// Melee hyökkäys. public void Attack(InputEventArgs args) { if (args.InputState != InputState.Pressed) { return; } WeaponComponent weaponComponent = Owner.FirstComponentOfType <WeaponComponent>(); if (!weaponComponent.CanSwing) { return; } if (spriterComponent.CurrentAnimation.Name == "Attack") { return; } spriterComponent.OnAnimationFinished += spriterComponent_OnAnimationFinished; spriterComponent.ChangeAnimation("Attack"); spriterComponent.SetTime(400); }
private void Rest(ref NodeStatus status) { if (resting) { if (elapsed > REST_TIME) { steeringComponent.Current.DesiredVelocity = new Vector2(1.25f); steeringComponent.Current.MaxSpeed = 1.25f; elapsed = 0; resting = false; spriterComponent.ChangeAnimation("Walk"); status = NodeStatus.Success; return; } status = NodeStatus.Running; return; } }
protected override void OnInitialize() { MonsterBuilder builder = new BlobBuilder(); builder.Build(Owner); Tree tree = CreateTree(); tree.Initialize(); Owner.AddComponent(tree); spriterComponent = new SpriterComponent <Texture2D>(Owner, @"Animations\Boss\Boss"); spriterComponent.Initialize(); spriterComponent.ChangeAnimation("Walk"); spriterComponent.Scale = 0.75f; Owner.AddComponent(spriterComponent); steeringComponent = Owner.FirstComponentOfType <SteeringComponent>(); SteeringBehavior seek = new SeekBehavior() { DesiredVelocity = new Vector2(1.25f), MaxSpeed = 1.25f }; steeringComponent.AddBehavior(seek); steeringComponent.ChangeActiveBehavior(typeof(SeekBehavior)); rotation = Owner.FirstComponentOfType <SkillRotation>(); targetingComponent = Owner.FirstComponentOfType <TargetingComponent>(); BossHealthComponent c = new BossHealthComponent(Owner); c.Initialize(); Owner.AddComponent(c); rotation.Enable(); }
// TODO: duplicated code. Crawlerilla melkein sama init logic. protected override void OnInitialize() { MonsterBuilder builder = new ZombieBuilder(); builder.Build(Owner); Tree tree = CreateTree(); tree.Initialize(); Owner.AddComponent(tree); // Idle, Walk, Attack spriterComponent = new SpriterComponent <Texture2D>(Owner, @"Animations\GenericZombie\GenericZombie"); spriterComponent.Initialize(); spriterComponent.ChangeAnimation("Walk"); spriterComponent.Scale = 0.5f; Owner.AddComponent(spriterComponent); steeringComponent = Owner.FirstComponentOfType <SteeringComponent>(); SteeringBehavior flee = new FleeBehavior() { DesiredVelocity = new Vector2(4.25f), MaxSpeed = 3.25f }; SteeringBehavior seek = new SeekBehavior() { DesiredVelocity = new Vector2(4.25f), MaxSpeed = 3.25f }; steeringComponent.AddBehavior(flee); steeringComponent.AddBehavior(seek); steeringComponent.ChangeActiveBehavior(typeof(SeekBehavior)); }
protected override void OnInitialize() { MonsterBuilder builder = new CrawlerBuilder(); builder.Build(Owner); Tree tree = CreateTree(); tree.Initialize(); Owner.AddComponent(tree); spriterComponent = new SpriterComponent <Texture2D>(Owner, @"Animations\Crawler\crawler"); spriterComponent.Initialize(); spriterComponent.ChangeAnimation("NewAnimation"); spriterComponent.Scale = 0.3f; Owner.AddComponent(spriterComponent); steeringComponent = Owner.FirstComponentOfType <SteeringComponent>(); SteeringBehavior flee = new FleeBehavior() { DesiredVelocity = new Vector2(2.25f), MaxSpeed = 1.25f }; SteeringBehavior seek = new SeekBehavior() { DesiredVelocity = new Vector2(2.25f), MaxSpeed = 1.25f }; steeringComponent.AddBehavior(flee); steeringComponent.AddBehavior(seek); steeringComponent.ChangeActiveBehavior(typeof(SeekBehavior)); }
protected override void OnUpdate(GameTime gameTime, IEnumerable <ComponentUpdateResults> results) { spriterComponent.Position = new Vector2(Owner.Position.X + 36f, Owner.Position.Y + 28f); // TODO: vois siirtää johonkin luokkaan tämän metodin sisällön. if (Owner.Position == destination) { Reset(); spriterComponent.ChangeAnimation("Idle"); return; } if (spriterComponent.CurrentAnimation.Name != "Walk") { spriterComponent.ChangeAnimation("Walk"); } // Asetetaan alku arvo ajalle josta lasketaan alku nopeus. if (elapsed == 0) { elapsed = 1000; lastElapsed = 800; } float theta = (float)Math.Atan2(Math.Abs(destination.Y) - Math.Abs(Owner.Position.Y), Math.Abs(destination.X) - Math.Abs(Owner.Position.X)); float tTime = (elapsed - lastElapsed) / 1000f; float vX = (float)Math.Cos(theta) * tTime; float vY = (float)Math.Sin(theta) * tTime; Vector2 dist = Vector2.Max(Owner.Position, destination) - Vector2.Min(Owner.Position, destination); float sX = dist.X < 5f ? 