예제 #1
0
        private static ObjectAction GetShootBulletAction(
            Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary,
            Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates,
            GuidGenerator guidGenerator)
        {
            IMathExpression initialShootCooldownInMillis = MathExpression.RandomInteger(2750);
            IMathExpression shootCooldownInMillis        = MathExpression.Add(1750, MathExpression.RandomInteger(1000));

            string cooldownVariableName    = guidGenerator.NextGuid();
            string childObjectTemplateName = guidGenerator.NextGuid();
            string enemyBulletSpriteName   = guidGenerator.NextGuid();

            IMathExpression facingAngleInMillidegrees = DTDanmakuMath.GetMovementDirectionInMillidegrees(
                currentX: MathExpression.XMillis(),
                currentY: MathExpression.YMillis(),
                desiredX: MathExpression.PlayerXMillis(),
                desiredY: MathExpression.Min(MathExpression.PlayerYMillis(), 300 * 1000));

            DTDanmakuMath.MathExpressionOffset deltaXAndY = DTDanmakuMath.GetOffset(
                millipixels: MathExpression.Constant(40000),
                movementDirectionInMillidegrees: facingAngleInMillidegrees);

            ObjectAction initialStartCooldownAction = ObjectAction.SetNumericVariable(cooldownVariableName, initialShootCooldownInMillis);
            ObjectAction startCooldownAction        = ObjectAction.SetNumericVariable(cooldownVariableName, shootCooldownInMillis);
            ObjectAction decrementCooldownAction    = ObjectAction.SetNumericVariable(cooldownVariableName, MathExpression.Subtract(MathExpression.Variable(cooldownVariableName), MathExpression.ElapsedMillisecondsPerIteration()));
            ObjectAction createBulletAction         = ObjectAction.SpawnChild(
                childXMillis: MathExpression.Add(MathExpression.XMillis(), deltaXAndY.DeltaXInMillipixels),
                childYMillis: MathExpression.Add(MathExpression.YMillis(), deltaXAndY.DeltaYInMillipixels),
                childObjectTemplateName: childObjectTemplateName,
                childInitialNumericVariables: null,
                childInitialBooleanVariables: null);

            List <ObjectBox> collisionBoxes = new List <ObjectBox>();

            collisionBoxes.Add(new ObjectBox(lowerXMillis: -4000, upperXMillis: 4000, lowerYMillis: -4000, upperYMillis: 4000));

            enemyObjectTemplates.Add(childObjectTemplateName,
                                     EnemyObjectTemplate.EnemyBullet(
                                         action: ObjectAction.Union(GetBulletMovementAction(guidGenerator: guidGenerator), GetBulletAnimationAction(guidGenerator: guidGenerator)),
                                         initialMilliHP: null,
                                         damageBoxes: null,
                                         collisionBoxes: collisionBoxes,
                                         spriteName: enemyBulletSpriteName));

            spriteNameToImageDictionary.Add(enemyBulletSpriteName, DTDanmakuImage.EliteSniperEnemyBullet);

            var createBulletWhenCooldownFinishedAction = ObjectAction.Condition(
                condition: BooleanExpression.LessThanOrEqualTo(MathExpression.Variable(cooldownVariableName), MathExpression.Constant(0)),
                action: ObjectAction.Union(startCooldownAction, createBulletAction));

            return(ObjectAction.ConditionalNextAction(
                       currentAction: initialStartCooldownAction,
                       condition: BooleanExpression.True(),
                       nextAction: ObjectAction.Union(decrementCooldownAction, createBulletWhenCooldownFinishedAction)));
        }
예제 #2
0
        public static ObjectAction ShootBulletStraightDownAction(
            IMathExpression initialShootCooldownInMillis,
            IMathExpression shootCooldownInMillis,
            // Where the bullet should spawn (relative to the enemy shooting the bullet)
            long xOffset,
            long yOffset,
            long bulletSpeedInPixelsPerSecond,
            Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary,
            Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates,
            GuidGenerator guidGenerator)
        {
            string cooldownVariableName    = guidGenerator.NextGuid();
            string childObjectTemplateName = guidGenerator.NextGuid();
            string enemyBulletSpriteName   = guidGenerator.NextGuid();

