public static EnemyObjectTemplate Placeholder(ObjectAction action) { EnemyObjectTemplate template = new EnemyObjectTemplate(); template.ObjectType = EnemyObjectType.Placeholder; template.Action = action; return(template); }
public static ObjectAction SpawnBarrageEnemy( IMathExpression xMillis, Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, Dictionary <string, DTDanmakuSound> soundNameToSoundDictionary, GuidGenerator guidGenerator) { // Should be called first so it sets the "can shoot" variable that the shootBullet action will need ObjectAction moveAction = GetMoveAndSetCanShootVariableAction( xMillis: xMillis, guidGenerator: guidGenerator); ObjectAction shootAction = GetShootBulletAction( spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, guidGenerator: guidGenerator); ObjectAction destroyAction = ObjectActionGenerator.DestroyWhenHpIsZeroAndMaybeDropPowerUp( chanceToDropPowerUpInMilliPercent: 15 * 1000, spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, soundNameToSoundDictionary: soundNameToSoundDictionary, guidGenerator: guidGenerator); string spriteName = guidGenerator.NextGuid(); spriteNameToImageDictionary.Add(spriteName, DTDanmakuImage.BarrageEnemyShip); List <ObjectBox> damageBoxes = new List <ObjectBox>(); damageBoxes.Add(new ObjectBox(lowerXMillis: -46500, upperXMillis: 46500, lowerYMillis: 0, upperYMillis: 40000)); damageBoxes.Add(new ObjectBox(lowerXMillis: -31500, upperXMillis: 31500, lowerYMillis: -35000, upperYMillis: 30000)); List <ObjectBox> collisionBoxes = new List <ObjectBox>(); collisionBoxes.Add(new ObjectBox(lowerXMillis: -10000, upperXMillis: 10000, lowerYMillis: -25000, upperYMillis: 25000)); collisionBoxes.Add(new ObjectBox(lowerXMillis: -25000, upperXMillis: 25000, lowerYMillis: -10000, upperYMillis: 10000)); EnemyObjectTemplate enemyObjectTemplate = EnemyObjectTemplate.Enemy( action: ObjectAction.Union(moveAction, shootAction, destroyAction), initialMilliHP: MathExpression.Add(MathExpression.Constant(38000), MathExpression.RandomInteger(MathExpression.Constant(10000))), damageBoxes: damageBoxes, collisionBoxes: collisionBoxes, spriteName: spriteName); string templateName = guidGenerator.NextGuid(); enemyObjectTemplates.Add(templateName, enemyObjectTemplate); return(ObjectAction.SpawnChild( childXMillis: MathExpression.Constant(-1000 * 1000), childYMillis: MathExpression.Constant(-1000 * 1000), childObjectTemplateName: templateName, childInitialNumericVariables: null, childInitialBooleanVariables: null)); }
private static ObjectAction GetShootBulletAction( Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, GuidGenerator guidGenerator) { IMathExpression initialShootCooldownInMillis = MathExpression.RandomInteger(2750); IMathExpression shootCooldownInMillis = MathExpression.Add(1750, MathExpression.RandomInteger(1000)); string cooldownVariableName = guidGenerator.NextGuid(); string childObjectTemplateName = guidGenerator.NextGuid(); string enemyBulletSpriteName = guidGenerator.NextGuid(); IMathExpression facingAngleInMillidegrees = DTDanmakuMath.GetMovementDirectionInMillidegrees( currentX: MathExpression.XMillis(), currentY: MathExpression.YMillis(), desiredX: MathExpression.PlayerXMillis(), desiredY: MathExpression.Min(MathExpression.PlayerYMillis(), 300 * 1000)); DTDanmakuMath.MathExpressionOffset deltaXAndY = DTDanmakuMath.GetOffset( millipixels: MathExpression.Constant(40000), movementDirectionInMillidegrees: facingAngleInMillidegrees); ObjectAction initialStartCooldownAction = ObjectAction.SetNumericVariable(cooldownVariableName, initialShootCooldownInMillis); ObjectAction startCooldownAction = ObjectAction.SetNumericVariable(cooldownVariableName, shootCooldownInMillis); ObjectAction decrementCooldownAction = ObjectAction.SetNumericVariable(cooldownVariableName, MathExpression.Subtract(MathExpression.Variable(cooldownVariableName), MathExpression.ElapsedMillisecondsPerIteration())); ObjectAction createBulletAction = ObjectAction.SpawnChild( childXMillis: MathExpression.Add(MathExpression.XMillis(), deltaXAndY.DeltaXInMillipixels), childYMillis: MathExpression.Add(MathExpression.YMillis(), deltaXAndY.DeltaYInMillipixels), childObjectTemplateName: childObjectTemplateName, childInitialNumericVariables: null, childInitialBooleanVariables: null); List <ObjectBox> collisionBoxes = new List <ObjectBox>(); collisionBoxes.Add(new ObjectBox(lowerXMillis: -4000, upperXMillis: 4000, lowerYMillis: -4000, upperYMillis: 4000)); enemyObjectTemplates.Add(childObjectTemplateName, EnemyObjectTemplate.EnemyBullet( action: ObjectAction.Union(GetBulletMovementAction(guidGenerator: guidGenerator), GetBulletAnimationAction(guidGenerator: guidGenerator)), initialMilliHP: null, damageBoxes: null, collisionBoxes: collisionBoxes, spriteName: enemyBulletSpriteName)); spriteNameToImageDictionary.Add(enemyBulletSpriteName, DTDanmakuImage.EliteSniperEnemyBullet); var createBulletWhenCooldownFinishedAction = ObjectAction.Condition( condition: BooleanExpression.LessThanOrEqualTo(MathExpression.Variable(cooldownVariableName), MathExpression.Constant(0)), action: ObjectAction.Union(startCooldownAction, createBulletAction)); return(ObjectAction.ConditionalNextAction( currentAction: initialStartCooldownAction, condition: BooleanExpression.True(), nextAction: ObjectAction.Union(decrementCooldownAction, createBulletWhenCooldownFinishedAction))); }
public static ObjectAction SpawnEliteOrbiterEnemy( IMathExpression xMillis, Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, Dictionary <string, DTDanmakuSound> soundNameToSoundDictionary, GuidGenerator guidGenerator) { ObjectAction moveAction = GetMoveAction( xMillis: xMillis); ObjectAction destroyAction = ObjectActionGenerator.DestroyWhenHpIsZeroAndMaybeDropPowerUp( chanceToDropPowerUpInMilliPercent: 15 * 1000, spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, soundNameToSoundDictionary: soundNameToSoundDictionary, guidGenerator: guidGenerator); string spriteName = guidGenerator.NextGuid(); spriteNameToImageDictionary.Add(spriteName, DTDanmakuImage.EliteOrbiterEnemyShip); List <ObjectBox> damageBoxes = new List <ObjectBox>(); damageBoxes.Add(new ObjectBox(lowerXMillis: -68000, upperXMillis: 68000, lowerYMillis: -30000, upperYMillis: 50000)); damageBoxes.Add(new ObjectBox(lowerXMillis: -46000, upperXMillis: 46000, lowerYMillis: -48000, upperYMillis: 68000)); damageBoxes.Add(new ObjectBox(lowerXMillis: -26000, upperXMillis: 26000, lowerYMillis: -68000, upperYMillis: 74000)); List <ObjectBox> collisionBoxes = new List <ObjectBox>(); collisionBoxes.Add(new ObjectBox(lowerXMillis: -58000, upperXMillis: 58000, lowerYMillis: -35000, upperYMillis: 50000)); ObjectAction spawnOrbiterSatellitesAction = GetSpawnOrbiterSatellitesAction( spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, guidGenerator: guidGenerator); EnemyObjectTemplate enemyObjectTemplate = EnemyObjectTemplate.Enemy( action: ObjectAction.Union(moveAction, spawnOrbiterSatellitesAction, destroyAction), initialMilliHP: MathExpression.Add(MathExpression.Constant(45000), MathExpression.RandomInteger(MathExpression.Constant(15000))), damageBoxes: damageBoxes, collisionBoxes: collisionBoxes, spriteName: spriteName); string templateName = guidGenerator.NextGuid(); enemyObjectTemplates.Add(templateName, enemyObjectTemplate); return(ObjectAction.SpawnChild( childXMillis: MathExpression.Constant(-1000 * 1000), childYMillis: MathExpression.Constant(-1000 * 1000), childObjectTemplateName: templateName, childInitialNumericVariables: null, childInitialBooleanVariables: null)); }
