/// <summary> /// Initialize function creates all the required components for the bird. /// </summary> /// <param name="spriteSheet">The sprite sheet to use for the bird</param> public void Initialize(SpriteSheet spriteSheet) { // When true, causes the bird to face the direction its moving in Physics.Orientation = Physics.OrientMode.RotateY; // The dimensions of each frame in the sprite sheet (in pixels), as given by the readme const int frameWidth = 24; const int frameHeight = 16; // Create the sprite component for the bird. Sprite = new CharacterSprite (Graphics, Manager, "Bird Sprite", Physics, Matrix.CreateTranslation(0, 0.25f, 0) ); // Flying animation (rows 4 5 6 and 7) Sprite.AddAnimation(CharacterMode.Flying, OrientedAnimation.Orientation.Forward, spriteSheet, // animation will play at 15 FPS 15.0f, frameWidth, frameHeight, // animation begins at row 4 4, // It consists of columns 0, 1 and 2 looped forever 0, 1, 2); Sprite.AddAnimation(CharacterMode.Flying, OrientedAnimation.Orientation.Left, spriteSheet, 15.0f, frameWidth, frameHeight, 5, 0, 1, 2); Sprite.AddAnimation(CharacterMode.Flying, OrientedAnimation.Orientation.Right, spriteSheet, 15.0f, frameWidth, frameHeight, 6, 0, 1, 2); Sprite.AddAnimation(CharacterMode.Flying, OrientedAnimation.Orientation.Backward, spriteSheet, 15.0f, frameWidth, frameHeight, 7, 0, 1, 2); // Hopping animation (rows 0 1 2 and 3) Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Forward, spriteSheet, 5.0f, frameWidth, frameHeight, 0, 0, 1); Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Left, spriteSheet, 5.0f, frameWidth, frameHeight, 1, 0, 1); Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Right, spriteSheet, 5.0f, frameWidth, frameHeight, 2, 0, 1); Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Backward, spriteSheet, 5.0f, frameWidth, frameHeight, 3, 0, 1); // Idle animation (rows 0 1 2 and 3) Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Forward, spriteSheet, 5.0f, frameWidth, frameHeight, 0, 0); Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Left, spriteSheet, 5.0f, frameWidth, frameHeight, 1, 0); Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Right, spriteSheet, 5.0f, frameWidth, frameHeight, 2, 0); Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Backward, spriteSheet, 5.0f, frameWidth, frameHeight, 3, 0); // Used to grab other components Hands = new Grabber("hands", Physics, Matrix.Identity, new Vector3(0.1f, 0.1f, 0.1f), Vector3.Zero); // Used to sense hostile creatures Sensors = new EnemySensor(Manager, "EnemySensor", Physics, Matrix.Identity, new Vector3(20, 5, 20), Vector3.Zero); // Controls the behavior of the creature AI = new BirdAI(this, "Bird AI", Sensors, PlanService); // The bird can peck at its enemies (0.1 damage) Attacks = new List <Attack> { new Attack("Peck", 0.1f, 2.0f, 1.0f, ContentPaths.Audio.pick, ContentPaths.Effects.flash) }; // The bird can hold one item at a time in its inventory Inventory = new Inventory("Inventory", Physics) { Resources = new ResourceContainer { MaxResources = 1 } }; // The shadow is rotated 90 degrees along X, and is 0.25 blocks beneath the creature Matrix shadowTransform = Matrix.CreateRotationX((float)Math.PI * 0.5f); shadowTransform.Translation = new Vector3(0.0f, -0.25f, 0.0f); shadowTransform *= Matrix.CreateScale(0.75f); SpriteSheet shadowTexture = new SpriteSheet(ContentPaths.Effects.shadowcircle); Shadow = new Shadow(Manager, "Shadow", Physics, shadowTransform, shadowTexture); // We set up the shadow's animation so that it's just a static black circle // TODO: Make the shadow set this up automatically List <Point> shP = new List <Point> { new Point(0, 0) }; Animation shadowAnimation = new Animation(Graphics, new SpriteSheet(ContentPaths.Effects.shadowcircle), "sh", 32, 32, shP, false, Color.Black, 1, 0.7f, 0.7f, false); Shadow.AddAnimation(shadowAnimation); shadowAnimation.Play(); Shadow.SetCurrentAnimation("sh"); // The bird will emit a shower of blood when it dies DeathParticleTrigger = new ParticleTrigger("blood_particle", Manager, "Death Gibs", Physics, Matrix.Identity, Vector3.One, Vector3.Zero) { TriggerOnDeath = true, TriggerAmount = 1 }; // The bird is flammable, and can die when exposed to fire. Flames = new Flammable(Manager, "Flames", Physics, this); // Tag the physics component with some information // that can be used later Physics.Tags.Add("Bird"); Physics.Tags.Add("Animal"); NoiseMaker.Noises.Add("chirp", new List <string>() { ContentPaths.Audio.bird }); Stats.FullName = TextGenerator.GenerateRandom("$firstname") + " the bird"; Stats.CurrentClass = new EmployeeClass() { Name = "Bird", Levels = new List <EmployeeClass.Level>() { new EmployeeClass.Level() { Index = 0, Name = "Bird" } } }; }
