["stand"].Add("crouch", new CrouchAction(this, crouch_crouch, "crouch", new Height(true, false)));
            actions["stand"].Add("cover", new AttachToCoverAction(this, cover, "cover", new Height(true, false), SPEED));
            actions["stand"].Add("shoot", new CharacterShootAction());
            actions["stand"].Add("throw", new ThrowGrenadeAction(this, rest, new Vector2(30f, 0f)));
            actions.Add("cover", new Dictionary<string, CharacterActionInterface>());
            actions["cover"].Add("move", new CharacterCoverMoveAction(this, cover_run, SPEED));
            actions["cover"].Add("moveTo", new CharacterCoverMoveAction(this, cover_runTo, SPEED));
            actions["cover"].Add("rest", new CharacterStayStillAction(this, cover_rest));
            actions["cover"].Add("crouch", new CrouchAction(this, cover_crouch, "cover", new Height(true, false)));
            actions["cover"].Add("cover", new DetachFromCoverAction(this, cover_cover, "stand", new Height(true, true), SPEED));
            actions["cover"].Add("shoot", new CharacterCoverShootAction(this, cover_shoot, 1));
            actions["cover"].Add("throw", new ThrowGrenadeAction(this, cover_rest, new Vector2(30f, 0f)));

            actions.Add("pistol_crouch", new Dictionary<string, CharacterActionInterface>());
            actions["pistol_crouch"].Add("move", new CharacterRunAction(this, pistol_crouch_run, SPEED));
            actions["pistol_crouch"].Add("moveTo", new CharacterRunToAction(this, pistol_crouch_runTo, SPEED));
            actions["pistol_crouch"].Add("rest", new CharacterStayStillAction(this, pistol_crouch_rest));
            actions["pistol_crouch"].Add("crouch", new CrouchAction(this, pistol_crouch, "pistol_stand", new Height(true, true)));
            actions["pistol_crouch"].Add("cover", new AttachToCoverAction(this, pistol_crouch_cover, "pistol_cover", new Height(true, false), SPEED));
            actions["pistol_crouch"].Add("shoot", new CharacterShootAction());
            actions["pistol_crouch"].Add("throw", new ThrowGrenadeAction(this, pistol_crouch_rest, new Vector2(30f, 0f)));
            actions.Add("pistol_stand", new Dictionary<string, CharacterActionInterface>());
            actions["pistol_stand"].Add("move", new CharacterRunAction(this, pistol_run, SPEED));
            actions["pistol_stand"].Add("moveTo", new CharacterRunToAction(this, pistol_runTo, SPEED));
            actions["pistol_stand"].Add("rest", new CharacterStayStillAction(this, pistol_rest));
            actions["pistol_stand"].Add("crouch", new CrouchAction(this, pistol_crouch_crouch, "pistol_crouch", new Height(true, false)));
            actions["pistol_stand"].Add("cover", new AttachToCoverAction(this, pistol_cover, "pistol_cover", new Height(true, false), SPEED));
            actions["pistol_stand"].Add("shoot", new CharacterShootAction());
            actions["pistol_stand"].Add("throw", new ThrowGrenadeAction(this, pistol_rest, new Vector2(30f, 0f)));
            actions.Add("pistol_cover", new Dictionary<string, CharacterActionInterface>());
            actions["pistol_cover"].Add("move", new CharacterCoverMoveAction(this, pistol_cover_run, SPEED));
            actions["pistol_cover"].Add("moveTo", new CharacterCoverMoveAction(this, pistol_cover_runTo, SPEED));
            actions["pistol_cover"].Add("rest", new CharacterStayStillAction(this, pistol_cover_rest));
            actions["pistol_cover"].Add("crouch", new CrouchAction(this, pistol_cover_crouch, "pistol_cover", new Height(true, false)));
            actions["pistol_cover"].Add("cover", new DetachFromCoverAction(this, pistol_cover_cover, "pistol_stand", new Height(true, true), SPEED));
            actions["pistol_cover"].Add("shoot", new CharacterCoverShootAction(this, pistol_cover_shoot, 1));
            actions["pistol_cover"].Add("throw", new ThrowGrenadeAction(this, pistol_cover_rest, new Vector2(30f, 0f)));

            actuator_ = new DefaultActuator(actions, this, "pistol_stand");
            */

            //YOU MUST CHANGE THIS CODE
            List<string> levels = new List<string>();
            levels.Add("transition");
            levels.Add("turning");
            levels.Add("lower");
            levels.Add("upper");

            List<Vector2> boundsPointsLow = BOUNDSPOINTSLOW;
            List<Vector2> boundsPointsHigh = BOUNDSPOINTSHIGH;