public static ObjectAction ShootBulletStraightDownAction( IMathExpression initialShootCooldownInMillis, IMathExpression shootCooldownInMillis, // Where the bullet should spawn (relative to the enemy shooting the bullet) long xOffset, long yOffset, long bulletSpeedInPixelsPerSecond, Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, GuidGenerator guidGenerator) { string cooldownVariableName = guidGenerator.NextGuid(); string childObjectTemplateName = guidGenerator.NextGuid(); string enemyBulletSpriteName = guidGenerator.NextGuid(); ObjectAction initialStartCooldownAction = ObjectAction.SetNumericVariable(cooldownVariableName, initialShootCooldownInMillis); ObjectAction startCooldownAction = ObjectAction.SetNumericVariable(cooldownVariableName, shootCooldownInMillis); ObjectAction decrementCooldownAction = ObjectAction.SetNumericVariable(cooldownVariableName, MathExpression.Subtract(MathExpression.Variable(cooldownVariableName), MathExpression.ElapsedMillisecondsPerIteration())); ObjectAction createBulletAction = ObjectAction.SpawnChild( childXMillis: MathExpression.Add(MathExpression.XMillis(), MathExpression.Constant(xOffset)), childYMillis: MathExpression.Add(MathExpression.YMillis(), MathExpression.Constant(yOffset)), childObjectTemplateName: childObjectTemplateName, childInitialNumericVariables: null, childInitialBooleanVariables: null); List <ObjectBox> collisionBoxes = new List <ObjectBox>(); collisionBoxes.Add(new ObjectBox(lowerXMillis: -3000, upperXMillis: 3000, lowerYMillis: -23000, upperYMillis: 23000)); enemyObjectTemplates.Add(childObjectTemplateName, EnemyObjectTemplate.EnemyBullet( action: BulletStraightDownAction(bulletSpeedInPixelsPerSecond: bulletSpeedInPixelsPerSecond), initialMilliHP: null, damageBoxes: null, collisionBoxes: collisionBoxes, spriteName: enemyBulletSpriteName)); spriteNameToImageDictionary.Add(enemyBulletSpriteName, DTDanmakuImage.EnemyBullet); var createBulletWhenCooldownFinishedAction = ObjectAction.Condition( condition: BooleanExpression.LessThanOrEqualTo(MathExpression.Variable(cooldownVariableName), MathExpression.Constant(0)), action: ObjectAction.Union(startCooldownAction, createBulletAction)); return(ObjectAction.ConditionalNextAction( currentAction: initialStartCooldownAction, condition: BooleanExpression.True(), nextAction: ObjectAction.Union(decrementCooldownAction, createBulletWhenCooldownFinishedAction))); }
public static EnemyObjectTemplate Enemy(ObjectAction action, IMathExpression initialMilliHP, List <ObjectBox> damageBoxes, List <ObjectBox> collisionBoxes, string spriteName) { EnemyObjectTemplate template = new EnemyObjectTemplate(); template.ObjectType = EnemyObjectType.Enemy; template.Action = action; template.InitialMilliHP = initialMilliHP; if (damageBoxes != null) { template.DamageBoxes = new DTImmutableList <ObjectBox>(list: damageBoxes); } if (collisionBoxes != null) { template.CollisionBoxes = new DTImmutableList <ObjectBox>(list: collisionBoxes); } template.SpriteName = spriteName; return(template); }
// Returns true if player still has at least one life remaining // Returns false if game over public bool DestroyPlayer( List <EnemyObject> enemyObjects, long elapsedMillisecondsPerIteration, IDTDeterministicRandom rng) { if (this.isDead) { throw new Exception(); } long playerXMillis = this.xMillis; long playerYMillis = this.yMillis; EnemyObjectTemplate template = EnemyObjectTemplate.Placeholder(action: ObjectAction.ConditionalNextAction( currentAction: this.playerDeathSpawnDestructionAnimationAction, condition: BooleanExpression.True(), nextAction: ObjectAction.Destroy())); enemyObjects.Add(new EnemyObject( template: template, initialXMillis: playerXMillis, initialYMillis: playerYMillis, playerXMillis: playerXMillis, playerYMillis: playerYMillis, elapsedMillisecondsPerIteration: elapsedMillisecondsPerIteration, isPlayerDestroyed: true, parent: null, initialNumericVariables: null, initialBooleanVariables: null, rng: rng)); this.isDead = true; if (this.numLivesLeft > 0) { this.numLivesLeft = this.numLivesLeft - 1; this.respawnTimeRemainingMillis = 750; return(true); } else { return(false); } }
public static ObjectAction SpawnBossEnemy( Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, Dictionary <string, DTDanmakuSound> soundNameToSoundDictionary, GuidGenerator guidGenerator) { string spriteName = guidGenerator.NextGuid(); spriteNameToImageDictionary.Add(spriteName, DTDanmakuImage.Boss); List <ObjectBox> damageBoxes = new List <ObjectBox>(); damageBoxes.Add(new ObjectBox(lowerXMillis: -96500, upperXMillis: 96500, lowerYMillis: -10000, upperYMillis: 30000)); damageBoxes.Add(new ObjectBox(lowerXMillis: -71500, upperXMillis: 71500, lowerYMillis: -35000, upperYMillis: 30000)); damageBoxes.Add(new ObjectBox(lowerXMillis: -50000, upperXMillis: 50000, lowerYMillis: -81000, upperYMillis: 48000)); damageBoxes.Add(new ObjectBox(lowerXMillis: -35000, upperXMillis: 35000, lowerYMillis: 0, upperYMillis: 68000)); List <ObjectBox> collisionBoxes = new List <ObjectBox>(); collisionBoxes.Add(new ObjectBox(lowerXMillis: -20000, upperXMillis: 20000, lowerYMillis: -50000, upperYMillis: 50000)); collisionBoxes.Add(new ObjectBox(lowerXMillis: -50000, upperXMillis: 50000, lowerYMillis: -20000, upperYMillis: 20000)); EnemyObjectTemplate enemyObjectTemplate = EnemyObjectTemplate.Enemy( action: GetBossAction( spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, soundNameToSoundDictionary: soundNameToSoundDictionary, guidGenerator: guidGenerator), initialMilliHP: MathExpression.Constant(50L * 1000L * 1000L * 1000L * 1000L), damageBoxes: damageBoxes, collisionBoxes: collisionBoxes, spriteName: spriteName); string templateName = guidGenerator.NextGuid(); enemyObjectTemplates.Add(templateName, enemyObjectTemplate); return(ObjectAction.SpawnChild( childXMillis: MathExpression.Constant(-1000 * 1000), childYMillis: MathExpression.Constant(-1000 * 1000), childObjectTemplateName: templateName, childInitialNumericVariables: null, childInitialBooleanVariables: null)); }
