Пример #1
0
        private static ObjectAction GetBulletMovementAction(
            GuidGenerator guidGenerator)
        {
            long bulletSpeedInPixelsPerSecond = 250;

            ObjectAction moveAction = ObjectActionGenerator.MoveTowardsLocation(
                currentX: MathExpression.XMillis(),
                currentY: MathExpression.YMillis(),
                desiredX: MathExpression.PlayerXMillis(),
                desiredY: MathExpression.Min(MathExpression.PlayerYMillis(), 300 * 1000),
                movementSpeedInPixelsPerSecond: MathExpression.Constant(bulletSpeedInPixelsPerSecond),
                shouldSnapshot: true,
                guidGenerator: guidGenerator);

            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());

            return(ObjectAction.Union(moveAction, destroyAction));
        }
Пример #2
0
        private static ObjectAction GetShootBulletAction(
            Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary,
            Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates,
            GuidGenerator guidGenerator)
        {
            IMathExpression initialShootCooldownInMillis = MathExpression.RandomInteger(2750);
            IMathExpression shootCooldownInMillis        = MathExpression.Add(1750, MathExpression.RandomInteger(1000));

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

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

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

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

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

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

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

            spriteNameToImageDictionary.Add(enemyBulletSpriteName, DTDanmakuImage.EliteSniperEnemyBullet);

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

            return(ObjectAction.ConditionalNextAction(
                       currentAction: initialStartCooldownAction,
                       condition: BooleanExpression.True(),
                       nextAction: ObjectAction.Union(decrementCooldownAction, createBulletWhenCooldownFinishedAction)));
        }
Пример #3
0
        private static ObjectAction GetMoveAction(
            GuidGenerator guidGenerator)
        {
            string variableName = guidGenerator.NextGuid();

            ObjectAction initializeVariable = ObjectAction.SetNumericVariable(
                variableName: variableName,
                variableValue: MathExpression.Constant(0));

            ObjectAction incrementVariable = ObjectAction.SetNumericVariable(
                variableName: variableName,
                variableValue: MathExpression.Add(MathExpression.Variable(variableName), MathExpression.ElapsedMillisecondsPerIteration()));

            ObjectAction initializeAndIncrementVariable = ObjectAction.ConditionalNextAction(
                currentAction: initializeVariable,
                condition: BooleanExpression.True(),
                nextAction: incrementVariable);

            ObjectAction teleportToInitialLocation = ObjectAction.SetPosition(
                xMillis: MathExpression.Add(50 * 1000, MathExpression.RandomInteger(900 * 1000)),
                yMillis: MathExpression.Constant(800 * 1000));

            ObjectAction faceTowardsPlayer = ObjectAction.Move(
                moveToXMillis: MathExpression.PlayerXMillis(),
                moveToYMillis: MathExpression.Min(MathExpression.PlayerYMillis(), 300 * 1000));

            ObjectAction setInitialSpeed = ObjectActionGenerator.DoOnce(
                ObjectAction.SetSpeed(
                    speedInMillipixelsPerMillisecond: MathExpression.Constant(60)));

            ObjectAction slowDownSpeed1 = ObjectAction.Condition(
                condition: BooleanExpression.GreaterThanOrEqualTo(
                    MathExpression.Variable(variableName),
                    1 * 1000),
                action: ObjectActionGenerator.DoOnce(
                    ObjectAction.SetSpeed(
                        speedInMillipixelsPerMillisecond: MathExpression.Constant(40))));

            ObjectAction slowDownSpeed2 = ObjectAction.Condition(
                condition: BooleanExpression.GreaterThanOrEqualTo(
                    MathExpression.Variable(variableName),
                    2 * 1000),
                action: ObjectActionGenerator.DoOnce(
                    ObjectAction.SetSpeed(
                        speedInMillipixelsPerMillisecond: MathExpression.Constant(20))));