            AnimationInterface[] restAnimations = new AnimationInterface[8];
            restAnimations[0] = new LoopAnimation(TextureMap.fetchTexture("GreenPlayer_Blank"), frameLengthModifier_, depth_ - 0.02f, boundsPointsLow);
            restAnimations[1] = restAnimations[0];
            restAnimations[2] = restAnimations[0];
            restAnimations[3] = restAnimations[0];
            restAnimations[4] = new LoopAnimation(TextureMap.fetchTexture("GreenPlayer_Walk_Stand"), frameLengthModifier_, depth_ - 0.01f, boundsPointsLow);
            restAnimations[5] = restAnimations[4];
            restAnimations[6] = new LoopAnimation(TextureMap.fetchTexture("RedPlayer_Pistol_Stand"), frameLengthModifier_, depth_, boundsPointsHigh);
            restAnimations[7] = new LoopAnimation(TextureMap.fetchTexture("RedPlayer_Rifle_Stand"), frameLengthModifier_, depth_, boundsPointsHigh);

            AnimationInterface[] crouchRestAnimations = new AnimationInterface[8];
            crouchRestAnimations[0] = new LoopAnimation(TextureMap.fetchTexture("GreenPlayer_Blank"), frameLengthModifier_, depth_ - 0.02f, BOUNDSPOINTSLOWCROUCH);
            crouchRestAnimations[1] = crouchRestAnimations[0];
            crouchRestAnimations[2] = crouchRestAnimations[0];
            crouchRestAnimations[3] = crouchRestAnimations[0];
            crouchRestAnimations[4] = new LoopAnimation(TextureMap.fetchTexture("GreenPlayer_Crouch_Stationary"), frameLengthModifier_, depth_ - 0.01f, BOUNDSPOINTSLOWCROUCH);
            crouchRestAnimations[5] = crouchRestAnimations[4];
            crouchRestAnimations[6] = new LoopAnimation(TextureMap.fetchTexture("RedPlayer_Pistol_Crouch"), frameLengthModifier_, depth_, BOUNDSPOINTSLOWCROUCH);
            crouchRestAnimations[7] = new LoopAnimation(TextureMap.fetchTexture("RedPlayer_Rifle_Crouch"), frameLengthModifier_, depth_, BOUNDSPOINTSLOWCROUCH);

            AnimationInterface runAnimation = new LoopAnimation(TextureMap.fetchTexture("GreenPlayer_Walk_Stand"), frameLengthModifier_, depth_ - 0.01f, boundsPointsLow);
            AnimationInterface runToAnimation = new LoopAnimation(TextureMap.fetchTexture("GreenPlayer_Walk_Stand"), frameLengthModifier_, depth_ - 0.01f, boundsPointsLow);
            AnimationInterface coverAnimation = new LoopAnimation(TextureMap.fetchTexture("GreenPlayer_Walk_Stand"), frameLengthModifier_, depth_ - 0.01f, boundsPointsLow);
            AnimationInterface crouchAnimation = new LoopAnimation(TextureMap.fetchTexture("GreenPlayer_Walk_Stand"), frameLengthModifier_, depth_ - 0.01f, boundsPointsLow);

            AnimationInterface crouchedRunAnimation = new LoopAnimation(TextureMap.fetchTexture("GreenPlayer_Walk_Crouch"), frameLengthModifier_, depth_ - 0.01f, BOUNDSPOINTSLOWCROUCH);
            AnimationInterface crouchedRunToAnimation = new LoopAnimation(TextureMap.fetchTexture("GreenPlayer_Walk_Crouch"), frameLengthModifier_, depth_ - 0.01f, BOUNDSPOINTSLOWCROUCH);
            AnimationInterface crouchedCoverAnimation = new LoopAnimation(TextureMap.fetchTexture("GreenPlayer_Walk_Crouch"), frameLengthModifier_, depth_ - 0.01f, BOUNDSPOINTSLOWCROUCH);
            AnimationInterface crouchedCrouchAnimation = new LoopAnimation(TextureMap.fetchTexture("GreenPlayer_Walk_Crouch"), frameLengthModifier_, depth_ - 0.01f, BOUNDSPOINTSLOWCROUCH);

            AnimationInterface[] shootAnimations = new AnimationInterface[2];
            shootAnimations[0] = new LoopAnimation(TextureMap.fetchTexture("RedPlayer_Pistol_Stand"), frameLengthModifier_, depth_, boundsPointsHigh);
            shootAnimations[1] = new LoopAnimation(TextureMap.fetchTexture("RedPlayer_Rifle_Stand"), frameLengthModifier_, depth_, boundsPointsHigh);
            AnimationInterface[] throwGrenadeAnimations = new AnimationInterface[2];
            throwGrenadeAnimations[0] = new LoopAnimation(TextureMap.fetchTexture("RedPlayer_Pistol_Stand"), frameLengthModifier_, depth_, boundsPointsHigh);
            throwGrenadeAnimations[1] = new LoopAnimation(TextureMap.fetchTexture("RedPlayer_Rifle_Stand"), frameLengthModifier_, depth_, boundsPointsHigh);