0f : vX * (elapsed / 1000f); float sY = dist.Y < 5f ? 0f : vY * (elapsed / 1000f); speed.X += sX; speed.Y += sY; Owner.Position = new Vector2(Owner.Position.X + speed.X, Owner.Position.Y + speed.Y); spriterComponent.FlipX = speed.X < 0f; float timeX = Math.Abs(dist.X / speed.X); float timeY = Math.Abs(dist.Y / speed.Y); timeX = float.IsNaN(timeX) ? 0f : timeX; timeY = float.IsNaN(timeY) ? 0f : timeY; if (timeX < 1f && timeY < 1f) { Reset(); } lastElapsed = elapsed; elapsed += gameTime.ElapsedGameTime.Milliseconds; }
public static SkillSet CreateBlobSkillSet(GameObject blob) { SkillSet skillSet = new SkillSet(blob); Skill attack = new Skill("attack", 5200, () => { TargetingComponent targetingComponent = blob.FirstComponentOfType <TargetingComponent>(); WeaponComponent weaponComponent = blob.FirstComponentOfType <WeaponComponent>(); StatSet statSet = blob.FirstComponentOfType <StatSet>(); if (targetingComponent.HasTarget) { bool isCrit = false; float damage = weaponComponent.GenerateAttack(statSet.GetAttackPower(), statSet.GetCritPercent(), ref isCrit); targetingComponent.Target.FirstComponentOfType <HealthComponent>().TakeDamage(damage); SpriterComponent <Texture2D> spriterComponent = blob.FirstComponentOfType <SpriterComponent <Texture2D> >(); spriterComponent.ChangeAnimation("Attack"); AnimationFinishedEventHandler animationFininshedEventHandler = (animation) => { spriterComponent.ChangeAnimation("Walk"); }; spriterComponent.OnAnimationFinished += animationFininshedEventHandler; spriterComponent.OnAnimationChanged += (old, newAnim) => { if (old.Name == "Attack") { spriterComponent.OnAnimationFinished -= animationFininshedEventHandler; } }; blob.FirstComponentOfType <DamageRenderer>().AddText(((int)(damage)).ToString(), isCrit); return(true); } return(false); }); Skill beam = new Skill("beam", 15200, () => { TargetingComponent targetingComponent = blob.FirstComponentOfType <TargetingComponent>(); WeaponComponent weaponComponent = blob.FirstComponentOfType <WeaponComponent>(); StatSet statSet = blob.FirstComponentOfType <StatSet>(); FacingComponent facing = blob.FirstComponentOfType <FacingComponent>(); SpriterComponent <Texture2D> spriterComponent = blob.FirstComponentOfType <SpriterComponent <Texture2D> >(); spriterComponent.ChangeAnimation("Attack2"); Texture2D plasma = blob.Game.Content.Load <Texture2D>(@"Animations\Boss\Plasma"); AABB area = new AABB(blob.Position.X * facing.FacingNumber * -1, blob.Position.Y, plasma.Width, plasma.Height); List <BroadphaseProxy> proxies = blob.Game.World.QueryAABB(ref area); bool isCrit = false; float damage = weaponComponent.GenerateSpecialAttack(25f, 50f, statSet.GetAttackPower(), statSet.GetCritPercent(), ref isCrit); foreach (BroadphaseProxy proxy in proxies.Where(p => p.Client.Owner.Name.StartsWith("Player"))) { proxy.Client.Owner.FirstComponentOfType <HealthComponent>().TakeDamage(damage); blob.FirstComponentOfType <DamageRenderer>().AddText(((int)(damage)).ToString(), isCrit); } AnimationFinishedEventHandler animationFininshedEventHandler = (animation) => { spriterComponent.ChangeAnimation("Walk"); }; spriterComponent.OnAnimationFinished += animationFininshedEventHandler; spriterComponent.OnAnimationChanged += (old, newAnim) => { if (old.Name == "Attack2") { spriterComponent.OnAnimationFinished -= animationFininshedEventHandler; } }; return(true); }); Skill smash = new Skill("smash", 10200, () => { TargetingComponent targetingComponent = blob.FirstComponentOfType <TargetingComponent>(); WeaponComponent weaponComponent = blob.FirstComponentOfType <WeaponComponent>(); StatSet statSet = blob.FirstComponentOfType <StatSet>(); if (targetingComponent.HasTarget) { Console.WriteLine("SMASH!"); bool isCrit = false; float damage = weaponComponent.GenerateAttack(statSet.GetAttackPower(), statSet.GetCritPercent(), ref isCrit); targetingComponent.Target.FirstComponentOfType <HealthComponent>().TakeDamage(damage); SpriterComponent <Texture2D> spriterComponent = blob.FirstComponentOfType <SpriterComponent <Texture2D> >(); spriterComponent.ChangeAnimation("Attack"); AnimationFinishedEventHandler animationFininshedEventHandler = (animation) => { spriterComponent.ChangeAnimation("Walk"); }; spriterComponent.OnAnimationFinished += animationFininshedEventHandler; spriterComponent.OnAnimationChanged += (old, newAnim) => { if (old.Name == "Attack") { spriterComponent.OnAnimationFinished -= animationFininshedEventHandler; } }; blob.FirstComponentOfType <DamageRenderer>().AddText(((int)(damage)).ToString(), isCrit); return(true); } return(false); }); skillSet.AddSkill(attack); skillSet.AddSkill(beam); skillSet.AddSkill(smash); return(skillSet); }
