public void ResetPlayer(EntityCommandBuffer cb, Entity player, WorldCoord worldCoord, Translation translation) { CreatureDescription descr = CreatureDescriptions[(int)ECreatureId.Player]; Creature c = new Creature { id = (int)ECreatureId.Player }; HealthPoints hp = new HealthPoints { max = descr.health, now = descr.health }; AttackStat att = new AttackStat { range = descr.attackRange }; Level lvl = new Level { level = 1 }; ExperiencePoints exp = new ExperiencePoints { now = 0, next = LevelSystem.GetXPRequiredForLevel(1) }; GoldCount gp = new GoldCount { count = 0 }; Mobile mobile = new Mobile { Destination = new float3(0, 0, 0), Initial = new float3(0, 0, 0), MoveTime = 0, Moving = false }; Animated animated = new Animated { Id = descr.spriteId, Direction = Direction.Right, Action = Action.None, AnimationTime = 0, AnimationTrigger = false }; Sight sight = new Sight { SightRadius = 4 }; TurnPriorityComponent tp = new TurnPriorityComponent { Value = -1 }; // Only tint sprites if ascii Sprite2DRenderer s = new Sprite2DRenderer(); LayerSorting l = new LayerSorting { order = 2 }; s.color = GlobalGraphicsSettings.ascii ? descr.asciiColor : Color.Default; s.sprite = SpriteSystem.IndexSprites[SpriteSystem.ConvertToGraphics(descr.ascii)]; l.layer = 2; cb.SetComponent(player, s); cb.SetComponent(player, c); cb.SetComponent(player, l); cb.SetComponent(player, hp); cb.SetComponent(player, att); cb.SetComponent(player, lvl); cb.SetComponent(player, exp); cb.SetComponent(player, gp); cb.SetComponent(player, mobile); cb.SetComponent(player, animated); cb.SetComponent(player, sight); cb.SetComponent(player, worldCoord); cb.SetComponent(player, translation); cb.SetComponent(player, tp); }
public Entity CreateGold(EntityCommandBuffer ecb, int2 xy, float3 pos) { Entity entity = ecb.CreateEntity(Gold); Sprite2DRenderer s = new Sprite2DRenderer(); Translation t = new Translation(); WorldCoord c = new WorldCoord(); LayerSorting l = new LayerSorting(); t.Value = pos; c.x = xy.x; c.y = xy.y; // Only tint sprites if ascii s.color = GlobalGraphicsSettings.ascii ? new Unity.Tiny.Core2D.Color(0.964f, 0.749f, 0.192f) : Color.Default; if (GlobalGraphicsSettings.ascii) { s.color.a = 0; } s.sprite = SpriteSystem.IndexSprites[SpriteSystem.ConvertToGraphics((char)236)]; l.layer = 1; ecb.SetComponent(entity, s); ecb.SetComponent(entity, t); ecb.SetComponent(entity, c); ecb.SetComponent(entity, l); return(entity); }
public Entity CreateSpearTrap(EntityCommandBuffer ecb, int2 xy, float3 pos) { Entity entity = ecb.CreateEntity(SpearTrap); Sprite2DRenderer s = new Sprite2DRenderer(); Translation t = new Translation(); WorldCoord c = new WorldCoord(); LayerSorting l = new LayerSorting(); t.Value = pos; c.x = xy.x; c.y = xy.y; // Only tint sprites if ascii s.color = TinyRogueConstants.DefaultColor; if (GlobalGraphicsSettings.ascii) { s.color.a = 0; } s.sprite = SpriteSystem.IndexSprites[SpriteSystem.ConvertToGraphics('^')]; l.order = 1; ecb.SetComponent(entity, s); ecb.SetComponent(entity, t); ecb.SetComponent(entity, c); ecb.SetComponent(entity, l); return(entity); }
public Entity SpawnCreature(EntityCommandBuffer cb, ECreatureId cId, int priority) { Entity entity = cb.CreateEntity(_creatureArchetype); CreatureDescription descr = CreatureDescriptions[(int)cId]; Sprite2DRenderer s = new Sprite2DRenderer(); LayerSorting l = new LayerSorting(); Creature c = new Creature { id = (int)cId }; HealthPoints hp = new HealthPoints { max = descr.health, now = descr.health }; AttackStat att = new AttackStat { range = descr.attackRange }; Sight sight = new Sight { SightRadius = descr.sightRadius }; PatrollingState patrol = new PatrollingState(); MeleeAttackMovement movement = new MeleeAttackMovement(); Speed speed = new Speed { SpeedRate = descr.speed }; Mobile mobile = new Mobile { Destination = new float3(0, 0, 0), Initial = new float3(0, 0, 0), MoveTime = 0, Moving = false }; Animated animated = new Animated { Id = descr.spriteId, Direction = Direction.Right, Action = Action.None, AnimationTime = 0, AnimationTrigger = false }; ArmorClass ac = new ArmorClass { AC = descr.ac }; TurnPriorityComponent