Пример #1
0
        private static ObjectAction GetSatelliteMoveAndDestroyAction(
            long initialAngleInMillidegrees,
            GuidGenerator guidGenerator)
        {
            string angleVariableName = guidGenerator.NextGuid();

            ObjectAction initializeAngleVariableAction = ObjectActionGenerator.DoOnce(
                ObjectAction.SetNumericVariable(angleVariableName, MathExpression.Constant(initialAngleInMillidegrees)));

            ObjectAction updateAngleVariableAction = ObjectAction.Union(
                ObjectAction.SetNumericVariable(
                    angleVariableName,
                    MathExpression.Add(MathExpression.Variable(angleVariableName), MathExpression.Multiply(MathExpression.Constant(50), MathExpression.ElapsedMillisecondsPerIteration()))),
                ObjectAction.Condition(
                    condition: BooleanExpression.GreaterThan(MathExpression.Variable(angleVariableName), MathExpression.Constant(360 * 1000)),
                    action: ObjectAction.SetNumericVariable(angleVariableName, MathExpression.Subtract(MathExpression.Variable(angleVariableName), MathExpression.Constant(360 * 1000)))),
                ObjectAction.Condition(
                    condition: BooleanExpression.GreaterThan(MathExpression.Variable(angleVariableName), MathExpression.Constant(360 * 1000)),
                    action: ObjectAction.SetNumericVariable(angleVariableName, MathExpression.Constant(0))));

            long radius = 110;

            ObjectAction setPositionAction = ObjectAction.SetPosition(
                xMillis: MathExpression.Add(MathExpression.ParentXMillis(), MathExpression.Multiply(MathExpression.Constant(radius), MathExpression.CosineScaled(MathExpression.Multiply(MathExpression.Variable(angleVariableName), MathExpression.Constant(-1))))),
                yMillis: MathExpression.Add(MathExpression.ParentYMillis(), MathExpression.Multiply(MathExpression.Constant(radius), MathExpression.SineScaled(MathExpression.Multiply(MathExpression.Variable(angleVariableName), MathExpression.Constant(-1))))));

            string facingAngleVariableName = guidGenerator.NextGuid();

            ObjectAction initializeFacingAngleVariableAction = ObjectActionGenerator.DoOnce(
                ObjectAction.SetNumericVariable(facingAngleVariableName, MathExpression.RandomInteger(360 * 1000)));
            ObjectAction updateFacingAngleVariableAction = ObjectAction.Union(
                ObjectAction.SetNumericVariable(
                    facingAngleVariableName,
                    MathExpression.Add(MathExpression.Variable(facingAngleVariableName), MathExpression.Multiply(MathExpression.Constant(500), MathExpression.ElapsedMillisecondsPerIteration()))),
                ObjectAction.Condition(
                    condition: BooleanExpression.GreaterThan(MathExpression.Variable(facingAngleVariableName), MathExpression.Constant(360 * 1000)),
                    action: ObjectAction.SetNumericVariable(facingAngleVariableName, MathExpression.Subtract(MathExpression.Variable(facingAngleVariableName), MathExpression.Constant(360 * 1000)))),
                ObjectAction.Condition(
                    condition: BooleanExpression.GreaterThan(MathExpression.Variable(facingAngleVariableName), MathExpression.Constant(360 * 1000)),
                    action: ObjectAction.SetNumericVariable(facingAngleVariableName, MathExpression.Constant(0))));
            ObjectAction setFacingDirectionAction = ObjectAction.SetFacingDirection(MathExpression.Multiply(MathExpression.Variable(facingAngleVariableName), MathExpression.Constant(-1)));

            ObjectAction destroyAction = ObjectAction.Condition(
                condition: BooleanExpression.IsParentDestroyed(),
                action: ObjectAction.Destroy());

            return(ObjectAction.Union(
                       initializeAngleVariableAction,
                       updateAngleVariableAction,
                       setPositionAction,
                       initializeFacingAngleVariableAction,
                       updateFacingAngleVariableAction,
                       setFacingDirectionAction,
                       destroyAction));
        }
Пример #2
0
        private static ObjectAction GetPhase2Action(
            Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary,
            Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates,
            GuidGenerator guidGenerator)
        {
            string milliHpVariable = guidGenerator.NextGuid();
            string amountOfDamageTakenVariableName = guidGenerator.NextGuid();