public static SkillSet CreateZombieSkillSet(GameObject zombie) { SkillSet skillSet = new SkillSet(zombie); // Perus auto attack. Skill attack = new Skill("attack", 1200, () => { TargetingComponent targetingComponent = zombie.FirstComponentOfType <TargetingComponent>(); WeaponComponent weaponComponent = zombie.FirstComponentOfType <WeaponComponent>(); StatSet statSet = zombie.FirstComponentOfType <StatSet>(); if (targetingComponent.HasTarget) { bool isCrit = false; float damage = weaponComponent.GenerateAttack(statSet.GetAttackPower(), statSet.GetCritPercent(), ref isCrit); targetingComponent.Target.FirstComponentOfType <HealthComponent>().TakeDamage(damage); SpriterComponent <Texture2D> spriterComponent = zombie.FirstComponentOfType <SpriterComponent <Texture2D> >(); spriterComponent.ChangeAnimation("Attack"); AnimationFinishedEventHandler animationFininshedEventHandler = (animation) => { spriterComponent.ChangeAnimation("Walk"); }; spriterComponent.OnAnimationFinished += animationFininshedEventHandler; spriterComponent.OnAnimationChanged += (old, newAnim) => { if (old.Name == "Attack") { spriterComponent.OnAnimationFinished -= animationFininshedEventHandler; } }; zombie.FirstComponentOfType <DamageRenderer>().AddText(((int)(damage)).ToString(), isCrit); return(true); } return(false); }); // Tekee 200% weapon damagesta ja 20-50 lisää damaa. Skill slam = new Skill("slam", 4500, () => { TargetingComponent targetingComponent = zombie.FirstComponentOfType <TargetingComponent>(); WeaponComponent weaponComponent = zombie.FirstComponentOfType <WeaponComponent>(); StatSet statSet = zombie.FirstComponentOfType <StatSet>(); if (targetingComponent.HasTarget) { bool isCrit = false; float damage = weaponComponent.GenerateSpecialAttack(weaponComponent.Weapon.MinDamage, weaponComponent.Weapon.MaxDamage, statSet.GetAttackPower(), statSet.GetCritPercent(), ref isCrit); targetingComponent.Target.FirstComponentOfType <HealthComponent>().TakeDamage(damage); SpriterComponent <Texture2D> spriterComponent = zombie.FirstComponentOfType <SpriterComponent <Texture2D> >(); spriterComponent.ChangeAnimation("Attack"); AnimationFinishedEventHandler animationFininshedEventHandler = (animation) => { spriterComponent.ChangeAnimation("Walk"); }; spriterComponent.OnAnimationFinished += animationFininshedEventHandler; spriterComponent.OnAnimationChanged += (old, newAnim) => { if (old.Name == "Attack") { spriterComponent.OnAnimationFinished -= animationFininshedEventHandler; } }; zombie.FirstComponentOfType <DamageRenderer>().AddText(((int)(damage)).ToString(), isCrit); return(true); } return(false); }); // Parantaa useria 10% hpsta ja antaa sille 5% stamina buffin. Skill meatWall = new Skill("meat wall", 12500, () => { TargetingComponent targetingComponent = zombie.FirstComponentOfType <TargetingComponent>(); WeaponComponent weaponComponent = zombie.FirstComponentOfType <WeaponComponent>(); StatSet statSet = zombie.FirstComponentOfType <StatSet>(); if (targetingComponent.HasTarget) { statSet.AddBuff(new Buff("meat wall", 5f, BuffType.Stamina, ModifierType.Modifier, new BuffDuration(4500))); zombie.FirstComponentOfType <HealthComponent>().Heal(statSet.GetMaxHealth() * 0.10f); return(true); } return(false); }); // Antaa userille 5% lisää strenaa. Skill rage = new Skill("rage", 12500, () => { TargetingComponent targetingComponent = zombie.FirstComponentOfType <TargetingComponent>(); WeaponComponent weaponComponent = zombie.FirstComponentOfType <WeaponComponent>(); StatSet statSet = zombie.FirstComponentOfType <StatSet>(); if (targetingComponent.HasTarget) { statSet.AddBuff(new Buff("rage", 5f, BuffType.Strength, ModifierType.Modifier, new BuffDuration(2500))); return(true); } return(false); }); skillSet.AddSkill(attack); skillSet.AddSkill(slam); skillSet.AddSkill(meatWall); skillSet.AddSkill(rage); return(skillSet); }