Esempio n. 1
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        public void Initialize()
        {
            Physics.Orientation = Physics.OrientMode.RotateY;
            CreateSprite(Stats.CurrentClass, Manager);
            HasMeat  = false;
            HasBones = false;

            Physics.AddChild(new EnemySensor(Manager, "EnemySensor", Matrix.Identity, new Vector3(20, 5, 20), Vector3.Zero));

            Physics.AddChild(new CreatureAI(Manager, "Elf AI", Sensors, PlanService));

            Attacks = new List <Attack>()
            {
                new Attack(Stats.CurrentClass.Attacks[0])
            };

            Physics.AddChild(new Inventory(Manager, "Inventory", Physics.BoundingBox.Extents(), Physics.LocalBoundingBoxOffset));

            Physics.AddChild(Shadow.Create(0.75f, Manager));

            Physics.Tags.Add("Elf");

            Physics.AddChild(new ParticleTrigger("blood_particle", Manager, "Death Gibs", Matrix.Identity, Vector3.One, Vector3.Zero)
            {
                TriggerOnDeath = true,
                TriggerAmount  = 5,
                SoundToPlay    = ContentPaths.Audio.Oscar.sfx_ic_elf_death
            });

            Physics.AddChild(new Flammable(Manager, "Flames"));


            NoiseMaker.Noises["Hurt"] = new List <string>
            {
                ContentPaths.Audio.Oscar.sfx_ic_elf_hurt_1,
                ContentPaths.Audio.Oscar.sfx_ic_elf_hurt_2,
            };


            Physics.AddChild(new MinimapIcon(Manager, new NamedImageFrame(ContentPaths.GUI.map_icons, 16, 1, 1)));


            Stats.FullName = TextGenerator.GenerateRandom("$elfname");
            //Stats.LastName = TextGenerator.GenerateRandom("$elffamily");
            Stats.Size = 4;
            AI.Movement.CanClimbWalls = true;
            AI.Movement.SetCost(MoveType.ClimbWalls, 50.0f);
            AI.Movement.SetSpeed(MoveType.ClimbWalls, 0.15f);
            AI.Movement.SetCan(MoveType.Dig, true);
            Species = "Elf";
        }
Esempio n. 2
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        public override void CreateCosmeticChildren(ComponentManager manager)
        {
            CreateSprite(ContentPaths.Entities.Demon.demon_animations, manager, 0.15f);
            Physics.AddChild(Shadow.Create(0.75f, manager));
            Physics.AddChild(new MinimapIcon(Manager, new NamedImageFrame(ContentPaths.GUI.map_icons, 16, 3, 1))).SetFlag(Flag.ShouldSerialize, false);

            NoiseMaker = new NoiseMaker();
            NoiseMaker.Noises["Hurt"] = new List <string>
            {
                ContentPaths.Audio.Oscar.sfx_ic_demon_hurt_1,
                ContentPaths.Audio.Oscar.sfx_ic_demon_hurt_2,
            };

            NoiseMaker.Noises["Chew"] = new List <string>
            {
                ContentPaths.Audio.chew
            };

            NoiseMaker.Noises["Jump"] = new List <string>
            {
                ContentPaths.Audio.Oscar.sfx_ic_demon_angered,
            };

            NoiseMaker.Noises["Flap"] = new List <string>
            {
                ContentPaths.Audio.Oscar.sfx_ic_demon_flap_wings_1,
                ContentPaths.Audio.Oscar.sfx_ic_demon_flap_wings_2,
                ContentPaths.Audio.Oscar.sfx_ic_demon_flap_wings_3,
            };

            NoiseMaker.Noises["Chirp"] = new List <string>
            {
                ContentPaths.Audio.Oscar.sfx_ic_demon_mumble_1,
                ContentPaths.Audio.Oscar.sfx_ic_demon_mumble_2,
                ContentPaths.Audio.Oscar.sfx_ic_demon_mumble_3,
                ContentPaths.Audio.Oscar.sfx_ic_demon_mumble_4,
                ContentPaths.Audio.Oscar.sfx_ic_demon_mumble_5,
                ContentPaths.Audio.Oscar.sfx_ic_demon_mumble_6,
                ContentPaths.Audio.Oscar.sfx_ic_demon_pleased,
            };

            Physics.AddChild(new ParticleTrigger("blood_particle", Manager, "Death Gibs", Matrix.Identity, Vector3.One, Vector3.Zero)
            {
                TriggerOnDeath = true,
                TriggerAmount  = 5,
                SoundToPlay    = ContentPaths.Audio.Oscar.sfx_ic_demon_death
            }).SetFlag(Flag.ShouldSerialize, false);

            base.CreateCosmeticChildren(manager);
        }
Esempio n. 3
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        public void Initialize(SpriteSheet spriteSheet)
        {
            Physics.Orientation = Physics.OrientMode.RotateY;

            SpriteAssets = spriteSheet;
            CreateSprite(ContentPaths.Entities.Animals.Deer.animations, Manager);

            // Add sensor
            Physics.AddChild(new EnemySensor(Manager, "EnemySensor", Matrix.Identity, new Vector3(20, 5, 20), Vector3.Zero));

            // Add AI
            Physics.AddChild(new PacingCreatureAI(Manager, "Deer AI", Sensors));

            Attacks = new List<Attack>{new Attack("None", 0.0f, 0.0f, 0.0f, ContentPaths.Audio.Oscar.sfx_oc_deer_attack, ContentPaths.Effects.hit)};

            Physics.AddChild(new Inventory(Manager, "Inventory", Physics.BoundingBox.Extents(), Physics.LocalBoundingBoxOffset));

            // Shadow
            Physics.AddChild(Shadow.Create(0.75f, Manager));

            // The bird will emit a shower of blood when it dies
            Physics.AddChild(new ParticleTrigger("blood_particle", Manager, "Death Gibs", Matrix.Identity, Vector3.One, Vector3.Zero)
            {
                TriggerOnDeath = true,
                TriggerAmount = 1,
                BoxTriggerTimes = 10,
                SoundToPlay = ContentPaths.Audio.Oscar.sfx_oc_deer_hurt_1
            });

            NoiseMaker.Noises["Hurt"] = new List<string>() { ContentPaths.Audio.Oscar.sfx_oc_deer_hurt_1 };
            NoiseMaker.Noises["Chirp"] = new List<string>() { ContentPaths.Audio.Oscar.sfx_oc_deer_neutral_1, ContentPaths.Audio.Oscar.sfx_oc_deer_neutral_2 };

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

            // Tag the physics component with some information
            // that can be used later
            Physics.Tags.Add("Deer");
            Physics.Tags.Add("Animal");
            Physics.Tags.Add("DomesticAnimal");
            Stats.FullName = TextGenerator.GenerateRandom("$firstname");
            Stats.CurrentClass = new EmployeeClass()
            {
                Name = "Deer",
                Levels = new List<EmployeeClass.Level>() { new EmployeeClass.Level() { Index = 0, Name = "Deer"} }
            };
            Species = "Deer";
            CanReproduce = true;
            BabyType = "Deer";
        }
Esempio n. 4
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        public override void CreateCosmeticChildren(ComponentManager Manager)
        {
            var tex = new SpriteSheet(ContentPaths.Entities.Balloon.Sprites.balloon);

            var balloonSprite = AddChild(new SimpleSprite(Manager, "BALLOON", Matrix.Identity, tex, Point.Zero)) as SimpleSprite;

            balloonSprite.OrientationType = SimpleSprite.OrientMode.Spherical;
            balloonSprite.SetFlag(Flag.ShouldSerialize, false);
            balloonSprite.AutoSetWorldSize();

            Matrix shadowTransform = Matrix.CreateRotationX((float)Math.PI * 0.5f);

            AddChild(Shadow.Create(1.0f, Manager));
            AddChild(new MinimapIcon(Manager, new NamedImageFrame(ContentPaths.GUI.map_icons, 16, 2, 0))).SetFlag(Flag.ShouldSerialize, false);
        }
Esempio n. 5
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        public static Shadow Create(float scale, ComponentManager Manager)
        {
            Matrix shadowTransform = Matrix.CreateRotationX((float)Math.PI * 0.5f);

            shadowTransform.Translation = new Vector3(0.0f, -0.5f, 0.0f);

            var shadow = new Shadow(Manager, "Shadow", shadowTransform,
                                    new SpriteSheet(ContentPaths.Effects.shadowcircle))
            {
                GlobalScale = scale
            };

            shadow.SetFlag(Flag.ShouldSerialize, false);
            return(shadow);
        }
Esempio n. 6
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        public override void CreateCosmeticChildren(ComponentManager manager)
        {
            var spriteSheet = new SpriteSheet(SpriteAsset, 48, 48);
            var sprite      = new CharacterSprite(manager, "Sprite", Matrix.CreateTranslation(0, 0.35f, 0));

            var anims = Library.LoadNewLayeredAnimationFormat("Entities\\Animals\\Slimes\\slime-animations.json");

            foreach (var anim in anims)
            {
                anim.Value.SpriteSheet = spriteSheet;
            }
            sprite.SetAnimations(anims);

            Physics.AddChild(sprite);
            sprite.SetFlag(Flag.ShouldSerialize, false);

            Physics.AddChild(Shadow.Create(0.3f, manager));

            NoiseMaker = new NoiseMaker();
            NoiseMaker.Noises.Add("chirp", new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_oc_bird_neutral_1, ContentPaths.Audio.Oscar.sfx_oc_bird_neutral_2
            });
            NoiseMaker.Noises["Hurt"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_oc_bird_hurt
            };
            NoiseMaker.Noises["Lay Egg"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_oc_bird_lay_egg
            };

