コード例 #1
0
ファイル: Creature.cs プロジェクト: svifylabs/dwarfcorp
        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;
        }
コード例 #2
0
        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;
        }
コード例 #3
0
ファイル: Frog.cs プロジェクト: KingMoo1213/dwarfcorp
        /// <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
            });
        }
コード例 #4
0
ファイル: Elf.cs プロジェクト: scorvi/dwarfcorp
        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;
        }
コード例 #5
0
ファイル: Goblin.cs プロジェクト: Solsund/dwarfcorp
        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;
        }
コード例 #6
0
ファイル: Deer.cs プロジェクト: svifylabs/dwarfcorp
        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"
                    }
                }
            };
        }
コード例 #7
0
ファイル: Bird.cs プロジェクト: chrisapril/dwarfcorp
        /// <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"
                    }
                }
            };
        }
コード例 #8
0
ファイル: MudGolem.cs プロジェクト: NakedFury/dwarfcorp
        public void Initialize()
        {
            HasMeat             = false;
            HasBones            = false;
            Physics.Orientation = Physics.OrientMode.RotateY;
            Sprite = new CharacterSprite(Graphics, Manager, "MudGolem 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 MudGolemAI(this, Sensors, Manager.World.PlanService)
            {
                Movement = { IsSessile = true, CanFly = false, CanSwim = false, CanWalk = false, CanClimb = false, CanClimbWalls = false }
            };

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

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

            var gems = ResourceLibrary.GetResourcesByTag(Resource.ResourceTags.Gem);

            for (int i = 0; i < 16; i++)
            {
                int num = MathFunctions.RandInt(1, 32 - i);
                Inventory.Resources.AddResource(new ResourceAmount(Datastructures.SelectRandom(gems), num));
                i += num - 1;
            }

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

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


            Physics.Tags.Add("MudGolem");
            Physics.Mass         = 100;
            DeathParticleTrigger = new ParticleTrigger("dirt_particle", Manager, "Death Gibs", Physics, Matrix.Identity, Vector3.One, Vector3.Zero)
            {
                TriggerOnDeath = true,
                TriggerAmount  = 5,
                SoundToPlay    = ContentPaths.Audio.gravel
            };

            NoiseMaker.Noises["Hurt"] = new List <string>
            {
                ContentPaths.Audio.demon0,
                ContentPaths.Audio.gravel,
            };


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


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

            Stats.FullName = TextGenerator.GenerateRandom("$goblinname");
            //Stats.LastName = TextGenerator.GenerateRandom("$elffamily");
            Stats.Size = 4;
            Resistances[DamageType.Fire] = 5;
            Resistances[DamageType.Acid] = 5;
            Resistances[DamageType.Cold] = 5;
        }
コード例 #9
0
        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;
        }
コード例 #10
0
ファイル: Bird.cs プロジェクト: scorvi/dwarfcorp
        /// <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" } }
            };
        }
コード例 #11
0
ファイル: Dwarf.cs プロジェクト: scorvi/dwarfcorp
        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;
        }
コード例 #12
0
ファイル: Creature.cs プロジェクト: maroussil/dwarfcorp
        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;
        }
コード例 #13
0
ファイル: Deer.cs プロジェクト: scorvi/dwarfcorp
        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"} }
            };
        }
コード例 #14
0
ファイル: Fairy.cs プロジェクト: scorvi/dwarfcorp
        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;
        }