/// <summary> /// Creates Entities from aggregates (collections of components) /// </summary> /// <param name="aggregate">The specific aggreage to create</param> public uint CreateFromGameSave(DungeonCrawlerGame.CharacterSaveFile gameSave, PlayerIndex playerIndex) { uint entityID = 0xFFFFFF; Texture2D spriteSheet; Position position; Movement movement; Sprite sprite; SpriteAnimation spriteAnimation; //MovementSprite movementSprite; Collideable collideable; Local local; Player player; PlayerInfo info; Stats stats = new Stats(); HUDAggregateFactory hudagg = new HUDAggregateFactory(game); InvAggregateFactory invagg = new InvAggregateFactory(game); //Miscelaneous modifyers for the potential ability modifiers //Placeholders for racial/class bonuses and item bonuses. int miscMeleeAttack = 0; int miscRangedAttack = 0; int miscMeleeSpeed = 0; int miscAccuracy = 0; int miscMeleeDef = 0; int miscRangedDef = 0; int miscSpell = 0; int miscHealth = 0; // Create the player { entityID = Entity.NextEntity(); spriteSheet = game.Content.Load <Texture2D>(gameSave.charAnimation); spriteSheet.Name = gameSave.charAnimation; position = new Position() { EntityID = entityID, Center = new Vector2(400, 150), Radius = 32f, }; game.PositionComponent[entityID] = position; collideable = new Collideable() { EntityID = entityID, RoomID = position.RoomID, Bounds = new CircleBounds(position.Center, position.Radius) }; game.CollisionComponent[entityID] = collideable; movement = new Movement() { EntityID = entityID, Direction = new Vector2(0, 1), Speed = 200f, }; game.MovementComponent[entityID] = movement; spriteAnimation = new SpriteAnimation() { EntityID = entityID, FramesPerSecond = 10, IsLooping = true, IsPlaying = true, TimePassed = 0f, CurrentFrame = 0, CurrentAnimationRow = 0 }; game.SpriteAnimationComponent[entityID] = spriteAnimation; sprite = new Sprite() { EntityID = entityID, SpriteBounds = new Rectangle(0, 0, 64, 64), SpriteSheet = spriteSheet }; game.SpriteComponent[entityID] = sprite; local = new Local() { EntityID = entityID, }; game.LocalComponent[entityID] = local; //This will add a stats section for the player in the stats component stats = new Stats() { EntityID = entityID, // Load from game save Strength = gameSave.stats.Strength, Stamina = gameSave.stats.Stamina, Agility = gameSave.stats.Agility, Intelligence = gameSave.stats.Intelligence, Defense = gameSave.stats.Defense }; game.StatsComponent[entityID] = stats; player = new Player() { EntityID = entityID, PlayerIndex = playerIndex, PlayerRace = (Aggregate)gameSave.aggregate, abilityModifiers = new AbilityModifiers() { meleeDamageReduction = miscMeleeDef + (int)((stats.Defense - 10) / 2), rangedDamageReduction = miscRangedDef + (int)((stats.Defense - 10) / 2), meleeAttackBonus = miscMeleeAttack + (int)((stats.Strength - 10) / 2), RangedAttackBonus = miscRangedAttack + (int)((stats.Agility - 10) / 2), MeleeAttackSpeed = miscMeleeSpeed + (int)((stats.Strength - 10) / 2), Accuracy = miscAccuracy + (int)((stats.Agility - 10) / 2), SpellBonus = miscSpell + (int)((stats.Intelligence - 10) / 2), HealthBonus = miscHealth + (int)((stats.Stamina - 10) / 2), } }; game.PlayerComponent[entityID] = player; info = new PlayerInfo() { Health = 100, Psi = 100, State = PlayerState.Default, }; game.PlayerInfoComponent[entityID] = info; game.PlayerComponent[entityID] = player; //Create HUD hudagg.CreateHUD(player); //create Inv invagg.CreateInv(player); } game.QuestLogSystem.ActivateQuest(entityID, 0); return(entityID); }
/// <summary> /// Creates Entities from aggregates (collections of components) /// </summary> /// <param name="aggregate">The specific aggreage to create</param> public uint CreateFromGameSave(DungeonCrawlerGame.CharacterSaveFile gameSave, PlayerIndex playerIndex) { uint entityID = 0xFFFFFF; Texture2D spriteSheet; Position position; Movement movement; Sprite sprite; SpriteAnimation spriteAnimation; //MovementSprite movementSprite; Collideable collideable; Local local; Player player; PlayerInfo info; Stats stats = new Stats(); HUDAggregateFactory hudagg = new HUDAggregateFactory(game); InvAggregateFactory invagg = new InvAggregateFactory(game); //Miscelaneous modifyers for the potential ability modifiers //Placeholders for racial/class bonuses and item bonuses. int miscMeleeAttack = 0; int miscRangedAttack = 0; int miscMeleeSpeed = 0; int miscAccuracy = 0; int miscMeleeDef = 0; int miscRangedDef = 0; int miscSpell = 0; int miscHealth = 0; // Create the player { entityID = Entity.NextEntity(); spriteSheet = game.Content.Load <Texture2D>(gameSave.charAnimation); spriteSheet.Name = gameSave.charAnimation; position = new Position() { EntityID = entityID, Center = new Vector2(400, 150), Radius = 32f, }; game.PositionComponent[entityID] = position; collideable = new Collideable() { EntityID = entityID, RoomID = position.RoomID, Bounds = new CircleBounds(position.Center, position.Radius) }; game.CollisionComponent[entityID] = collideable; movement = new Movement() { EntityID = entityID, Direction = new Vector2(0, 1), Speed = 200f, }; game.MovementComponent[entityID] = movement; spriteAnimation = new SpriteAnimation() { EntityID = entityID, FramesPerSecond = 10, IsLooping = true, IsPlaying = true, TimePassed = 0f, CurrentFrame = 0, CurrentAnimationRow = 0 }; game.SpriteAnimationComponent[entityID] = spriteAnimation; sprite = new Sprite() { EntityID = entityID, SpriteBounds = new Rectangle(0, 0, 64, 64), SpriteSheet = spriteSheet }; game.SpriteComponent[entityID] = sprite; local = new Local() { EntityID = entityID, }; game.LocalComponent[entityID] = local; //This will add a stats section for the player in the stats component stats = new Stats() { EntityID = entityID, // Load from game save Strength = gameSave.stats.Strength, Stamina = gameSave.stats.Stamina, Agility = gameSave.stats.Agility, Intelligence = gameSave.stats.Intelligence, Defense = gameSave.stats.Defense }; game.StatsComponent[entityID] = stats; player = new Player() { EntityID = entityID, PlayerIndex = playerIndex, PlayerRace = (Aggregate)gameSave.aggregate, abilityModifiers = new AbilityModifiers() { meleeDamageReduction = miscMeleeDef + (int)((stats.Defense - 10) / 2), rangedDamageReduction = miscRangedDef + (int)((stats.Defense - 10) / 2), meleeAttackBonus = miscMeleeAttack + (int)((stats.Strength - 10) / 2), RangedAttackBonus = miscRangedAttack + (int)((stats.Agility - 10) / 2), MeleeAttackSpeed = miscMeleeSpeed + (int)((stats.Strength - 10) / 2), Accuracy = miscAccuracy + (int)((stats.Agility - 10) / 2), SpellBonus = miscSpell + (int)((stats.Intelligence - 10) / 2), HealthBonus = miscHealth + (int)((stats.Stamina - 10) / 2), } }; game.PlayerComponent[entityID] = player; info = new PlayerInfo() { Health = 100, Psi = 100, State = PlayerState.Default, }; game.PlayerInfoComponent[entityID] = info; game.PlayerComponent[entityID] = player; //Create HUD hudagg.CreateHUD(player); //create Inv invagg.CreateInv(player); } string questString = "Proceed to the next room. This can be accomplished by walking through the doorway to your left."; Quest newQuest = new Quest() { EntityID = entityID, questName = QuestName.ReachNextRoom, questStatus = QuestStatus.InProgress, questGoals = new String[(int)Math.Ceiling(questString.Length / 33.0)], }; string[] strings = questString.Split(' '); string newstring = ""; int i = 0; int j = 0; while (j < newQuest.questGoals.Length) { if (i < strings.Length) { newstring += strings[i] + " "; i++; } if (i >= strings.Length) { newQuest.questGoals[j] = newstring; break; } if (newstring.Length + strings[i].Length >= 33) { newQuest.questGoals[j] = newstring; newstring = ""; j++; } } game.QuestComponent[entityID] = newQuest; return(entityID); }
/// <summary> /// Creates Entities from aggregates (collections of components) /// </summary> /// <param name="aggregate">The specific aggreage to create</param> /// <param name="playerIndex">The player index for this player</param> /// <param name="aggregate">The game save that we are creating</param> public uint CreateFromAggregate(Aggregate aggregate, PlayerIndex playerIndex, string fileName, out DungeonCrawlerGame.CharacterSaveFile gameSave) { gameSave = new DungeonCrawlerGame.CharacterSaveFile(); uint entityID = 0xFFFFFF; Texture2D spriteSheet; Position position; Movement movement; Sprite sprite; SpriteAnimation spriteAnimation; //MovementSprite movementSprite; Collideable collideable; Local local; Player player; PlayerInfo info; Stats stats = new Stats(); HUDAggregateFactory hudagg = new HUDAggregateFactory(game); InvAggregateFactory invagg = new InvAggregateFactory(game); //Miscelaneous modifyers for the potential ability modifiers //Placeholders for racial/class bonuses and item bonuses. int miscMeleeAttack = 0; int miscRangedAttack = 0; int miscMeleeSpeed = 0; int miscAccuracy = 0; int miscMeleeDef = 0; int miscRangedDef = 0; int miscSpell = 0; int miscHealth = 0; switch (aggregate) { /**************************************** * Fairy * *************************************/ case Aggregate.FairyPlayer: entityID = Entity.NextEntity(); spriteSheet = game.Content.Load <Texture2D>("Spritesheets/wind_fae"); spriteSheet.Name = "Spritesheets/wind_fae"; position = new Position() { EntityID = entityID, Center = new Vector2(400, 150), Radius = 32f, }; game.PositionComponent[entityID] = position; collideable = new Collideable() { EntityID = entityID, RoomID = position.RoomID, Bounds = new CircleBounds(position.Center, position.Radius) }; game.CollisionComponent[entityID] = collideable; movement = new Movement() { EntityID = entityID, Direction = new Vector2(0, 1), Speed = 200f, }; game.MovementComponent[entityID] = movement; /* * movementSprite = new MovementSprite() * { * EntityID = entityID, * Facing = Facing.South, * SpriteSheet = spriteSheet, * SpriteBounds = new Rectangle(0, 0, 64, 64), * Timer = 0f, * }; * game.MovementSpriteComponent[entityID] = movementSprite; */ spriteAnimation = new SpriteAnimation() { EntityID = entityID, FramesPerSecond = 10, IsLooping = true, IsPlaying = true, TimePassed = 0f, CurrentFrame = 0, CurrentAnimationRow = 0 }; game.SpriteAnimationComponent[entityID] = spriteAnimation; sprite = new Sprite() { EntityID = entityID, SpriteBounds = new Rectangle(0, 0, 64, 64), SpriteSheet = spriteSheet }; game.SpriteComponent[entityID] = sprite; local = new Local() { EntityID = entityID, }; game.LocalComponent[entityID] = local; //This will add a stats section for the player in the stats component stats = new Stats() { EntityID = entityID, //So here we just define our base values. Total sum is 50 //The base stats are 10 across the board Strength = 4, Stamina = 10, Agility = 10, Intelligence = 16, Defense = 10 }; game.StatsComponent[entityID] = stats; player = new Player() { EntityID = entityID, PlayerIndex = playerIndex, PlayerRace = aggregate, abilityModifiers = new AbilityModifiers() { meleeDamageReduction = miscMeleeDef + (int)((stats.Defense - 10) / 2), rangedDamageReduction = miscRangedDef + (int)((stats.Defense - 10) / 2), meleeAttackBonus = miscMeleeAttack + (int)((stats.Strength - 10) / 2), RangedAttackBonus = miscRangedAttack + (int)((stats.Agility - 10) / 2), MeleeAttackSpeed = miscMeleeSpeed + (int)((stats.Strength - 10) / 2), Accuracy = miscAccuracy + (int)((stats.Agility - 10) / 2), SpellBonus = miscSpell + (int)((stats.Intelligence - 10) / 2), HealthBonus = miscHealth + (int)((stats.Stamina - 10) / 2), } }; game.PlayerComponent[entityID] = player; info = new PlayerInfo() { Health = 100, Psi = 100, State = PlayerState.Default, }; game.PlayerInfoComponent[entityID] = info; break; /**************************************** * Cultist * *************************************/ case Aggregate.CultistPlayer: entityID = Entity.NextEntity(); spriteSheet = game.Content.Load <Texture2D>("Spritesheets/Cultist"); spriteSheet.Name = "Spritesheets/Cultist"; position = new Position() { EntityID = entityID, Center = new Vector2(400, 150), Radius = 32f, }; game.PositionComponent[entityID] = position; collideable = new Collideable() { EntityID = entityID, RoomID = position.RoomID, Bounds = new CircleBounds(position.Center, position.Radius) }; game.CollisionComponent[entityID] = collideable; movement = new Movement() { EntityID = entityID, Direction = new Vector2(0, 1), Speed = 200f, }; game.MovementComponent[entityID] = movement; //movementSprite = new MovementSprite() { // EntityID = entityID, // Facing = Facing.South, // SpriteSheet = spriteSheet, // SpriteBounds = new Rectangle(0, 0, 64, 64), // Timer = 0f, //}; //game.MovementSpriteComponent[entityID] = movementSprite; spriteAnimation = new SpriteAnimation() { EntityID = entityID, FramesPerSecond = 10, IsLooping = true, IsPlaying = true, TimePassed = 0f, CurrentFrame = 0, CurrentAnimationRow = 0 }; game.SpriteAnimationComponent[entityID] = spriteAnimation; sprite = new Sprite() { EntityID = entityID, SpriteBounds = new Rectangle(0, 0, 64, 64), SpriteSheet = spriteSheet }; game.SpriteComponent[entityID] = sprite; local = new Local() { EntityID = entityID, }; game.LocalComponent[entityID] = local; //This will add a stats section for the player in the stats component stats = new Stats() { EntityID = entityID, //So here we just define our base values. Total sum is 50 //The base stats are 10 across the board Strength = 4, Stamina = 10, Agility = 10, Intelligence = 16, Defense = 10 }; player = new Player() { EntityID = entityID, PlayerIndex = playerIndex, PlayerRace = aggregate, abilityModifiers = new AbilityModifiers() { meleeDamageReduction = miscMeleeDef + (int)((stats.Defense - 10) / 2), rangedDamageReduction = miscRangedDef + (int)((stats.Defense - 10) / 2), meleeAttackBonus = miscMeleeAttack + (int)((stats.Strength - 10) / 2), RangedAttackBonus = miscRangedAttack + (int)((stats.Agility - 10) / 2), MeleeAttackSpeed = miscMeleeSpeed + (int)((stats.Strength - 10) / 2), Accuracy = miscAccuracy + (int)((stats.Agility - 10) / 2), SpellBonus = miscSpell + (int)((stats.Intelligence - 10) / 2), HealthBonus = miscHealth + (int)((stats.Stamina - 10) / 2), } }; info = new PlayerInfo() { Health = 100, Psi = 100, State = PlayerState.Default, }; game.PlayerInfoComponent[entityID] = info; game.PlayerComponent[entityID] = player; //Create HUD hudagg.CreateHUD(player); //create Inv invagg.CreateInv(player); break; /**************************************** * Cyborg - Added by adam Clark * *************************************/ case Aggregate.CyborgPlayer: entityID = Entity.NextEntity(); spriteSheet = game.Content.Load <Texture2D>("Spritesheets/cyborg"); spriteSheet.Name = "Spritesheets/cyborg"; position = new Position() { EntityID = entityID, Center = new Vector2(400, 150), Radius = 32f, }; game.PositionComponent[entityID] = position; collideable = new Collideable() { EntityID = entityID, RoomID = position.RoomID, Bounds = new CircleBounds(position.Center, position.Radius) }; game.CollisionComponent[entityID] = collideable; movement = new Movement() { EntityID = entityID, Direction = new Vector2(0, 1), Speed = 200f, }; game.MovementComponent[entityID] = movement; /*movementSprite = new MovementSprite() * { * EntityID = entityID, * Facing = Facing.South, * SpriteSheet = spriteSheet, * SpriteBounds = new Rectangle(0, 0, 64, 64), * Timer = 0f, * }; * game.MovementSpriteComponent[entityID] = movementSprite;*/ spriteAnimation = new SpriteAnimation() { EntityID = entityID, FramesPerSecond = 10, IsLooping = true, IsPlaying = true, TimePassed = 0f, CurrentFrame = 0, CurrentAnimationRow = 0 }; game.SpriteAnimationComponent[entityID] = spriteAnimation; sprite = new Sprite() { EntityID = entityID, SpriteBounds = new Rectangle(0, 0, 64, 64), SpriteSheet = spriteSheet }; game.SpriteComponent[entityID] = sprite; local = new Local() { EntityID = entityID, }; game.LocalComponent[entityID] = local; //This will add a stats section for the player in the stats component stats = new Stats() { EntityID = entityID, //So here we just define our base values. Total sum is 50 //The base stats are 10 across the board Strength = 13, Stamina = 12, Agility = 13, Intelligence = 0, Defense = 12 }; game.StatsComponent[entityID] = stats; player = new Player() { EntityID = entityID, PlayerIndex = playerIndex, PlayerRace = aggregate, }; info = new PlayerInfo() { Health = 100, Psi = 100, State = PlayerState.Default, }; game.PlayerInfoComponent[entityID] = info; game.PlayerComponent[entityID] = player; //create HUD hudagg.CreateHUD(player); //create Inv invagg.CreateInv(player); break; /******************************************************************************* * Earthian * Done by Andrew Bellinder. I added the character's sprite and his skill sprites * ******************************************************************************/ case Aggregate.EarthianPlayer: entityID = Entity.NextEntity(); spriteSheet = game.Content.Load <Texture2D>("Spritesheets/Earthian2x"); spriteSheet.Name = "Spritesheets/Earthian2x"; position = new Position() { EntityID = entityID, Center = new Vector2(400, 150), Radius = 32f, }; game.PositionComponent[entityID] = position; collideable = new Collideable() { EntityID = entityID, RoomID = position.RoomID, Bounds = new CircleBounds(position.Center, position.Radius) }; game.CollisionComponent[entityID] = collideable; movement = new Movement() { EntityID = entityID, Direction = new Vector2(0, 1), Speed = 200f, }; game.MovementComponent[entityID] = movement; /* * movementSprite = new MovementSprite() { * EntityID = entityID, * Facing = Facing.South, * SpriteSheet = spriteSheet, * SpriteBounds = new Rectangle(0, 0, 64, 64), * Timer = 0f, * }; * game.MovementSpriteComponent[entityID] = movementSprite; */ spriteAnimation = new SpriteAnimation() { EntityID = entityID, FramesPerSecond = 10, IsLooping = true, IsPlaying = true, TimePassed = 0f, CurrentFrame = 0, CurrentAnimationRow = 0 }; game.SpriteAnimationComponent[entityID] = spriteAnimation; sprite = new Sprite() { EntityID = entityID, SpriteBounds = new Rectangle(0, 0, 64, 64), SpriteSheet = spriteSheet }; game.SpriteComponent[entityID] = sprite; local = new Local() { EntityID = entityID, }; game.LocalComponent[entityID] = local; //This will add a stats section for the player in the stats component stats = new Stats() { EntityID = entityID, //So here we just define our base values. Total sum is 50 //The base stats are 10 across the board Strength = 10, Stamina = 10, Agility = 10, Intelligence = 10, Defense = 10 }; game.StatsComponent[entityID] = stats; player = new Player() { EntityID = entityID, PlayerIndex = playerIndex, PlayerRace = aggregate, abilityModifiers = new AbilityModifiers() { meleeDamageReduction = miscMeleeDef + (int)((stats.Defense - 10) / 2), rangedDamageReduction = miscRangedDef + (int)((stats.Defense - 10) / 2), meleeAttackBonus = miscMeleeAttack + (int)((stats.Strength - 10) / 2), RangedAttackBonus = miscRangedAttack + (int)((stats.Agility - 10) / 2), MeleeAttackSpeed = miscMeleeSpeed + (int)((stats.Strength - 10) / 2), Accuracy = miscAccuracy + (int)((stats.Agility - 10) / 2), SpellBonus = miscSpell + (int)((stats.Intelligence - 10) / 2), HealthBonus = miscHealth + (int)((stats.Stamina - 10) / 2), } }; game.PlayerComponent[entityID] = player; info = new PlayerInfo() { Health = 100, Psi = 100, State = PlayerState.Default, }; game.PlayerInfoComponent[entityID] = info; //Create HUD hudagg.CreateHUD(player); //create Inv invagg.CreateInv(player); break; /**************************************** * Gargranian by Michael Fountain * *************************************/ case Aggregate.GargranianPlayer: entityID = Entity.NextEntity(); spriteSheet = game.Content.Load <Texture2D>("Spritesheets/gargranian"); spriteSheet.Name = "Spritesheets/gargranian"; position = new Position() { EntityID = entityID, Center = new Vector2(400, 150), Radius = 32f, }; game.PositionComponent[entityID] = position; collideable = new Collideable() { EntityID = entityID, RoomID = position.RoomID, Bounds = new CircleBounds(position.Center, position.Radius) }; game.CollisionComponent[entityID] = collideable; movement = new Movement() { EntityID = entityID, Direction = new Vector2(0, 1), Speed = 200f, }; game.MovementComponent[entityID] = movement; /* * movementSprite = new MovementSprite() * { * EntityID = entityID, * Facing = Facing.South, * SpriteSheet = spriteSheet, * SpriteBounds = new Rectangle(0, 0, 64, 64), * Timer = 0f, * }; * game.MovementSpriteComponent[entityID] = movementSprite; */ spriteAnimation = new SpriteAnimation() { EntityID = entityID, FramesPerSecond = 10, IsLooping = true, IsPlaying = true, TimePassed = 0f, CurrentFrame = 0, CurrentAnimationRow = 0 }; game.SpriteAnimationComponent[entityID] = spriteAnimation; sprite = new Sprite() { EntityID = entityID, SpriteBounds = new Rectangle(0, 0, 64, 64), SpriteSheet = spriteSheet }; game.SpriteComponent[entityID] = sprite; local = new Local() { EntityID = entityID, }; game.LocalComponent[entityID] = local; //This will add a stats section for the player in the stats component stats = new Stats() { EntityID = entityID, //So here we just define our base values. Total sum is 50 //The base stats are 10 across the board Strength = 4, Stamina = 10, Agility = 10, Intelligence = 14, Defense = 12 }; game.StatsComponent[entityID] = stats; player = new Player() { EntityID = entityID, PlayerIndex = playerIndex, PlayerRace = aggregate, }; game.PlayerComponent[entityID] = player; info = new PlayerInfo() { Health = 100, Psi = 100, State = PlayerState.Default, }; game.PlayerInfoComponent[entityID] = info; //Create HUD hudagg.CreateHUD(player); //create Inv invagg.CreateInv(player); break; /**************************************** * Space Pirate * Done by Austin Murphy and I also