            Physics.AddChild(new ParticleTrigger("blood_particle", Manager, "Death Gibs", Matrix.Identity, Vector3.One, Vector3.Zero)
            {
                TriggerOnDeath = true,
                TriggerAmount  = 1,
                SoundToPlay    = ContentPaths.Audio.Oscar.sfx_oc_bird_hurt
            }).SetFlag(Flag.ShouldSerialize, false);

            base.CreateCosmeticChildren(manager);
        }
Esempio n. 7
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        public override void CreateCosmeticChildren(ComponentManager manager)
        {
            CreateSprite(ContentPaths.Entities.Troll.troll_animation, manager, 0.15f);
            Physics.AddChild(Shadow.Create(0.75f, manager));
            Physics.AddChild(new MinimapIcon(Manager, new NamedImageFrame(ContentPaths.GUI.map_icons, 16, 1, 3))).SetFlag(Flag.ShouldSerialize, false);

            NoiseMaker = new NoiseMaker();
            NoiseMaker.Noises["Hurt"] = new List <string>
            {
                ContentPaths.Audio.Oscar.sfx_ic_goblin_angered,
            };

            Physics.AddChild(new ParticleTrigger("blood_particle", Manager, "Death Gibs", Matrix.Identity, Vector3.One, Vector3.Zero)
            {
                TriggerOnDeath = true,
                TriggerAmount  = 3,
                SoundToPlay    = ContentPaths.Audio.Oscar.sfx_ic_demon_hurt_1,
            }).SetFlag(Flag.ShouldSerialize, false);

            base.CreateCosmeticChildren(manager);
        }
Esempio n. 8
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        public override void CreateCosmeticChildren(ComponentManager manager)
        {
            CreateSprite(ContentPaths.Entities.Animals.Bat.bat_animations, manager, 0.0f);
            Physics.AddChild(Shadow.Create(0.3f, manager));

            NoiseMaker = new NoiseMaker();
            NoiseMaker.Noises["Hurt"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_oc_bat_hurt_1
            };
            NoiseMaker.Noises["Chirp"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_oc_bat_neutral_1, ContentPaths.Audio.Oscar.sfx_oc_bat_neutral_2
            };

            Physics.AddChild(new ParticleTrigger("blood_particle", Manager, "Death Gibs", Matrix.Identity, Vector3.One, Vector3.Zero)
            {
                TriggerOnDeath = true,
                TriggerAmount  = 1
            }).SetFlag(Flag.ShouldSerialize, false);

            base.CreateCosmeticChildren(manager);
        }
Esempio n. 9
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        public override void CreateCosmeticChildren(ComponentManager manager)
        {
            CreateSprite(ContentPaths.Entities.Skeleton.necro_animations, manager, 0.15f);
            Physics.AddChild(Shadow.Create(0.75f, manager));
            Physics.AddChild(new MinimapIcon(Manager, new NamedImageFrame(ContentPaths.GUI.map_icons, 16, 2, 1))).SetFlag(Flag.ShouldSerialize, false);

            NoiseMaker = new NoiseMaker();
            NoiseMaker.Noises["Hurt"] = new List <string>
            {
                ContentPaths.Audio.Oscar.sfx_ic_necromancer_angered,
                ContentPaths.Audio.skel1,
                ContentPaths.Audio.skel2
            };

            Physics.AddChild(new ParticleTrigger("sand_particle", Manager, "Death Gibs", Matrix.Identity, Vector3.One, Vector3.Zero)
            {
                TriggerOnDeath = true,
                TriggerAmount  = 5,
                SoundToPlay    = ContentPaths.Audio.Oscar.sfx_ic_necromancer_angered
            }).SetFlag(Flag.ShouldSerialize, false);

            base.CreateCosmeticChildren(manager);
        }
Esempio n. 10
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        public static Shadow Create(float scale, ComponentManager Manager)
        {
            Matrix shadowTransform = Matrix.CreateRotationX((float)Math.PI * 0.5f);

            shadowTransform.Translation = new Vector3(0.0f, -0.5f, 0.0f);

            var shadow = new Shadow(Manager, "Shadow", shadowTransform,
                                    new SpriteSheet(ContentPaths.Effects.shadowcircle))
            {
                GlobalScale = scale
            };

            shadow.SetFlag(Flag.ShouldSerialize, false);
            List <Point> shP = new List <Point>
            {
                new Point(0, 0)
            };
            var anim = new Animation(ContentPaths.Effects.shadowcircle, 32, 32, 0);

            shadow.AddAnimation(anim);
            anim.Play();
            shadow.SetCurrentAnimation(anim.Name);
            return(shadow);
        }
Esempio n. 11
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        /// <summary>
        /// Initialize function creates all the required components for the bat.
        /// </summary>
        public void Initialize()
        {
            // When true, causes the bird to face the direction its moving in
            Physics.Orientation = Physics.OrientMode.RotateY;

            CreateSprite(ContentPaths.Entities.Animals.Bat.bat_animations, Manager, 0.0f);

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

            // Controls the behavior of the creature
            Physics.AddChild(new BatAI(Manager, "Bat AI", Sensors, PlanService));
            AI.Movement.CanFly   = true;
            AI.Movement.CanSwim  = false;
            AI.Movement.CanClimb = false;
            AI.Movement.CanWalk  = false;

            // 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.Oscar.sfx_oc_bat_attack_1, ContentPaths.Effects.bite)
                {
                    TriggerMode = Attack.AttackTrigger.Animation, TriggerFrame = 1, Mode = Attack.AttackMode.Dogfight, DiseaseToSpread = "Rabies"
                }
            };


            // The bird can hold one item at a time in its inventory
            Physics.AddChild(new Inventory(Manager, "Inventory", Physics.BoundingBox.Extents(), Physics.LocalBoundingBoxOffset));

            Physics.AddChild(Shadow.Create(0.25f, Manager));

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

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

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

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


            NoiseMaker.Noises["Hurt"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_oc_bat_hurt_1
            };
            NoiseMaker.Noises["Chirp"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_oc_bat_neutral_1, ContentPaths.Audio.Oscar.sfx_oc_bat_neutral_2
            };
            Species      = "Bat";
            CanReproduce = true;
            BabyType     = "Bat";
        }
Esempio n. 12
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        /// <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(SpriteSheet spriteSheet)
        {
            // When true, causes the bird to face the direction its moving in
            Physics.Orientation = Physics.OrientMode.RotateY;

            // The dimensions of each frame in the sprite sheet (in pixels), as given by the readme
            const int frameWidth = 24;
            const int frameHeight = 16;

            // Create the sprite component for the bird.
            Sprite = new CharacterSprite
                                  (Graphics,
                                  Manager,
                                  "Bird Sprite",
                                  Physics,
                                  Matrix.CreateTranslation(0, 0.25f, 0)
                                  );

            // Flying animation (rows 4 5 6 and 7)
            Sprite.AddAnimation(CharacterMode.Flying,
                                OrientedAnimation.Orientation.Forward,
                                spriteSheet,
                                // animation will play at 15 FPS
                                15.0f,
                                frameWidth, frameHeight,
                                // animation begins at row 4
                                4,
                                // It consists of columns 0, 1 and 2 looped forever
                                0, 1, 2);
            Sprite.AddAnimation(CharacterMode.Flying,
                                OrientedAnimation.Orientation.Left,
                                spriteSheet,
                                15.0f,
                                frameWidth, frameHeight,
                                5,
                                0, 1, 2);
            Sprite.AddAnimation(CharacterMode.Flying,
                                OrientedAnimation.Orientation.Right,
                                spriteSheet,
                                15.0f,
                                frameWidth, frameHeight,
                                6,
                                0, 1, 2);
            Sprite.AddAnimation(CharacterMode.Flying,
                                OrientedAnimation.Orientation.Backward,
                                spriteSheet,
                                15.0f,
                                frameWidth, frameHeight,
                                7,
                                0, 1, 2);

            // Hopping animation (rows 0 1 2 and 3)
            Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Forward, spriteSheet, 5.0f, frameWidth, frameHeight, 0, 0, 1);
            Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Left, spriteSheet, 5.0f, frameWidth, frameHeight, 1, 0, 1);
            Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Right, spriteSheet, 5.0f, frameWidth, frameHeight, 2, 0, 1);
            Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Backward, spriteSheet, 5.0f, frameWidth, frameHeight, 3, 0, 1);

            // Idle animation (rows 0 1 2 and 3)
            Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Forward, spriteSheet, 5.0f, frameWidth, frameHeight, 0, 0);
            Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Left, spriteSheet, 5.0f, frameWidth, frameHeight, 1, 0);
            Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Right, spriteSheet, 5.0f, frameWidth, frameHeight, 2, 0);
            Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Backward, spriteSheet, 5.0f, frameWidth, frameHeight, 3, 0);

            // Used to grab other components
            Hands = new Grabber("hands", Physics, Matrix.Identity, new Vector3(0.1f, 0.1f, 0.1f), 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 BirdAI(this, "Bird AI", Sensors, PlanService);

            // The bird can peck at its enemies (0.1 damage)
            Attacks = new List<Attack>{new Attack("Peck", 0.1f, 2.0f, 1.0f, ContentPaths.Audio.pick, 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("Bird");
            Physics.Tags.Add("Animal");

            NoiseMaker.Noises.Add("chirp", new List<string>(){ContentPaths.Audio.bird});

            Stats.FullName = TextGenerator.GenerateRandom("$firstname") + " the bird";
            Stats.CurrentClass = new EmployeeClass()
            {
                Name = "Bird",
                Levels = new List<EmployeeClass.Level>() { new EmployeeClass.Level() { Index = 0, Name = "Bird" } }
            };
        }
Esempio n. 13
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        /// <summary>
        /// Initialize function creates all the required components for the bird.
        /// </summary>
        /// <param name="sprites">The sprite sheet to use for the bird</param>
        public void Initialize(string sprites)
        {
            SpriteAsset = sprites;
            HasBones    = false;
            // When true, causes the bird to face the direction its moving in
            Physics.Orientation = Physics.OrientMode.RotateY;

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

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

            // Controls the behavior of the creature
            AI = Physics.AddChild(new PacingCreatureAI(Manager, "Spider AI", Sensors, PlanService)) as CreatureAI;