            ObjectAction setInitialDamageTakenAction = ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(amountOfDamageTakenVariableName, MathExpression.Constant(0)));

            ObjectAction setInitialMilliHpVariable = ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(milliHpVariable, MathExpression.MilliHP()));

            ObjectAction setDamageTakenVariableAction = ObjectAction.SetNumericVariable(
                amountOfDamageTakenVariableName,
                MathExpression.Add(
                    MathExpression.Variable(amountOfDamageTakenVariableName),
                    MathExpression.Subtract(MathExpression.Variable(milliHpVariable), MathExpression.MilliHP())));

            ObjectAction setMilliHpVariable = ObjectAction.SetNumericVariable(milliHpVariable, MathExpression.MilliHP());

            long phase2InitialMilliHp = 200 * 1000;

            IMathExpression currentMilliHp = MathExpression.Max(
                MathExpression.Subtract(MathExpression.Constant(phase2InitialMilliHp), MathExpression.Variable(amountOfDamageTakenVariableName)),
                MathExpression.Constant(0));

            ObjectAction displayHpBarAction = ObjectAction.DisplayBossHealthBar(
                healthBarMeterNumber: MathExpression.Constant(2),
                healthBarMilliPercentage: MathExpression.Divide(MathExpression.Multiply(currentMilliHp, MathExpression.Constant(100 * 1000)), MathExpression.Constant(phase2InitialMilliHp)));

            ObjectAction goToPhase3Action = ObjectAction.Condition(
                condition: BooleanExpression.Equal(currentMilliHp, MathExpression.Constant(0)),
                action: ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(CurrentPhaseVariableName, MathExpression.Constant(3))));

            ObjectAction shootBulletAction = Phase2ShootAction(
                spriteNameToImageDictionary: spriteNameToImageDictionary,
                enemyObjectTemplates: enemyObjectTemplates,
                guidGenerator: guidGenerator);

            return(ObjectAction.Union(
                       setInitialDamageTakenAction,
                       setInitialMilliHpVariable,
                       setDamageTakenVariableAction,
                       setMilliHpVariable,
                       displayHpBarAction,
                       GetMoveAction(guidGenerator: guidGenerator),
                       goToPhase3Action,
                       shootBulletAction));
        }
Пример #3
0
        private static ObjectAction GetBulletAnimationAction(
            GuidGenerator guidGenerator)
        {
            string variableName = guidGenerator.NextGuid();

            return(ObjectAction.Union(
                       ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(variableName, MathExpression.RandomInteger(360 * 1000))),
                       ObjectAction.SetNumericVariable(variableName, MathExpression.Add(MathExpression.Variable(variableName), MathExpression.Multiply(MathExpression.ElapsedMillisecondsPerIteration(), MathExpression.Constant(315)))),
                       ObjectAction.Condition(
                           condition: BooleanExpression.GreaterThan(MathExpression.Variable(variableName), MathExpression.Constant(360 * 1000)),
                           action: ObjectAction.SetNumericVariable(variableName, MathExpression.Subtract(MathExpression.Variable(variableName), MathExpression.Constant(360 * 1000)))),
                       ObjectAction.Condition(
                           condition: BooleanExpression.GreaterThan(MathExpression.Variable(variableName), MathExpression.Constant(360 * 1000)),
                           action: ObjectAction.SetNumericVariable(variableName, MathExpression.Constant(0))),
                       ObjectAction.SetFacingDirection(MathExpression.Multiply(MathExpression.Variable(variableName), MathExpression.Constant(-1)))));
        }
Пример #4
0
        /*
         *      When (currentX, currentY) == (desiredX, desiredY), the resulting math expression is arbitrary
         *      but is guaranteed not to error.
         */
        public static IMathExpression GetMovementDirectionInMillidegrees(
            IMathExpression currentX,
            IMathExpression currentY,
            IMathExpression desiredX,
            IMathExpression desiredY)
        {
            IMathExpression deltaX = MathExpression.Subtract(desiredX, currentX);
            IMathExpression deltaY = MathExpression.Subtract(desiredY, currentY);