tp = new TurnPriorityComponent { Value = priority }; // Only tint sprites if ascii s.color = GlobalGraphicsSettings.ascii ? descr.asciiColor : Color.Default; s.color.a = 0.0f; // Start invisible s.sprite = SpriteSystem.IndexSprites[SpriteSystem.ConvertToGraphics(descr.ascii)]; l.layer = 2; cb.SetComponent(entity, s); cb.SetComponent(entity, c); cb.SetComponent(entity, l); cb.SetComponent(entity, hp); cb.SetComponent(entity, att); cb.SetComponent(entity, sight); cb.SetComponent(entity, movement); cb.SetComponent(entity, patrol); cb.SetComponent(entity, speed); cb.SetComponent(entity, mobile); cb.SetComponent(entity, animated); cb.SetComponent(entity, ac); return(entity); }
public static void Draw(Camera camera, BufferPreset bufferPreset) { if (Lighting2D.DayLightingSettings.alpha == 0) { return; } if (bufferPreset == null) { return; } LightingLayerSetting[] layerSettings = bufferPreset.dayLayers.Get(); if (layerSettings.Length < 1) { return; } for (int i = 0; i < layerSettings.Length; i++) { LightingLayerSetting dayLayer = layerSettings[i]; LayerSorting sorting = dayLayer.sorting; if (pass.Setup(dayLayer, camera) == false) { continue; } if (sorting == LayerSorting.None) { NoSort.Draw(pass); } else { pass.SortObjects(); Sorted.Draw(pass); } } ShadowAlpha(camera); }
public void CreateCollectible(EntityCommandBuffer ecb, int2 xy, float3 pos) { Entity entity = ecb.CreateEntity(Collectible); Sprite2DRenderer s = new Sprite2DRenderer(); Translation t = new Translation(); WorldCoord c = new WorldCoord(); LayerSorting l = new LayerSorting(); CanBePickedUp p = new CanBePickedUp(); HealthBonus hb = new HealthBonus(); t.Value = pos; c.x = xy.x; c.y = xy.y; // Only tint sprites if ascii s.color = GlobalGraphicsSettings.ascii ? new Unity.Tiny.Core2D.Color(1, 1, 1) : Color.Default; if (GlobalGraphicsSettings.ascii) { s.color.a = 0; } l.layer = 1; p.appearance.color = s.color; p.appearance.sprite = SpriteSystem.IndexSprites[SpriteSystem.ConvertToGraphics('S')]; //defaults p.name = new NativeString64("unknown pickup"); p.description = new NativeString64("Check collectible gen"); var collectibleGenSystem = World.Active.GetOrCreateSystem <CollectibleGenSystem>(); collectibleGenSystem.GetRandomCollectible(ecb, entity, p, hb); s.sprite = p.appearance.sprite; ecb.SetComponent(entity, s); ecb.SetComponent(entity, t); ecb.SetComponent(entity, c); ecb.SetComponent(entity, l); ecb.SetComponent(entity, p); }
public Entity CreateHealingItem(EntityCommandBuffer ecb, int2 xy, float3 pos, int healAmount) { Entity entity = ecb.CreateEntity(HealingPotion); HealItem heal = new HealItem(); Sprite2DRenderer s = new Sprite2DRenderer(); Translation t = new Translation(); WorldCoord c = new WorldCoord(); LayerSorting l = new LayerSorting(); t.Value = pos; c.x = xy.x; c.y = xy.y; // Only tint sprites if ascii s.color = GlobalGraphicsSettings.ascii ? new Unity.Tiny.Core2D.Color(1.0f, 0.26f, 0.23f) : Color.Default; if (GlobalGraphicsSettings.ascii) { s.color.a = 0; } s.sprite = SpriteSystem.IndexSprites[SpriteSystem.ConvertToGraphics((char)235)]; l.layer = 1; heal.HealAmount = healAmount; ecb.SetComponent(entity, s); ecb.SetComponent(entity, t); ecb.SetComponent(entity, c); ecb.SetComponent(entity, l); ecb.SetComponent(entity, heal); return(entity); }
public Entity CreateDoorway(EntityCommandBuffer ecb, int2 xy, float3 pos, bool horizontal) { Entity entity = ecb.CreateEntity(Doorway); Sprite2DRenderer s = new Sprite2DRenderer(); Translation t = new Translation(); WorldCoord c = new WorldCoord(); LayerSorting l = new LayerSorting(); Door d = new Door(); d.Horizontal = horizontal; t.Value = pos; c.x = xy.x; c.y = xy.y; // Only tint sprites if ascii s.color = GlobalGraphicsSettings.ascii ? new Unity.Tiny.Core2D.Color(18 / 255.0f, 222 / 255.0f, 23.0f / 255.0f) : Color.Default; if (GlobalGraphicsSettings.ascii) { s.color.a = 0; } s.sprite = SpriteSystem.IndexSprites[SpriteSystem.ConvertToGraphics(horizontal ? '\\' : '/')]; // Have to draw above character in graphical l.layer = (short)(GlobalGraphicsSettings.ascii ? 1 : 3); ecb.SetComponent(entity, s); ecb.SetComponent(entity, t); ecb.SetComponent(entity, c); ecb.SetComponent(entity, l); ecb.SetComponent(entity, d); return(entity); }