            // The bird can peck at its enemies (0.1 damage)
            Attacks = new List <Attack> {
                new Attack("Sting", 0.01f, 1.0f, 3.0f, SoundSource.Create(ContentPaths.Audio.Oscar.sfx_oc_giant_spider_attack_1, ContentPaths.Audio.Oscar.sfx_oc_giant_spider_attack_2), ContentPaths.Effects.bite),
                new Attack("Web", 0.0f, 1.0f, 5.0f, SoundSource.Create(ContentPaths.Audio.Oscar.sfx_oc_giant_spider_attack_1, ContentPaths.Audio.Oscar.sfx_oc_giant_spider_attack_2), ContentPaths.Effects.claw)
                {
                    Mode = Attack.AttackMode.Ranged, LaunchSpeed = 10, ProjectileType = "Web"
                }
            };


            // The bird can hold one item at a time in its inventory
            Inventory = Physics.AddChild(new Inventory(Manager, "Inventory", Physics.BoundingBox.Extents(), Physics.LocalBoundingBoxOffset)) as Inventory;

            Physics.AddChild(Shadow.Create(0.25f, Manager));

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

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

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

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

            NoiseMaker.Noises["Hurt"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_oc_giant_spider_hurt_1
            };
            NoiseMaker.Noises["Chirp"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_oc_giant_spider_neutral_1,
                ContentPaths.Audio.Oscar.sfx_oc_giant_spider_neutral_2
            };
            AI.Movement.CanClimbWalls = true;
            AI.Movement.CanSwim       = false;
            Species      = "Spider";
            CanReproduce = true;
            BabyType     = "Spider";
        }
Esempio n. 14
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        public void Initialize(EmployeeClass dwarfClass)
        {
            Gender = Mating.RandomGender();
            Physics.Orientation = Physics.OrientMode.RotateY;
            CreateSprite(dwarfClass, Manager);

            Hands = Physics.AddChild(new Grabber("hands", Manager, Matrix.Identity, new Vector3(0.1f, 0.1f, 0.1f), Vector3.Zero)) as Grabber;

            Sensors = Physics.AddChild(new EnemySensor(Manager, "EnemySensor", Matrix.Identity, new Vector3(20, 5, 20), Vector3.Zero)) as EnemySensor;

            AI = Physics.AddChild(new CreatureAI(Manager, "Dwarf AI", Sensors, PlanService)) as CreatureAI;

            Attacks = new List <Attack>()
            {
                new Attack(Stats.CurrentClass.Attacks[0])
            };

            Inventory = Physics.AddChild(new Inventory(Manager, "Inventory", Physics.BoundingBox.Extents(), Physics.BoundingBoxPos)) as Inventory;


            Physics.Tags.Add("Dwarf");

            Physics.AddChild(new ParticleTrigger("blood_particle", Manager, "Death Gibs", Matrix.Identity, Vector3.One, Vector3.Zero)
            {
                TriggerOnDeath  = true,
                TriggerAmount   = 1,
                BoxTriggerTimes = 10,
                SoundToPlay     = ContentPaths.Entities.Dwarf.Audio.dwarfhurt1,
            });

            Physics.AddChild(new Flammable(Manager, "Flames"));

            Physics.AddChild(Shadow.Create(0.75f, Manager));

            NoiseMaker.Noises["Hurt"] = new List <string>
            {
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_hurt_1,
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_hurt_2,
            };

            NoiseMaker.Noises["Ok"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_ok_1,
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_ok_2,
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_ok_3
            };

            NoiseMaker.Noises["Die"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_death
            };

            NoiseMaker.Noises["Pleased"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_pleased
            };

            NoiseMaker.Noises["Tantrum"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_tantrum_1,
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_tantrum_2,
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_tantrum_3,
            };
            NoiseMaker.Noises["Jump"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_jump
            };

            NoiseMaker.Noises["Climb"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_climb_1,
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_climb_2,
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_climb_3
            };

            MinimapIcon minimapIcon = Physics.AddChild(new MinimapIcon(Manager, new NamedImageFrame(ContentPaths.GUI.map_icons, 16, 0, 0))) as MinimapIcon;

            Stats.FullName            = TextGenerator.GenerateRandom("$firstname", " ", "$lastname");
            Stats.Size                = 5;
            Stats.CanSleep            = true;
            Stats.CanEat              = true;
            AI.Movement.CanClimbWalls = true;
            AI.Movement.SetCost(MoveType.ClimbWalls, 50.0f);
            AI.Movement.SetSpeed(MoveType.ClimbWalls, 0.15f);
            AI.TriggersMourning = true;
            AI.Biography        = Applicant.GenerateBiography(AI.Stats.FullName, Gender);
            Species             = "Dwarf";
        }
Esempio n. 15
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        public Creature(Vector3 pos, CreatureDef def, string creatureClass, int creatureLevel, string faction) :
            this(new CreatureStats(EmployeeClass.Classes[creatureClass], creatureLevel),
                 faction,
                 PlayState.PlanService,
                 PlayState.ComponentManager.Factions.Factions[faction],
                 new Physics(def.Name, PlayState.ComponentManager.RootComponent, Matrix.CreateTranslation(pos), def.Size, new Vector3(0, -def.Size.Y * 0.5f, 0), def.Mass, 1.0f, 0.999f, 0.999f, Vector3.UnitY * -10, Physics.OrientMode.RotateY),
                 PlayState.ChunkManager,
                 GameState.Game.GraphicsDevice,
                 GameState.Game.Content,
                 def.Name)
        {
            HasMeat  = true;
            HasBones = true;
            EmployeeClass employeeClass = EmployeeClass.Classes[creatureClass];

            Physics.Orientation = Physics.OrientMode.RotateY;
            Sprite = new CharacterSprite(Graphics, Manager, "Sprite", Physics, Matrix.CreateTranslation(def.SpriteOffset));

            foreach (Animation animation in employeeClass.Animations)
            {
                Sprite.AddAnimation(animation.Clone());
            }

            Hands = new Grabber("hands", Physics, Matrix.Identity, new Vector3(0.1f, 0.1f, 0.1f), Vector3.Zero);

            Sensors = new EnemySensor(Manager, "EnemySensor", Physics, Matrix.Identity, def.SenseRange, Vector3.Zero);

            AI = new CreatureAI(this, "AI", Sensors, PlanService);

            Attacks = new List <Attack>();

            foreach (Attack attack in employeeClass.Attacks)
            {
                Attacks.Add(new Attack(attack));
            }


            Inventory = new Inventory("Inventory", Physics)
            {
                Resources = new ResourceContainer
                {
                    MaxResources = def.InventorySize
                }
            };

            if (def.HasShadow)
            {
                Matrix shadowTransform = Matrix.CreateRotationX((float)Math.PI * 0.5f);
                shadowTransform.Translation = new Vector3(0.0f, -0.5f, 0.0f);

                Shadow = new Shadow(Manager, "Shadow", Physics, shadowTransform,
                                    new SpriteSheet(ContentPaths.Effects.shadowcircle))
                {
                    GlobalScale = def.ShadowScale
                };
                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");
            }
            Physics.Tags.AddRange(def.Tags);

            DeathParticleTrigger = new ParticleTrigger(def.BloodParticle, Manager, "Death Gibs", Physics, Matrix.Identity, Vector3.One, Vector3.Zero)
            {
                TriggerOnDeath  = true,
                TriggerAmount   = 1,
                BoxTriggerTimes = 10,
                SoundToPlay     = ContentPaths.Entities.Dwarf.Audio.dwarfhurt1,
            };

            if (def.IsFlammable)
            {
                Flames = new Flammable(Manager, "Flames", Physics, this);
            }

            NoiseMaker.Noises["Hurt"] = def.HurtSounds;
            NoiseMaker.Noises["Chew"] = new List <string>()
            {
                def.ChewSound
            };
            NoiseMaker.Noises["Jump"] = new List <string>()
            {
                def.JumpSound
            };

            MinimapIcon minimapIcon = new MinimapIcon(Physics, def.MinimapIcon);

            Stats.FullName      = TextGenerator.GenerateRandom(PlayState.ComponentManager.Factions.Races[def.Race].NameTemplates);
            Stats.CanSleep      = def.CanSleep;
            Stats.CanEat        = def.CanEat;
            AI.TriggersMourning = def.TriggersMourning;
        }
Esempio n. 16
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        public void Initialize(EmployeeClass dwarfClass)
        {
            Physics.Orientation = Physics.OrientMode.RotateY;
            Sprite = new CharacterSprite(Graphics, Manager, "Dwarf Sprite", Physics, Matrix.CreateTranslation(new Vector3(0, 0.15f, 0)));
            foreach (Animation animation in dwarfClass.Animations)
            {
                Sprite.AddAnimation(animation.Clone());
            }
            Sprite.SpriteSheet      = Sprite.Animations.First().Value.SpriteSheet;
            Sprite.CurrentAnimation = Sprite.Animations.First().Value;
            Sprite.CurrentAnimation.NextFrame();
            Hands = new Grabber("hands", Physics, Matrix.Identity, new Vector3(0.1f, 0.1f, 0.1f), Vector3.Zero);

            Sensors = new EnemySensor(Manager, "EnemySensor", Physics, Matrix.Identity, new Vector3(20, 5, 20), Vector3.Zero);

            AI = new CreatureAI(this, "Dwarf AI", Sensors, PlanService);

            Attacks = new List <Attack>()
            {
                new Attack(Stats.CurrentClass.Attacks[0])
            };

            Inventory = new Inventory("Inventory", Physics)
            {
                Resources = new ResourceContainer
                {
                    MaxResources = 128
                }
            };

            Matrix shadowTransform = Matrix.CreateRotationX((float)Math.PI * 0.5f);

            shadowTransform.Translation = new Vector3(0.0f, -0.5f, 0.0f);

            Shadow = new Shadow(Manager, "Shadow", Physics, shadowTransform,
                                new SpriteSheet(ContentPaths.Effects.shadowcircle))
            {
                GlobalScale = 1.25f
            };
            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");
            Physics.Tags.Add("Dwarf");