            ObjectAction initialStartCooldownAction = ObjectAction.SetNumericVariable(cooldownVariableName, initialShootCooldownInMillis);
            ObjectAction startCooldownAction        = ObjectAction.SetNumericVariable(cooldownVariableName, shootCooldownInMillis);
            ObjectAction decrementCooldownAction    = ObjectAction.SetNumericVariable(cooldownVariableName, MathExpression.Subtract(MathExpression.Variable(cooldownVariableName), MathExpression.ElapsedMillisecondsPerIteration()));
            ObjectAction createBulletAction         = ObjectAction.SpawnChild(
                childXMillis: MathExpression.Add(MathExpression.XMillis(), MathExpression.Constant(xOffset)),
                childYMillis: MathExpression.Add(MathExpression.YMillis(), MathExpression.Constant(yOffset)),
                childObjectTemplateName: childObjectTemplateName,
                childInitialNumericVariables: null,
                childInitialBooleanVariables: null);

            List <ObjectBox> collisionBoxes = new List <ObjectBox>();

            collisionBoxes.Add(new ObjectBox(lowerXMillis: -3000, upperXMillis: 3000, lowerYMillis: -23000, upperYMillis: 23000));

            enemyObjectTemplates.Add(childObjectTemplateName,
                                     EnemyObjectTemplate.EnemyBullet(
                                         action: BulletStraightDownAction(bulletSpeedInPixelsPerSecond: bulletSpeedInPixelsPerSecond),
                                         initialMilliHP: null,
                                         damageBoxes: null,
                                         collisionBoxes: collisionBoxes,
                                         spriteName: enemyBulletSpriteName));

            spriteNameToImageDictionary.Add(enemyBulletSpriteName, DTDanmakuImage.EnemyBullet);

            var createBulletWhenCooldownFinishedAction = ObjectAction.Condition(
                condition: BooleanExpression.LessThanOrEqualTo(MathExpression.Variable(cooldownVariableName), MathExpression.Constant(0)),
                action: ObjectAction.Union(startCooldownAction, createBulletAction));

            return(ObjectAction.ConditionalNextAction(
                       currentAction: initialStartCooldownAction,
                       condition: BooleanExpression.True(),
                       nextAction: ObjectAction.Union(decrementCooldownAction, createBulletWhenCooldownFinishedAction)));
        }
예제 #3
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        private static ObjectAction GetSpawnOrbiterSatellitesAction(
            Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary,
            Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates,
            GuidGenerator guidGenerator)
        {
            string spriteName = guidGenerator.NextGuid();

            spriteNameToImageDictionary.Add(spriteName, DTDanmakuImage.EliteOrbiterSatellite);

            List <ObjectAction> objectActions = new List <ObjectAction>();

            for (long i = 0; i < 5; i++)
            {
                EnemyObjectTemplate orbiterSatelliteTemplate = EnemyObjectTemplate.EnemyBullet(
                    action: ObjectAction.Union(
                        GetSatelliteMoveAndDestroyAction(
                            initialAngleInMillidegrees: 72L * 1000L * i,
                            guidGenerator: guidGenerator),
                        GetSatelliteShootAction(
                            spriteNameToImageDictionary: spriteNameToImageDictionary,
                            enemyObjectTemplates: enemyObjectTemplates,
                            guidGenerator: guidGenerator)),
                    initialMilliHP: null,
                    damageBoxes: null,
                    collisionBoxes: null,
                    spriteName: spriteName);

                string templateName = guidGenerator.NextGuid();
                enemyObjectTemplates.Add(templateName, orbiterSatelliteTemplate);