have posted the 9 sprites for my skills that are listed in the design document. * *************************************/ case Aggregate.SpacePiratePlayer: entityID = Entity.NextEntity(); spriteSheet = game.Content.Load <Texture2D>("Spritesheets/SpacePBig"); spriteSheet.Name = "Spritesheets/SpacePBig"; position = new Position() { EntityID = entityID, Center = new Vector2(400, 150), Radius = 32f, }; game.PositionComponent[entityID] = position; collideable = new Collideable() { EntityID = entityID, RoomID = position.RoomID, Bounds = new CircleBounds(position.Center, position.Radius) }; game.CollisionComponent[entityID] = collideable; movement = new Movement() { EntityID = entityID, Direction = new Vector2(0, 1), Speed = 200f, }; game.MovementComponent[entityID] = movement; /* * movementSprite = new MovementSprite() * { * EntityID = entityID, * Facing = Facing.South, * SpriteSheet = spriteSheet, * SpriteBounds = new Rectangle(0, 0, 64, 64), * Timer = 0f, * }; * game.MovementSpriteComponent[entityID] = movementSprite; */ spriteAnimation = new SpriteAnimation() { EntityID = entityID, FramesPerSecond = 10, IsLooping = true, IsPlaying = true, TimePassed = 0f, CurrentFrame = 0, CurrentAnimationRow = 0 }; game.SpriteAnimationComponent[entityID] = spriteAnimation; sprite = new Sprite() { EntityID = entityID, SpriteBounds = new Rectangle(0, 0, 64, 64), SpriteSheet = spriteSheet }; game.SpriteComponent[entityID] = sprite; local = new Local() { EntityID = entityID, }; game.LocalComponent[entityID] = local; //This will add a stats section for the player in the stats component stats = new Stats() { EntityID = entityID, //So here we just define our base values. Total sum is 50 //The base stats are 10 across the board Strength = 5, Stamina = 5, Agility = 25, Intelligence = 5, Defense = 5 }; game.StatsComponent[entityID] = stats; player = new Player() { EntityID = entityID, PlayerIndex = playerIndex, PlayerRace = aggregate, }; game.PlayerComponent[entityID] = player; info = new PlayerInfo() { Health = 100, Psi = 100, State = PlayerState.Default, }; game.PlayerInfoComponent[entityID] = info; //Create HUD hudagg.CreateHUD(player); //create Inv invagg.CreateInv(player); break; /**************************************** * Zombie * written by Matthew Hart * *************************************/ case Aggregate.ZombiePlayer: entityID = Entity.NextEntity(); spriteSheet = game.Content.Load <Texture2D>("Spritesheets/MzombieBx2"); spriteSheet.Name = "Spritesheets/MzombieBx2"; //Placeholder values miscMeleeAttack = 5; miscMeleeDef = 5; miscRangedDef = -5; position = new Position() { EntityID = entityID, Center = new Vector2(400, 150), Radius = 32f, }; game.PositionComponent[entityID] = position; collideable = new Collideable() { EntityID = entityID, RoomID = position.RoomID, Bounds = new CircleBounds(position.Center, position.Radius) }; game.CollisionComponent[entityID] = collideable; movement = new Movement() { EntityID = entityID, Direction = new Vector2(0, 1), Speed = 200f, }; game.MovementComponent[entityID] = movement; /* * movementSprite = new MovementSprite() * { * EntityID = entityID, * Facing = Facing.South, * SpriteSheet = spriteSheet, * SpriteBounds = new Rectangle(0, 0, 64, 64), * Timer = 0f, * }; * game.MovementSpriteComponent[entityID] = movementSprite; */ spriteAnimation = new SpriteAnimation() { EntityID = entityID, FramesPerSecond = 10, IsLooping = true, IsPlaying = true, TimePassed = 0f, CurrentFrame = 0, CurrentAnimationRow = 0 }; game.SpriteAnimationComponent[entityID] = spriteAnimation; sprite = new Sprite() { EntityID = entityID, SpriteBounds = new Rectangle(0, 0, 64, 64), SpriteSheet = spriteSheet }; game.SpriteComponent[entityID] = sprite; local = new Local() { EntityID = entityID, }; game.LocalComponent[entityID] = local; //This will add a stats section for the player in the stats component stats = new Stats() { EntityID = entityID, //So here we just define our base values. Total sum is 50 //The base stats are 10 across the board Strength = 16, Stamina = 5, Agility = 5, Intelligence = 10, Defense = 14 }; game.StatsComponent[entityID] = stats; player = new Player() { EntityID = entityID, PlayerIndex = playerIndex, PlayerRace = aggregate, abilityModifiers = new AbilityModifiers() { meleeDamageReduction = miscMeleeDef + (int)((stats.Defense - 10) / 2), rangedDamageReduction = miscRangedDef + (int)((stats.Defense - 10) / 2), meleeAttackBonus = miscMeleeAttack + (int)((stats.Strength - 10) / 2), RangedAttackBonus = miscRangedAttack + (int)((stats.Agility - 10) / 2), MeleeAttackSpeed = miscMeleeSpeed + (int)((stats.Strength - 10) / 2), Accuracy = miscAccuracy + (int)((stats.Agility - 10) / 2), SpellBonus = miscSpell + (int)((stats.Intelligence - 10) / 2), HealthBonus = miscHealth + (int)((stats.Stamina - 10) / 2), } }; game.PlayerComponent[entityID] = player; info = new PlayerInfo() { Health = 100, Psi = 100, State = PlayerState.Default, }; game.PlayerInfoComponent[entityID] = info; //Create HUD hudagg.CreateHUD(player); //create Inv invagg.CreateInv(player); break; default: throw new Exception("Unknown type."); } // Store all of the data into the game save gameSave.aggregate = (int)aggregate; gameSave.health = 100; gameSave.psi = 100; gameSave.stats = stats; gameSave.Level = 1; gameSave.charAnimation = spriteSheet.Name; gameSave.fileName = fileName; info.FileName = fileName; game.QuestLogSystem.ActivateQuest(entityID, 0); return(entityID); }
/// <summary> /// Creates Entities from aggregates (collections of components) /// </summary> /// <param name="aggregate">The specific aggreage to create</param> public uint CreateFromGameSave(DungeonCrawlerGame.CharacterSaveFile gameSave, PlayerIndex playerIndex) { uint entityID = 0xFFFFFF; Texture2D spriteSheet; Position position; Movement movement; Sprite sprite; SpriteAnimation spriteAnimation; //MovementSprite movementSprite; Collideable collideable; Local local; Player player; PlayerInfo info; Stats stats = new Stats(); HUDAggregateFactory hudagg = new HUDAggregateFactory(game); InvAggregateFactory invagg = new InvAggregateFactory(game); //Miscelaneous modifyers for the potential ability modifiers //Placeholders for racial/class bonuses and item bonuses. int miscMeleeAttack = 0; int miscRangedAttack = 0; int miscMeleeSpeed = 0; int miscAccuracy = 0; int miscMeleeDef = 0; int miscRangedDef = 0; int miscSpell = 0; int miscHealth = 0; // Create the player { entityID = Entity.NextEntity(); spriteSheet = game.Content.Load<Texture2D>(gameSave.charAnimation); spriteSheet.Name = gameSave.charAnimation; position = new Position() { EntityID = entityID, Center = new Vector2(400, 150), Radius = 32f, }; game.PositionComponent[entityID] = position; collideable = new Collideable() { EntityID = entityID, Bounds = new CircleBounds(position.Center, position.Radius) }; game.CollisionComponent[entityID] = collideable; movement = new Movement() { EntityID = entityID, Direction = new Vector2(0, 1), Speed = 200f, }; game.MovementComponent[entityID] = movement; spriteAnimation = new SpriteAnimation() { EntityID = entityID, FramesPerSecond = 10, IsLooping = true, IsPlaying = true, TimePassed = 0f, CurrentFrame = 0, CurrentAnimationRow = 0 }; game.SpriteAnimationComponent[entityID] = spriteAnimation; sprite = new Sprite() { EntityID = entityID, SpriteBounds = new Rectangle(0, 0, 64, 64), SpriteSheet = spriteSheet }; game.SpriteComponent[entityID] = sprite; local = new Local() { EntityID = entityID, }; game.LocalComponent[entityID] = local; //This will add a stats section for the player in the stats component stats = new Stats() { EntityID = entityID, // Load from game save Strength = gameSave.stats.Strength, Stamina = gameSave.stats.Stamina, Agility = gameSave.stats.Agility, Intelligence = gameSave.stats.Intelligence, Defense = gameSave.stats.Defense }; game.StatsComponent[entityID] = stats; player = new Player() { EntityID = entityID, PlayerIndex = playerIndex, PlayerRace = (Aggregate)gameSave.aggregate, abilityModifiers = new AbilityModifiers() { meleeDamageReduction = miscMeleeDef + (int)((stats.Defense - 10) / 2), rangedDamageReduction = miscRangedDef + (int)((stats.Defense - 10) / 2), meleeAttackBonus = miscMeleeAttack + (int)((stats.Strength - 10) / 2), RangedAttackBonus = miscRangedAttack + (int)((stats.Agility - 10) / 2), MeleeAttackSpeed = miscMeleeSpeed + (int)((stats.Strength - 10) / 2), Accuracy = miscAccuracy + (int)((stats.Agility - 10) / 2), SpellBonus = miscSpell + (int)((stats.Intelligence - 10) / 2), HealthBonus = miscHealth + (int)((stats.Stamina - 10) / 2), } }; game.PlayerComponent[entityID] = player; info = new PlayerInfo() { Health = 100, Psi = 100, State = PlayerState.Default, }; game.PlayerInfoComponent[entityID] = info; game.PlayerComponent[entityID] = player; //Create HUD hudagg.CreateHUD(player); //create Inv invagg.CreateInv(player); } string questString = "Proceed to the next room. This can be accomplished by walking through the doorway to your left."; Quest newQuest = new Quest() { EntityID = entityID, questName = QuestName.ReachNextRoom, questStatus = QuestStatus.InProgress, questGoals = new String[(int)Math.Ceiling(questString.Length / 33.0)], }; string[] strings = questString.Split(' '); string newstring = ""; int i = 0; int j = 0; while (j < newQuest.questGoals.Length) { if (i < strings.Length) { newstring += strings[i] + " "; i++; } if (i >= strings.Length) { newQuest.questGoals[j] = newstring; break; } if (newstring.Length + strings[i].Length >= 33) { newQuest.questGoals[j] = newstring; newstring = ""; j++; } } game.QuestComponent[entityID] = newQuest; return entityID; }