            DeathParticleTrigger = new ParticleTrigger("blood_particle", Manager, "Death Gibs", Physics, Matrix.Identity, Vector3.One, Vector3.Zero)
            {
                TriggerOnDeath  = true,
                TriggerAmount   = 1,
                BoxTriggerTimes = 10,
                SoundToPlay     = ContentPaths.Entities.Dwarf.Audio.dwarfhurt1,
            };
            Flames = new Flammable(Manager, "Flames", Physics, this);

            NoiseMaker.Noises["Hurt"] = new List <string>
            {
                ContentPaths.Entities.Dwarf.Audio.dwarfhurt1,
                ContentPaths.Entities.Dwarf.Audio.dwarfhurt2,
                ContentPaths.Entities.Dwarf.Audio.dwarfhurt3,
                ContentPaths.Entities.Dwarf.Audio.dwarfhurt4,
            };

            NoiseMaker.Noises["Ok"] = new List <string>()
            {
                ContentPaths.Audio.ok0,
                ContentPaths.Audio.ok1,
                ContentPaths.Audio.ok2
            };


            NoiseMaker.Noises["Chew"] = new List <string>
            {
                ContentPaths.Audio.chew
            };

            NoiseMaker.Noises["Jump"] = new List <string>
            {
                ContentPaths.Audio.jump
            };

            MinimapIcon minimapIcon = new MinimapIcon(Physics, new ImageFrame(TextureManager.GetTexture(ContentPaths.GUI.map_icons), 16, 0, 0));

            Stats.FullName            = TextGenerator.GenerateRandom("$firstname", " ", "$lastname");
            Stats.Size                = 5;
            Stats.CanSleep            = true;
            Stats.CanEat              = true;
            AI.Movement.CanClimbWalls = true;
            AI.Movement.SetCost(MoveType.ClimbWalls, 50.0f);
            AI.Movement.SetSpeed(MoveType.ClimbWalls, 0.15f);
            AI.TriggersMourning = true;
        }
Esempio n. 17
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        public override void CreateCosmeticChildren(ComponentManager Manager)
        {
            CreateSprite("Entities\\Animals\\Snake\\pumpking_animation.json", Manager, 0.35f);

            #region Create Tail Pieces

            Tail = new List <TailSegment>();
            var tailAnimations = Library.LoadCompositeAnimationSet("Entities\\Animals\\Snake\\pumpking_tail_animation.json", "Pumpking");

            for (int i = 0; i < 10; ++i)
            {
                var tailPiece = new CharacterSprite(Manager, "Sprite", Matrix.CreateTranslation(0, 0.5f, 0));
                tailPiece.SetAnimations(tailAnimations);

                tailPiece.SetFlag(Flag.ShouldSerialize, false);
                tailPiece.Name = "Pumpking Tail";

                Tail.Add(
                    new TailSegment()
                {
                    Sprite = Manager.RootComponent.AddChild(tailPiece) as GameComponent,
                    Target = Physics.LocalTransform.Translation
                });


                tailPiece.AddChild(new Shadow(Manager));

                var inventory = tailPiece.AddChild(new Inventory(Manager, "Inventory", Physics.BoundingBox.Extents(), Physics.LocalBoundingBoxOffset)) as Inventory;
                inventory.SetFlag(Flag.ShouldSerialize, false);

                inventory.AddResource(new Resource("Pumpkin")
                {
                    DisplayName = "Flesh of the Pumpking"
                });
            }

            #endregion

            Physics.AddChild(Shadow.Create(0.75f, Manager));

            Physics.AddChild(new MinimapIcon(Manager, new NamedImageFrame(ContentPaths.GUI.map_icons, 16, 2, 4))).SetFlag(Flag.ShouldSerialize, false);

            NoiseMaker = new NoiseMaker();
            NoiseMaker.Noises["Hurt"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_oc_giant_snake_hurt_1
            };
            NoiseMaker.Noises["Chirp"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_oc_giant_snake_neutral_1,
                ContentPaths.Audio.Oscar.sfx_oc_giant_snake_neutral_2
            };

            Physics.AddChild(new ParticleTrigger("blood_particle", Manager, "Death Gibs", Matrix.Identity, Vector3.One, Vector3.Zero)
            {
                TriggerOnDeath  = true,
                TriggerAmount   = 1,
                BoxTriggerTimes = 10,
                SoundToPlay     = ContentPaths.Audio.Oscar.sfx_oc_giant_snake_hurt_1,
            }).SetFlag(Flag.ShouldSerialize, false);

            base.CreateCosmeticChildren(Manager);
        }
Esempio n. 18
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        public override void CreateCosmeticChildren(ComponentManager Manager)
        {
            CreateSprite(ContentPaths.Entities.Animals.Snake.snake_animation, Manager, 0.35f);

            #region Create Tail Pieces

            Tail = new List <TailSegment>();
            var tailAnimations = Library.LoadCompositeAnimationSet(ContentPaths.Entities.Animals.Snake.tail_animation, "Necrosnake");

            for (int i = 0; i < 10; ++i)
            {
                var tailPiece = new CharacterSprite(Manager, "Sprite", Matrix.CreateTranslation(0, 0.25f, 0));
                tailPiece.SetAnimations(tailAnimations);

                tailPiece.SetFlag(Flag.ShouldSerialize, false);
                tailPiece.Name = "Snake Tail";

                Tail.Add(
                    new TailSegment()
                {
                    Sprite = Manager.RootComponent.AddChild(tailPiece) as GameComponent,
                    Target = Physics.LocalTransform.Translation
                });


                tailPiece.AddChild(new Shadow(Manager));

                var inventory = tailPiece.AddChild(new Inventory(Manager, "Inventory", Physics.BoundingBox.Extents(), Physics.LocalBoundingBoxOffset)) as Inventory;
                inventory.SetFlag(Flag.ShouldSerialize, false);

                {
                    String type = Stats.CurrentClass.Name + " " + "Meat";

                    if (!Library.DoesResourceTypeExist(type))
                    {
                        var r = Library.CreateResourceType(Library.GetResourceType("Meat"));
                        r.Name      = type;
                        r.ShortName = type;
                        Library.AddResourceType(r);
                    }

                    inventory.AddResource(new ResourceAmount(type, 1));
                }

                {
                    String type = Stats.CurrentClass.Name + " Bone";

                    if (!Library.DoesResourceTypeExist(type))
                    {
                        var r = Library.CreateResourceType(Library.GetResourceType("Bone"));
                        r.Name      = type;
                        r.ShortName = type;
                        Library.AddResourceType(r);
                    }

                    inventory.AddResource(new ResourceAmount(type, 1));
                }
            }

            #endregion

            Physics.AddChild(Shadow.Create(0.75f, Manager));

            Physics.AddChild(new MinimapIcon(Manager, new NamedImageFrame(ContentPaths.GUI.map_icons, 16, 2, 4))).SetFlag(Flag.ShouldSerialize, false);

            NoiseMaker = new NoiseMaker();
            NoiseMaker.Noises["Hurt"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_oc_giant_snake_hurt_1
            };
            NoiseMaker.Noises["Chirp"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_oc_giant_snake_neutral_1,
                ContentPaths.Audio.Oscar.sfx_oc_giant_snake_neutral_2
            };

            Physics.AddChild(new ParticleTrigger("blood_particle", Manager, "Death Gibs", Matrix.Identity, Vector3.One, Vector3.Zero)
            {
                TriggerOnDeath  = true,
                TriggerAmount   = 1,
                BoxTriggerTimes = 10,
                SoundToPlay     = ContentPaths.Audio.Oscar.sfx_oc_giant_snake_hurt_1,
            }).SetFlag(Flag.ShouldSerialize, false);

            base.CreateCosmeticChildren(Manager);
        }
Esempio n. 19
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        public void Initialize(SpriteSheet spriteSheet)
        {
            Physics.Orientation = Physics.OrientMode.RotateY;

            const int frameWidth  = 48;
            const int frameHeight = 40;

            Sprite = new CharacterSprite
                         (Graphics,
                         Manager,
                         "Deer Sprite",
                         Physics,
                         Matrix.CreateTranslation(Vector3.Up * 0.6f)
                         );

            // Add the idle animation
            Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Forward, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 0, 0);
            Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Left, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 1, 0);
            Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Right, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 2, 0);
            Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Backward, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 3, 0);

            // Add the running animation
            Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Forward, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 4, 0, 1, 2, 3);
            Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Left, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 5, 0, 1, 2, 3);
            Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Right, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 6, 0, 1, 2, 3);
            Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Backward, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 7, 0, 1, 2, 3);

            // Add the jumping animation
            Sprite.AddAnimation(CharacterMode.Jumping, OrientedAnimation.Orientation.Forward, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 8, 0, 1);
            Sprite.AddAnimation(CharacterMode.Jumping, OrientedAnimation.Orientation.Left, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 9, 0, 1);
            Sprite.AddAnimation(CharacterMode.Jumping, OrientedAnimation.Orientation.Right, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 10, 0, 1);
            Sprite.AddAnimation(CharacterMode.Jumping, OrientedAnimation.Orientation.Backward, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 11, 0, 1);

            // Add hands
            Hands = new Grabber("hands", Physics, Matrix.Identity, new Vector3(0.1f, 0.1f, 0.1f), Vector3.Zero);

            // Add sensor
            Sensors = new EnemySensor(Manager, "EnemySensor", Physics, Matrix.Identity, new Vector3(20, 5, 20), Vector3.Zero);

            // Add AI
            AI = new DeerAI(this, "Deer AI", Sensors, PlanService);

            Attacks = new List <Attack> {
                new Attack("None", 0.0f, 0.0f, 0.0f, ContentPaths.Audio.pick, ContentPaths.Effects.flash)
            };

            Inventory = new Inventory("Inventory", Physics)
            {
                Resources = new ResourceContainer
                {
                    MaxResources = 1
                }
            };

            // Shadow
            Matrix shadowTransform = Matrix.CreateRotationX((float)Math.PI * 0.5f);

            shadowTransform.Translation = new Vector3(0.0f, -.25f, 0.0f);
            SpriteSheet shadowTexture = new SpriteSheet(ContentPaths.Effects.shadowcircle);