                ObjectAction spawnSatelliteAction = ObjectAction.SpawnChild(
                    childXMillis: MathExpression.Constant(-1000 * 1000),
                    childYMillis: MathExpression.Constant(-1000 * 1000),
                    childObjectTemplateName: templateName,
                    childInitialNumericVariables: null,
                    childInitialBooleanVariables: null);

                objectActions.Add(spawnSatelliteAction);
            }

            return(ObjectActionGenerator.DoOnce(ObjectAction.Union(objectActions)));
        }
예제 #4
0
        // Spawns 12 bullets (30 degrees apart)
        private static ObjectAction SpawnSatelliteBullet(
            Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary,
            Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates,
            GuidGenerator guidGenerator)
        {
            string singleBulletSpriteName = guidGenerator.NextGuid();

            spriteNameToImageDictionary.Add(singleBulletSpriteName, DTDanmakuImage.EliteOrbiterEnemyBullet);

            long buffer = 100;

            BooleanExpression shouldDestroySingleBullet = BooleanExpression.Or(
                BooleanExpression.GreaterThan(MathExpression.XMillis(), MathExpression.Constant((1000 + buffer) * 1000)),
                BooleanExpression.LessThan(MathExpression.XMillis(), MathExpression.Constant((0 - buffer) * 1000)),
                BooleanExpression.GreaterThan(MathExpression.YMillis(), MathExpression.Constant((700 + buffer) * 1000)),
                BooleanExpression.LessThan(MathExpression.YMillis(), MathExpression.Constant((0 - buffer) * 1000)));

            ObjectAction destroySingleBulletAction = ObjectAction.Condition(
                condition: shouldDestroySingleBullet,
                action: ObjectAction.Destroy());

            DTDanmakuMath.MathExpressionOffset singleBulletOffset = DTDanmakuMath.GetOffset(
                millipixels: MathExpression.Multiply(MathExpression.Constant(100), MathExpression.ElapsedMillisecondsPerIteration()),
                movementDirectionInMillidegrees: MathExpression.Variable("direction"));

            List <ObjectBox> collisionBoxes = new List <ObjectBox>();

            collisionBoxes.Add(new ObjectBox(lowerXMillis: -3000, upperXMillis: 3000, lowerYMillis: -5000, upperYMillis: 5000));
            collisionBoxes.Add(new ObjectBox(lowerXMillis: -5000, upperXMillis: 5000, lowerYMillis: -3000, upperYMillis: 3000));

            EnemyObjectTemplate singleBulletTemplate = EnemyObjectTemplate.EnemyBullet(
                action: ObjectAction.Union(
                    ObjectAction.SetFacingDirection(MathExpression.Variable("direction")),
                    ObjectAction.SetPosition(
                        xMillis: MathExpression.Add(MathExpression.XMillis(), singleBulletOffset.DeltaXInMillipixels),
                        yMillis: MathExpression.Add(MathExpression.YMillis(), singleBulletOffset.DeltaYInMillipixels)),
                    destroySingleBulletAction),
                initialMilliHP: null,
                damageBoxes: null,
                collisionBoxes: collisionBoxes,
                spriteName: singleBulletSpriteName);

            string singleBulletTemplateName = guidGenerator.NextGuid();

            enemyObjectTemplates.Add(singleBulletTemplateName, singleBulletTemplate);

            List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables1 = new List <ObjectAction.InitialChildNumericVariableInfo>();

            initialNumericVariables1.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(0))));

            ObjectAction spawnSingleBulletAction1 = ObjectAction.SpawnChild(
                childXMillis: MathExpression.XMillis(),
                childYMillis: MathExpression.YMillis(),
                childObjectTemplateName: singleBulletTemplateName,
                childInitialNumericVariables: initialNumericVariables1,
                childInitialBooleanVariables: null);

            List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables2 = new List <ObjectAction.InitialChildNumericVariableInfo>();

            initialNumericVariables2.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(30 * 1000))));