/// <summary> /// Creates Entities from aggregates (collections of components) /// </summary> /// <param name="aggregate">The specific aggreage to create</param> /// <param name="playerIndex">The player index for this player</param> /// <param name="aggregate">The game save that we are creating</param> public uint CreateFromAggregate(Aggregate aggregate, PlayerIndex playerIndex, string fileName, out DungeonCrawlerGame.CharacterSaveFile gameSave) { gameSave = new DungeonCrawlerGame.CharacterSaveFile(); uint entityID = 0xFFFFFF; Texture2D spriteSheet; Position position; Movement movement; Sprite sprite; SpriteAnimation spriteAnimation; //MovementSprite movementSprite; Collideable collideable; Local local; Player player; PlayerInfo info; Stats stats = new Stats(); HUDAggregateFactory hudagg = new HUDAggregateFactory(game); InvAggregateFactory invagg = new InvAggregateFactory(game); //Miscelaneous modifyers for the potential ability modifiers //Placeholders for racial/class bonuses and item bonuses. int miscMeleeAttack = 0; int miscRangedAttack = 0; int miscMeleeSpeed = 0; int miscAccuracy = 0; int miscMeleeDef = 0; int miscRangedDef = 0; int miscSpell = 0; int miscHealth = 0; switch (aggregate) { /**************************************** * Fairy * *************************************/ case Aggregate.FairyPlayer: entityID = Entity.NextEntity(); spriteSheet = game.Content.Load<Texture2D>("Spritesheets/wind_fae"); spriteSheet.Name = "Spritesheets/wind_fae"; position = new Position() { EntityID = entityID, Center = new Vector2(400, 150), Radius = 32f, }; game.PositionComponent[entityID] = position; collideable = new Collideable() { EntityID = entityID, Bounds = new CircleBounds(position.Center, position.Radius) }; game.CollisionComponent[entityID] = collideable; movement = new Movement() { EntityID = entityID, Direction = new Vector2(0, 1), Speed = 200f, }; game.MovementComponent[entityID] = movement; /* movementSprite = new MovementSprite() { EntityID = entityID, Facing = Facing.South, SpriteSheet = spriteSheet, SpriteBounds = new Rectangle(0, 0, 64, 64), Timer = 0f, }; game.MovementSpriteComponent[entityID] = movementSprite; */ spriteAnimation = new SpriteAnimation() { EntityID = entityID, FramesPerSecond = 10, IsLooping = true, IsPlaying = true, TimePassed = 0f, CurrentFrame = 0, CurrentAnimationRow = 0 }; game.SpriteAnimationComponent[entityID] = spriteAnimation; sprite = new Sprite() { EntityID = entityID, SpriteBounds = new Rectangle(0, 0, 64, 64), SpriteSheet = spriteSheet }; game.SpriteComponent[entityID] = sprite; local = new Local() { EntityID = entityID, }; game.LocalComponent[entityID] = local; //This will add a stats section for the player in the stats component stats = new Stats() { EntityID = entityID, //So here we just define our base values. Total sum is 50 //The base stats are 10 across the board Strength = 4, Stamina = 10, Agility = 10, Intelligence = 16, Defense = 10 }; game.StatsComponent[entityID] = stats; player = new Player() { EntityID = entityID, PlayerIndex = playerIndex, PlayerRace = aggregate, abilityModifiers = new AbilityModifiers() { meleeDamageReduction = miscMeleeDef + (int)((stats.Defense - 10) / 2), rangedDamageReduction = miscRangedDef + (int)((stats.Defense - 10) / 2), meleeAttackBonus = miscMeleeAttack + (int)((stats.Strength - 10) / 2), RangedAttackBonus = miscRangedAttack + (int)((stats.Agility - 10) / 2), MeleeAttackSpeed = miscMeleeSpeed + (int)((stats.Strength - 10) / 2), Accuracy = miscAccuracy + (int)((stats.Agility - 10) / 2), SpellBonus = miscSpell + (int)((stats.Intelligence - 10) / 2), HealthBonus = miscHealth + (int)((stats.Stamina - 10) / 2), } }; game.PlayerComponent[entityID] = player; info = new PlayerInfo() { Health = 100, Psi = 100, State = PlayerState.Default, }; game.PlayerInfoComponent[entityID] = info; break; /**************************************** * Cultist * *************************************/ case Aggregate.CultistPlayer: entityID = Entity.NextEntity(); spriteSheet = game.Content.Load<Texture2D>("Spritesheets/Cultist"); spriteSheet.Name = "Spritesheets/Cultist"; position = new Position() { EntityID = entityID, Center = new Vector2(400, 150), Radius = 32f, }; game.PositionComponent[entityID] = position; collideable = new Collideable() { EntityID = entityID, Bounds = new CircleBounds(position.Center, position.Radius) }; game.CollisionComponent[entityID] = collideable; movement = new Movement() { EntityID = entityID, Direction = new Vector2(0, 1), Speed = 200f, }; game.MovementComponent[entityID] = movement; //movementSprite = new MovementSprite() { // EntityID = entityID, // Facing = Facing.South, // SpriteSheet = spriteSheet, // SpriteBounds = new Rectangle(0, 0, 64, 64), // Timer = 0f, //}; //game.MovementSpriteComponent[entityID] = movementSprite; spriteAnimation = new SpriteAnimation() { EntityID = entityID, FramesPerSecond = 10, IsLooping = true, IsPlaying = true, TimePassed = 0f, CurrentFrame = 0, CurrentAnimationRow = 0 }; game.SpriteAnimationComponent[entityID] = spriteAnimation; sprite = new Sprite() { EntityID = entityID, SpriteBounds = new Rectangle(0, 0, 64, 64), SpriteSheet = spriteSheet }; game.SpriteComponent[entityID] = sprite; local = new Local() { EntityID = entityID, }; game.LocalComponent[entityID] = local; //This will add a stats section for the player in the stats component stats = new Stats() { EntityID = entityID, //So here we just define our base values. Total sum is 50 //The base stats are 10 across the board Strength = 4, Stamina = 10, Agility = 10, Intelligence = 16, Defense = 10 }; player = new Player() { EntityID = entityID, PlayerIndex = playerIndex, PlayerRace = aggregate, abilityModifiers = new AbilityModifiers() { meleeDamageReduction = miscMeleeDef + (int)((stats.Defense - 10) / 2), rangedDamageReduction = miscRangedDef + (int)((stats.Defense - 10) / 2), meleeAttackBonus = miscMeleeAttack + (int)((stats.Strength - 10) / 2), RangedAttackBonus = miscRangedAttack + (int)((stats.Agility - 10) / 2), MeleeAttackSpeed = miscMeleeSpeed + (int)((stats.Strength - 10) / 2), Accuracy = miscAccuracy + (int)((stats.Agility - 10) / 2), SpellBonus = miscSpell + (int)((stats.Intelligence - 10) / 2), HealthBonus = miscHealth + (int)((stats.Stamina - 10) / 2), } }; info = new PlayerInfo() { Health = 100, Psi = 100, State = PlayerState.Default, }; game.PlayerInfoComponent[entityID] = info; game.PlayerComponent[entityID] = player; //Create HUD hudagg.CreateHUD(player); //create Inv invagg.CreateInv(player); break; /**************************************** * Cyborg - Added by adam Clark * *************************************/ case Aggregate.CyborgPlayer: entityID = Entity.NextEntity(); spriteSheet = game.Content.Load<Texture2D>("Spritesheets/cyborg"); spriteSheet.Name = "Spritesheets/cyborg"; position = new Position() { EntityID = entityID, Center = new Vector2(400, 150), Radius = 32f, }; game.PositionComponent[entityID] = position; collideable = new Collideable() { EntityID = entityID, Bounds = new CircleBounds(position.Center, position.Radius) }; game.CollisionComponent[entityID] = collideable; movement = new Movement() { EntityID = entityID, Direction = new Vector2(0, 1), Speed = 200f, }; game.MovementComponent[entityID] = movement; /*movementSprite = new MovementSprite() { EntityID = entityID, Facing = Facing.South, SpriteSheet = spriteSheet, SpriteBounds = new Rectangle(0, 0, 64, 64), Timer = 0f, }; game.MovementSpriteComponent[entityID] = movementSprite;*/ spriteAnimation = new SpriteAnimation() { EntityID = entityID, FramesPerSecond = 10, IsLooping = true, IsPlaying = true, TimePassed = 0f, CurrentFrame = 0, CurrentAnimationRow = 0 }; game.SpriteAnimationComponent[entityID] = spriteAnimation; sprite = new Sprite() { EntityID = entityID, SpriteBounds = new Rectangle(0, 0, 64, 64), SpriteSheet = spriteSheet }; game.SpriteComponent[entityID] = sprite; local = new Local() { EntityID = entityID, }; game.LocalComponent[entityID] = local; //This will add a stats section for the player in the stats component stats = new Stats() { EntityID = entityID, //So here we just define our base values. Total sum is 50 //The base stats are 10 across the board Strength = 13, Stamina = 12, Agility = 13, Intelligence = 0, Defense = 12 }; game.StatsComponent[entityID] = stats; player = new Player() { EntityID = entityID, PlayerIndex = playerIndex, PlayerRace = aggregate, }; info = new PlayerInfo() { Health = 100, Psi = 100, State = PlayerState.Default, }; game.PlayerInfoComponent[entityID] = info; game.PlayerComponent[entityID] = player; //create HUD hudagg.CreateHUD(player); //create Inv invagg.CreateInv(player); break; /******************************************************************************* * Earthian * Done by Andrew Bellinder. I added the character's sprite and his skill sprites * ******************************************************************************/ case Aggregate.EarthianPlayer: entityID = Entity.NextEntity(); spriteSheet = game.Content.Load<Texture2D>("Spritesheets/Earthian2x"); spriteSheet.Name = "Spritesheets/Earthian2x"; position = new Position() { EntityID = entityID, Center = new Vector2(400, 150), Radius = 32f, }; game.PositionComponent[entityID] = position; collideable = new Collideable() { EntityID = entityID, Bounds = new CircleBounds(position.Center, position.Radius) }; game.CollisionComponent[entityID] = collideable; movement = new Movement() { EntityID = entityID, Direction = new Vector2(0, 1), Speed = 200f, }; game.MovementComponent[entityID] = movement; /* movementSprite = new MovementSprite() { EntityID = entityID, Facing = Facing.South, SpriteSheet = spriteSheet, SpriteBounds = new Rectangle(0, 0, 64, 64), Timer = 0f, }; game.MovementSpriteComponent[entityID] = movementSprite; */ spriteAnimation = new SpriteAnimation() { EntityID = entityID, FramesPerSecond = 10, IsLooping = true, IsPlaying = true, TimePassed = 0f, CurrentFrame = 0, CurrentAnimationRow = 0 }; game.SpriteAnimationComponent[entityID] = spriteAnimation; sprite = new Sprite() { EntityID = entityID, SpriteBounds = new Rectangle(0, 0, 64, 64), SpriteSheet = spriteSheet }; game.SpriteComponent[entityID] = sprite; local = new Local() { EntityID = entityID, }; game.LocalComponent[entityID] = local; //This will add a stats section for the player in the stats component stats = new Stats() { EntityID = entityID, //So here we just define our base values. Total sum is 50 //The base stats are 10 across the board Strength = 10, Stamina = 10, Agility = 10, Intelligence = 10, Defense = 10 }; game.StatsComponent[entityID] = stats; player = new Player() { EntityID = entityID, PlayerIndex = playerIndex, PlayerRace = aggregate, abilityModifiers = new AbilityModifiers() { meleeDamageReduction = miscMeleeDef + (int)((stats.Defense - 10) / 2), rangedDamageReduction = miscRangedDef + (int)((stats.Defense - 10) / 2), meleeAttackBonus = miscMeleeAttack + (int)((stats.Strength - 10) / 2), RangedAttackBonus = miscRangedAttack + (int)((stats.Agility - 10) / 2), MeleeAttackSpeed = miscMeleeSpeed + (int)((stats.Strength - 10) / 2), Accuracy = miscAccuracy + (int)((stats.Agility - 10) / 2), SpellBonus = miscSpell + (int)((stats.Intelligence - 10) / 2), HealthBonus = miscHealth + (int)((stats.Stamina - 10) / 2), } }; game.PlayerComponent[entityID] = player; info = new PlayerInfo() { Health = 100, Psi = 100, State = PlayerState.Default, }; game.PlayerInfoComponent[entityID] = info; //Create HUD hudagg.CreateHUD(player); //create Inv invagg.CreateInv(player); break; /**************************************** * Gargranian by Michael Fountain * *************************************/ case Aggregate.GargranianPlayer: entityID = Entity.NextEntity(); spriteSheet = game.Content.Load<Texture2D>("Spritesheets/gargranian"); spriteSheet.Name = "Spritesheets/gargranian"; position = new Position() { EntityID = entityID, Center = new Vector2(400, 150), Radius = 32f, }; game.PositionComponent[entityID] = position; collideable = new Collideable() { EntityID = entityID, Bounds = new