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

            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,
                BoxTriggerTimes = 10
            };

            // 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("Deer");
            Physics.Tags.Add("Animal");

            Stats.FullName     = TextGenerator.GenerateRandom("$firstname");
            Stats.CurrentClass = new EmployeeClass()
            {
                Name   = "Deer",
                Levels = new List <EmployeeClass.Level>()
                {
                    new EmployeeClass.Level()
                    {
                        Index = 0, Name = "Deer"
                    }
                }
            };
        }
Esempio n. 20
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        public void Initialize(EmployeeClass dwarfClass)
        {
            Stats.Gender        = Mating.RandomGender();
            Physics.Orientation = Physics.OrientMode.RotateY;
            CreateDwarfSprite(dwarfClass, Manager);

            Physics.AddChild(new EnemySensor(Manager, "EnemySensor", Matrix.Identity, new Vector3(20, 5, 20), Vector3.Zero));

            Physics.AddChild(new CreatureAI(Manager, "Dwarf AI", Sensors, PlanService));

            Attacks = new List <Attack>()
            {
                new Attack(Stats.CurrentClass.Attacks[0])
            };

            Physics.AddChild(new Inventory(Manager, "Inventory", Physics.BoundingBox.Extents(), Physics.LocalBoundingBoxOffset));


            Physics.Tags.Add("Dwarf");

            Physics.AddChild(new ParticleTrigger("blood_particle", Manager, "Death Gibs", Matrix.Identity, Vector3.One, Vector3.Zero)
            {
                TriggerOnDeath  = true,
                TriggerAmount   = 1,
                BoxTriggerTimes = 10,
                SoundToPlay     = ContentPaths.Entities.Dwarf.Audio.dwarfhurt1,
            });

            Physics.AddChild(new Flammable(Manager, "Flames"));

            Physics.AddChild(Shadow.Create(0.75f, Manager));

            NoiseMaker.Noises["Hurt"] = new List <string>
            {
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_hurt_1,
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_hurt_2,
            };

            NoiseMaker.Noises["Ok"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_ok_1,
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_ok_2,
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_ok_3
            };

            NoiseMaker.Noises["Die"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_death
            };

            NoiseMaker.Noises["Pleased"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_pleased
            };

            NoiseMaker.Noises["Tantrum"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_tantrum_1,
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_tantrum_2,
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_tantrum_3,
            };
            NoiseMaker.Noises["Jump"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_jump
            };

            NoiseMaker.Noises["Climb"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_climb_1,
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_climb_2,
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_climb_3
            };

            MinimapIcon minimapIcon = Physics.AddChild(new MinimapIcon(Manager, new NamedImageFrame(ContentPaths.GUI.map_icons, 16, 0, 0))) as MinimapIcon;

            Stats.FullName            = TextGenerator.GenerateRandom("$firstname", " ", "$lastname");
            Stats.Size                = 5;
            Stats.CanSleep            = true;
            Stats.CanEat              = true;
            Stats.CanGetBored         = true;
            AI.Movement.CanClimbWalls = true; // Why isn't this a flag like the below?
            AI.Movement.SetCan(MoveType.Teleport, true);
            AI.Movement.SetCost(MoveType.Teleport, 1.0f);
            AI.Movement.SetSpeed(MoveType.Teleport, 10.0f);
            AI.Movement.SetCost(MoveType.ClimbWalls, 50.0f);
            AI.Movement.SetSpeed(MoveType.ClimbWalls, 0.15f);
            AI.Movement.SetCan(MoveType.EnterVehicle, true);
            AI.Movement.SetCan(MoveType.ExitVehicle, true);
            AI.Movement.SetCan(MoveType.RideVehicle, true);
            AI.Movement.SetCost(MoveType.EnterVehicle, 1.0f);
            AI.Movement.SetCost(MoveType.ExitVehicle, 1.0f);
            AI.Movement.SetCost(MoveType.RideVehicle, 0.01f);
            AI.Movement.SetSpeed(MoveType.RideVehicle, 3.0f);
            AI.Movement.SetSpeed(MoveType.EnterVehicle, 1.0f);
            AI.Movement.SetSpeed(MoveType.ExitVehicle, 1.0f);
            if (AI.Stats.IsTaskAllowed(Task.TaskCategory.Dig))
            {
                AI.Movement.SetCan(MoveType.Dig, true);
            }
            AI.TriggersMourning = true;
            AI.Biography        = Applicant.GenerateBiography(AI.Stats.FullName, Stats.Gender);
            Species             = "Dwarf";
            Status.Money        = (decimal)MathFunctions.Rand(0, 150);

            Physics.AddChild(new VoxelRevealer(Manager, Physics, 5)).SetFlag(Flag.ShouldSerialize, false);

            Physics.AddChild(new DwarfThoughts(Manager, "Thoughts"));
        }
Esempio n. 21
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        public Creature(Vector3 pos, CreatureDef def, string creatureClass, int creatureLevel, string faction)
            : this(new CreatureStats(EmployeeClass.Classes[creatureClass], creatureLevel), 
                faction, 
                PlayState.PlanService, 
                PlayState.ComponentManager.Factions.Factions[faction], 
                new Physics(def.Name, PlayState.ComponentManager.RootComponent, Matrix.CreateTranslation(pos), def.Size, new Vector3(0, -def.Size.Y * 0.5f, 0), def.Mass, 1.0f, 0.999f, 0.999f, Vector3.UnitY * -10, Physics.OrientMode.RotateY),
                PlayState.ChunkManager,
                GameState.Game.GraphicsDevice, 
                GameState.Game.Content,
                def.Name)
        {
            EmployeeClass employeeClass = EmployeeClass.Classes[creatureClass];
            Physics.Orientation = Physics.OrientMode.RotateY;
            Sprite = new CharacterSprite(Graphics, Manager, "Sprite", Physics, Matrix.CreateTranslation(def.SpriteOffset));

            foreach (Animation animation in employeeClass.Animations)
            {
                Sprite.AddAnimation(animation.Clone());
            }

            Hands = new Grabber("hands", Physics, Matrix.Identity, new Vector3(0.1f, 0.1f, 0.1f), Vector3.Zero);

            Sensors = new EnemySensor(Manager, "EnemySensor", Physics, Matrix.Identity, def.SenseRange, Vector3.Zero);

            AI = new CreatureAI(this, "AI", Sensors, PlanService);

            Attacks = new List<Attack>();

            foreach (Attack attack in employeeClass.Attacks)
            {
                Attacks.Add(new Attack(attack));
            }

            Inventory = new Inventory("Inventory", Physics)
            {
                Resources = new ResourceContainer
                {
                    MaxResources = def.InventorySize
                }
            };

            if (def.HasShadow)
            {
                Matrix shadowTransform = Matrix.CreateRotationX((float) Math.PI*0.5f);
                shadowTransform.Translation = new Vector3(0.0f, -0.5f, 0.0f);

                Shadow = new Shadow(Manager, "Shadow", Physics, shadowTransform,
                    new SpriteSheet(ContentPaths.Effects.shadowcircle))
                {
                    GlobalScale = def.ShadowScale
                };
                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");
            }
            Physics.Tags.AddRange(def.Tags);

            DeathParticleTrigger = new ParticleTrigger(def.BloodParticle, Manager, "Death Gibs", Physics, Matrix.Identity, Vector3.One, Vector3.Zero)
            {
                TriggerOnDeath = true,
                TriggerAmount = 1,
                BoxTriggerTimes = 10,
                SoundToPlay = ContentPaths.Entities.Dwarf.Audio.dwarfhurt1,
            };

            if (def.IsFlammable)
            {
                Flames = new Flammable(Manager, "Flames", Physics, this);
            }

            NoiseMaker.Noises["Hurt"] = def.HurtSounds;
            NoiseMaker.Noises["Chew"] = new List<string>() {def.ChewSound};
            NoiseMaker.Noises["Jump"] = new List<string>() {def.JumpSound};

            MinimapIcon minimapIcon = new MinimapIcon(Physics, def.MinimapIcon);
            Stats.FullName = TextGenerator.GenerateRandom(PlayState.ComponentManager.Factions.Races[def.Race].NameTemplates);
            Stats.CanSleep = def.CanSleep;
            Stats.CanEat = def.CanEat;
            AI.TriggersMourning = def.TriggersMourning;
        }
Esempio n. 22
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        public Bird(string sprites, Vector3 position, ComponentManager manager, string name) :
            base
            (
                manager,
                new CreatureStats
        {
            Dexterity    = 6,
            Constitution = 1,
            Strength     = 1,
            Wisdom       = 1,
            Charisma     = 1,
            Intelligence = 1,
            Size         = 0.25f,
            CanSleep     = false,
            LaysEggs     = true,
            IsMigratory  = true
        },
                "Herbivore",
                manager.World.PlanService,
                manager.World.Factions.Factions["Herbivore"],
                name
            )
        {
            Physics = new Physics
                      (
                manager,
                "A Bird",
                Matrix.CreateTranslation(position),
                new Vector3(0.25f, 0.25f, 0.25f),
                new Vector3(0.0f, 0.0f, 0.0f),
                1.0f, 1.0f, 0.999f, 0.999f,
                new Vector3(0, -10, 0)
                      );

            Physics.Orientation = Physics.OrientMode.RotateY;

            Physics.AddChild(this);


            SpriteAsset      = sprites;
            BaseMeatResource = "Bird Meat";
            CreateSprite(ContentPaths.Entities.Animals.Birds.GetBirdAnimations(SpriteAsset), Manager, 0.35f);

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

            // Controls the behavior of the creature
            Physics.AddChild(new BirdAI(Manager, "Bird AI", Sensors));

            // The bird can peck at its enemies (0.1 damage)
            Attacks = new List <Attack> {
                new Attack("Peck", 0.1f, 2.0f, 1.0f, SoundSource.Create(ContentPaths.Audio.Oscar.sfx_oc_bird_attack), ContentPaths.Effects.pierce)
                {
                    Mode = Attack.AttackMode.Dogfight
                }
            };