            IMathExpression angleInMillidegrees = MathExpression.ArcTangentScaled(x: deltaX, y: deltaY, changeUndefinedOutputToZero: true);
            IMathExpression angle2 = MathExpression.Add(
                MathExpression.Multiply(angleInMillidegrees, MathExpression.Constant(-1)),
                MathExpression.Constant(90 * 1000));

            return(angle2);
        }
Пример #5
0
        private static ObjectAction Phase3ShootAction(
            Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary,
            Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates,
            GuidGenerator guidGenerator)
        {
            string angleVariable         = guidGenerator.NextGuid();
            string shootCooldownVariable = guidGenerator.NextGuid();

            ObjectAction initializeAngleVariable = ObjectActionGenerator.DoOnce(
                ObjectAction.SetNumericVariable(angleVariable, MathExpression.Constant(0)));

            ObjectAction updateAngleVariableAction = ObjectAction.Union(
                ObjectAction.SetNumericVariable(
                    angleVariable,
                    MathExpression.Add(MathExpression.Variable(angleVariable), MathExpression.Multiply(MathExpression.Constant(431), MathExpression.ElapsedMillisecondsPerIteration()))),
                ObjectAction.Condition(
                    condition: BooleanExpression.GreaterThan(MathExpression.Variable(angleVariable), MathExpression.Constant(360 * 1000)),
                    action: ObjectAction.SetNumericVariable(angleVariable, MathExpression.Subtract(MathExpression.Variable(angleVariable), MathExpression.Constant(360 * 1000)))),
                ObjectAction.Condition(
                    condition: BooleanExpression.GreaterThan(MathExpression.Variable(angleVariable), MathExpression.Constant(360 * 1000)),
                    action: ObjectAction.SetNumericVariable(angleVariable, MathExpression.Constant(0))));

            ObjectAction createBulletAction1 = SpawnPhase3Bullet(
                bulletDirectionInMillidegrees: MathExpression.Multiply(MathExpression.ParentVariable(angleVariable), MathExpression.Constant(1)),
                spriteNameToImageDictionary: spriteNameToImageDictionary,
                enemyObjectTemplates: enemyObjectTemplates,
                guidGenerator: guidGenerator);
            ObjectAction createBulletAction2 = SpawnPhase3Bullet(
                bulletDirectionInMillidegrees: MathExpression.Multiply(MathExpression.ParentVariable(angleVariable), MathExpression.Constant(-1)),
                spriteNameToImageDictionary: spriteNameToImageDictionary,
                enemyObjectTemplates: enemyObjectTemplates,
                guidGenerator: guidGenerator);

            IMathExpression shootCooldownInMillis   = MathExpression.Constant(20);
            ObjectAction    startCooldownAction     = ObjectAction.SetNumericVariable(shootCooldownVariable, shootCooldownInMillis);
            ObjectAction    decrementCooldownAction = ObjectAction.SetNumericVariable(shootCooldownVariable, MathExpression.Subtract(MathExpression.Variable(shootCooldownVariable), MathExpression.ElapsedMillisecondsPerIteration()));
            ObjectAction    createBulletWhenCooldownFinishedAction = ObjectAction.Condition(
                condition: BooleanExpression.LessThanOrEqualTo(MathExpression.Variable(shootCooldownVariable), MathExpression.Constant(0)),
                action: ObjectAction.Union(startCooldownAction, createBulletAction1, createBulletAction2));

            return(ObjectAction.Union(
                       initializeAngleVariable,
                       updateAngleVariableAction,
                       ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(shootCooldownVariable, MathExpression.Constant(1000))),
                       decrementCooldownAction,
                       createBulletWhenCooldownFinishedAction));
        }
Пример #6
0
        private static ObjectAction GetMoveAction(IMathExpression xMillis)
        {
            ObjectAction teleportToInitialLocation = ObjectAction.SetPosition(
                xMillis: xMillis,
                yMillis: MathExpression.Constant(900 * 1000));