/// <summary> /// Initialize function creates all the required components for the bird. /// </summary> /// <param name="spriteSheet">The sprite sheet to use for the bird</param> public void Initialize(SpriteSheet spriteSheet) { // When true, causes the bird to face the direction its moving in Physics.Orientation = Physics.OrientMode.RotateY; // The dimensions of each frame in the sprite sheet (in pixels), as given by the readme const int frameWidth = 24; const int frameHeight = 16; // Create the sprite component for the bird. Sprite = new CharacterSprite (Graphics, Manager, "Bird Sprite", Physics, Matrix.CreateTranslation(0, 0.25f, 0) ); // Flying animation (rows 4 5 6 and 7) Sprite.AddAnimation(CharacterMode.Flying, OrientedAnimation.Orientation.Forward, spriteSheet, // animation will play at 15 FPS 15.0f, frameWidth, frameHeight, // animation begins at row 4 4, // It consists of columns 0, 1 and 2 looped forever 0, 1, 2); Sprite.AddAnimation(CharacterMode.Flying, OrientedAnimation.Orientation.Left, spriteSheet, 15.0f, frameWidth, frameHeight, 5, 0, 1, 2); Sprite.AddAnimation(CharacterMode.Flying, OrientedAnimation.Orientation.Right, spriteSheet, 15.0f, frameWidth, frameHeight, 6, 0, 1, 2); Sprite.AddAnimation(CharacterMode.Flying, OrientedAnimation.Orientation.Backward, spriteSheet, 15.0f, frameWidth, frameHeight, 7, 0, 1, 2); // Hopping animation (rows 0 1 2 and 3) Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Forward, spriteSheet, 5.0f, frameWidth, frameHeight, 0, 0, 1); Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Left, spriteSheet, 5.0f, frameWidth, frameHeight, 1, 0, 1); Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Right, spriteSheet, 5.0f, frameWidth, frameHeight, 2, 0, 1); Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Backward, spriteSheet, 5.0f, frameWidth, frameHeight, 3, 0, 1); // Idle animation (rows 0 1 2 and 3) Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Forward, spriteSheet, 5.0f, frameWidth, frameHeight, 0, 0); Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Left, spriteSheet, 5.0f, frameWidth, frameHeight, 1, 0); Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Right, spriteSheet, 5.0f, frameWidth, frameHeight, 2, 0); Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Backward, spriteSheet, 5.0f, frameWidth, frameHeight, 3, 0); // Used to grab other components Hands = new Grabber("hands", Physics, Matrix.Identity, new Vector3(0.1f, 0.1f, 0.1f), Vector3.Zero); // Used to sense hostile creatures Sensors = new EnemySensor(Manager, "EnemySensor", Physics, Matrix.Identity, new Vector3(20, 5, 20), Vector3.Zero); // Controls the behavior of the creature AI = new BirdAI(this, "Bird AI", Sensors, PlanService); // The bird can peck at its enemies (0.1 damage) Attacks = new List<Attack>{new Attack("Peck", 0.1f, 2.0f, 1.0f, ContentPaths.Audio.pick, ContentPaths.Effects.flash)}; // The bird can hold one item at a time in its inventory Inventory = new Inventory("Inventory", Physics) { Resources = new ResourceContainer { MaxResources = 1 } }; // The shadow is rotated 90 degrees along X, and is 0.25 blocks beneath the creature Matrix shadowTransform = Matrix.CreateRotationX((float)Math.PI * 0.5f); shadowTransform.Translation = new Vector3(0.0f, -0.25f, 0.0f); shadowTransform *= Matrix.CreateScale(0.75f); SpriteSheet shadowTexture = new SpriteSheet(ContentPaths.Effects.shadowcircle); Shadow = new Shadow(Manager, "Shadow", Physics, shadowTransform, shadowTexture); // We set up the shadow's animation so that it's just a static black circle // TODO: Make the shadow set this up automatically List<Point> shP = new List<Point> { new Point(0, 0) }; Animation shadowAnimation = new Animation(Graphics, new SpriteSheet(ContentPaths.Effects.shadowcircle), "sh", 32, 32, shP, false, Color.Black, 1, 0.7f, 0.7f, false); Shadow.AddAnimation(shadowAnimation); shadowAnimation.Play(); Shadow.SetCurrentAnimation("sh"); // The bird will emit a shower of blood when it dies DeathParticleTrigger = new ParticleTrigger("blood_particle", Manager, "Death Gibs", Physics, Matrix.Identity, Vector3.One, Vector3.Zero) { TriggerOnDeath = true, TriggerAmount = 1 }; // The bird is flammable, and can die when exposed to fire. Flames = new Flammable(Manager, "Flames", Physics, this); // Tag the physics component with some information // that can be used later Physics.Tags.Add("Bird"); Physics.Tags.Add("Animal"); NoiseMaker.Noises.Add("chirp", new List<string>(){ContentPaths.Audio.bird}); Stats.FullName = TextGenerator.GenerateRandom("$firstname") + " the bird"; Stats.CurrentClass = new EmployeeClass() { Name = "Bird", Levels = new List<EmployeeClass.Level>() { new EmployeeClass.Level() { Index = 0, Name = "Bird" } } }; }