            ObjectAction spawnSingleBulletAction2 = ObjectAction.SpawnChild(
                childXMillis: MathExpression.XMillis(),
                childYMillis: MathExpression.YMillis(),
                childObjectTemplateName: singleBulletTemplateName,
                childInitialNumericVariables: initialNumericVariables2,
                childInitialBooleanVariables: null);

            List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables3 = new List <ObjectAction.InitialChildNumericVariableInfo>();

            initialNumericVariables3.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(60 * 1000))));

            ObjectAction spawnSingleBulletAction3 = ObjectAction.SpawnChild(
                childXMillis: MathExpression.XMillis(),
                childYMillis: MathExpression.YMillis(),
                childObjectTemplateName: singleBulletTemplateName,
                childInitialNumericVariables: initialNumericVariables3,
                childInitialBooleanVariables: null);

            List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables4 = new List <ObjectAction.InitialChildNumericVariableInfo>();

            initialNumericVariables4.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(90 * 1000))));

            ObjectAction spawnSingleBulletAction4 = ObjectAction.SpawnChild(
                childXMillis: MathExpression.XMillis(),
                childYMillis: MathExpression.YMillis(),
                childObjectTemplateName: singleBulletTemplateName,
                childInitialNumericVariables: initialNumericVariables4,
                childInitialBooleanVariables: null);

            List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables5 = new List <ObjectAction.InitialChildNumericVariableInfo>();

            initialNumericVariables5.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(120 * 1000))));

            ObjectAction spawnSingleBulletAction5 = ObjectAction.SpawnChild(
                childXMillis: MathExpression.XMillis(),
                childYMillis: MathExpression.YMillis(),
                childObjectTemplateName: singleBulletTemplateName,
                childInitialNumericVariables: initialNumericVariables5,
                childInitialBooleanVariables: null);

            List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables6 = new List <ObjectAction.InitialChildNumericVariableInfo>();

            initialNumericVariables6.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(150 * 1000))));

            ObjectAction spawnSingleBulletAction6 = ObjectAction.SpawnChild(
                childXMillis: MathExpression.XMillis(),
                childYMillis: MathExpression.YMillis(),
                childObjectTemplateName: singleBulletTemplateName,
                childInitialNumericVariables: initialNumericVariables6,
                childInitialBooleanVariables: null);

            List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables7 = new List <ObjectAction.InitialChildNumericVariableInfo>();

            initialNumericVariables7.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(180 * 1000))));

            ObjectAction spawnSingleBulletAction7 = ObjectAction.SpawnChild(
                childXMillis: MathExpression.XMillis(),
                childYMillis: MathExpression.YMillis(),
                childObjectTemplateName: singleBulletTemplateName,
                childInitialNumericVariables: initialNumericVariables7,
                childInitialBooleanVariables: null);

            List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables8 = new List <ObjectAction.InitialChildNumericVariableInfo>();

            initialNumericVariables8.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(210 * 1000))));

            ObjectAction spawnSingleBulletAction8 = ObjectAction.SpawnChild(
                childXMillis: MathExpression.XMillis(),
                childYMillis: MathExpression.YMillis(),
                childObjectTemplateName: singleBulletTemplateName,
                childInitialNumericVariables: initialNumericVariables8,
                childInitialBooleanVariables: null);

            List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables9 = new List <ObjectAction.InitialChildNumericVariableInfo>();

            initialNumericVariables9.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(240 * 1000))));

            ObjectAction spawnSingleBulletAction9 = ObjectAction.SpawnChild(
                childXMillis: MathExpression.XMillis(),
                childYMillis: MathExpression.YMillis(),
                childObjectTemplateName: singleBulletTemplateName,
                childInitialNumericVariables: initialNumericVariables9,
                childInitialBooleanVariables: null);

            List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables10 = new List <ObjectAction.InitialChildNumericVariableInfo>();

            initialNumericVariables10.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(270 * 1000))));