private static ObjectAction GetSpawnOrbiterSatellitesAction( Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, GuidGenerator guidGenerator) { string spriteName = guidGenerator.NextGuid(); spriteNameToImageDictionary.Add(spriteName, DTDanmakuImage.EliteOrbiterSatellite); List <ObjectAction> objectActions = new List <ObjectAction>(); for (long i = 0; i < 5; i++) { EnemyObjectTemplate orbiterSatelliteTemplate = EnemyObjectTemplate.EnemyBullet( action: ObjectAction.Union( GetSatelliteMoveAndDestroyAction( initialAngleInMillidegrees: 72L * 1000L * i, guidGenerator: guidGenerator), GetSatelliteShootAction( spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, guidGenerator: guidGenerator)), initialMilliHP: null, damageBoxes: null, collisionBoxes: null, spriteName: spriteName); string templateName = guidGenerator.NextGuid(); enemyObjectTemplates.Add(templateName, orbiterSatelliteTemplate); ObjectAction spawnSatelliteAction = ObjectAction.SpawnChild( childXMillis: MathExpression.Constant(-1000 * 1000), childYMillis: MathExpression.Constant(-1000 * 1000), childObjectTemplateName: templateName, childInitialNumericVariables: null, childInitialBooleanVariables: null); objectActions.Add(spawnSatelliteAction); } return(ObjectActionGenerator.DoOnce(ObjectAction.Union(objectActions))); }
private static Tuple <ObjectAction, EnemyObjectTemplate> SpawnOneDestructionSpriteImage( long startMilliseconds, long endMilliseconds, string childObjectTemplateName, string spriteName, bool isLast) { List <ObjectAction> destroyActions = new List <ObjectAction>(); destroyActions.Add(ObjectAction.Destroy()); destroyActions.Add(ObjectAction.DestroyParent()); ObjectAction destroySelfAction = ObjectAction.Condition( condition: BooleanExpression.GreaterThanOrEqualTo( leftSide: MathExpression.ParentVariable(elapsedTimeInMillisVariableName), rightSide: MathExpression.Constant(endMilliseconds)), action: isLast ? ObjectAction.Union(destroyActions) : ObjectAction.Destroy()); ObjectAction spawnChildAction = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: childObjectTemplateName, childInitialNumericVariables: null, childInitialBooleanVariables: null); ObjectAction delayedSpawnChildAction = ObjectAction.Condition( condition: BooleanExpression.GreaterThanOrEqualTo( leftSide: MathExpression.Variable(elapsedTimeInMillisVariableName), rightSide: MathExpression.Constant(startMilliseconds)), action: ObjectActionGenerator.DoOnce(spawnChildAction)); EnemyObjectTemplate template = EnemyObjectTemplate.Enemy( action: destroySelfAction, initialMilliHP: null, damageBoxes: null, collisionBoxes: null, spriteName: spriteName); return(new Tuple <ObjectAction, EnemyObjectTemplate>(delayedSpawnChildAction, template)); }
private static EnemyObject CreateActionExecutor( long millisecondsToWait, ObjectAction action, long elapsedMillisecondsPerIteration, IDTDeterministicRandom rng, GuidGenerator guidGenerator) { return(new EnemyObject( template: EnemyObjectTemplate.Placeholder( action: ObjectActionGenerator.Delay( action: ObjectAction.Union(action, ObjectAction.Destroy()), milliseconds: millisecondsToWait, guidGenerator: guidGenerator)), initialXMillis: 0, initialYMillis: 0, playerXMillis: 0, playerYMillis: 0, elapsedMillisecondsPerIteration: elapsedMillisecondsPerIteration, isPlayerDestroyed: false, parent: null, initialNumericVariables: null, initialBooleanVariables: null, rng: rng)); }
private static ObjectAction SpawnPhase3Bullet( IMathExpression bulletDirectionInMillidegrees, Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, GuidGenerator guidGenerator) { string bulletSpriteName = guidGenerator.NextGuid(); spriteNameToImageDictionary.Add(bulletSpriteName, DTDanmakuImage.BossPhase3EnemyBullet); string snapshotBulletDirectionInMillidegreesVariable = guidGenerator.NextGuid(); ObjectAction snapshotDirectionAction = ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable( snapshotBulletDirectionInMillidegreesVariable, bulletDirectionInMillidegrees)); long buffer = 100; BooleanExpression shouldDestroy = BooleanExpression.Or( BooleanExpression.GreaterThan(MathExpression.XMillis(), MathExpression.Constant((1000 + buffer) * 1000)), BooleanExpression.LessThan(MathExpression.XMillis(), MathExpression.Constant((0 - buffer) * 1000)), BooleanExpression.GreaterThan(MathExpression.YMillis(), MathExpression.Constant((700 + buffer) * 1000)), BooleanExpression.LessThan(MathExpression.YMillis(), MathExpression.Constant((0 - buffer) * 1000))); ObjectAction destroyAction = ObjectAction.Condition( condition: shouldDestroy, action: ObjectAction.Destroy()); DTDanmakuMath.MathExpressionOffset offset = DTDanmakuMath.GetOffset( millipixels: MathExpression.Multiply(MathExpression.Constant(200), MathExpression.ElapsedMillisecondsPerIteration()), movementDirectionInMillidegrees: MathExpression.Variable(snapshotBulletDirectionInMillidegreesVariable)); List <ObjectBox> collisionBoxes = new List <ObjectBox>(); collisionBoxes.Add(new ObjectBox(lowerXMillis: -3000, upperXMillis: 3000, lowerYMillis: -5000, upperYMillis: 5000)); collisionBoxes.Add(new ObjectBox(lowerXMillis: -5000, upperXMillis: 5000, lowerYMillis: -3000, upperYMillis: 3000)); EnemyObjectTemplate bulletTemplate = EnemyObjectTemplate.EnemyBullet( action: ObjectAction.Union( snapshotDirectionAction, ObjectAction.SetFacingDirection(MathExpression.Variable(snapshotBulletDirectionInMillidegreesVariable)), ObjectAction.SetPosition( xMillis: MathExpression.Add(MathExpression.XMillis(), offset.DeltaXInMillipixels), yMillis: MathExpression.Add(MathExpression.YMillis(), offset.DeltaYInMillipixels)), destroyAction), initialMilliHP: null, damageBoxes: null, collisionBoxes: collisionBoxes, spriteName: bulletSpriteName); string templateName = guidGenerator.NextGuid(); enemyObjectTemplates.Add(templateName, bulletTemplate); return(ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.Subtract(MathExpression.YMillis(), MathExpression.Constant(60000)), childObjectTemplateName: templateName, childInitialNumericVariables: null, childInitialBooleanVariables: null)); }
public static ObjectAction SpawnEnemyThatMovesToSpecificLocation( long initialXMillis, long initialYMillis, List <Tuple <long, long> > movementPath, long movementSpeedInPixelsPerSecond, bool shouldStrafe, long bulletXOffset, long bulletYOffset, IMathExpression initialShootCooldownInMillis, IMathExpression shootCooldownInMillis, long bulletSpeedInPixelsPerSecond, IMathExpression initialMilliHP, long chanceToDropPowerUpInMilliPercent, // ranges from 0 (meaning 0%) to 100,000 (meaning 100%) List <ObjectBox> damageBoxes, // nullable List <ObjectBox> collisionBoxes, // nullable DTDanmakuImage sprite, Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, Dictionary <string, DTDanmakuSound> soundNameToSoundDictionary, GuidGenerator guidGenerator) { ObjectAction moveAction = MoveToSpecifiedLocations( initialXMillis: initialXMillis, initialYMillis: initialYMillis, movementPath: movementPath, speedInPixelsPerSecond: movementSpeedInPixelsPerSecond, shouldStrafe: shouldStrafe, shouldDestroyAtEndOfMovementPath: true, guidGenerator: guidGenerator); ObjectAction shootAction = ShootBulletStraightDownAction( initialShootCooldownInMillis: initialShootCooldownInMillis, shootCooldownInMillis: shootCooldownInMillis, xOffset: bulletXOffset, yOffset: bulletYOffset, bulletSpeedInPixelsPerSecond: bulletSpeedInPixelsPerSecond, spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, guidGenerator: guidGenerator); ObjectAction destroyAction = DestroyWhenHpIsZeroAndMaybeDropPowerUp( chanceToDropPowerUpInMilliPercent: chanceToDropPowerUpInMilliPercent, spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, soundNameToSoundDictionary: soundNameToSoundDictionary, guidGenerator: guidGenerator); string spriteName = guidGenerator.NextGuid(); spriteNameToImageDictionary.Add(spriteName, sprite); EnemyObjectTemplate enemyObjectTemplate = EnemyObjectTemplate.Enemy( action: ObjectAction.Union(moveAction, shootAction, destroyAction), initialMilliHP: initialMilliHP, damageBoxes: damageBoxes, collisionBoxes: collisionBoxes, spriteName: spriteName); string templateName = guidGenerator.NextGuid(); enemyObjectTemplates.Add(templateName, enemyObjectTemplate); return(ObjectAction.SpawnChild( childXMillis: MathExpression.Constant(initialXMillis), childYMillis: MathExpression.Constant(initialYMillis), childObjectTemplateName: templateName, childInitialNumericVariables: null, childInitialBooleanVariables: null)); }
private static ResultOfAction HandleAction( ObjectAction action, EnemyObject obj, long playerXMillis, long playerYMillis, long elapsedMillisecondsPerIteration, bool isPlayerDestroyed, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, IDTDeterministicRandom rng) { bool?isParentDestroyed; if (obj.ParentObject == null) { isParentDestroyed = null; } else { isParentDestroyed = obj.ParentObject.IsDestroyed; } switch (action.ObjectActionType) { case ObjectAction.Type.Move: case ObjectAction.Type.StrafeMove: long desiredX = action.MoveToXMillis.Evaluate( obj.GetEnemyObjectExpressionInfo(), playerXMillis: playerXMillis, playerYMillis: playerYMillis, elapsedMillisecondsPerIteration: elapsedMillisecondsPerIteration, rng: rng); long desiredY = action.MoveToYMillis.Evaluate( obj.GetEnemyObjectExpressionInfo(), playerXMillis: playerXMillis, playerYMillis: playerYMillis, elapsedMillisecondsPerIteration: elapsedMillisecondsPerIteration, rng: rng); long?directionInMillidegrees = DTDanmakuMath.GetMovementDirectionInMillidegrees(currentX: obj.XMillis, currentY: obj.YMillis, desiredX: desiredX, desiredY: desiredY); if (directionInMillidegrees != null) { obj.MovementDirectionInMillidegrees = directionInMillidegrees.Value; if (action.ObjectActionType == ObjectAction.Type.Move) { obj.FacingDirectionInMillidegrees = directionInMillidegrees.Value; } else if (action.ObjectActionType == ObjectAction.Type.StrafeMove) { obj.FacingDirectionInMillidegrees = 180L * 1000L; } else { throw new Exception(); } } return(new ResultOfAction( newObjectAction: action, shouldEndLevel: false, newEnemyObjects: new List <EnemyObject>(), newPowerUps: new List <Tuple <long, long> >(), newSoundEffectsToPlay: new List <string>(), bossHealthMeterNumber: null, bossHealthMeterMilliPercentage: null)); case ObjectAction.Type.SetSpeed: case ObjectAction.Type.IncreaseSpeed: case ObjectAction.Type.DecreaseSpeed: long speed = action.SpeedInMillipixelsPerMillisecond.Evaluate( obj.GetEnemyObjectExpressionInfo(), playerXMillis: playerXMillis, playerYMillis: playerYMillis, elapsedMillisecondsPerIteration: elapsedMillisecondsPerIteration, rng: rng); if (action.ObjectActionType == ObjectAction.Type.SetSpeed) { obj.SpeedInMillipixelsPerMillisecond = speed; } else if (action.ObjectActionType == ObjectAction.Type.IncreaseSpeed) { obj.SpeedInMillipixelsPerMillisecond += speed; } else if (action.ObjectActionType == ObjectAction.Type.DecreaseSpeed) { obj.SpeedInMillipixelsPerMillisecond -= speed; } else { throw new Exception(); } if (obj.SpeedInMillipixelsPerMillisecond < 0) { obj.SpeedInMillipixelsPerMillisecond = 0; } return(new ResultOfAction( newObjectAction: action, shouldEndLevel: false, newEnemyObjects: new List <EnemyObject>(), newPowerUps: new List <Tuple <long, long> >(), newSoundEffectsToPlay: new List <string>(), bossHealthMeterNumber: null, bossHealthMeterMilliPercentage: null)); case ObjectAction.Type.SetPosition: long newXMillisPosition = action.SetXMillisPosition.Evaluate( obj.GetEnemyObjectExpressionInfo(), playerXMillis: playerXMillis, playerYMillis: playerYMillis, elapsedMillisecondsPerIteration: elapsedMillisecondsPerIteration, rng: rng); long newYMillisPosition = action.SetYMillisPosition.Evaluate( obj.GetEnemyObjectExpressionInfo(), playerXMillis: playerXMillis, playerYMillis: playerYMillis, elapsedMillisecondsPerIteration: elapsedMillisecondsPerIteration, rng: rng); obj.XMillis = newXMillisPosition; obj.YMillis = newYMillisPosition; return(new ResultOfAction( newObjectAction: action, shouldEndLevel: false, newEnemyObjects: new List <EnemyObject>(), newPowerUps: new List <Tuple <long, long> >(), newSoundEffectsToPlay: new List <string>(), bossHealthMeterNumber: null, bossHealthMeterMilliPercentage: null)); case ObjectAction.Type.SetFacingDirection: long newFacingDirection = action.SetFacingDirectionInMillidegrees.Evaluate( obj.GetEnemyObjectExpressionInfo(), playerXMillis: playerXMillis, playerYMillis: playerYMillis, elapsedMillisecondsPerIteration: elapsedMillisecondsPerIteration, rng: rng); obj.FacingDirectionInMillidegrees = newFacingDirection; return(new ResultOfAction( newObjectAction: action, shouldEndLevel: false, newEnemyObjects: new List <EnemyObject>(), newPowerUps: new List <Tuple <long, long> >(), newSoundEffectsToPlay: new List <string>(), bossHealthMeterNumber: null, bossHealthMeterMilliPercentage: null)); case ObjectAction.Type.Destroy: obj.IsDestroyed = true; return(new ResultOfAction( newObjectAction: action, shouldEndLevel: false, newEnemyObjects: new List <EnemyObject>(), newPowerUps: new List <Tuple <long, long> >(), newSoundEffectsToPlay: new List <string>(), bossHealthMeterNumber: null, bossHealthMeterMilliPercentage: null)); case ObjectAction.Type.DestroyParent: if (obj.ParentObject == null) { throw new Exception(); } obj.ParentObject.IsDestroyed = true; return(new ResultOfAction( newObjectAction: action, shouldEndLevel: false, newEnemyObjects: new List <EnemyObject>(), newPowerUps: new List <Tuple <long, long> >(), newSoundEffectsToPlay: new List <string>(), bossHealthMeterNumber: null, bossHealthMeterMilliPercentage: null)); case ObjectAction.Type.SpawnChild: long childXMillis = action.SpawnChildXMillis.Evaluate( obj.GetEnemyObjectExpressionInfo(), playerXMillis: playerXMillis, playerYMillis: playerYMillis, elapsedMillisecondsPerIteration: elapsedMillisecondsPerIteration, rng: rng); long childYMillis = action.SpawnChildYMillis.Evaluate( obj.GetEnemyObjectExpressionInfo(), playerXMillis: playerXMillis, playerYMillis: playerYMillis, elapsedMillisecondsPerIteration: elapsedMillisecondsPerIteration, rng: rng); EnemyObjectTemplate childObjectTemplate = enemyObjectTemplates[action.SpawnChildObjectTemplateName]; var childObjectNumericVariables = new Dictionary <string, IMathExpression>(); var childObjectBooleanVariables = new Dictionary <string, BooleanExpression>(); if (action.SpawnChildInitialChildNumericVariables != null) { for (int i = 0; i < action.SpawnChildInitialChildNumericVariables.Count; i++) { childObjectNumericVariables.Add(action.SpawnChildInitialChildNumericVariables[i].Name, action.SpawnChildInitialChildNumericVariables[i].Value); } } if (action.SpawnChildInitialChildBooleanVariables != null) { for (int i = 0; i < action.SpawnChildInitialChildBooleanVariables.Count; i++) { childObjectBooleanVariables.Add(action.SpawnChildInitialChildBooleanVariables[i].Name, action.SpawnChildInitialChildBooleanVariables[i].Value); } } var newEnemyObjects = new List <EnemyObject>(); newEnemyObjects.Add(new EnemyObject( template: childObjectTemplate, initialXMillis: childXMillis, initialYMillis: childYMillis, playerXMillis: playerXMillis, playerYMillis: playerYMillis, elapsedMillisecondsPerIteration: elapsedMillisecondsPerIteration, isPlayerDestroyed: isPlayerDestroyed, parent: obj, initialNumericVariables: childObjectNumericVariables, initialBooleanVariables: childObjectBooleanVariables, rng: rng)); return(new ResultOfAction( newObjectAction: action, shouldEndLevel: false, newEnemyObjects: newEnemyObjects, newPowerUps: new List <Tuple <long, long> >(), newSoundEffectsToPlay: new List <string>(), bossHealthMeterNumber: null, bossHealthMeterMilliPercentage: null)); case ObjectAction.Type.SpawnPowerUp: var powerUpList = new List <Tuple <long, long> >(); powerUpList.Add(new Tuple <long, long>(obj.XMillis, obj.YMillis)); return(new ResultOfAction( newObjectAction: action, shouldEndLevel: false, newEnemyObjects: new List <EnemyObject>(), newPowerUps: powerUpList, newSoundEffectsToPlay: new List <string>(), bossHealthMeterNumber: null, bossHealthMeterMilliPercentage: null)); case ObjectAction.Type.SetNumericVariable: obj.NumericVariables[action.SetVariableName] = action.SetNumericVariableValue.Evaluate( obj.GetEnemyObjectExpressionInfo(), playerXMillis: playerXMillis, playerYMillis: playerYMillis, elapsedMillisecondsPerIteration: elapsedMillisecondsPerIteration, rng: rng); return(new ResultOfAction( newObjectAction: action, shouldEndLevel: false, newEnemyObjects: new List <EnemyObject>(), newPowerUps: new List <Tuple <long, long> >(), newSoundEffectsToPlay: new List <string>(), bossHealthMeterNumber: null, bossHealthMeterMilliPercentage: null)); case ObjectAction.Type.SetBooleanVariable: obj.BooleanVariables[action.SetVariableName] = action.SetBooleanVariableValue.Evaluate( obj.GetEnemyObjectExpressionInfo(), isParentDestroyed: isParentDestroyed, isPlayerDestroyed: isPlayerDestroyed, playerXMillis: playerXMillis, playerYMillis: playerYMillis, elapsedMillisecondsPerIteration: elapsedMillisecondsPerIteration, rng: rng); return(new ResultOfAction( newObjectAction: action, shouldEndLevel: false, newEnemyObjects: new List <EnemyObject>(), newPowerUps: new List <Tuple <long, long> >(), newSoundEffectsToPlay: new List <string>(), bossHealthMeterNumber: null, bossHealthMeterMilliPercentage: null)); case ObjectAction.Type.SetParentNumericVariable: if (obj.ParentObject == null) { throw new Exception(); } obj.ParentObject.NumericVariables[action.SetVariableName] = action.SetNumericVariableValue.Evaluate( obj.GetEnemyObjectExpressionInfo(), playerXMillis: playerXMillis, playerYMillis: playerYMillis, elapsedMillisecondsPerIteration: elapsedMillisecondsPerIteration, rng: rng); return(new ResultOfAction( newObjectAction: action, shouldEndLevel: false, newEnemyObjects: new List <EnemyObject>(), newPowerUps: new List <Tuple <long, long> >(), newSoundEffectsToPlay: new List <string>(), bossHealthMeterNumber: null, bossHealthMeterMilliPercentage: null)); case ObjectAction.Type.SetParentBooleanVariable: { if (obj.ParentObject == null) { throw new Exception(); } obj.ParentObject.BooleanVariables[action.SetVariableName] = action.SetBooleanVariableValue.Evaluate( obj.GetEnemyObjectExpressionInfo(), isParentDestroyed: obj.ParentObject.IsDestroyed, isPlayerDestroyed: isPlayerDestroyed, playerXMillis: playerXMillis, playerYMillis: playerYMillis, elapsedMillisecondsPerIteration: elapsedMillisecondsPerIteration, rng: rng); return(new ResultOfAction( newObjectAction: action, shouldEndLevel: false, newEnemyObjects: new List <EnemyObject>(), newPowerUps: new List <Tuple <long, long> >(), newSoundEffectsToPlay: new List <string>(), bossHealthMeterNumber: null, bossHealthMeterMilliPercentage: null)); } case ObjectAction.Type.EndLevel: return(new ResultOfAction( newObjectAction: action, shouldEndLevel: true, newEnemyObjects: new List <EnemyObject>(), newPowerUps: new List <Tuple <long, long> >(), newSoundEffectsToPlay: new List <string>(), bossHealthMeterNumber: null, bossHealthMeterMilliPercentage: null)); case ObjectAction.Type.PlaySoundEffect: { var newSoundEffectsToPlay = new List <string>(); newSoundEffectsToPlay.Add(action.SoundEffectName); return(new ResultOfAction( newObjectAction: action, shouldEndLevel: false, newEnemyObjects: new List <EnemyObject>(), newPowerUps: new List <Tuple <long, long> >(), newSoundEffectsToPlay: newSoundEffectsToPlay, bossHealthMeterNumber: null, bossHealthMeterMilliPercentage: null)); } case ObjectAction.Type.DisplayBossHealthBar: { long bossHealthMeterNumber = action.BossHealthBarMeterNumber.Evaluate( obj.GetEnemyObjectExpressionInfo(), playerXMillis: playerXMillis, playerYMillis: playerYMillis, elapsedMillisecondsPerIteration: elapsedMillisecondsPerIteration, rng: rng); long bossHealthMeterMilliPercentage = action.BossHealthBarMilliPercentage.Evaluate( obj.GetEnemyObjectExpressionInfo(), playerXMillis: playerXMillis, playerYMillis: playerYMillis, elapsedMillisecondsPerIteration: elapsedMillisecondsPerIteration, rng: rng); return(new ResultOfAction( newObjectAction: action, shouldEndLevel: false, newEnemyObjects: new List <EnemyObject>(), newPowerUps: new List <Tuple <long, long> >(), newSoundEffectsToPlay: new List <string>(), bossHealthMeterNumber: bossHealthMeterNumber, bossHealthMeterMilliPercentage: bossHealthMeterMilliPercentage)); } case ObjectAction.Type.SetSpriteName: obj.SpriteName = action.SpriteName; return(new ResultOfAction( newObjectAction: action, shouldEndLevel: false, newEnemyObjects: new List <EnemyObject>(), newPowerUps: new List <Tuple <long, long> >(), newSoundEffectsToPlay: new List <string>(), bossHealthMeterNumber: null, bossHealthMeterMilliPercentage: null)); case ObjectAction.Type.Conditional: bool shouldExecute = action.Conditional.Evaluate( obj.GetEnemyObjectExpressionInfo(), isParentDestroyed: isParentDestroyed, isPlayerDestroyed: isPlayerDestroyed, playerXMillis: playerXMillis, playerYMillis: playerYMillis, elapsedMillisecondsPerIteration: elapsedMillisecondsPerIteration, rng: rng); if (shouldExecute) { var a = HandleAction( action: action.ConditionalAction, obj: obj, playerXMillis: playerXMillis, playerYMillis: playerYMillis, elapsedMillisecondsPerIteration: elapsedMillisecondsPerIteration, isPlayerDestroyed: isPlayerDestroyed, enemyObjectTemplates: enemyObjectTemplates, rng: rng); return(new ResultOfAction( newObjectAction: ObjectAction.Condition(action.Conditional, a.NewObjectAction), shouldEndLevel: a.ShouldEndLevel, newEnemyObjects: a.NewEnemyObjects, newPowerUps: a.NewPowerUps, newSoundEffectsToPlay: a.NewSoundEffectsToPlay, bossHealthMeterNumber: a.BossHealthMeterNumber, bossHealthMeterMilliPercentage: a.BossHealthMeterMilliPercentage)); } else { return(new ResultOfAction( newObjectAction: action, shouldEndLevel: false, newEnemyObjects: new List <EnemyObject>(), newPowerUps: new List <Tuple <long, long> >(), newSoundEffectsToPlay: new List <string>(), bossHealthMeterNumber: null, bossHealthMeterMilliPercentage: null)); } case ObjectAction.Type.ConditionalNextAction: ResultOfAction actionResult = HandleAction( action: action.ConditionalNextActionCurrentAction, obj: obj, playerXMillis: playerXMillis, playerYMillis: playerYMillis, elapsedMillisecondsPerIteration: elapsedMillisecondsPerIteration, isPlayerDestroyed: isPlayerDestroyed, enemyObjectTemplates: enemyObjectTemplates, rng: rng); bool shouldMoveToNext = action.ConditionalNextActionConditional.Evaluate( obj.GetEnemyObjectExpressionInfo(), isParentDestroyed: isParentDestroyed, isPlayerDestroyed: isPlayerDestroyed, playerXMillis: playerXMillis, playerYMillis: playerYMillis, elapsedMillisecondsPerIteration: elapsedMillisecondsPerIteration, rng: rng); return(new ResultOfAction( newObjectAction: shouldMoveToNext ? action.ConditionalNextActionNextAction : ObjectAction.ConditionalNextAction(actionResult.NewObjectAction, action.ConditionalNextActionConditional, action.ConditionalNextActionNextAction), shouldEndLevel: actionResult.ShouldEndLevel, newEnemyObjects: actionResult.NewEnemyObjects, newPowerUps: actionResult.NewPowerUps, newSoundEffectsToPlay: actionResult.NewSoundEffectsToPlay, bossHealthMeterNumber: actionResult.BossHealthMeterNumber, bossHealthMeterMilliPercentage: actionResult.BossHealthMeterMilliPercentage)); case ObjectAction.Type.Union: { bool shouldEndLevel = false; var newUnionActions = new List <ObjectAction>(); var enemyObjects = new List <EnemyObject>(); var newPowerUps = new List <Tuple <long, long> >(); var newSoundEffectsToPlay = new List <string>(); long?bossHealthMeterNumber = null; long?bossHealthMeterMilliPercentage = null; for (var i = 0; i < action.UnionActions.Count; i++) { ResultOfAction r = HandleAction( action: action.UnionActions[i], obj: obj, playerXMillis: playerXMillis, playerYMillis: playerYMillis, elapsedMillisecondsPerIteration: elapsedMillisecondsPerIteration, isPlayerDestroyed: isPlayerDestroyed, enemyObjectTemplates: enemyObjectTemplates, rng: rng); newUnionActions.Add(r.NewObjectAction); if (r.ShouldEndLevel) { shouldEndLevel = true; } foreach (EnemyObject newEnemyObj in r.NewEnemyObjects) { enemyObjects.Add(newEnemyObj); } foreach (var newPowerUp in r.NewPowerUps) { newPowerUps.Add(newPowerUp); } foreach (var newSoundEffect in r.NewSoundEffectsToPlay) { newSoundEffectsToPlay.Add(newSoundEffect); } if (r.BossHealthMeterNumber != null) { bossHealthMeterNumber = r.BossHealthMeterNumber; } if (r.BossHealthMeterMilliPercentage != null) { bossHealthMeterMilliPercentage = r.BossHealthMeterMilliPercentage; } } return(new ResultOfAction( newObjectAction: ObjectAction.Union(newUnionActions), shouldEndLevel: shouldEndLevel, newEnemyObjects: enemyObjects, newPowerUps: newPowerUps, newSoundEffectsToPlay: newSoundEffectsToPlay, bossHealthMeterNumber: bossHealthMeterNumber, bossHealthMeterMilliPercentage: bossHealthMeterMilliPercentage)); } default: throw new Exception(); } }
public EnemyObject( EnemyObjectTemplate template, long initialXMillis, long initialYMillis, long playerXMillis, long playerYMillis, long elapsedMillisecondsPerIteration, bool isPlayerDestroyed, EnemyObject parent /* nullable */, Dictionary <string, IMathExpression> initialNumericVariables, /* MathExpression is with respect to the parent */ /* nullable */ Dictionary <string, BooleanExpression> initialBooleanVariables /* BooleanExpression is with respect to the parent */ /* nullable */, IDTDeterministicRandom rng) { this._objectType = template.ObjectType; this._damageBoxes = template.DamageBoxes; this._collisionBoxes = template.CollisionBoxes; this.SpriteName = template.SpriteName; this.Action = template.Action; if (template.InitialMilliHP != null) { EnemyObjectExpressionInfo enemyObjectExpressionInfo; if (parent != null) { enemyObjectExpressionInfo = parent.GetEnemyObjectExpressionInfo(); } else { enemyObjectExpressionInfo = null; } this.MilliHP = template.InitialMilliHP.Evaluate( enemyObjectExpressionInfo: enemyObjectExpressionInfo, playerXMillis: playerXMillis, playerYMillis: playerYMillis, elapsedMillisecondsPerIteration: elapsedMillisecondsPerIteration, rng: rng); } else { this.MilliHP = null; } this.XMillis = initialXMillis; this.YMillis = initialYMillis; this.SpeedInMillipixelsPerMillisecond = 0; this.MovementDirectionInMillidegrees = 180 * 1000; this.FacingDirectionInMillidegrees = 180 * 1000; this.IsDestroyed = false; this._parentObject = parent; this.NumericVariables = new Dictionary <string, long>(); this.BooleanVariables = new Dictionary <string, bool>(); if (initialNumericVariables != null) { foreach (var keyValuePair in initialNumericVariables) { string variableName = keyValuePair.Key; EnemyObjectExpressionInfo enemyObjectExpressionInfo; if (parent != null) { enemyObjectExpressionInfo = parent.GetEnemyObjectExpressionInfo(); } else { enemyObjectExpressionInfo = null; } this.NumericVariables.Add(variableName, keyValuePair.Value.Evaluate( enemyObjectExpressionInfo: enemyObjectExpressionInfo, playerXMillis: playerXMillis, playerYMillis: playerYMillis, elapsedMillisecondsPerIteration: elapsedMillisecondsPerIteration, rng: rng)); } } if (initialBooleanVariables != null) { foreach (var keyValuePair in initialBooleanVariables) { string variableName = keyValuePair.Key; EnemyObjectExpressionInfo enemyObjectExpressionInfo; if (parent != null) { enemyObjectExpressionInfo = parent.GetEnemyObjectExpressionInfo(); } else { enemyObjectExpressionInfo = null; } bool?isParentDestroyed; if (parent != null) { isParentDestroyed = parent.IsDestroyed; } else { isParentDestroyed = null; } this.BooleanVariables.Add(variableName, keyValuePair.Value.Evaluate( enemyObjectExpressionInfo: enemyObjectExpressionInfo, isParentDestroyed: isParentDestroyed, isPlayerDestroyed: isPlayerDestroyed, playerXMillis: playerXMillis, playerYMillis: playerYMillis, elapsedMillisecondsPerIteration: elapsedMillisecondsPerIteration, rng: rng)); } } }