            // The bird can hold one item at a time in its inventory
            Physics.AddChild(new Inventory(Manager, "Inventory", Physics.BoundingBox.Extents(), Physics.LocalBoundingBoxOffset));

            Physics.AddChild(Shadow.Create(0.25f, Manager));

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

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

            // Tag the physics component with some information
            // that can be used later
            Physics.Tags.Add("Bird");
            Physics.Tags.Add("Animal");
            Physics.Tags.Add("DomesticAnimal");
            NoiseMaker.Noises.Add("chirp", new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_oc_bird_neutral_1, ContentPaths.Audio.Oscar.sfx_oc_bird_neutral_2
            });
            NoiseMaker.Noises["Hurt"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_oc_bird_hurt
            };
            NoiseMaker.Noises["Lay Egg"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_oc_bird_lay_egg
            };
            Stats.FullName     = TextGenerator.GenerateRandom("$firstname") + " the bird";
            Stats.CurrentClass = new EmployeeClass()
            {
                Name   = "Bird",
                Levels = new List <EmployeeClass.Level>()
                {
                    new EmployeeClass.Level()
                    {
                        Index = 0, Name = "Bird"
                    }
                }
            };

            AI.Movement.CanFly   = true;
            AI.Movement.CanWalk  = false;
            AI.Movement.CanClimb = false;
            Species = "Bird";
        }
Esempio n. 23
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        public void Initialize()
        {
            Physics.Orientation = Physics.OrientMode.RotateY;
            Sprite = new CharacterSprite(Graphics, Manager, "Goblin Sprite", Physics, Matrix.CreateTranslation(new Vector3(0, 0.1f, 0)));
            foreach (Animation animation in Stats.CurrentClass.Animations)
            {
                Sprite.AddAnimation(animation.Clone());
            }

            HasMeat  = false;
            HasBones = false;

            Hands = new Grabber("hands", Physics, Matrix.Identity, new Vector3(0.1f, 0.1f, 0.1f), Vector3.Zero);

            Sensors = new EnemySensor(Manager, "EnemySensor", Physics, Matrix.Identity, new Vector3(20, 5, 20), Vector3.Zero);

            AI = new CreatureAI(this, "Goblin AI", Sensors, PlanService);

            Attacks = new List <Attack>()
            {
                new Attack(Stats.CurrentClass.Attacks[0])
            };

            Inventory = new Inventory("Inventory", Physics)
            {
                Resources = new ResourceContainer
                {
                    MaxResources = 16
                }
            };

            Matrix shadowTransform = Matrix.CreateRotationX((float)Math.PI * 0.5f);

            shadowTransform.Translation = new Vector3(0.0f, -0.5f, 0.0f);

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

            Shadow = new Shadow(Manager, "Shadow", Physics, shadowTransform, shadowTexture);
            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");
            Physics.Tags.Add("Goblin");

            DeathParticleTrigger = new ParticleTrigger("blood_particle", Manager, "Death Gibs", Physics, Matrix.Identity, Vector3.One, Vector3.Zero)
            {
                TriggerOnDeath = true,
                TriggerAmount  = 3,
                SoundToPlay    = ContentPaths.Entities.Goblin.Audio.goblinhurt1
            };
            Flames = new Flammable(Manager, "Flames", Physics, this);


            NoiseMaker.Noises["Hurt"] = new List <string>
            {
                ContentPaths.Entities.Goblin.Audio.goblinhurt1,
                ContentPaths.Entities.Goblin.Audio.goblinhurt2,
                ContentPaths.Entities.Goblin.Audio.goblinhurt3,
                ContentPaths.Entities.Goblin.Audio.goblinhurt4,
            };


            MinimapIcon minimapIcon = new MinimapIcon(Physics, new ImageFrame(TextureManager.GetTexture(ContentPaths.GUI.map_icons), 16, 3, 0));



            NoiseMaker.Noises["Chew"] = new List <string>
            {
                ContentPaths.Audio.chew
            };

            NoiseMaker.Noises["Jump"] = new List <string>
            {
                ContentPaths.Audio.jump
            };

            Stats.FullName = TextGenerator.GenerateRandom("$goblinname");
            //Stats.LastName = TextGenerator.GenerateRandom("$goblinfamily");
            Stats.Size = 4;
        }
Esempio n. 24
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        /// <summary>
        /// Initialize function creates all the required components for the bird.
        /// </summary>
        /// <param name="sprites">The sprite sheet to use for the bird</param>
        public void Initialize(string sprites)
        {
            SpriteAsset = sprites;
            // When true, causes the bird to face the direction its moving in
            Physics.Orientation = Physics.OrientMode.RotateY;

            CreateSprite(sprites, Manager);

            // Used to grab other components
            Hands = Physics.AddChild(new Grabber("hands", Manager, Matrix.Identity, new Vector3(0.1f, 0.1f, 0.1f), Vector3.Zero)) as Grabber;

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

            // Controls the behavior of the creature
            AI = Physics.AddChild(new PacingCreatureAI(Manager, "Rabbit AI", Sensors, PlanService)) as CreatureAI;

            // The bird can peck at its enemies (0.1 damage)
            Attacks = new List <Attack> {
                new Attack("Bite", 0.01f, 2.0f, 1.0f, SoundSource.Create(ContentPaths.Audio.Oscar.sfx_oc_rabbit_attack), ContentPaths.Effects.bite)
                {
                    DiseaseToSpread = "Rabies"
                }
            };


            // The bird can hold one item at a time in its inventory
            Inventory = Physics.AddChild(new Inventory(Manager, "Inventory", Physics.BoundingBox.Extents(), Physics.BoundingBoxPos)) as Inventory;

            Physics.AddChild(Shadow.Create(0.25f, Manager));

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

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

            // Tag the physics component with some information
            // that can be used later
            Physics.Tags.Add("Rabbit");
            Physics.Tags.Add("Animal");
            Physics.Tags.Add("DomesticAnimal");
            Stats.FullName     = TextGenerator.GenerateRandom("$firstname") + " the rabbit";
            Stats.CurrentClass = new EmployeeClass()
            {
                Name   = "Rabbit",
                Levels = new List <EmployeeClass.Level>()
                {
                    new EmployeeClass.Level()
                    {
                        Index = 0, Name = "Rabbit"
                    }
                }
            };


            NoiseMaker.Noises["Hurt"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_oc_rabbit_hurt_1, ContentPaths.Audio.Oscar.sfx_oc_rabbit_hurt_2
            };
            NoiseMaker.Noises["Chirp"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_oc_rabbit_neutral_1,
                ContentPaths.Audio.Oscar.sfx_oc_rabbit_neutral_2
            };
            Species      = "Rabbit";
            CanReproduce = true;
            BabyType     = Name;

            var deathParticleTrigger = Parent.EnumerateAll().OfType <ParticleTrigger>().FirstOrDefault();

            if (deathParticleTrigger != null)
            {
                deathParticleTrigger.SoundToPlay = NoiseMaker.Noises["Hurt"][0];
            }
        }
Esempio n. 25
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        public void Initialize(EmployeeClass dwarfClass)
        {
            Physics.Orientation = Physics.OrientMode.RotateY;
            CreateSprite(Stats.CurrentClass, Manager);
            Sprite.LightsWithVoxels = false;

            Physics.AddChild(new EnemySensor(Manager, "EnemySensor", Matrix.Identity, new Vector3(20, 5, 20), Vector3.Zero));

            Physics.AddChild(new CreatureAI(Manager, "Fairy AI", Sensors, PlanService));

            Attacks = new List <Attack>()
            {
                new Attack(Stats.CurrentClass.Attacks[0])
            };

            Physics.AddChild(new Inventory(Manager, "Inventory", Physics.BoundingBox.Extents(), Physics.LocalBoundingBoxOffset));

            Physics.AddChild(Shadow.Create(0.75f, Manager));

            Physics.Tags.Add("Dwarf");

            Physics.AddChild(new ParticleTrigger("star_particle", Manager, "Death Gibs", Matrix.Identity, Vector3.One, Vector3.Zero)
            {
                TriggerOnDeath = true,
                TriggerAmount  = 5,
                SoundToPlay    = ContentPaths.Audio.wurp,
            });

            NoiseMaker.Noises["Hurt"] = new List <string>
            {
                ContentPaths.Audio.tinkle
            };


            NoiseMaker.Noises["Chew"] = new List <string>
            {
                ContentPaths.Audio.tinkle
            };

            NoiseMaker.Noises["Jump"] = new List <string>
            {
                ContentPaths.Audio.tinkle
            };

            MinimapIcon minimapIcon = Physics.AddChild(new MinimapIcon(Manager, new NamedImageFrame(ContentPaths.GUI.map_icons, 16, 0, 0))) as MinimapIcon;

            //new LightEmitter("Light Emitter", Sprite, Matrix.Identity, Vector3.One, Vector3.One, 255, 150);
            Stats.FullName = TextGenerator.GenerateRandom("$firstname");
            //Stats.LastName = "The Fairy";

            Stats.CanSleep            = false;
            Stats.CanEat              = false;
            AI.Movement.CanClimbWalls = true;
            AI.Movement.CanFly        = true;
            AI.Movement.SetCost(MoveType.Fly, 1.0f);
            AI.Movement.SetSpeed(MoveType.Fly, 1.0f);
            AI.Movement.SetCost(MoveType.ClimbWalls, 1.0f);
            AI.Movement.SetSpeed(MoveType.ClimbWalls, 1.0f);
            AI.Movement.SetCan(MoveType.Dig, true);
            Species = "Fairy";
        }
Esempio n. 26
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        /// <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(SpriteSheet spriteSheet)
        {
            // When true, causes the bird to face the direction its moving in
            Physics.Orientation = Physics.OrientMode.RotateY;

            // The dimensions of each frame in the sprite sheet (in pixels), as given by the readme
            const int frameWidth  = 24;
            const int frameHeight = 16;