            ObjectAction spawnSingleBulletAction10 = ObjectAction.SpawnChild(
                childXMillis: MathExpression.XMillis(),
                childYMillis: MathExpression.YMillis(),
                childObjectTemplateName: singleBulletTemplateName,
                childInitialNumericVariables: initialNumericVariables10,
                childInitialBooleanVariables: null);

            List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables11 = new List <ObjectAction.InitialChildNumericVariableInfo>();

            initialNumericVariables11.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(300 * 1000))));

            ObjectAction spawnSingleBulletAction11 = ObjectAction.SpawnChild(
                childXMillis: MathExpression.XMillis(),
                childYMillis: MathExpression.YMillis(),
                childObjectTemplateName: singleBulletTemplateName,
                childInitialNumericVariables: initialNumericVariables11,
                childInitialBooleanVariables: null);

            List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables12 = new List <ObjectAction.InitialChildNumericVariableInfo>();

            initialNumericVariables12.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(330 * 1000))));

            ObjectAction spawnSingleBulletAction12 = ObjectAction.SpawnChild(
                childXMillis: MathExpression.XMillis(),
                childYMillis: MathExpression.YMillis(),
                childObjectTemplateName: singleBulletTemplateName,
                childInitialNumericVariables: initialNumericVariables12,
                childInitialBooleanVariables: null);

            List <ObjectAction> actionList = new List <ObjectAction>();

            actionList.Add(ObjectAction.SetNumericVariable("random offset", MathExpression.RandomInteger(MathExpression.Constant(360 * 1000))));
            actionList.Add(spawnSingleBulletAction1);
            actionList.Add(spawnSingleBulletAction2);
            actionList.Add(spawnSingleBulletAction3);
            actionList.Add(spawnSingleBulletAction4);
            actionList.Add(spawnSingleBulletAction5);
            actionList.Add(spawnSingleBulletAction6);
            actionList.Add(spawnSingleBulletAction7);
            actionList.Add(spawnSingleBulletAction8);
            actionList.Add(spawnSingleBulletAction9);
            actionList.Add(spawnSingleBulletAction10);
            actionList.Add(spawnSingleBulletAction11);
            actionList.Add(spawnSingleBulletAction12);
            actionList.Add(ObjectAction.Destroy());

            EnemyObjectTemplate placeholderTemplate = EnemyObjectTemplate.Placeholder(
                action: ObjectAction.Union(actionList));

            string placeholderTemplateName = guidGenerator.NextGuid();

            enemyObjectTemplates.Add(placeholderTemplateName, placeholderTemplate);

            return(ObjectAction.SpawnChild(
                       childXMillis: MathExpression.XMillis(),
                       childYMillis: MathExpression.YMillis(),
                       childObjectTemplateName: placeholderTemplateName,
                       childInitialNumericVariables: null,
                       childInitialBooleanVariables: null));
        }
예제 #5
0
        private static ObjectAction Phase1ShootAction(
            Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary,
            Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates,
            GuidGenerator guidGenerator)
        {
            string singleBulletSpriteName = guidGenerator.NextGuid();

            spriteNameToImageDictionary.Add(singleBulletSpriteName, DTDanmakuImage.BossPhase1EnemyBullet);

            long buffer = 100;

            BooleanExpression shouldDestroySingleBullet = BooleanExpression.Or(
                BooleanExpression.GreaterThan(MathExpression.XMillis(), MathExpression.Constant((1000 + buffer) * 1000)),
                BooleanExpression.LessThan(MathExpression.XMillis(), MathExpression.Constant((0 - buffer) * 1000)),
                BooleanExpression.GreaterThan(MathExpression.YMillis(), MathExpression.Constant((700 + buffer) * 1000)),
                BooleanExpression.LessThan(MathExpression.YMillis(), MathExpression.Constant((0 - buffer) * 1000)));