// Spawns 12 bullets (30 degrees apart) private static ObjectAction SpawnSatelliteBullet( Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, GuidGenerator guidGenerator) { string singleBulletSpriteName = guidGenerator.NextGuid(); spriteNameToImageDictionary.Add(singleBulletSpriteName, DTDanmakuImage.EliteOrbiterEnemyBullet); long buffer = 100; BooleanExpression shouldDestroySingleBullet = BooleanExpression.Or( BooleanExpression.GreaterThan(MathExpression.XMillis(), MathExpression.Constant((1000 + buffer) * 1000)), BooleanExpression.LessThan(MathExpression.XMillis(), MathExpression.Constant((0 - buffer) * 1000)), BooleanExpression.GreaterThan(MathExpression.YMillis(), MathExpression.Constant((700 + buffer) * 1000)), BooleanExpression.LessThan(MathExpression.YMillis(), MathExpression.Constant((0 - buffer) * 1000))); ObjectAction destroySingleBulletAction = ObjectAction.Condition( condition: shouldDestroySingleBullet, action: ObjectAction.Destroy()); DTDanmakuMath.MathExpressionOffset singleBulletOffset = DTDanmakuMath.GetOffset( millipixels: MathExpression.Multiply(MathExpression.Constant(100), MathExpression.ElapsedMillisecondsPerIteration()), movementDirectionInMillidegrees: MathExpression.Variable("direction")); List <ObjectBox> collisionBoxes = new List <ObjectBox>(); collisionBoxes.Add(new ObjectBox(lowerXMillis: -3000, upperXMillis: 3000, lowerYMillis: -5000, upperYMillis: 5000)); collisionBoxes.Add(new ObjectBox(lowerXMillis: -5000, upperXMillis: 5000, lowerYMillis: -3000, upperYMillis: 3000)); EnemyObjectTemplate singleBulletTemplate = EnemyObjectTemplate.EnemyBullet( action: ObjectAction.Union( ObjectAction.SetFacingDirection(MathExpression.Variable("direction")), ObjectAction.SetPosition( xMillis: MathExpression.Add(MathExpression.XMillis(), singleBulletOffset.DeltaXInMillipixels), yMillis: MathExpression.Add(MathExpression.YMillis(), singleBulletOffset.DeltaYInMillipixels)), destroySingleBulletAction), initialMilliHP: null, damageBoxes: null, collisionBoxes: collisionBoxes, spriteName: singleBulletSpriteName); string singleBulletTemplateName = guidGenerator.NextGuid(); enemyObjectTemplates.Add(singleBulletTemplateName, singleBulletTemplate); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables1 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables1.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(0)))); ObjectAction spawnSingleBulletAction1 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables1, childInitialBooleanVariables: null); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables2 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables2.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(30 * 1000)))); ObjectAction spawnSingleBulletAction2 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables2, childInitialBooleanVariables: null); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables3 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables3.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(60 * 1000)))); ObjectAction spawnSingleBulletAction3 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables3, childInitialBooleanVariables: null); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables4 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables4.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(90 * 1000)))); ObjectAction spawnSingleBulletAction4 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables4, childInitialBooleanVariables: null); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables5 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables5.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(120 * 1000)))); ObjectAction spawnSingleBulletAction5 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables5, childInitialBooleanVariables: null); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables6 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables6.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(150 * 1000)))); ObjectAction spawnSingleBulletAction6 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables6, childInitialBooleanVariables: null); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables7 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables7.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(180 * 1000)))); ObjectAction spawnSingleBulletAction7 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables7, childInitialBooleanVariables: null); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables8 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables8.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(210 * 1000)))); ObjectAction spawnSingleBulletAction8 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables8, childInitialBooleanVariables: null); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables9 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables9.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(240 * 1000)))); ObjectAction spawnSingleBulletAction9 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables9, childInitialBooleanVariables: null); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables10 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables10.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(270 * 1000)))); ObjectAction spawnSingleBulletAction10 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables10, childInitialBooleanVariables: null); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables11 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables11.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(300 * 1000)))); ObjectAction spawnSingleBulletAction11 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables11, childInitialBooleanVariables: null); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables12 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables12.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(330 * 1000)))); ObjectAction spawnSingleBulletAction12 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables12, childInitialBooleanVariables: null); List <ObjectAction> actionList = new List <ObjectAction>(); actionList.Add(ObjectAction.SetNumericVariable("random offset", MathExpression.RandomInteger(MathExpression.Constant(360 * 1000)))); actionList.Add(spawnSingleBulletAction1); actionList.Add(spawnSingleBulletAction2); actionList.Add(spawnSingleBulletAction3); actionList.Add(spawnSingleBulletAction4); actionList.Add(spawnSingleBulletAction5); actionList.Add(spawnSingleBulletAction6); actionList.Add(spawnSingleBulletAction7); actionList.Add(spawnSingleBulletAction8); actionList.Add(spawnSingleBulletAction9); actionList.Add(spawnSingleBulletAction10); actionList.Add(spawnSingleBulletAction11); actionList.Add(spawnSingleBulletAction12); actionList.Add(ObjectAction.Destroy()); EnemyObjectTemplate placeholderTemplate = EnemyObjectTemplate.Placeholder( action: ObjectAction.Union(actionList)); string placeholderTemplateName = guidGenerator.NextGuid(); enemyObjectTemplates.Add(placeholderTemplateName, placeholderTemplate); return(ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: placeholderTemplateName, childInitialNumericVariables: null, childInitialBooleanVariables: null)); }