            AnimationInterface[] crouchedShootAnimations = new AnimationInterface[2];
            crouchedShootAnimations[0] = new NonLoopAnimation(TextureMap.fetchTexture("RedPlayer_Pistol_Crouch"), frameLengthModifier_, depth_, boundsPointsHigh);
            crouchedShootAnimations[1] = new NonLoopAnimation(TextureMap.fetchTexture("RedPlayer_Rifle_Crouch"), frameLengthModifier_, depth_, boundsPointsHigh);
            AnimationInterface[] crouchedThrowGrenadeAnimations = new AnimationInterface[2];
            crouchedThrowGrenadeAnimations[0] = new LoopAnimation(TextureMap.fetchTexture("RedPlayer_Pistol_Crouch"), frameLengthModifier_, depth_, boundsPointsHigh);
            crouchedThrowGrenadeAnimations[1] = new LoopAnimation(TextureMap.fetchTexture("RedPlayer_Rifle_Crouch"), frameLengthModifier_, depth_, boundsPointsHigh);

            Dictionary<string, Dictionary<string, CharacterActionInterface>> actions = new Dictionary<string, Dictionary<string, CharacterActionInterface>>();

            actions.Add("crouch", new Dictionary<string, CharacterActionInterface>());
            actions["crouch"].Add("move", new CharacterRunAction(this, crouchedRunAnimation, SPEED, "lower"));
            actions["crouch"].Add("moveTo", new CharacterRunToAction(this, crouchedRunToAnimation, SPEED, "lower"));
            actions["crouch"].Add("rest", new CharacterStayStillAction(this, crouchRestAnimations, levels, "upper", "lower"));
            actions["crouch"].Add("crouch", new CrouchAction(this, crouchedCrouchAnimation, "stand", new Height(true, true), "transition"));
            actions["crouch"].Add("cover", new AttachToCoverAction(this, crouchedCoverAnimation, "cover", new Height(true, false), SPEED, "lower"));
            actions["crouch"].Add("shoot", new CharacterShootAction(this, crouchedShootAnimations, "upper", 0));
            actions["crouch"].Add("throw", new ThrowGrenadeAction(this, crouchedThrowGrenadeAnimations, new Vector2(30f, 0f), "upper"));
            actions["crouch"].Add("look", new CharacterLookAction(this, "turning"));
            actions["crouch"].Add("lookAt", new CharacterLookAtAction(this, "turning"));
            actions["crouch"].Add("reload", new NoAction("upper"));
            actions.Add("stand", new Dictionary<string, CharacterActionInterface>());
            actions["stand"].Add("move", new CharacterRunAction(this, runAnimation, SPEED, "lower"));
            actions["stand"].Add("moveTo", new CharacterRunToAction(this, runToAnimation, SPEED, "lower"));
            actions["stand"].Add("rest", new CharacterStayStillAction(this, restAnimations, levels, "upper", "lower"));
            actions["stand"].Add("crouch", new CrouchAction(this, crouchAnimation, "crouch", new Height(true, false), "transition"));
            actions["stand"].Add("cover", new AttachToCoverAction(this, coverAnimation, "cover", new Height(true, false), SPEED, "lower"));
            actions["stand"].Add("shoot", new CharacterShootAction(this, shootAnimations, "upper", 0));
            actions["stand"].Add("throw", new ThrowGrenadeAction(this, throwGrenadeAnimations, new Vector2(30f, 0f), "upper"));
            actions["stand"].Add("look", new CharacterLookAction(this, "turning"));
            actions["stand"].Add("lookAt", new CharacterLookAtAction(this, "turning"));
            actions["stand"].Add("reload", new NoAction("upper"));
            actions.Add("cover", new Dictionary<string, CharacterActionInterface>());
            actions["cover"].Add("move", new CharacterCoverMoveAction(this, crouchedRunAnimation, SPEED, "lower"));
            actions["cover"].Add("moveTo", new CharacterCoverMoveToAction(this, crouchedRunToAnimation, SPEED, "lower"));
            actions["cover"].Add("rest", new CharacterStayStillAction(this, crouchRestAnimations, levels, "upper", "lower"));
            actions["cover"].Add("crouch", new CrouchAction(this, crouchedCrouchAnimation, "stand", new Height(true, true), "transition"));
            actions["cover"].Add("cover", new DetachFromCoverAction(this, crouchedCoverAnimation, "stand", new Height(true, true), SPEED, "lower"));
            actions["cover"].Add("shoot", new CharacterCoverShootAction(this, crouchedShootAnimations, 0, "upper"));
            actions["cover"].Add("throw", new ThrowGrenadeAction(this, crouchedThrowGrenadeAnimations, new Vector2(30f, 0f), "upper"));
            actions["cover"].Add("look", new CharacterLookAction(this, "turning"));
            actions["cover"].Add("lookAt", new CharacterLookAtAction(this, "turning"));
            actions["cover"].Add("reload", new NoAction("upper"));

            actuator_ = new MultiLevelActuator(actions, levels, this, "stand", "rest", "lower", "upper");
            //END CHANGE NEEDED

            Weapon_ = new Pistol(pipeline, this, new Vector2(60f - 37.5f, 33.5f - 37.5f));
            height_ = new Height(true, true);
            health_.update(25);
        }