            ObjectAction destroySingleBulletAction = ObjectAction.Condition(
                condition: shouldDestroySingleBullet,
                action: ObjectAction.Destroy());

            DTDanmakuMath.MathExpressionOffset singleBulletOffset = DTDanmakuMath.GetOffset(
                millipixels: MathExpression.Multiply(MathExpression.Variable("speed"), MathExpression.ElapsedMillisecondsPerIteration()),
                movementDirectionInMillidegrees: MathExpression.Variable("direction"));

            List <ObjectBox> collisionBoxes = new List <ObjectBox>();

            collisionBoxes.Add(new ObjectBox(lowerXMillis: -3000, upperXMillis: 3000, lowerYMillis: -5000, upperYMillis: 5000));
            collisionBoxes.Add(new ObjectBox(lowerXMillis: -5000, upperXMillis: 5000, lowerYMillis: -3000, upperYMillis: 3000));

            EnemyObjectTemplate singleBulletTemplate = EnemyObjectTemplate.EnemyBullet(
                action: ObjectAction.Union(
                    ObjectAction.SetFacingDirection(MathExpression.Variable("direction")),
                    ObjectAction.SetPosition(
                        xMillis: MathExpression.Add(MathExpression.XMillis(), singleBulletOffset.DeltaXInMillipixels),
                        yMillis: MathExpression.Add(MathExpression.YMillis(), singleBulletOffset.DeltaYInMillipixels)),
                    destroySingleBulletAction),
                initialMilliHP: null,
                damageBoxes: null,
                collisionBoxes: collisionBoxes,
                spriteName: singleBulletSpriteName);

            string singleBulletTemplateName = guidGenerator.NextGuid();

            enemyObjectTemplates.Add(singleBulletTemplateName, singleBulletTemplate);

            List <ObjectAction> spawnBulletActions = new List <ObjectAction>();

            string randomOffsetVariable = guidGenerator.NextGuid();

            for (int i = 0; i < 36; i++)
            {
                List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables = new List <ObjectAction.InitialChildNumericVariableInfo>();
                initialNumericVariables.Add(
                    new ObjectAction.InitialChildNumericVariableInfo(
                        name: "direction",
                        value: MathExpression.Add(MathExpression.Variable(randomOffsetVariable), MathExpression.Constant(i * 10 * 1000))));
                initialNumericVariables.Add(
                    new ObjectAction.InitialChildNumericVariableInfo(
                        name: "speed",
                        value: MathExpression.Add(MathExpression.Constant(100), MathExpression.RandomInteger(100))));

                spawnBulletActions.Add(ObjectAction.SpawnChild(
                                           childXMillis: MathExpression.XMillis(),
                                           childYMillis: MathExpression.Add(MathExpression.YMillis(), MathExpression.Constant(-60000)),
                                           childObjectTemplateName: singleBulletTemplateName,
                                           childInitialNumericVariables: initialNumericVariables,
                                           childInitialBooleanVariables: null));
            }

            List <ObjectAction> actionList = new List <ObjectAction>();

            actionList.Add(ObjectAction.SetNumericVariable(randomOffsetVariable, MathExpression.RandomInteger(MathExpression.Constant(360 * 1000))));
            foreach (ObjectAction spawnBulletAction in spawnBulletActions)
            {
                actionList.Add(spawnBulletAction);
            }

            ObjectAction shootBulletAction = ObjectAction.Union(actionList);

            string shootCooldown = guidGenerator.NextGuid();

            ObjectAction initializeShootCooldown = ObjectAction.SetNumericVariable(
                variableName: shootCooldown,
                variableValue: MathExpression.Constant(2000));

            ObjectAction decrementShootCooldown = ObjectAction.SetNumericVariable(
                variableName: shootCooldown,
                variableValue: MathExpression.Subtract(MathExpression.Variable(shootCooldown), MathExpression.ElapsedMillisecondsPerIteration()));