CircleBounds(position.Center, position.Radius) }; game.CollisionComponent[entityID] = collideable; movement = new Movement() { EntityID = entityID, Direction = new Vector2(0, 1), Speed = 200f, }; game.MovementComponent[entityID] = movement; /* movementSprite = new MovementSprite() { EntityID = entityID, Facing = Facing.South, SpriteSheet = spriteSheet, SpriteBounds = new Rectangle(0, 0, 64, 64), Timer = 0f, }; game.MovementSpriteComponent[entityID] = movementSprite; */ spriteAnimation = new SpriteAnimation() { EntityID = entityID, FramesPerSecond = 10, IsLooping = true, IsPlaying = true, TimePassed = 0f, CurrentFrame = 0, CurrentAnimationRow = 0 }; game.SpriteAnimationComponent[entityID] = spriteAnimation; sprite = new Sprite() { EntityID = entityID, SpriteBounds = new Rectangle(0, 0, 64, 64), SpriteSheet = spriteSheet }; game.SpriteComponent[entityID] = sprite; local = new Local() { EntityID = entityID, }; game.LocalComponent[entityID] = local; //This will add a stats section for the player in the stats component stats = new Stats() { EntityID = entityID, //So here we just define our base values. Total sum is 50 //The base stats are 10 across the board Strength = 4, Stamina = 10, Agility = 10, Intelligence = 14, Defense = 12 }; game.StatsComponent[entityID] = stats; player = new Player() { EntityID = entityID, PlayerIndex = playerIndex, PlayerRace = aggregate, }; game.PlayerComponent[entityID] = player; info = new PlayerInfo() { Health = 100, Psi = 100, State = PlayerState.Default, }; game.PlayerInfoComponent[entityID] = info; //Create HUD hudagg.CreateHUD(player); //create Inv invagg.CreateInv(player); break; /**************************************** * Space Pirate * Done by Austin Murphy and I also have posted the 9 sprites for my skills that are listed in the design document. * *************************************/ case Aggregate.SpacePiratePlayer: entityID = Entity.NextEntity(); spriteSheet = game.Content.Load<Texture2D>("Spritesheets/SpacePBig"); spriteSheet.Name = "Spritesheets/SpacePBig"; position = new Position() { EntityID = entityID, Center = new Vector2(400, 150), Radius = 32f, }; game.PositionComponent[entityID] = position; collideable = new Collideable() { EntityID = entityID, Bounds = new CircleBounds(position.Center, position.Radius) }; game.CollisionComponent[entityID] = collideable; movement = new Movement() { EntityID = entityID, Direction = new Vector2(0, 1), Speed = 200f, }; game.MovementComponent[entityID] = movement; /* movementSprite = new MovementSprite() { EntityID = entityID, Facing = Facing.South, SpriteSheet = spriteSheet, SpriteBounds = new Rectangle(0, 0, 64, 64), Timer = 0f, }; game.MovementSpriteComponent[entityID] = movementSprite; */ spriteAnimation = new SpriteAnimation() { EntityID = entityID, FramesPerSecond = 10, IsLooping = true, IsPlaying = true, TimePassed = 0f, CurrentFrame = 0, CurrentAnimationRow = 0 }; game.SpriteAnimationComponent[entityID] = spriteAnimation; sprite = new Sprite() { EntityID = entityID, SpriteBounds = new Rectangle(0, 0, 64, 64), SpriteSheet = spriteSheet }; game.SpriteComponent[entityID] = sprite; local = new Local() { EntityID = entityID, }; game.LocalComponent[entityID] = local; //This will add a stats section for the player in the stats component stats = new Stats() { EntityID = entityID, //So here we just define our base values. Total sum is 50 //The base stats are 10 across the board Strength = 5, Stamina = 5, Agility = 25, Intelligence = 5, Defense = 5 }; game.StatsComponent[entityID] = stats; player = new Player() { EntityID = entityID, PlayerIndex = playerIndex, PlayerRace = aggregate, }; game.PlayerComponent[entityID] = player; info = new PlayerInfo() { Health = 100, Psi = 100, State = PlayerState.Default, }; game.PlayerInfoComponent[entityID] = info; //Create HUD hudagg.CreateHUD(player); //create Inv invagg.CreateInv(player); break; /**************************************** * Zombie * written by Matthew Hart * *************************************/ case Aggregate.ZombiePlayer: entityID = Entity.NextEntity(); spriteSheet = game.Content.Load<Texture2D>("Spritesheets/MzombieBx2"); spriteSheet.Name = "Spritesheets/MzombieBx2"; //Placeholder values miscMeleeAttack = 5; miscMeleeDef = 5; miscRangedDef = -5; position = new Position() { EntityID = entityID, Center = new Vector2(400, 150), Radius = 32f, }; game.PositionComponent[entityID] = position; collideable = new Collideable() { EntityID = entityID, Bounds = new CircleBounds(position.Center, position.Radius) }; game.CollisionComponent[entityID] = collideable; movement = new Movement() { EntityID = entityID, Direction = new Vector2(0, 1), Speed = 200f, }; game.MovementComponent[entityID] = movement; /* movementSprite = new MovementSprite() { EntityID = entityID, Facing = Facing.South, SpriteSheet = spriteSheet, SpriteBounds = new Rectangle(0, 0, 64, 64), Timer = 0f, }; game.MovementSpriteComponent[entityID] = movementSprite; */ spriteAnimation = new SpriteAnimation() { EntityID = entityID, FramesPerSecond = 10, IsLooping = true, IsPlaying = true, TimePassed = 0f, CurrentFrame = 0, CurrentAnimationRow = 0 }; game.SpriteAnimationComponent[entityID] = spriteAnimation; sprite = new Sprite() { EntityID = entityID, SpriteBounds = new Rectangle(0, 0, 64, 64), SpriteSheet = spriteSheet }; game.SpriteComponent[entityID] = sprite; local = new Local() { EntityID = entityID, }; game.LocalComponent[entityID] = local; //This will add a stats section for the player in the stats component stats = new Stats() { EntityID = entityID, //So here we just define our base values. Total sum is 50 //The base stats are 10 across the board Strength = 16, Stamina = 5, Agility = 5, Intelligence = 10, Defense = 14 }; game.StatsComponent[entityID] = stats; player = new Player() { EntityID = entityID, PlayerIndex = playerIndex, PlayerRace = aggregate, abilityModifiers = new AbilityModifiers() { meleeDamageReduction = miscMeleeDef + (int)((stats.Defense - 10) / 2), rangedDamageReduction = miscRangedDef + (int)((stats.Defense - 10) / 2), meleeAttackBonus = miscMeleeAttack + (int)((stats.Strength - 10) / 2), RangedAttackBonus = miscRangedAttack + (int)((stats.Agility - 10) / 2), MeleeAttackSpeed = miscMeleeSpeed + (int)((stats.Strength - 10) / 2), Accuracy = miscAccuracy + (int)((stats.Agility - 10) / 2), SpellBonus = miscSpell + (int)((stats.Intelligence - 10) / 2), HealthBonus = miscHealth + (int)((stats.Stamina - 10) / 2), } }; game.PlayerComponent[entityID] = player; info = new PlayerInfo() { Health = 100, Psi = 100, State = PlayerState.Default, }; game.PlayerInfoComponent[entityID] = info; //Create HUD hudagg.CreateHUD(player); //create Inv invagg.CreateInv(player); break; default: throw new Exception("Unknown type."); } // Store all of the data into the game save gameSave.aggregate = (int)aggregate; gameSave.health = 100; gameSave.psi = 100; gameSave.stats = stats; gameSave.Level = 1; gameSave.charAnimation = spriteSheet.Name; gameSave.fileName = fileName; info.FileName = fileName; string questString = "Proceed to the next room. This can be accomplished by walking through the doorway to your left."; Quest newQuest = new Quest() { EntityID = entityID, questName = QuestName.ReachNextRoom, questStatus = QuestStatus.InProgress, questGoals = new String[(int)Math.Ceiling(questString.Length / 33.0)], }; string[] strings = questString.Split(' '); string newstring = ""; int i = 0; int j = 0; while (j < newQuest.questGoals.Length) { if (i < strings.Length) { newstring += strings[i] + " "; i++; } if (i >= strings.Length) { newQuest.questGoals[j] = newstring; break; } if (newstring.Length + strings[i].Length >= 33 ) { newQuest.questGoals[j] = newstring; newstring = ""; j++; } } game.QuestComponent[entityID] = newQuest; return entityID; }
/// <summary> /// Creates Entities from aggregates (collections of components) /// </summary> /// <param name="aggregate">The specific aggreage to create</param> /// <param name="playerIndex">The player index for this player</param> /// <param name="aggregate">The game save that we are creating</param> public uint CreateFromAggregate(Aggregate aggregate, PlayerIndex playerIndex, string fileName, out DungeonCrawlerGame.CharacterSaveFile gameSave) { gameSave = new DungeonCrawlerGame.CharacterSaveFile(); uint entityID = 0xFFFFFF; Texture2D spriteSheet; Position position; Movement movement; Equipment equipment; WeaponType weaponType; PlayerSkillInfo skillInfo; ActiveSkill active_Skill; Sprite sprite; SpriteAnimation spriteAnimation; //MovementSprite movementSprite; Collideable collideable; Local local; Player player; PlayerInfo info; Stats stats = new Stats(); HUDAggregateFactory hudagg = new HUDAggregateFactory(game); InvAggregateFactory invagg = new InvAggregateFactory(game); int defaultHealthPotQty = 1; int defaultPsiPotQty = 1; //Miscelaneous modifyers for the potential ability modifiers //Placeholders for racial/class bonuses and item bonuses. int miscMeleeAttack = 0; int miscRangedAttack = 0; int miscMeleeSpeed = 0; int miscAccuracy = 0; int miscMeleeDef = 0; int miscRangedDef = 0; int miscSpell = 0; int miscHealth = 0; switch (aggregate) { #region Fairy /**************************************** * Fairy * *************************************/ case Aggregate.FairyPlayer: entityID = Entity.NextEntity(); spriteSheet = game.Content.Load<Texture2D>("Spritesheets/Aggregate/wind_fae"); spriteSheet.Name = "Spritesheets/Aggregate/wind_fae"; /*Author: Josh Zavala, Assignment 9 *This has been transferred from ContinueNewGameScreen.goToNetworking *Allows default weapons assignment per class */ /*Update:Joseph Shaw, Assignment 9 *Set the weapon type here and use it in the create weapon so that it *can be saved into the gameSave after the switch statement. *We could abstract this method entirely but leaving it here gives more flexibility. */ weaponType = WeaponType.StandardSword; equipment = new Equipment() { EntityID = entityID, WeaponID = game.WeaponFactory.CreateWeapon(weaponType), HealthPotsQty = defaultHealthPotQty, PsiPotsQty = defaultPsiPotQty, PogsQty = 0, }; game.EquipmentComponent.Add(equipment.EntityID, equipment); position = new Position() { EntityID = entityID, Center = new Vector2(400, 150), Radius = 32f, }; game.PositionComponent[entityID] = position; collideable = new Collideable() { EntityID = entityID, RoomID = position.RoomID, Bounds = new CircleBounds(position.Center, position.Radius) }; game.CollisionComponent[entityID] = collideable; movement = new Movement() { EntityID = entityID, Direction = new Vector2(0, 1), Speed = 200f, }; game.MovementComponent[entityID] = movement; spriteAnimation = new SpriteAnimation() { EntityID = entityID, FramesPerSecond = 10, IsLooping = true, IsPlaying = true, TimePassed = 0f, CurrentFrame = 0, CurrentAnimationRow = 0 }; game.SpriteAnimationComponent[entityID] = spriteAnimation; sprite = new