Esempio n. 1
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        public Passus (CompositorColorCorrectionNode colorCorrectionNode,
            GameState state, AIManager aiManager, RendererContext rendererContext)
        {
            passusEmitter = new PassusGhostParticleEmitter ();

            PassusGameState = state;

            particlePassus = new ParticleSceneObject (passusEmitter.ParticleCount);
            particlePassus.Priority = 7001;
            state.Scene.AddObject (particlePassus);
            passusEmitter.Init (particlePassus, rendererContext);

            PassusEntity = EntityFactory.Instance.CreateWith ("Passus." + InstanceCount++, state.MessageProxy,
                new[] { typeof (ArtificialIntelligenceComponent) },
                new[] { typeof (ParticleSystem), typeof (PhysicsSystem) });

            PassusEntity.GetComponent<ParticleComponent> ().Emitter = passusEmitter;
            PassusEntity.GetComponent<ParticleComponent> ().Particle = particlePassus;

            RigidBody passusBody = new RigidBody (new SphereShape (1.2f));
            passusBody.AffectedByGravity = false;
            passusBody.AllowDeactivation = false;
            passusBody.Mass = 20;
            PassusEntity.GetComponent<PhysicsComponent> ().RigidBody = passusBody;
            PassusEntity.GetComponent<PhysicsComponent> ().World = state.PhysicsManager.World;
            PassusEntity.GetComponent<PhysicsComponent> ().PhysicsApplying = AffectedByPhysics.Position;

            state.PhysicsManager.World.AddBody (passusBody);

            var AIcomp = PassusEntity.GetComponent<ArtificialIntelligenceComponent>();
            AIcomp.AIManager = aiManager;
            AIcomp.ArtificialIntelligence = new PassusAI (PassusEntity, state, colorCorrectionNode);
            aiManager.RegisterEntity (PassusEntity);
        }
Esempio n. 2
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        public Roaches (GameState state, AIManager aiManager, RendererContext rendererContext)
        {
            RoachGameState = state;

            roachGroup = new RoachGroup (state.Scene);

            RoachEntity = EntityFactory.Instance.CreateWith("Roach." + InstanceCount++, state.MessageProxy,
                new[] { typeof (ArtificialIntelligenceComponent) },
                new[] { typeof (PhysicsSystem), typeof (RoachGroupSystem) });

            RoachEntity.GetComponent<RoachGroupComponent>().RoachGroup = roachGroup;

            RigidBody roachBody = new RigidBody (new CylinderShape (0.05f, 1));
            roachBody.AffectedByGravity = false;
            roachBody.AllowDeactivation = false;
            roachBody.Mass = 20;
            roachBody.Tag = roachGroup;
            RoachEntity.GetComponent<PhysicsComponent> ().RigidBody = roachBody;
            RoachEntity.GetComponent<PhysicsComponent> ().World = state.PhysicsManager.World;
            RoachEntity.GetComponent<PhysicsComponent> ().PhysicsApplying = AffectedByPhysics.Position;

            state.PhysicsManager.World.AddBody (roachBody);

            RoachEntity.GetComponent<ArtificialIntelligenceComponent>().AIManager = aiManager;
            RoachEntity.GetComponent<ArtificialIntelligenceComponent>().ArtificialIntelligence =
                new RoachesAI (roachGroup, RoachEntity, state);
            aiManager.RegisterEntity (RoachEntity);
        }
Esempio n. 3
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        public Caligo (GameState state, AIManager aiManager, RendererContext rendererContext,
            CompositorWarpingNode warpingNode)
        {
            caligoEmitter = new CaligoParticleEmitter ();
            particleCaligo = new ParticleSceneObject (caligoEmitter.ParticleCount);
            particleCaligo.Priority = 7000;
            state.Scene.AddObject (particleCaligo);
            caligoEmitter.Init (particleCaligo, rendererContext);

            CaligoGameState = state;

            CaligoEntity = EntityFactory.Instance.CreateWith ("Caligo." + InstanceCount++, state.MessageProxy,
                new[] { typeof (ArtificialIntelligenceComponent) },
                new[] { typeof (ParticleSystem), typeof (PhysicsSystem) });

            CaligoEntity.GetComponent<ParticleComponent> ().Emitter = caligoEmitter;
            CaligoEntity.GetComponent<ParticleComponent> ().Particle = particleCaligo;