            ObjectAction stopMovement = ObjectAction.Condition(
                condition: BooleanExpression.GreaterThanOrEqualTo(
                    MathExpression.Variable(variableName),
                    3 * 1000),
                action: ObjectActionGenerator.DoOnce(
                    ObjectAction.SetSpeed(
                        speedInMillipixelsPerMillisecond: MathExpression.Constant(0))));

            BooleanExpression ShouldLeave1 = BooleanExpression.GreaterThanOrEqualTo(
                MathExpression.Variable(variableName),
                10 * 1000);

            ObjectAction leave1 = ObjectAction.SetPosition(
                xMillis: MathExpression.XMillis(),
                yMillis: MathExpression.Add(MathExpression.YMillis(), MathExpression.Multiply(MathExpression.ElapsedMillisecondsPerIteration(), MathExpression.Constant(25))));

            ObjectAction leave1ConditionalAction = ObjectAction.Condition(
                condition: ShouldLeave1,
                action: leave1);

            BooleanExpression shouldLeave2 = BooleanExpression.GreaterThanOrEqualTo(
                MathExpression.Variable(variableName),
                11 * 1000);

            ObjectAction leave2 = ObjectAction.SetPosition(
                xMillis: MathExpression.XMillis(),
                yMillis: MathExpression.Add(MathExpression.YMillis(), MathExpression.Multiply(MathExpression.ElapsedMillisecondsPerIteration(), MathExpression.Constant(50))));

            ObjectAction leave2ConditionalAction = ObjectAction.ConditionalNextAction(
                currentAction: leave1ConditionalAction,
                condition: shouldLeave2,
                nextAction: leave2);

            ObjectAction shouldDestroy = ObjectAction.Condition(
                condition: BooleanExpression.And(shouldLeave2, BooleanExpression.GreaterThanOrEqualTo(MathExpression.YMillis(), 800 * 1000)),
                action: ObjectAction.Destroy());

            return(ObjectAction.ConditionalNextAction(
                       currentAction: teleportToInitialLocation,
                       condition: BooleanExpression.True(),
                       nextAction: ObjectAction.Union(faceTowardsPlayer, initializeAndIncrementVariable, setInitialSpeed, slowDownSpeed1, slowDownSpeed2, stopMovement, leave2ConditionalAction, shouldDestroy)));
        }
Пример #4
0
        private static ObjectAction Phase2ShootAction(
            Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary,
            Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates,
            GuidGenerator guidGenerator)
        {
            string singleBulletSpriteName = guidGenerator.NextGuid();

            spriteNameToImageDictionary.Add(singleBulletSpriteName, DTDanmakuImage.BossPhase2EnemyBullet);

            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);

            IMathExpression direction = DTDanmakuMath.GetMovementDirectionInMillidegrees(
                currentX: MathExpression.XMillis(),
                currentY: MathExpression.Add(MathExpression.YMillis(), MathExpression.Constant(-60000)),
                desiredX: MathExpression.PlayerXMillis(),
                desiredY: MathExpression.PlayerYMillis());

            direction = MathExpression.Add(
                direction,
                MathExpression.Add(
                    MathExpression.Constant(-30 * 1000),
                    MathExpression.RandomInteger(60 * 1000)));

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

            initialNumericVariables.Add(
                new ObjectAction.InitialChildNumericVariableInfo(
                    name: "direction",
                    value: direction));
            initialNumericVariables.Add(
                new ObjectAction.InitialChildNumericVariableInfo(
                    name: "speed",
                    value: MathExpression.Add(MathExpression.Constant(300), MathExpression.RandomInteger(200))));

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

            string shootCooldown = guidGenerator.NextGuid();

            ObjectAction initializeShootCooldown = ObjectAction.SetNumericVariable(
                variableName: shootCooldown,
                variableValue: MathExpression.Constant(50));

            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, spawnBullet));

            return(ObjectAction.Union(
                       ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(
                                                        variableName: shootCooldown,
                                                        variableValue: MathExpression.Constant(1000))),
                       decrementShootCooldown,
                       shootWhenCooldownIsZero));
        }