Esempio n. 1
0
 void InitializeAnimations()
 {
     CompositeAnimation.Descriptor descriptor =
         FileUtils.LoadJsonFromString <CompositeAnimation.Descriptor>(
             ContentPaths.GetFileAsString(ContentPaths.Entities.Demon.demon_animations));
     Animations = new List <Animation>();
     Animations.AddRange(descriptor.GenerateAnimations(CompositeLibrary.Demon));
 }
Esempio n. 2
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 void InitializeAnimations()
 {
     /*
      * Texture2D dwarfSprites = TextureManager.GetTexture(ContentPaths.Entities.Dwarf.Sprites.dwarf_animations);
      * Animations = Dwarf.CreateDefaultAnimations(dwarfSprites, 32, 40);
      */
     CompositeAnimation.Descriptor descriptor =
         FileUtils.LoadJsonFromString <CompositeAnimation.Descriptor>(
             ContentPaths.GetFileAsString(ContentPaths.Entities.Dwarf.Sprites.worker_animation));
     Animations = new List <Animation>();
     Animations.AddRange(descriptor.GenerateAnimations(CompositeLibrary.Dwarf));
 }
Esempio n. 3
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        public EmployeeClass(EmployeeClassDef definition)
        {
            Name    = definition.Name;
            Levels  = definition.Levels;
            Actions = new List <GameMaster.ToolMode>();
            foreach (string s in definition.Actions)
            {
                GameMaster.ToolMode value = GameMaster.ToolMode.SelectUnits;
                if (Enum.TryParse(s, true, out value))
                {
                    Actions.Add(value);
                }
            }

            CompositeAnimation.Descriptor descriptor = FileUtils.LoadJsonFromString <CompositeAnimation.Descriptor>(ContentPaths.GetFileAsString(definition.Animations));
            Animations = new List <Animation>();
            Animations.AddRange(descriptor.GenerateAnimations(Name));

            Attacks = definition.Attacks;
        }
Esempio n. 4
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        protected void CreateSprite(string animations, ComponentManager manager)
        {
            // Create the sprite component for the bird.
            var sprite = Physics.AddChild(new CharacterSprite
                                              (manager.World.GraphicsDevice,
                                              manager,
                                              "Sprite",
                                              Matrix.CreateTranslation(0, 0.5f, 0)
                                              )) as CharacterSprite;

            CompositeAnimation.Descriptor descriptor =
                FileUtils.LoadJsonFromString <CompositeAnimation.Descriptor>(
                    ContentPaths.GetFileAsString(animations));

            List <CompositeAnimation> animations_list = descriptor.GenerateAnimations(Name);

            foreach (CompositeAnimation animation in animations_list)
            {
                sprite.AddAnimation(animation);
            }
            sprite.SetFlag(Flag.ShouldSerialize, false);
        }
Esempio n. 5
0
        /// <summary>
        /// Initialize function creates all the required components for the bird.
        /// </summary>
        /// <param name="spriteSheet">The sprite sheet to use for the bird</param>
        public void Initialize(string sprites)
        {
            // When true, causes the bird to face the direction its moving in
            Physics.Orientation = Physics.OrientMode.RotateY;


            // Create the sprite component for the bird.
            Sprite = new CharacterSprite
                         (Graphics,
                         Manager,
                         "Frog Sprite",
                         Physics,
                         Matrix.CreateTranslation(0, 0.5f, 0)
                         );

            CompositeAnimation.Descriptor descriptor =
                FileUtils.LoadJsonFromString <CompositeAnimation.Descriptor>(
                    ContentPaths.GetFileAsString(sprites));

            List <CompositeAnimation> animations = descriptor.GenerateAnimations("Rabbit");

            foreach (CompositeAnimation animation in animations)
            {
                Sprite.AddAnimation(animation);
            }

            // Used to grab other components
            Hands = new Grabber("hands", Physics, Matrix.Identity, new Vector3(0.2f, 0.2f, 0.2f), Vector3.Zero);

            // Used to sense hostile creatures
            Sensors = new EnemySensor(Manager, "EnemySensor", Physics, Matrix.Identity, new Vector3(20, 5, 20), Vector3.Zero);

            // Controls the behavior of the creature
            AI = new CreatureAI(this, "Rabbit AI", Sensors, PlanService);

            // The bird can peck at its enemies (0.1 damage)
            Attacks = new List <Attack> {
                new Attack("Bite", 0.01f, 2.0f, 1.0f, ContentPaths.Audio.frog, ContentPaths.Effects.flash)
            };


            // The bird can hold one item at a time in its inventory
            Inventory = new Inventory("Inventory", Physics)
            {
                Resources = new ResourceContainer
                {
                    MaxResources = 1
                }
            };

            // The shadow is rotated 90 degrees along X, and is 0.25 blocks beneath the creature
            Matrix shadowTransform = Matrix.CreateRotationX((float)Math.PI * 0.5f);

            shadowTransform.Translation = new Vector3(0.0f, -0.25f, 0.0f);
            shadowTransform            *= Matrix.CreateScale(0.75f);

            SpriteSheet shadowTexture = new SpriteSheet(ContentPaths.Effects.shadowcircle);

            Shadow = new Shadow(Manager, "Shadow", Physics, shadowTransform, shadowTexture);

            // We set up the shadow's animation so that it's just a static black circle
            // TODO: Make the shadow set this up automatically
            List <Point> shP = new List <Point>
            {
                new Point(0, 0)
            };
            Animation shadowAnimation = new Animation(Graphics, new SpriteSheet(ContentPaths.Effects.shadowcircle), "sh", 32, 32, shP, false, Color.Black, 1, 0.7f, 0.7f, false);

            Shadow.AddAnimation(shadowAnimation);
            shadowAnimation.Play();
            Shadow.SetCurrentAnimation("sh");

            // The bird will emit a shower of blood when it dies
            DeathParticleTrigger = new ParticleTrigger("blood_particle", Manager, "Death Gibs", Physics, Matrix.Identity, Vector3.One, Vector3.Zero)
            {
                TriggerOnDeath = true,
                TriggerAmount  = 1
            };

            // The bird is flammable, and can die when exposed to fire.
            Flames = new Flammable(Manager, "Flames", Physics, this);

            // Tag the physics component with some information
            // that can be used later
            Physics.Tags.Add("Frog");
            Physics.Tags.Add("Animal");

            Stats.FullName     = TextGenerator.GenerateRandom("$firstname") + " the frog";
            Stats.CurrentClass = new EmployeeClass()
            {
                Name   = "Frog",
                Levels = new List <EmployeeClass.Level>()
                {
                    new EmployeeClass.Level()
                    {
                        Index = 0, Name = "Frog"
                    }
                }
            };


            NoiseMaker.Noises.Add("Idle", new List <string>()
            {
                ContentPaths.Audio.frog
            });
            NoiseMaker.Noises.Add("Hurt", new List <string>()
            {
                ContentPaths.Audio.frog
            });
        }