            RigidBody caligoBody = new RigidBody (new SphereShape (1.2f));
            caligoBody.AffectedByGravity = false;
            caligoBody.AllowDeactivation = false;
            caligoBody.Mass = 20;
            CaligoEntity.GetComponent<PhysicsComponent> ().RigidBody = caligoBody;
            CaligoEntity.GetComponent<PhysicsComponent> ().World = state.PhysicsManager.World;
            CaligoEntity.GetComponent<PhysicsComponent> ().PhysicsApplying = AffectedByPhysics.Position;

            state.PhysicsManager.World.AddBody (caligoBody);

            var AIcomp = CaligoEntity.GetComponent<ArtificialIntelligenceComponent>();
            AIcomp.AIManager = aiManager;
            AIcomp.ArtificialIntelligence = new CaligoAI (CaligoEntity, state, warpingNode);
            aiManager.RegisterEntity (CaligoEntity);
        }
Esempio n. 4
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        public Viridion (GameState state, AIManager aiManager, RendererContext rendererContext,
            CompositorColorCorrectionNode colorCorrectionNode)
        {
            viridionEmitter = new ViridionParticleEmitter ();

            ViridionGameState = state;

            particleViridion = new ParticleSceneObject (viridionEmitter.ParticleCount);
            particleViridion.Priority = 7002;
            state.Scene.AddObject (particleViridion);
            viridionEmitter.Init (particleViridion, rendererContext);

            ViridionEntity = EntityFactory.Instance.CreateWith ("Viridion." + InstanceCount++, state.MessageProxy,
                new[] { typeof (ArtificialIntelligenceComponent) },
                new[] { typeof (ParticleSystem), typeof (PhysicsSystem), typeof(LightSystem) });

            ViridionEntity.GetComponent<ParticleComponent> ().Emitter = viridionEmitter;
            ViridionEntity.GetComponent<ParticleComponent> ().Particle = particleViridion;

            var light = ViridionEntity.GetComponent<LightComponent> ().Light;
            light = new FreezingArcher.Renderer.Scene.Light (FreezingArcher.Renderer.Scene.LightType.PointLight);
            light.On = true;
            light.Color = new FreezingArcher.Math.Color4 (0.6f, 0.6f, 0.6f, 1.0f);
            light.PointLightLinearAttenuation = 0.4f;
            light.PointLightConstantAttenuation = 0.7f;
            light.PointLightExponentialAttenuation = 0.008f;

            ViridionEntity.GetComponent<LightComponent> ().Light = light;

            state.Scene.AddLight (light);

            RigidBody ghostBody = new RigidBody (new SphereShape (1.2f));
            ghostBody.AffectedByGravity = false;
            ghostBody.AllowDeactivation = false;
            ghostBody.Mass = 20;
            ViridionEntity.GetComponent<PhysicsComponent> ().RigidBody = ghostBody;
            ViridionEntity.GetComponent<PhysicsComponent> ().World = state.PhysicsManager.World;
            ViridionEntity.GetComponent<PhysicsComponent> ().PhysicsApplying = AffectedByPhysics.Position;

            state.PhysicsManager.World.AddBody (ghostBody);

            ViridionEntity.GetComponent<ArtificialIntelligenceComponent>().AIManager = aiManager;
            ViridionEntity.GetComponent<ArtificialIntelligenceComponent>().ArtificialIntelligence =
                new ViridionAI (ViridionEntity, state, colorCorrectionNode);
            aiManager.RegisterEntity (ViridionEntity);
        }
Esempio n. 5
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        public FenFire (GameState state, AIManager aiManager, RendererContext rendererContext)
        {
            ghostEmitter = new FenFireParticleEmitter ();

            particleGhost = new ParticleSceneObject (ghostEmitter.ParticleCount);
            particleGhost.Priority = 7092;
            state.Scene.AddObject (particleGhost);
            ghostEmitter.Init (particleGhost, rendererContext);

            GhostGameState = state;

            GhostEntity = EntityFactory.Instance.CreateWith ("FenFire." + InstanceCount++, state.MessageProxy,
                new[] { typeof (ArtificialIntelligenceComponent) },
                new[] { typeof (ParticleSystem), typeof (PhysicsSystem), typeof(LightSystem) });

