Esempio n. 1
0
        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));
        }
Esempio n. 2
0
        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));
        }