protected override void OnUpdate() { var gss = EntityManager.World.GetExistingSystem <GameStateSystem>(); if (gss.IsInGame) { Entities.ForEach((Entity creature, ref HealthPoints hp, ref Sprite2DRenderer renderer, ref Translation pos, ref Animated animated) => { if (hp.now <= 0) { if (GlobalGraphicsSettings.ascii) { if (EntityManager.HasComponent(creature, typeof(Player))) { gss.MoveToGameOver(PostUpdateCommands); pos.Value = TinyRogueConstants.OffViewport; } else { PostUpdateCommands.DestroyEntity(creature); } } else { var anim = EntityManager.World.GetExistingSystem <AnimationSystem>(); if (EntityManager.HasComponent(creature, typeof(Player))) { var player = EntityManager.GetComponentData <Player>(creature); var sequencePlayer = EntityManager.GetComponentData <Sprite2DSequencePlayer>(creature); player.Dead = true; sequencePlayer.speed = 0.5f; animated.AnimationTime = 0.75f; animated.Action = Action.Die; animated.AnimationTrigger = true; anim.SetAnimation(ref animated, ref sequencePlayer); PostUpdateCommands.SetComponent(creature, player); PostUpdateCommands.SetComponent(creature, animated); PostUpdateCommands.SetComponent(creature, sequencePlayer); } else { Entity death = PostUpdateCommands.CreateEntity(); Parent parent = new Parent(); Translation trans = pos; Sprite2DRenderer deathRenderer = new Sprite2DRenderer { color = TinyRogueConstants.DefaultColor }; Sprite2DSequencePlayer deathPlayer = new Sprite2DSequencePlayer { speed = 0.5f }; Animated deathAnimated = new Animated { Id = animated.Id, Direction = animated.Direction, Action = Action.Die, AnimationTime = 0.75f, AnimationTrigger = true }; LayerSorting layerSorting = new LayerSorting { layer = 2 }; anim.SetAnimation(ref deathAnimated, ref deathPlayer); PostUpdateCommands.AddComponent(death, parent); PostUpdateCommands.AddComponent(death, trans); PostUpdateCommands.AddComponent(death, deathRenderer); PostUpdateCommands.AddComponent(death, deathPlayer); PostUpdateCommands.AddComponent(death, deathAnimated); PostUpdateCommands.AddComponent(death, layerSorting); PostUpdateCommands.DestroyEntity(creature); } } } }); } }
public Entity SpawnPlayer(EntityManager entityManager) { Entity entity = entityManager.CreateEntity(_playerArchetype); CreatureDescription descr = CreatureDescriptions[(int)ECreatureId.Player]; Creature c = new Creature { id = (int)ECreatureId.Player }; HealthPoints hp = new HealthPoints { max = descr.health, now = descr.health }; AttackStat att = new AttackStat { range = descr.attackRange }; Level lvl = new Level { level = 1 }; ExperiencePoints exp = new ExperiencePoints { now = 0, next = LevelSystem.GetXPRequiredForLevel(1) }; GoldCount gp = new GoldCount { count = 0 }; Mobile mobile = new Mobile { Destination = new float3(0, 0, 0), Initial = new float3(0, 0, 0), MoveTime = 0, Moving = false }; Animated animated = new Animated { Id = descr.spriteId, Direction = Direction.Right, Action = Action.None, AnimationTime = 0, AnimationTrigger = false }; Sight sight = new Sight { SightRadius = 4 }; ArmorClass ac = new ArmorClass { AC = descr.ac }; TurnPriorityComponent tp = new TurnPriorityComponent { Value = -1 }; // Only tint sprites if ascii Sprite2DRenderer s = new Sprite2DRenderer(); LayerSorting l = new LayerSorting { order = 2 }; s.color = GlobalGraphicsSettings.ascii ? descr.asciiColor : Color.Default; s.sprite = SpriteSystem.IndexSprites[SpriteSystem.ConvertToGraphics(descr.ascii)]; l.layer = 2; entityManager.SetComponentData(entity, s); entityManager.SetComponentData(entity, c); entityManager.SetComponentData(entity, l); entityManager.SetComponentData(entity, hp); entityManager.SetComponentData(entity, att); entityManager.SetComponentData(entity, lvl); entityManager.SetComponentData(entity, exp); entityManager.SetComponentData(entity, gp); entityManager.SetComponentData(entity, mobile); entityManager.SetComponentData(entity, animated); entityManager.SetComponentData(entity, sight); entityManager.SetComponentData(entity, ac); entityManager.SetComponentData(entity, tp); return(entity); }