            GhostEntity.GetComponent<ParticleComponent> ().Emitter = ghostEmitter;
            GhostEntity.GetComponent<ParticleComponent> ().Particle = particleGhost;

            var light = GhostEntity.GetComponent<LightComponent> ().Light;
            light = new FreezingArcher.Renderer.Scene.Light (FreezingArcher.Renderer.Scene.LightType.PointLight);
            light.On = true;
            light.Color = new FreezingArcher.Math.Color4 (0.0f, 0.0f, 0.6f, 1.0f);
            light.PointLightLinearAttenuation = 0.4f;
            light.PointLightConstantAttenuation = 0.7f;
            light.PointLightExponentialAttenuation = 0.008f;

            GhostEntity.GetComponent<LightComponent> ().Light = light;

            state.Scene.AddLight (light);

            RigidBody ghostBody = new RigidBody (new SphereShape (0.4f));
            ghostBody.AffectedByGravity = false;
            ghostBody.AllowDeactivation = false;
            ghostBody.Mass = 20;
            GhostEntity.GetComponent<PhysicsComponent> ().RigidBody = ghostBody;
            GhostEntity.GetComponent<PhysicsComponent> ().World = state.PhysicsManager.World;
            GhostEntity.GetComponent<PhysicsComponent> ().PhysicsApplying = AffectedByPhysics.Position;

            state.PhysicsManager.World.AddBody (ghostBody);

            GhostEntity.GetComponent<ArtificialIntelligenceComponent>().AIManager = aiManager;
            GhostEntity.GetComponent<ArtificialIntelligenceComponent>().ArtificialIntelligence =
                new FenFireAI (GhostEntity, state);
            aiManager.RegisterEntity (GhostEntity);
        }
Esempio n. 6
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        public Scobis (GameState state, AIManager aiManager, RendererContext rendererContext)
        {
            paremitter = new ScobisParticleEmitter ();
            particleEye1 = new ParticleSceneObject (paremitter.RedEye1.ParticleCount);
            particleEye2 = new ParticleSceneObject (paremitter.RedEye2.ParticleCount);
            particleSmoke = new ParticleSceneObject (paremitter.Smoke.ParticleCount);
            particleEye1.Priority = 5999;
            particleEye2.Priority = 5999;
            particleSmoke.Priority = 6000;

            ScobisGameState = state;

            state.Scene.AddObject (particleEye1);
            state.Scene.AddObject (particleEye2);
            state.Scene.AddObject (particleSmoke);

            particle = new ParticleSceneObject (paremitter.ParticleCount);
            particle.Priority = 5998;
            state.Scene.AddObject (particle);

            paremitter.Init (particle, particleEye1, particleEye2, particleSmoke, rendererContext);

            ScobisEntity = EntityFactory.Instance.CreateWith ("Scobis." + InstanceCount++, state.MessageProxy,
                new[] { typeof (ArtificialIntelligenceComponent) },
                new[] { typeof (ParticleSystem), typeof (PhysicsSystem) });

            ScobisEntity.GetComponent<ParticleComponent> ().Emitter = paremitter;
            ScobisEntity.GetComponent<ParticleComponent> ().Particle = particle;
            RigidBody scobisBody = new RigidBody (new SphereShape (0.3f));
            scobisBody.AffectedByGravity = false;
            scobisBody.AllowDeactivation = false;
            scobisBody.Mass = 20;
            ScobisEntity.GetComponent<PhysicsComponent> ().RigidBody = scobisBody;
            ScobisEntity.GetComponent<PhysicsComponent> ().World = state.PhysicsManager.World;
            ScobisEntity.GetComponent<PhysicsComponent> ().PhysicsApplying = AffectedByPhysics.Position;

            state.PhysicsManager.World.AddBody (scobisBody);

            var AIcomp = ScobisEntity.GetComponent<ArtificialIntelligenceComponent>();
            AIcomp.AIManager = aiManager;
            AIcomp.ArtificialIntelligence = new ScobisAI (paremitter.Smoke, ScobisEntity, state);
            AIcomp.MaximumEntityDistance = 30;
            aiManager.RegisterEntity (ScobisEntity);
        }
Esempio n. 7
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 /// <summary>
 /// Init this instance.
 /// </summary>
 public void Init()
 {
     if (initMazeDelegate != null)
     {
         IsInitialized = true;
         initMazeDelegate(ref objectManager, ref graph, ref entities, ref rand, (uint) Size.X, (uint) Size.Y);
         AIManager = new AIManager (this, rand);
     }
     else
     {
         Logger.Log.AddLogEntry(LogLevel.Error, "Maze", "Cannot initialize maze as the initializer is null!");
     }
 }