            // Create the sprite component for the bird.
            Sprite = new CharacterSprite
                         (Graphics,
                         Manager,
                         "Bird Sprite",
                         Physics,
                         Matrix.CreateTranslation(0, 0.25f, 0)
                         );

            // Flying animation (rows 4 5 6 and 7)
            Sprite.AddAnimation(CharacterMode.Flying,
                                OrientedAnimation.Orientation.Forward,
                                spriteSheet,
                                // animation will play at 15 FPS
                                15.0f,
                                frameWidth, frameHeight,
                                // animation begins at row 4
                                4,
                                // It consists of columns 0, 1 and 2 looped forever
                                0, 1, 2);
            Sprite.AddAnimation(CharacterMode.Flying,
                                OrientedAnimation.Orientation.Left,
                                spriteSheet,
                                15.0f,
                                frameWidth, frameHeight,
                                5,
                                0, 1, 2);
            Sprite.AddAnimation(CharacterMode.Flying,
                                OrientedAnimation.Orientation.Right,
                                spriteSheet,
                                15.0f,
                                frameWidth, frameHeight,
                                6,
                                0, 1, 2);
            Sprite.AddAnimation(CharacterMode.Flying,
                                OrientedAnimation.Orientation.Backward,
                                spriteSheet,
                                15.0f,
                                frameWidth, frameHeight,
                                7,
                                0, 1, 2);

            // Hopping animation (rows 0 1 2 and 3)
            Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Forward, spriteSheet, 5.0f, frameWidth, frameHeight, 0, 0, 1);
            Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Left, spriteSheet, 5.0f, frameWidth, frameHeight, 1, 0, 1);
            Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Right, spriteSheet, 5.0f, frameWidth, frameHeight, 2, 0, 1);
            Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Backward, spriteSheet, 5.0f, frameWidth, frameHeight, 3, 0, 1);

            // Idle animation (rows 0 1 2 and 3)
            Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Forward, spriteSheet, 5.0f, frameWidth, frameHeight, 0, 0);
            Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Left, spriteSheet, 5.0f, frameWidth, frameHeight, 1, 0);
            Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Right, spriteSheet, 5.0f, frameWidth, frameHeight, 2, 0);
            Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Backward, spriteSheet, 5.0f, frameWidth, frameHeight, 3, 0);

            // Used to grab other components
            Hands = new Grabber("hands", Physics, Matrix.Identity, new Vector3(0.1f, 0.1f, 0.1f), 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 BirdAI(this, "Bird AI", Sensors, PlanService);

            // The bird can peck at its enemies (0.1 damage)
            Attacks = new List <Attack> {
                new Attack("Peck", 0.1f, 2.0f, 1.0f, ContentPaths.Audio.pick, 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("Bird");
            Physics.Tags.Add("Animal");

            NoiseMaker.Noises.Add("chirp", new List <string>()
            {
                ContentPaths.Audio.bird
            });

            Stats.FullName     = TextGenerator.GenerateRandom("$firstname") + " the bird";
            Stats.CurrentClass = new EmployeeClass()
            {
                Name   = "Bird",
                Levels = new List <EmployeeClass.Level>()
                {
                    new EmployeeClass.Level()
                    {
                        Index = 0, Name = "Bird"
                    }
                }
            };
        }
Esempio n. 27
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        /// <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
            });
        }
Esempio n. 28
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        public void Initialize(SpriteSheet spriteSheet)
        {
            Physics.Orientation = Physics.OrientMode.RotateY;

            const int frameWidth = 48;
            const int frameHeight = 40;

            Sprite = new CharacterSprite
                (Graphics,
                Manager,
                "Deer Sprite",
                Physics,
                Matrix.CreateTranslation(Vector3.Up * 0.6f)
                );

            // Add the idle animation
            Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Forward, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 0, 0);
            Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Left, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 1, 0);
            Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Right, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 2, 0);
            Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Backward, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 3, 0);

            // Add the running animation
            Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Forward, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 4, 0, 1, 2, 3);
            Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Left, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 5, 0, 1, 2, 3);
            Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Right, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 6, 0, 1, 2, 3);
            Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Backward, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 7, 0, 1, 2, 3);

            // Add the jumping animation
            Sprite.AddAnimation(CharacterMode.Jumping, OrientedAnimation.Orientation.Forward, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 8, 0, 1);
            Sprite.AddAnimation(CharacterMode.Jumping, OrientedAnimation.Orientation.Left, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 9, 0, 1);
            Sprite.AddAnimation(CharacterMode.Jumping, OrientedAnimation.Orientation.Right, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 10, 0, 1);
            Sprite.AddAnimation(CharacterMode.Jumping, OrientedAnimation.Orientation.Backward, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 11, 0, 1);

            // Add hands
            Hands = new Grabber("hands", Physics, Matrix.Identity, new Vector3(0.1f, 0.1f, 0.1f), Vector3.Zero);

            // Add sensor
            Sensors = new EnemySensor(Manager, "EnemySensor", Physics, Matrix.Identity, new Vector3(20, 5, 20), Vector3.Zero);

            // Add AI
            AI = new DeerAI(this, "Deer AI", Sensors, PlanService);

            Attacks = new List<Attack>{new Attack("None", 0.0f, 0.0f, 0.0f, ContentPaths.Audio.pick, ContentPaths.Effects.flash)};

            Inventory = new Inventory("Inventory", Physics)
            {
                Resources = new ResourceContainer
                {
                    MaxResources = 1
                }
            };

            // Shadow
            Matrix shadowTransform = Matrix.CreateRotationX((float)Math.PI * 0.5f);
            shadowTransform.Translation = new Vector3(0.0f, -.25f, 0.0f);
            SpriteSheet shadowTexture = new SpriteSheet(ContentPaths.Effects.shadowcircle);
            Shadow = new Shadow(Manager, "Shadow", Physics, shadowTransform, shadowTexture);

            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,
                BoxTriggerTimes = 10
            };

            // 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("Deer");
            Physics.Tags.Add("Animal");

            Stats.FullName = TextGenerator.GenerateRandom("$firstname");
            Stats.CurrentClass = new EmployeeClass()
            {
                Name = "Deer",
                Levels = new List<EmployeeClass.Level>() { new EmployeeClass.Level() { Index = 0, Name = "Deer"} }
            };
        }
Esempio n. 29
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 public override void CreateCosmeticChildren(ComponentManager manager)
 {
     CreateSprite(Stats.CurrentClass, manager);
     Physics.AddChild(Shadow.Create(0.75f, manager));
     base.CreateCosmeticChildren(manager);
 }
Esempio n. 30
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        public void Initialize()
        {
            Physics.Orientation = Physics.OrientMode.RotateY;
            Sprite = new CharacterSprite(Graphics, Manager, "Elf Sprite", Physics, Matrix.CreateTranslation(new Vector3(0, 0.35f, 0)));
            foreach (Animation animation in Stats.CurrentClass.Animations)
            {
                Sprite.AddAnimation(animation.Clone());
            }

            Hands = new Grabber("hands", Physics, Matrix.Identity, new Vector3(0.1f, 0.1f, 0.1f), Vector3.Zero);

            Sensors = new EnemySensor(Manager, "EnemySensor", Physics, Matrix.Identity, new Vector3(20, 5, 20), Vector3.Zero);

            AI = new CreatureAI(this, "Elf AI", Sensors, PlanService);

            Attacks = new List<Attack>() { new Attack(Stats.CurrentClass.Attacks[0]) };

            Inventory = new Inventory("Inventory", Physics)
            {
                Resources = new ResourceContainer
                {
                    MaxResources = 16
                }
            };

            Matrix shadowTransform = Matrix.CreateRotationX((float)Math.PI * 0.5f);
            shadowTransform.Translation = new Vector3(0.0f, -0.5f, 0.0f);

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

            Shadow = new Shadow(Manager, "Shadow", Physics, shadowTransform, shadowTexture);
            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");
            Physics.Tags.Add("Goblin");

            DeathParticleTrigger = new ParticleTrigger("blood_particle", Manager, "Death Gibs", Physics, Matrix.Identity, Vector3.One, Vector3.Zero)
            {
                TriggerOnDeath = true,
                TriggerAmount = 5,
                SoundToPlay = ContentPaths.Entities.Goblin.Audio.goblinhurt1
            };
            Flames = new Flammable(Manager, "Flames", Physics, this);

            NoiseMaker.Noises["Hurt"] = new List<string>
            {
                ContentPaths.Entities.Goblin.Audio.goblinhurt1,
                ContentPaths.Entities.Goblin.Audio.goblinhurt2,
                ContentPaths.Entities.Goblin.Audio.goblinhurt3,
                ContentPaths.Entities.Goblin.Audio.goblinhurt4,
            };

            MinimapIcon minimapIcon = new MinimapIcon(Physics, new ImageFrame(TextureManager.GetTexture(ContentPaths.GUI.map_icons), 16, 3, 0));

            NoiseMaker.Noises["Chew"] = new List<string>
            {
                ContentPaths.Audio.chew
            };

            NoiseMaker.Noises["Jump"] = new List<string>
            {
                ContentPaths.Audio.jump
            };

            Stats.FullName = TextGenerator.GenerateRandom("$elfname");
            //Stats.LastName = TextGenerator.GenerateRandom("$elffamily");
            Stats.Size = 4;
        }
Esempio n. 31
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 public override void CreateCosmeticChildren(ComponentManager manager)
 {
     CreateSprite(SpriteAsset, manager);
     Physics.AddChild(Shadow.Create(0.25f, manager));
     base.CreateCosmeticChildren(manager);
 }
Esempio n. 32
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 public override void CreateCosmeticChildren(ComponentManager manager)
 {
     CreateSprite(ContentPaths.Entities.Animals.Bat.bat_animations, manager, 0.0f);
     Physics.AddChild(Shadow.Create(0.3f, manager));
     base.CreateCosmeticChildren(manager);
 }
Esempio n. 33
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        /// <summary>
        /// Initialize function creates all the required components for the bird.
        /// </summary>
        /// <param name="sprites">The sprite sheet to use for the bird</param>
        public void Initialize(string sprites)
        {
            HasBones = false;
            // When true, causes the bird to face the direction its moving in
            Physics.Orientation = Physics.OrientMode.RotateY;