Sprite() { EntityID = entityID, SpriteBounds = new Rectangle(0, 0, 64, 64), SpriteSheet = spriteSheet }; game.SpriteComponent[entityID] = sprite; local = new Local() { EntityID = entityID, }; game.LocalComponent[entityID] = local; //This will add a stats section for the player in the stats component stats = new Stats() { EntityID = entityID, //So here we just define our base values. Total sum is 50 //The base stats are 10 across the board Strength = 4, Stamina = 10, Agility = 10, Intelligence = 16, Defense = 10, HealthBase = 100, PsiBase = 100, }; game.StatsComponent[entityID] = stats; player = new Player() { EntityID = entityID, PlayerIndex = playerIndex, PlayerRace = aggregate, abilityModifiers = new AbilityModifiers() { meleeDamageReduction = miscMeleeDef + (int)((stats.Defense - 10) / 2), rangedDamageReduction = miscRangedDef + (int)((stats.Defense - 10) / 2), meleeAttackBonus = miscMeleeAttack + (int)((stats.Strength - 10) / 2), RangedAttackBonus = miscRangedAttack + (int)((stats.Agility - 10) / 2), MeleeAttackSpeed = miscMeleeSpeed + (int)((stats.Strength - 10) / 2), Accuracy = miscAccuracy + (int)((stats.Agility - 10) / 2), SpellBonus = miscSpell + (int)((stats.Intelligence - 10) / 2), HealthBonus = miscHealth + (int)((stats.Stamina - 10) / 2), } }; game.PlayerComponent[entityID] = player; info = new PlayerInfo() { Health = 100, Psi = 100, Level = 1, Experience = 0, State = PlayerState.Default, }; game.PlayerInfoComponent[entityID] = info; break; #endregion #region Cultist /**************************************** * Cultist * *************************************/ case Aggregate.CultistPlayer: entityID = Entity.NextEntity(); spriteSheet = game.Content.Load<Texture2D>("Spritesheets/Aggregate/Cultist"); spriteSheet.Name = "Spritesheets/Aggregate/Cultist"; /*Author: Josh Zavala, Assignment 9 *This has been transferred from ContinueNewGameScreen.goToNetworking *Allows default weapons assignment per class */ /*Update:Joseph Shaw, Assignment 9 *Set the weapon type here and use it in the create weapon so that it *can be saved into the gameSave after the switch statement. *We could abstract this method entirely but leaving it here gives more flexibility. */ weaponType = WeaponType.StandardSword; equipment = new Equipment() { EntityID = entityID, WeaponID = game.WeaponFactory.CreateWeapon(weaponType), HealthPotsQty = defaultHealthPotQty, PsiPotsQty = defaultPsiPotQty, PogsQty = 0, }; game.EquipmentComponent.Add(equipment.EntityID, equipment); position = new Position() { EntityID = entityID, Center = new Vector2(400, 150), Radius = 32f, }; game.PositionComponent[entityID] = position; collideable = new Collideable() { EntityID = entityID, RoomID = position.RoomID, Bounds = new CircleBounds(position.Center, position.Radius) }; game.CollisionComponent[entityID] = collideable; movement = new Movement() { EntityID = entityID, Direction = new Vector2(0, 1), Speed = 200f, }; game.MovementComponent[entityID] = movement; spriteAnimation = new SpriteAnimation() { EntityID = entityID, FramesPerSecond = 10, IsLooping = true, IsPlaying = true, TimePassed = 0f, CurrentFrame = 0, CurrentAnimationRow = 0 }; game.SpriteAnimationComponent[entityID] = spriteAnimation; sprite = new Sprite() { EntityID = entityID, SpriteBounds = new Rectangle(0, 0, 64, 64), SpriteSheet = spriteSheet }; game.SpriteComponent[entityID] = sprite; local = new Local() { EntityID = entityID, }; game.LocalComponent[entityID] = local; //This will add a stats section for the player in the stats component stats = new Stats() { EntityID = entityID, //So here we just define our base values. Total sum is 50 //The base stats are 10 across the board Strength = 4, Stamina = 10, Agility = 10, Intelligence = 16, Defense = 10, HealthBase = 100, PsiBase = 100, }; game.StatsComponent[entityID] = stats; player = new Player() { EntityID = entityID, PlayerIndex = playerIndex, PlayerRace = aggregate, abilityModifiers = new AbilityModifiers() { meleeDamageReduction = miscMeleeDef + (int)((stats.Defense - 10) / 2), rangedDamageReduction = miscRangedDef + (int)((stats.Defense - 10) / 2), meleeAttackBonus = miscMeleeAttack + (int)((stats.Strength - 10) / 2), RangedAttackBonus = miscRangedAttack + (int)((stats.Agility - 10) / 2), MeleeAttackSpeed = miscMeleeSpeed + (int)((stats.Strength - 10) / 2), Accuracy = miscAccuracy + (int)((stats.Agility - 10) / 2), SpellBonus = miscSpell + (int)((stats.Intelligence - 10) / 2), HealthBonus = miscHealth + (int)((stats.Stamina - 10) / 2), } }; info = new PlayerInfo() { Health = 100, Psi = 100, Level = 1, Experience = 0, State = PlayerState.Default, skill1 = Systems.SkillType.Enslave, skill2 = Systems.SkillType.Fear, skill3 = Systems.SkillType.Sacrifice, skill4 = Systems.SkillType.PsionicSpear, skill5 = Systems.SkillType.Taint, skill6 = Systems.SkillType.Rot, skill7 = Systems.SkillType.Push, skill8 = Systems.SkillType.Lightning, skill9 = Systems.SkillType.Malice, }; game.PlayerInfoComponent[entityID] = info; skillInfo = new PlayerSkillInfo() { Skill1Rank = 1, Skill2Rank = 1, Skill3Rank = 1, Skill4Rank = 1, Skill5Rank = 1, Skill6Rank = 1, Skill7Rank = 1, Skill8Rank = 1, Skill9Rank = 1, }; game.PlayerSkillInfoComponent[entityID] = skillInfo; active_Skill = new ActiveSkill() { activeSkill = info.skill8, }; game.ActiveSkillComponent[entityID] = active_Skill; game.PlayerComponent[entityID] = player; //Create HUD game.HUDSystem.LoadPlayerHUD(player); //create Inv invagg.CreateInv(player); break; #endregion #region Cyborg /**************************************** * Cyborg - Added by adam Clark * *************************************/ case Aggregate.CyborgPlayer: entityID = Entity.NextEntity(); spriteSheet = game.Content.Load<Texture2D>("Spritesheets/Aggregate/cyborg"); spriteSheet.Name = "Spritesheets/Aggregate/cyborg"; /*Author: Josh Zavala, Assignment 9 *This has been transferred from ContinueNewGameScreen.goToNetworking *Allows default weapons assignment per class */ /*Update:Joseph Shaw, Assignment 9 *Set the weapon type here and use it in the create weapon so that it *can be saved into the gameSave after the switch statement. *We could abstract this method entirely but leaving it here gives more flexibility. */ weaponType = WeaponType.ShockRod; equipment = new Equipment() { EntityID = entityID, WeaponID = game.WeaponFactory.CreateWeapon(weaponType), HealthPotsQty = defaultHealthPotQty, PsiPotsQty = defaultPsiPotQty, PogsQty = 0, }; game.EquipmentComponent.Add(equipment.EntityID, equipment); position = new Position() { EntityID = entityID, Center = new Vector2(400, 150), Radius = 32f, }; game.PositionComponent[entityID] = position; collideable = new Collideable() { EntityID = entityID, RoomID = position.RoomID, Bounds = new CircleBounds(position.Center, position.Radius) }; game.CollisionComponent[entityID] = collideable; movement = new Movement() { EntityID = entityID, Direction = new Vector2(0, 1), Speed = 200f, }; game.MovementComponent[entityID] = movement; spriteAnimation = new SpriteAnimation() { EntityID = entityID, FramesPerSecond = 10, IsLooping = true, IsPlaying = true, TimePassed = 0f, CurrentFrame = 0, CurrentAnimationRow = 0 }; game.SpriteAnimationComponent[entityID] = spriteAnimation; sprite = new Sprite() { EntityID = entityID, SpriteBounds = new Rectangle(0, 0, 64, 64), SpriteSheet = spriteSheet }; game.SpriteComponent[entityID] = sprite; local = new Local() { EntityID = entityID, }; game.LocalComponent[entityID] = local; //This will add a stats section for the player in the stats component stats = new Stats() { EntityID = entityID, //So here we just define our base values. Total sum is 50 //The base stats are 10 across the board Strength = 13, Stamina = 12, Agility = 13, Intelligence = 0, Defense = 12, HealthBase = 100, PsiBase = 100, }; game.StatsComponent[entityID] = stats; player = new Player() { EntityID = entityID, PlayerIndex = playerIndex, PlayerRace = aggregate, }; info = new PlayerInfo() { Health = 100, Psi = 100, Level = 1, Experience = 0, State = PlayerState.Default, skill1= Systems.SkillType.EnergyShield, skill2 = Systems.SkillType.Defibrillate, skill3 = Systems.SkillType.Nanobots, skill4 = Systems.SkillType.TargettingUpgrade, skill5 = Systems.SkillType.RepulsorArm, skill6 = Systems.SkillType.EnergyShield, skill7= Systems.SkillType.AlloyBody, skill8 = Systems.SkillType.CyberneticSlam, skill9= Systems.SkillType.ThrusterRush, }; game.PlayerInfoComponent[entityID] = info; skillInfo = new PlayerSkillInfo() { Skill1Rank = 1, Skill2Rank = 1, Skill3Rank = 1, Skill4Rank = 1, Skill5Rank = 1, Skill6Rank = 1, Skill7Rank = 1, Skill8Rank = 1, Skill9Rank = 1, }; game.PlayerSkillInfoComponent[entityID] = skillInfo; active_Skill = new ActiveSkill() { activeSkill = info.skill1, }; game.ActiveSkillComponent[entityID] = active_Skill; game.PlayerComponent[entityID] = player; //create HUD game.HUDSystem.LoadPlayerHUD(player); //create Inv invagg.CreateInv(player); break; #endregion #region Earthian /******************************************************************************* * Earthian * Done by Andrew Bellinder. I added the character's sprite and his skill sprites * ******************************************************************************/ case Aggregate.EarthianPlayer: entityID = Entity.NextEntity(); spriteSheet = game.Content.Load<Texture2D>("Spritesheets/Aggregate/Earthian2x"); spriteSheet.Name = "Spritesheets/Aggregate/Earthian2x"; /*Author: Josh Zavala, Assignment 9 *This has been transferred from ContinueNewGameScreen.goToNetworking *Allows default weapons assignment per class */ /*Update:Joseph Shaw, Assignment 9 *Set the weapon type here and use it in the create weapon so that it *can be saved into the gameSave after the switch statement. *We could abstract this method entirely but leaving it here gives more flexibility. */ weaponType = WeaponType.TreeBranch; equipment = new Equipment() { EntityID = entityID, WeaponID = game.WeaponFactory.CreateWeapon(weaponType), HealthPotsQty = defaultHealthPotQty, PsiPotsQty = defaultPsiPotQty, PogsQty = 0, }; game.EquipmentComponent.Add(equipment.EntityID, equipment); position = new Position() { EntityID = entityID, Center = new Vector2(400, 150), Radius = 32f, }; game.PositionComponent[entityID] = position; collideable = new Collideable() { EntityID = entityID, RoomID = position.RoomID, Bounds = new CircleBounds(position.Center, position.Radius) }; game.CollisionComponent[entityID] = collideable; movement = new Movement() { EntityID = entityID, Direction = new Vector2(0, 1), Speed = 200f, }; game.MovementComponent[entityID] = movement; spriteAnimation = new SpriteAnimation() { EntityID = entityID, FramesPerSecond = 10, IsLooping = true, IsPlaying = true, TimePassed = 0f, CurrentFrame = 0, CurrentAnimationRow = 0 }; game.SpriteAnimationComponent[entityID] = spriteAnimation; sprite = new