            ObjectAction shootWhenCooldownIsZero = ObjectAction.Condition(
                condition: BooleanExpression.LessThanOrEqualTo(MathExpression.Variable(shootCooldown), MathExpression.Constant(0)),
                action: ObjectAction.Union(initializeShootCooldown, shootBulletAction));

            return(ObjectAction.Union(
                       ObjectActionGenerator.DoOnce(initializeShootCooldown),
                       decrementShootCooldown,
                       shootWhenCooldownIsZero));
        }
예제 #6
0
        private static ObjectAction SpawnPhase3Bullet(
            IMathExpression bulletDirectionInMillidegrees,
            Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary,
            Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates,
            GuidGenerator guidGenerator)
        {
            string bulletSpriteName = guidGenerator.NextGuid();

            spriteNameToImageDictionary.Add(bulletSpriteName, DTDanmakuImage.BossPhase3EnemyBullet);

            string snapshotBulletDirectionInMillidegreesVariable = guidGenerator.NextGuid();

            ObjectAction snapshotDirectionAction = ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(
                                                                                    snapshotBulletDirectionInMillidegreesVariable,
                                                                                    bulletDirectionInMillidegrees));

            long buffer = 100;

            BooleanExpression shouldDestroy = BooleanExpression.Or(
                BooleanExpression.GreaterThan(MathExpression.XMillis(), MathExpression.Constant((1000 + buffer) * 1000)),
                BooleanExpression.LessThan(MathExpression.XMillis(), MathExpression.Constant((0 - buffer) * 1000)),
                BooleanExpression.GreaterThan(MathExpression.YMillis(), MathExpression.Constant((700 + buffer) * 1000)),
                BooleanExpression.LessThan(MathExpression.YMillis(), MathExpression.Constant((0 - buffer) * 1000)));

            ObjectAction destroyAction = ObjectAction.Condition(
                condition: shouldDestroy,
                action: ObjectAction.Destroy());

            DTDanmakuMath.MathExpressionOffset offset = DTDanmakuMath.GetOffset(
                millipixels: MathExpression.Multiply(MathExpression.Constant(200), MathExpression.ElapsedMillisecondsPerIteration()),
                movementDirectionInMillidegrees: MathExpression.Variable(snapshotBulletDirectionInMillidegreesVariable));

            List <ObjectBox> collisionBoxes = new List <ObjectBox>();

            collisionBoxes.Add(new ObjectBox(lowerXMillis: -3000, upperXMillis: 3000, lowerYMillis: -5000, upperYMillis: 5000));
            collisionBoxes.Add(new ObjectBox(lowerXMillis: -5000, upperXMillis: 5000, lowerYMillis: -3000, upperYMillis: 3000));

            EnemyObjectTemplate bulletTemplate = EnemyObjectTemplate.EnemyBullet(
                action: ObjectAction.Union(
                    snapshotDirectionAction,
                    ObjectAction.SetFacingDirection(MathExpression.Variable(snapshotBulletDirectionInMillidegreesVariable)),
                    ObjectAction.SetPosition(
                        xMillis: MathExpression.Add(MathExpression.XMillis(), offset.DeltaXInMillipixels),
                        yMillis: MathExpression.Add(MathExpression.YMillis(), offset.DeltaYInMillipixels)),
                    destroyAction),
                initialMilliHP: null,
                damageBoxes: null,
                collisionBoxes: collisionBoxes,
                spriteName: bulletSpriteName);

            string templateName = guidGenerator.NextGuid();

            enemyObjectTemplates.Add(templateName, bulletTemplate);

            return(ObjectAction.SpawnChild(
                       childXMillis: MathExpression.XMillis(),
                       childYMillis: MathExpression.Subtract(MathExpression.YMillis(), MathExpression.Constant(60000)),
                       childObjectTemplateName: templateName,
                       childInitialNumericVariables: null,
                       childInitialBooleanVariables: null));
        }