            SpriteAsset = sprites;
            CreateSprite(sprites, Manager, 0.35f);

            Physics.AddChild(Shadow.Create(0.3f, Manager));

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

            // Controls the behavior of the creature
            Physics.AddChild(new PacingCreatureAI(Manager, "Scorpion AI", Sensors, PlanService));

            // The bird can peck at its enemies (0.1 damage)
            Attacks = new List <Attack> {
                new Attack("Sting", 4.0f, 2.0f, 1.5f, SoundSource.Create(ContentPaths.Audio.Oscar.sfx_oc_scorpion_attack_1, ContentPaths.Audio.Oscar.sfx_oc_scorpion_attack_2), ContentPaths.Effects.pierce)
                {
                    TriggerFrame = 2, TriggerMode = Attack.AttackTrigger.Animation
                }
            };


            // The bird can hold one item at a time in its inventory
            Physics.AddChild(new Inventory(Manager, "Inventory", Physics.BoundingBox.Extents(), Physics.LocalBoundingBoxOffset));

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

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

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

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

            NoiseMaker.Noises["Hurt"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_oc_scorpion_hurt_1
            };
            NoiseMaker.Noises["Chirp"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_oc_scorpion_neutral_1, ContentPaths.Audio.Oscar.sfx_oc_scorpion_neutral_2
            };
            AI.Movement.CanClimbWalls = true;
            AI.Movement.CanSwim       = false;
            AI.Movement.SetSpeed(MoveType.Jump, 1.5f);
            AI.Movement.SetSpeed(MoveType.Climb, 1.5f);
            AI.Movement.SetCost(MoveType.Climb, 0.1f);
            Species      = "Scorpion";
            CanReproduce = true;
            BabyType     = "Scorpion";
        }
Esempio n. 34
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        public void Initialize(EmployeeClass dwarfClass)
        {
            Physics.Orientation = Physics.OrientMode.RotateY;
            Sprite = new CharacterSprite(Graphics, Manager, "Dwarf Sprite", Physics, Matrix.CreateTranslation(new Vector3(0, 0.15f, 0)));
            foreach (Animation animation in dwarfClass.Animations)
            {
                Sprite.AddAnimation(animation.Clone());
            }
            Sprite.SpriteSheet = Sprite.Animations.First().Value.SpriteSheet;
            Sprite.CurrentAnimation = Sprite.Animations.First().Value;
            Sprite.CurrentAnimation.NextFrame();
            Hands = new Grabber("hands", Physics, Matrix.Identity, new Vector3(0.1f, 0.1f, 0.1f), Vector3.Zero);

            Sensors = new EnemySensor(Manager, "EnemySensor", Physics, Matrix.Identity, new Vector3(20, 5, 20), Vector3.Zero);

            AI = new CreatureAI(this, "Dwarf AI", Sensors, PlanService);

            Attacks = new List<Attack>() { new Attack(Stats.CurrentClass.Attacks[0]) };

            Inventory = new Inventory("Inventory", Physics)
            {
                Resources = new ResourceContainer
                {
                    MaxResources = 128
                }
            };

            Matrix shadowTransform = Matrix.CreateRotationX((float) Math.PI * 0.5f);
            shadowTransform.Translation = new Vector3(0.0f, -0.5f, 0.0f);

            Shadow = new Shadow(Manager, "Shadow", Physics, shadowTransform,
                new SpriteSheet(ContentPaths.Effects.shadowcircle))
            {
                GlobalScale = 1.25f
            };
            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");
            Physics.Tags.Add("Dwarf");

            DeathParticleTrigger = new ParticleTrigger("blood_particle", Manager, "Death Gibs", Physics, Matrix.Identity, Vector3.One, Vector3.Zero)
            {
                TriggerOnDeath = true,
                TriggerAmount = 1,
                BoxTriggerTimes = 10,
                SoundToPlay = ContentPaths.Entities.Dwarf.Audio.dwarfhurt1,
            };
            Flames = new Flammable(Manager, "Flames", Physics, this);

            NoiseMaker.Noises["Hurt"] = new List<string>
            {
                ContentPaths.Entities.Dwarf.Audio.dwarfhurt1,
                ContentPaths.Entities.Dwarf.Audio.dwarfhurt2,
                ContentPaths.Entities.Dwarf.Audio.dwarfhurt3,
                ContentPaths.Entities.Dwarf.Audio.dwarfhurt4,
            };

            NoiseMaker.Noises["Chew"] = new List<string>
            {
                ContentPaths.Audio.chew
            };

            NoiseMaker.Noises["Jump"] = new List<string>
            {
                ContentPaths.Audio.jump
            };

            MinimapIcon minimapIcon = new MinimapIcon(Physics, new ImageFrame(TextureManager.GetTexture(ContentPaths.GUI.map_icons), 16, 0, 0));

            Stats.FullName = TextGenerator.GenerateRandom("$firstname", " ", "$lastname");
            Stats.Size = 5;
            Stats.CanSleep = true;
            Stats.CanEat = true;
            AI.TriggersMourning = true;
        }
Esempio n. 35
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        public override void CreateCosmeticChildren(ComponentManager manager)
        {
            CreateDwarfSprite(Stats.CurrentClass, manager);
            Physics.AddChild(Shadow.Create(0.75f, manager));
            Physics.AddChild(new VoxelRevealer(manager, Physics, 5)).SetFlag(Flag.ShouldSerialize, false);
            Physics.AddChild(new MinimapIcon(Manager, new NamedImageFrame(ContentPaths.GUI.map_icons, 16, 0, 0))).SetFlag(Flag.ShouldSerialize, false);

            NoiseMaker = new NoiseMaker();
            NoiseMaker.Noises["Hurt"] = new List <string>
            {
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_hurt_1,
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_hurt_2,
            };

            NoiseMaker.Noises["Ok"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_ok_1,
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_ok_2,
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_ok_3
            };

            NoiseMaker.Noises["Die"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_death
            };

            NoiseMaker.Noises["Pleased"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_pleased
            };

            NoiseMaker.Noises["Tantrum"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_tantrum_1,
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_tantrum_2,
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_tantrum_3,
            };
            NoiseMaker.Noises["Jump"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_jump
            };

            NoiseMaker.Noises["Climb"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_climb_1,
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_climb_2,
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_climb_3
            };

            Physics.AddChild(new ParticleTrigger("blood_particle", Manager, "Death Gibs", Matrix.Identity, Vector3.One, Vector3.Zero)
            {
                TriggerOnDeath  = true,
                TriggerAmount   = 1,
                BoxTriggerTimes = 10,
                SoundToPlay     = ContentPaths.Entities.Dwarf.Audio.dwarfhurt1,
            }).SetFlag(Flag.ShouldSerialize, false);

            if (Equipment.HasValue(out var equipment) && GetRoot().GetComponent <DwarfSprites.LayeredCharacterSprite>().HasValue(out var sprite))
            {
                equipment.AddLayersToSprite(sprite);
            }

            base.CreateCosmeticChildren(manager);
        }
Esempio n. 36
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        public void Initialize(EmployeeClass dwarfClass)
        {
            Physics.Orientation = Physics.OrientMode.RotateY;
            Sprite = new CharacterSprite(Graphics, Manager, "Fairy Sprite", Physics, Matrix.CreateTranslation(new Vector3(0, 0.5f, 0)));
            foreach (Animation animation in dwarfClass.Animations)
            {
                Sprite.AddAnimation(animation.Clone());
            }
            Sprite.LightsWithVoxels = false;

            Hands = new Grabber("hands", Physics, Matrix.Identity, new Vector3(0.1f, 0.1f, 0.1f), Vector3.Zero);

            Sensors = new EnemySensor(Manager, "EnemySensor", Physics, Matrix.Identity, new Vector3(20, 5, 20), Vector3.Zero);

            AI = new CreatureAI(this, "Fairy AI", Sensors, PlanService);

            Attacks = new List<Attack>() { new Attack(Stats.CurrentClass.Attacks[0]) };

            Inventory = new Inventory("Inventory", Physics)
            {
                Resources = new ResourceContainer
                {
                    MaxResources = 128
                }
            };

            Matrix shadowTransform = Matrix.CreateRotationX((float)Math.PI * 0.5f);
            shadowTransform.Translation = new Vector3(0.0f, -0.5f, 0.0f);

            Shadow = new Shadow(Manager, "Shadow", Physics, shadowTransform, new SpriteSheet(ContentPaths.Effects.shadowcircle));
            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");
            Physics.Tags.Add("Dwarf");

            DeathParticleTrigger = new ParticleTrigger("star_particle", Manager, "Death Gibs", Physics, Matrix.Identity, Vector3.One, Vector3.Zero)
            {
                TriggerOnDeath = true,
                TriggerAmount = 5,
                SoundToPlay = ContentPaths.Audio.wurp,
            };

            NoiseMaker.Noises["Hurt"] = new List<string>
            {
                ContentPaths.Audio.tinkle
            };

            NoiseMaker.Noises["Chew"] = new List<string>
            {
                ContentPaths.Audio.tinkle
            };

            NoiseMaker.Noises["Jump"] = new List<string>
            {
                ContentPaths.Audio.tinkle
            };

            MinimapIcon minimapIcon = new MinimapIcon(Physics, new ImageFrame(TextureManager.GetTexture(ContentPaths.GUI.map_icons), 16, 0, 0));

            //new LightEmitter("Light Emitter", Sprite, Matrix.Identity, Vector3.One, Vector3.One, 255, 150);
            new Bobber(0.25f, 3.0f, MathFunctions.Rand(), Sprite);

            Stats.FullName = TextGenerator.GenerateRandom("$firstname");
            //Stats.LastName = "The Fairy";

            Stats.CanSleep = false;
            Stats.CanEat = false;
        }