public static GenerateDestructionAnimationResult GenerateDestructionAnimation( List <DTDanmakuImage> orderedSprites, long millisecondsPerSprite, GuidGenerator guidGenerator) { Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary = new Dictionary <string, DTDanmakuImage>(); Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates = new Dictionary <string, EnemyObjectTemplate>(); ObjectAction incrementElapsedTimeVariable = ObjectAction.SetNumericVariable( variableName: elapsedTimeInMillisVariableName, variableValue: MathExpression.Add( leftSide: MathExpression.Variable(variableName: elapsedTimeInMillisVariableName), rightSide: MathExpression.ElapsedMillisecondsPerIteration())); long startMilliseconds = 0; List <ObjectAction> actionsToUnionTogether = new List <ObjectAction>(); actionsToUnionTogether.Add(incrementElapsedTimeVariable); for (int i = 0; i < orderedSprites.Count; i++) { DTDanmakuImage image = orderedSprites[i]; string spriteName = guidGenerator.NextGuid(); string childObjectTemplateName = guidGenerator.NextGuid(); Tuple <ObjectAction, EnemyObjectTemplate> result = SpawnOneDestructionSpriteImage( startMilliseconds: startMilliseconds, endMilliseconds: startMilliseconds + millisecondsPerSprite, childObjectTemplateName: childObjectTemplateName, spriteName: spriteName, isLast: i == orderedSprites.Count - 1); startMilliseconds += millisecondsPerSprite; actionsToUnionTogether.Add(result.Item1); spriteNameToImageDictionary.Add(spriteName, image); enemyObjectTemplates.Add(childObjectTemplateName, result.Item2); } string placeholderObjectTemplateName = guidGenerator.NextGuid(); List <ObjectAction.InitialChildNumericVariableInfo> initialChildNumericVariables = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialChildNumericVariables.Add(new ObjectAction.InitialChildNumericVariableInfo(elapsedTimeInMillisVariableName, MathExpression.Constant(0))); ObjectAction action = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: placeholderObjectTemplateName, childInitialNumericVariables: initialChildNumericVariables, childInitialBooleanVariables: null); EnemyObjectTemplate placeholderObjectTemplate = EnemyObjectTemplate.Enemy( action: ObjectAction.Union(actionsToUnionTogether), initialMilliHP: null, damageBoxes: null, collisionBoxes: null, spriteName: null); enemyObjectTemplates.Add(placeholderObjectTemplateName, placeholderObjectTemplate); return(new GenerateDestructionAnimationResult( objectAction: action, spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates)); }
private static ObjectAction Phase1ShootAction( Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, GuidGenerator guidGenerator) { string singleBulletSpriteName = guidGenerator.NextGuid(); spriteNameToImageDictionary.Add(singleBulletSpriteName, DTDanmakuImage.BossPhase1EnemyBullet); long buffer = 100; BooleanExpression shouldDestroySingleBullet = BooleanExpression.Or( BooleanExpression.GreaterThan(MathExpression.XMillis(), MathExpression.Constant((1000 + buffer) * 1000)), BooleanExpression.LessThan(MathExpression.XMillis(), MathExpression.Constant((0 - buffer) * 1000)), BooleanExpression.GreaterThan(MathExpression.YMillis(), MathExpression.Constant((700 + buffer) * 1000)), BooleanExpression.LessThan(MathExpression.YMillis(), MathExpression.Constant((0 - buffer) * 1000))); ObjectAction destroySingleBulletAction = ObjectAction.Condition( condition: shouldDestroySingleBullet, action: ObjectAction.Destroy()); DTDanmakuMath.MathExpressionOffset singleBulletOffset = DTDanmakuMath.GetOffset( millipixels: MathExpression.Multiply(MathExpression.Variable("speed"), MathExpression.ElapsedMillisecondsPerIteration()), movementDirectionInMillidegrees: MathExpression.Variable("direction")); List <ObjectBox> collisionBoxes = new List <ObjectBox>(); collisionBoxes.Add(new ObjectBox(lowerXMillis: -3000, upperXMillis: 3000, lowerYMillis: -5000, upperYMillis: 5000)); collisionBoxes.Add(new ObjectBox(lowerXMillis: -5000, upperXMillis: 5000, lowerYMillis: -3000, upperYMillis: 3000)); EnemyObjectTemplate singleBulletTemplate = EnemyObjectTemplate.EnemyBullet( action: ObjectAction.Union( ObjectAction.SetFacingDirection(MathExpression.Variable("direction")), ObjectAction.SetPosition( xMillis: MathExpression.Add(MathExpression.XMillis(), singleBulletOffset.DeltaXInMillipixels), yMillis: MathExpression.Add(MathExpression.YMillis(), singleBulletOffset.DeltaYInMillipixels)), destroySingleBulletAction), initialMilliHP: null, damageBoxes: null, collisionBoxes: collisionBoxes, spriteName: singleBulletSpriteName); string singleBulletTemplateName = guidGenerator.NextGuid(); enemyObjectTemplates.Add(singleBulletTemplateName, singleBulletTemplate); List <ObjectAction> spawnBulletActions = new List <ObjectAction>(); string randomOffsetVariable = guidGenerator.NextGuid(); for (int i = 0; i < 36; i++) { List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables.Add( new ObjectAction.InitialChildNumericVariableInfo( name: "direction", value: MathExpression.Add(MathExpression.Variable(randomOffsetVariable), MathExpression.Constant(i * 10 * 1000)))); initialNumericVariables.Add( new ObjectAction.InitialChildNumericVariableInfo( name: "speed", value: MathExpression.Add(MathExpression.Constant(100), MathExpression.RandomInteger(100)))); spawnBulletActions.Add(ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.Add(MathExpression.YMillis(), MathExpression.Constant(-60000)), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables, childInitialBooleanVariables: null)); } List <ObjectAction> actionList = new List <ObjectAction>(); actionList.Add(ObjectAction.SetNumericVariable(randomOffsetVariable, MathExpression.RandomInteger(MathExpression.Constant(360 * 1000)))); foreach (ObjectAction spawnBulletAction in spawnBulletActions) { actionList.Add(spawnBulletAction); } ObjectAction shootBulletAction = ObjectAction.Union(actionList); string shootCooldown = guidGenerator.NextGuid(); ObjectAction initializeShootCooldown = ObjectAction.SetNumericVariable( variableName: shootCooldown, variableValue: MathExpression.Constant(2000)); ObjectAction decrementShootCooldown = ObjectAction.SetNumericVariable( variableName: shootCooldown, variableValue: MathExpression.Subtract(MathExpression.Variable(shootCooldown), MathExpression.ElapsedMillisecondsPerIteration())); ObjectAction shootWhenCooldownIsZero = ObjectAction.Condition( condition: BooleanExpression.LessThanOrEqualTo(MathExpression.Variable(shootCooldown), MathExpression.Constant(0)), action: ObjectAction.Union(initializeShootCooldown, shootBulletAction)); return(ObjectAction.Union( ObjectActionGenerator.DoOnce(initializeShootCooldown), decrementShootCooldown, shootWhenCooldownIsZero)); }