Sprite() { EntityID = entityID, SpriteBounds = new Rectangle(0, 0, 64, 64), SpriteSheet = spriteSheet }; game.SpriteComponent[entityID] = sprite; local = new Local() { EntityID = entityID, }; game.LocalComponent[entityID] = local; //This will add a stats section for the player in the stats component stats = new Stats() { EntityID = entityID, //So here we just define our base values. Total sum is 50 //The base stats are 10 across the board Strength = 10, Stamina = 10, Agility = 10, Intelligence = 10, Defense = 10, HealthBase = 100, PsiBase = 100, }; game.StatsComponent[entityID] = stats; player = new Player() { EntityID = entityID, PlayerIndex = playerIndex, PlayerRace = aggregate, abilityModifiers = new AbilityModifiers() { meleeDamageReduction = miscMeleeDef + (int)((stats.Defense - 10) / 2), rangedDamageReduction = miscRangedDef + (int)((stats.Defense - 10) / 2), meleeAttackBonus = miscMeleeAttack + (int)((stats.Strength - 10) / 2), RangedAttackBonus = miscRangedAttack + (int)((stats.Agility - 10) / 2), MeleeAttackSpeed = miscMeleeSpeed + (int)((stats.Strength - 10) / 2), Accuracy = miscAccuracy + (int)((stats.Agility - 10) / 2), SpellBonus = miscSpell + (int)((stats.Intelligence - 10) / 2), HealthBonus = miscHealth + (int)((stats.Stamina - 10) / 2), } }; game.PlayerComponent[entityID] = player; info = new PlayerInfo() { Health = 100, Psi = 100, Level = 1, Experience = 0, State = PlayerState.Default, skill1 = Systems.SkillType.Trap, skill2 = Systems.SkillType.ExplodingDroids, skill3 = Systems.SkillType.Turret, skill4 = Systems.SkillType.HealingStation, skill5 = Systems.SkillType.PortableShop, skill6 = Systems.SkillType.PortableShield, skill7 = Systems.SkillType.Charge, skill8 = Systems.SkillType.FallBack, skill9 = Systems.SkillType.Motivate, }; game.PlayerInfoComponent[entityID] = info; skillInfo = new PlayerSkillInfo() { Skill1Rank = 1, Skill2Rank = 1, Skill3Rank = 1, Skill4Rank = 1, Skill5Rank = 1, Skill6Rank = 1, Skill7Rank = 1, Skill8Rank = 1, Skill9Rank = 1, }; game.PlayerSkillInfoComponent[entityID] = skillInfo; active_Skill = new ActiveSkill() { activeSkill = info.skill1, }; game.ActiveSkillComponent[entityID] = active_Skill; //Create HUD game.HUDSystem.LoadPlayerHUD(player); //create Inv invagg.CreateInv(player); break; #endregion #region Gargranian /**************************************** * Gargranian by Michael Fountain * *************************************/ case Aggregate.GargranianPlayer: entityID = Entity.NextEntity(); spriteSheet = game.Content.Load<Texture2D>("Spritesheets/Aggregate/gargranian"); spriteSheet.Name = "Spritesheets/Aggregate/gargranian"; /*Author: Josh Zavala, Assignment 9 *This has been transferred from ContinueNewGameScreen.goToNetworking *Allows default weapons assignment per class */ /*Update:Joseph Shaw, Assignment 9 *Set the weapon type here and use it in the create weapon so that it *can be saved into the gameSave after the switch statement. *We could abstract this method entirely but leaving it here gives more flexibility. */ weaponType = WeaponType.PsychicStun; equipment = new Equipment() { EntityID = entityID, WeaponID = game.WeaponFactory.CreateWeapon(weaponType), HealthPotsQty = defaultHealthPotQty, PsiPotsQty = defaultPsiPotQty, PogsQty = 0, }; game.EquipmentComponent.Add(equipment.EntityID, equipment); position = new Position() { EntityID = entityID, Center = new Vector2(400, 150), Radius = 32f, }; game.PositionComponent[entityID] = position; collideable = new Collideable() { EntityID = entityID, RoomID = position.RoomID, Bounds = new CircleBounds(position.Center, position.Radius) }; game.CollisionComponent[entityID] = collideable; movement = new Movement() { EntityID = entityID, Direction = new Vector2(0, 1), Speed = 200f, }; game.MovementComponent[entityID] = movement; spriteAnimation = new SpriteAnimation() { EntityID = entityID, FramesPerSecond = 10, IsLooping = true, IsPlaying = true, TimePassed = 0f, CurrentFrame = 0, CurrentAnimationRow = 0 }; game.SpriteAnimationComponent[entityID] = spriteAnimation; sprite = new Sprite() { EntityID = entityID, SpriteBounds = new Rectangle(0, 0, 64, 64), SpriteSheet = spriteSheet, //SpriteColor = new Color(45, 45, 45, 0), //UseDifferentColor = true }; game.SpriteComponent[entityID] = sprite; local = new Local() { EntityID = entityID, }; game.LocalComponent[entityID] = local; //This will add a stats section for the player in the stats component stats = new Stats() { EntityID = entityID, //So here we just define our base values. Total sum is 50 //The base stats are 10 across the board Strength = 4, Stamina = 10, Agility = 10, Intelligence = 14, Defense = 12, HealthBase = 100, PsiBase = 100, }; game.StatsComponent[entityID] = stats; player = new Player() { EntityID = entityID, PlayerIndex = playerIndex, PlayerRace = aggregate, }; game.PlayerComponent[entityID] = player; info = new PlayerInfo() { Health = 100, Psi = 100, Level = 1, Experience = 0, State = PlayerState.Default, skill1 = Systems.SkillType.MindLock, skill2 = Systems.SkillType.Invisibility, skill3 = Systems.SkillType.Possess, skill4 = Systems.SkillType.PsionicSpear, skill5 = Systems.SkillType.Push, skill6 = Systems.SkillType.Detinate, skill7 = Systems.SkillType.MentalBarrier, skill8 = Systems.SkillType.WormOfGargran, skill9 = Systems.SkillType.Soothe, }; game.PlayerInfoComponent[entityID] = info; skillInfo = new PlayerSkillInfo() { Skill1Rank = 1, Skill2Rank = 1, Skill3Rank = 1, Skill4Rank = 1, Skill5Rank = 1, Skill6Rank = 1, Skill7Rank = 1, Skill8Rank = 1, Skill9Rank = 1, }; game.PlayerSkillInfoComponent[entityID] = skillInfo; active_Skill = new ActiveSkill() { activeSkill = info.skill1, }; game.ActiveSkillComponent[entityID] = active_Skill; //Create HUD game.HUDSystem.LoadPlayerHUD(player); //create Inv invagg.CreateInv(player); break; #endregion #region Space Pirate /**************************************** * Space Pirate * Done by Austin Murphy and I also have posted the 9 sprites for my skills that are listed in the design document. * *************************************/ case Aggregate.SpacePiratePlayer: entityID = Entity.NextEntity(); spriteSheet = game.Content.Load<Texture2D>("Spritesheets/Aggregate/SpacePBig"); spriteSheet.Name = "Spritesheets/Aggregate/SpacePBig"; /*Author: Josh Zavala, Assignment 9 *This has been transferred from ContinueNewGameScreen.goToNetworking *Allows default weapons assignment per class */ /*Update:Joseph Shaw, Assignment 9 *Set the weapon type here and use it in the create weapon so that it *can be saved into the gameSave after the switch statement. *We could abstract this method entirely but leaving it here gives more flexibility. */ weaponType = WeaponType.StolenCutlass; equipment = new Equipment() { EntityID = entityID, WeaponID = game.WeaponFactory.CreateWeapon(weaponType), HealthPotsQty = defaultHealthPotQty, PsiPotsQty = defaultPsiPotQty, PogsQty = 0, }; game.EquipmentComponent.Add(equipment.EntityID, equipment); position = new Position() { EntityID = entityID, Center = new Vector2(400, 150), Radius = 32f, }; game.PositionComponent[entityID] = position; collideable = new Collideable() { EntityID = entityID, RoomID = position.RoomID, Bounds = new CircleBounds(position.Center, position.Radius) }; game.CollisionComponent[entityID] = collideable; movement = new Movement() { EntityID = entityID, Direction = new Vector2(0, 1), Speed = 200f, }; game.MovementComponent[entityID] = movement; spriteAnimation = new SpriteAnimation() { EntityID = entityID, FramesPerSecond = 10, IsLooping = true, IsPlaying = true, TimePassed = 0f, CurrentFrame = 0, CurrentAnimationRow = 0 }; game.SpriteAnimationComponent[entityID] = spriteAnimation; sprite = new Sprite() { EntityID = entityID, SpriteBounds = new Rectangle(0, 0, 64, 64), SpriteSheet = spriteSheet }; game.SpriteComponent[entityID] = sprite; local = new Local() { EntityID = entityID, }; game.LocalComponent[entityID] = local; //This will add a stats section for the player in the stats component stats = new Stats() { EntityID = entityID, //So here we just define our base values. Total sum is 50 //The base stats are 10 across the board Strength = 5, Stamina = 5, Agility = 25, Intelligence = 5, Defense = 5, HealthBase = 100, PsiBase = 100, }; game.StatsComponent[entityID] = stats; player = new Player() { EntityID = entityID, PlayerIndex = playerIndex, PlayerRace = aggregate, }; game.PlayerComponent[entityID] = player; info = new PlayerInfo() { Health = 100, Psi = 100, Level = 1, Experience = 0, State = PlayerState.Default, skill1 = Systems.SkillType.AgilityBerserker, skill2 = Systems.SkillType.DualWielding, skill3 = Systems.SkillType.HeavyDrinker, skill4 = Systems.SkillType.PowerShot, skill5 = Systems.SkillType.EagleShot, skill6 = Systems.SkillType.TrickShot, skill7 = Systems.SkillType.Mug, skill8 = Systems.SkillType.LockPicking, skill9 = Systems.SkillType.Theft, }; game.PlayerInfoComponent[entityID] = info; skillInfo = new PlayerSkillInfo() { Skill1Rank = 1, Skill2Rank = 1, Skill3Rank = 1, Skill4Rank = 1, Skill5Rank = 1, Skill6Rank = 1, Skill7Rank = 1, Skill8Rank = 1, Skill9Rank = 1, }; game.PlayerSkillInfoComponent[entityID] = skillInfo; active_Skill = new ActiveSkill() { activeSkill = info.skill1, }; game.ActiveSkillComponent[entityID] = active_Skill; //Create HUD game.HUDSystem.LoadPlayerHUD(player); //create Inv invagg.CreateInv(player); break; #endregion #region Zombie /**************************************** * Zombie * written by Matthew Hart * *************************************/ case Aggregate.ZombiePlayer: entityID = Entity.NextEntity(); spriteSheet = game.Content.Load<Texture2D>("Spritesheets/Aggregate/MzombieBx2"); spriteSheet.Name = "Spritesheets/Aggregate/MzombieBx2"; /*Author: Josh Zavala, Assignment 9 *This has been transferred from ContinueNewGameScreen.goToNetworking *Allows default weapons assignment per class */ /*Update:Joseph Shaw, Assignment 9 *Set the weapon type here and use it in the create weapon so that it *can be saved into the gameSave after the switch statement. *We could abstract this method entirely but leaving it here gives more flexibility. */ weaponType = WeaponType.DeadHand; equipment = new Equipment() { EntityID = entityID, WeaponID = game.WeaponFactory.CreateWeapon(weaponType), HealthPotsQty = defaultHealthPotQty, PsiPotsQty = defaultPsiPotQty, PogsQty = 0, }; game.EquipmentComponent.Add(equipment.EntityID, equipment); //Placeholder values miscMeleeAttack = 5; miscMeleeDef = 5; miscRangedDef = -5; position = new Position() { EntityID = entityID, Center = new Vector2(400, 150), Radius = 32f, }; game.PositionComponent[entityID] = position; collideable = new Collideable() { EntityID = entityID, RoomID = position.RoomID, Bounds = new CircleBounds(position.Center, position.Radius) }; game.CollisionComponent[entityID] = collideable; movement = new Movement() { EntityID = entityID, Direction = new Vector2(0, 1), Speed = 200f, }; game.MovementComponent[entityID] = movement; spriteAnimation = new SpriteAnimation() { EntityID = entityID, FramesPerSecond = 10, IsLooping = true, IsPlaying = true, TimePassed = 0f, CurrentFrame = 0, CurrentAnimationRow = 0 }; game.SpriteAnimationComponent[entityID] = spriteAnimation; sprite = new Sprite() { EntityID = entityID, SpriteBounds = new Rectangle(0, 0, 64, 64), SpriteSheet = spriteSheet }; game.SpriteComponent[entityID] = sprite; local = new Local() { EntityID = entityID, }; game.LocalComponent[entityID] = local; //This will add a stats section for the player in the stats component stats = new Stats() { EntityID = entityID, //So here we just define our base values. Total sum is 50 //The base stats are 10 across the board Strength = 16, Stamina = 5, Agility = 5, Intelligence = 10, Defense = 14, HealthBase = 100, PsiBase = 100, }; game.StatsComponent[entityID] = stats; player = new Player() { EntityID = entityID, PlayerIndex = playerIndex, PlayerRace = aggregate, abilityModifiers = new AbilityModifiers() { meleeDamageReduction = miscMeleeDef + (int)((stats.Defense - 10) / 2), rangedDamageReduction = miscRangedDef + (int)((stats.Defense - 10) / 2), meleeAttackBonus = miscMeleeAttack + (int)((stats.Strength - 10) / 2), RangedAttackBonus = miscRangedAttack + (int)((stats.Agility - 10) / 2), MeleeAttackSpeed = miscMeleeSpeed + (int)((stats.Strength - 10) / 2), Accuracy = miscAccuracy + (int)((stats.Agility - 10) / 2), SpellBonus = miscSpell + (int)((stats.Intelligence - 10) / 2), HealthBonus = miscHealth + (int)((stats.Stamina - 10) / 2), } }; game.PlayerComponent[entityID] = player; info = new PlayerInfo() { Health = 100, Psi = 100, State = PlayerState.Default, skill1 = Systems.SkillType.ThrownBlades, skill2 = Systems.SkillType.FrenziedAttack, skill3 = Systems.SkillType.CausticWeapons, skill4 = Systems.SkillType.MeatShield, skill5 = Systems.SkillType.HardenedBody, skill6 = Systems.SkillType.Regeneration, skill7 = Systems.SkillType.BenignParasite, skill8 = Systems.SkillType.MaliciousParasite, skill9 = Systems.SkillType.MindlessParasites, }; game.PlayerInfoComponent[entityID] = info; skillInfo = new PlayerSkillInfo() { Skill1Rank = 1, Skill2Rank = 1, Skill3Rank = 1, Skill4Rank = 1, Skill5Rank = 1, Skill6Rank = 1, Skill7Rank = 1, Skill8Rank = 1, Skill9Rank = 1, }; game.PlayerSkillInfoComponent[entityID] = skillInfo; active_Skill = new ActiveSkill() { activeSkill = info.skill1, }; game.ActiveSkillComponent[entityID] = active_Skill; //Create HUD game.HUDSystem.LoadPlayerHUD(player); //create Inv invagg.CreateInv(player); break; #endregion default: throw new Exception("Unknown type."); } // Store all of the data into the game save gameSave.aggregate = (int)aggregate; gameSave.health = 100; gameSave.psi = 100; gameSave.stats = stats; gameSave.level = 1; gameSave.experience = 0; gameSave.charAnimation = spriteSheet.Name; gameSave.fileName = fileName; info.FileName = fileName; gameSave.weaponType = (int)weaponType; gameSave.healthPotions = defaultHealthPotQty; gameSave.manaPotions = defaultPsiPotQty; gameSave.pogs = 0; game.QuestLogSystem.ActivateQuest(entityID, 0); game.QuestLogSystem.ActivateQuest(entityID, 1); return entityID; }
/// <summary> /// Creates Entities from aggregates (collections of components) /// </summary> /// <param name="aggregate">The specific aggreage to create</param> public uint CreateFromGameSave(DungeonCrawlerGame.CharacterSaveFile gameSave, PlayerIndex playerIndex) { uint entityID = 0xFFFFFF; Texture2D spriteSheet; Position position; Movement movement; Equipment equipment; Sprite sprite; SpriteAnimation spriteAnimation; //MovementSprite movementSprite; Collideable collideable; Local local; Player player; PlayerInfo info; Stats stats = new Stats(); HUDAggregateFactory hudagg = new HUDAggregateFactory(game); InvAggregateFactory invagg = new InvAggregateFactory(game); //Miscelaneous modifyers for the potential ability modifiers //Placeholders for racial/class bonuses and item bonuses. int miscMeleeAttack = 0; int miscRangedAttack = 0; int miscMeleeSpeed = 0; int miscAccuracy = 0; int miscMeleeDef = 0; int miscRangedDef = 0; int miscSpell = 0; int miscHealth = 0; // Create the player { entityID = Entity.NextEntity(); spriteSheet = game.Content.Load<Texture2D>(gameSave.charAnimation); spriteSheet.Name = gameSave.charAnimation; /*Author: Josh Zavala, Assignment 9 *This has been transferred from ContinueNewGameScreen.goToNetworking *Allows default weapons assignment per class */ equipment = new Equipment() { EntityID = entityID, WeaponID = game.WeaponFactory.CreateWeapon((WeaponType)gameSave.weaponType), HealthPotsQty = gameSave.healthPotions, PsiPotsQty = gameSave.manaPotions, PogsQty = gameSave.pogs, }; game.EquipmentComponent.Add(equipment.EntityID, equipment); position = new Position() { EntityID = entityID, Center = new Vector2(400, 150), Radius = 32f, }; game.PositionComponent[entityID] = position; collideable = new Collideable() { EntityID = entityID, RoomID = position.RoomID, Bounds = new CircleBounds(position.Center, position.Radius) }; game.CollisionComponent[entityID] = collideable; movement = new Movement() { EntityID = entityID, Direction = new Vector2(0, 1), Speed = 200f, }; game.MovementComponent[entityID] = movement; spriteAnimation = new SpriteAnimation() { EntityID = entityID, FramesPerSecond = 10, IsLooping = true, IsPlaying = true, TimePassed = 0f, CurrentFrame = 0, CurrentAnimationRow = 0 }; game.SpriteAnimationComponent[entityID] = spriteAnimation; sprite = new Sprite() { EntityID = entityID, SpriteBounds = new Rectangle(0, 0, 64, 64), SpriteSheet = spriteSheet }; game.SpriteComponent[entityID] = sprite; local = new Local() { EntityID = entityID, }; game.LocalComponent[entityID] = local; //This will add a stats section for the player in the stats component stats = new Stats() { EntityID = entityID, // Load from game save Strength = gameSave.stats.Strength, Stamina = gameSave.stats.Stamina, Agility = gameSave.stats.Agility, Intelligence = gameSave.stats.Intelligence, Defense = gameSave.stats.Defense, HealthBase = gameSave.stats.HealthBase, PsiBase = gameSave.stats.PsiBase, }; game.StatsComponent[entityID] = stats; player = new Player() { EntityID = entityID, PlayerIndex = playerIndex, PlayerRace = (Aggregate)gameSave.aggregate, abilityModifiers = new AbilityModifiers() { meleeDamageReduction = miscMeleeDef + (int)((stats.Defense - 10) / 2), rangedDamageReduction = miscRangedDef + (int)((stats.Defense - 10) / 2), meleeAttackBonus = miscMeleeAttack + (int)((stats.Strength - 10) / 2), RangedAttackBonus = miscRangedAttack + (int)((stats.Agility - 10) / 2), MeleeAttackSpeed = miscMeleeSpeed + (int)((stats.Strength - 10) / 2), Accuracy = miscAccuracy + (int)((stats.Agility - 10) / 2), SpellBonus = miscSpell + (int)((stats.Intelligence - 10) / 2), HealthBonus = miscHealth + (int)((stats.Stamina - 10) / 2), } }; game.PlayerComponent[entityID] = player; info = new PlayerInfo() { Health = gameSave.health, Psi = gameSave.psi, Level = gameSave.level, Experience = gameSave.experience, State = PlayerState.Default, }; game.PlayerInfoComponent[entityID] = info; game.PlayerComponent[entityID] = player; //Create HUD game.HUDSystem.LoadPlayerHUD(player); //create Inv invagg.CreateInv(player); } return entityID; }
/// <summary> /// Creates Entities from aggregates (collections of components) /// </summary> /// <param name="aggregate">The specific aggreage to create</param> public uint CreateFromGameSave(DungeonCrawlerGame.CharacterSaveFile gameSave, PlayerIndex playerIndex) { uint entityID = 0xFFFFFF; Texture2D spriteSheet; Position position; Movement movement; Sprite sprite; SpriteAnimation spriteAnimation; //MovementSprite movementSprite; Collideable collideable; Local local; Player player; PlayerInfo info; Stats stats = new Stats(); HUDAggregateFactory hudagg = new HUDAggregateFactory(game); InvAggregateFactory invagg = new InvAggregateFactory(game); //Miscelaneous modifyers for the potential ability modifiers //Placeholders for racial/class bonuses and item bonuses. int miscMeleeAttack = 0; int miscRangedAttack = 0; int miscMeleeSpeed = 0; int miscAccuracy = 0; int miscMeleeDef = 0; int miscRangedDef = 0; int miscSpell = 0; int miscHealth = 0; // Create the player { entityID = Entity.NextEntity(); spriteSheet = game.Content.Load<Texture2D>(gameSave.charAnimation); spriteSheet.Name = gameSave.charAnimation; position = new Position() { EntityID = entityID, Center = new Vector2(400, 150), Radius = 32f, }; game.PositionComponent[entityID] = position; collideable = new Collideable() { EntityID = entityID, RoomID = position.RoomID, Bounds = new CircleBounds(position.Center, position.Radius) }; game.CollisionComponent[entityID] = collideable; movement = new Movement() { EntityID = entityID, Direction = new Vector2(0, 1), Speed = 200f, }; game.MovementComponent[entityID] = movement; spriteAnimation = new SpriteAnimation() { EntityID = entityID, FramesPerSecond = 10, IsLooping = true, IsPlaying = true, TimePassed = 0f, CurrentFrame = 0, CurrentAnimationRow = 0 }; game.SpriteAnimationComponent[entityID] = spriteAnimation; sprite = new Sprite() { EntityID = entityID, SpriteBounds = new Rectangle(0, 0, 64, 64), SpriteSheet = spriteSheet }; game.SpriteComponent[entityID] = sprite; local = new Local() { EntityID = entityID, }; game.LocalComponent[entityID] = local; //This will add a stats section for the player in the stats component stats = new Stats() { EntityID = entityID, // Load from game save Strength = gameSave.stats.Strength, Stamina = gameSave.stats.Stamina, Agility = gameSave.stats.Agility, Intelligence = gameSave.stats.Intelligence, Defense = gameSave.stats.Defense }; game.StatsComponent[entityID] = stats; player = new Player() { EntityID = entityID, PlayerIndex = playerIndex, PlayerRace = (Aggregate)gameSave.aggregate, abilityModifiers = new AbilityModifiers() { meleeDamageReduction = miscMeleeDef + (int)((stats.Defense - 10) / 2), rangedDamageReduction = miscRangedDef + (int)((stats.Defense - 10) / 2), meleeAttackBonus = miscMeleeAttack + (int)((stats.Strength - 10) / 2), RangedAttackBonus = miscRangedAttack + (int)((stats.Agility - 10) / 2), MeleeAttackSpeed = miscMeleeSpeed + (int)((stats.Strength - 10) / 2), Accuracy = miscAccuracy + (int)((stats.Agility - 10) / 2), SpellBonus = miscSpell + (int)((stats.Intelligence - 10) / 2), HealthBonus = miscHealth + (int)((stats.Stamina - 10) / 2), } }; game.PlayerComponent[entityID] = player; info = new PlayerInfo() { Health = 100, Psi = 100, State = PlayerState.Default, }; game.PlayerInfoComponent[entityID] = info; game.PlayerComponent[entityID] = player; //Create HUD hudagg.CreateHUD(player); //create Inv invagg.CreateInv(player); } game.QuestLogSystem.ActivateQuest(entityID, 0); return entityID; }