            ObjectAction moveDown = ObjectAction.SetPosition(
                xMillis: MathExpression.XMillis(),
                yMillis: MathExpression.Subtract(MathExpression.YMillis(), MathExpression.Multiply(MathExpression.Constant(35), MathExpression.ElapsedMillisecondsPerIteration())));

            ObjectAction destroyAction = ObjectAction.Condition(
                condition: BooleanExpression.LessThanOrEqualTo(MathExpression.YMillis(), -200 * 1000),
                action: ObjectAction.Destroy());

            return(ObjectAction.Union(
                       ObjectActionGenerator.DoOnce(teleportToInitialLocation),
                       moveDown,
                       destroyAction));
        }
Пример #7
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 #8
0
        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)));
        }
Пример #9
0
        /*
         *      If (currentX, currentY) == (desiredX, desiredY), then
         *      the resulting movement direction is arbitrary.
         */
        public static ObjectAction MoveTowardsLocation(
            IMathExpression currentX,
            IMathExpression currentY,
            IMathExpression desiredX,
            IMathExpression desiredY,

            /*
             *      Note that movement speed is not affected by shouldSnapshot
             */
            IMathExpression movementSpeedInPixelsPerSecond,

            /*
             *      When true, will decide movement direction on the first frame, and keep that direction.
             *      When false, will continuously move towards (desiredX, desiredY)
             */
            bool shouldSnapshot,
            GuidGenerator guidGenerator)
        {
            string deltaXVariable = guidGenerator.NextGuid();
            string deltaYVariable = guidGenerator.NextGuid();

            ObjectAction setDeltaX = ObjectAction.SetNumericVariable(deltaXVariable, MathExpression.Subtract(desiredX, currentX));
            ObjectAction setDeltaY = ObjectAction.SetNumericVariable(deltaYVariable, MathExpression.Subtract(desiredY, currentY));

            BooleanExpression areDeltasBothZero = BooleanExpression.And(
                BooleanExpression.Equal(MathExpression.Variable(deltaXVariable), MathExpression.Constant(0)),
                BooleanExpression.Equal(MathExpression.Variable(deltaYVariable), MathExpression.Constant(0)));

            string angleInMillidegreesVariable = guidGenerator.NextGuid();

            ObjectAction setAngle = ObjectAction.Union(
                shouldSnapshot ? ObjectActionGenerator.DoOnce(setDeltaX) : setDeltaX,
                shouldSnapshot ? ObjectActionGenerator.DoOnce(setDeltaY) : setDeltaY,
                ObjectAction.Condition(
                    condition: areDeltasBothZero,
                    action: ObjectAction.SetNumericVariable(angleInMillidegreesVariable, MathExpression.Constant(0))),
                ObjectAction.Condition(
                    condition: BooleanExpression.Not(areDeltasBothZero),
                    action: ObjectAction.SetNumericVariable(angleInMillidegreesVariable, MathExpression.ArcTangentScaled(MathExpression.Variable(deltaXVariable), MathExpression.Variable(deltaYVariable), false))),
                ObjectAction.SetNumericVariable(angleInMillidegreesVariable, MathExpression.Multiply(MathExpression.Variable(angleInMillidegreesVariable), MathExpression.Constant(-1))),
                ObjectAction.SetNumericVariable(angleInMillidegreesVariable, MathExpression.Add(MathExpression.Variable(angleInMillidegreesVariable), 90 * 1000)));

            IMathExpression xMillis =
                MathExpression.Divide(
                    MathExpression.Multiply(
                        movementSpeedInPixelsPerSecond,
                        MathExpression.ElapsedMillisecondsPerIteration(),
                        MathExpression.SineScaled(MathExpression.Variable(angleInMillidegreesVariable))),
                    MathExpression.Constant(1000));
            IMathExpression yMillis =
                MathExpression.Divide(
                    MathExpression.Multiply(
                        movementSpeedInPixelsPerSecond,
                        MathExpression.ElapsedMillisecondsPerIteration(),
                        MathExpression.CosineScaled(MathExpression.Variable(angleInMillidegreesVariable))),
                    MathExpression.Constant(1000));

            string       xMillisVariable    = guidGenerator.NextGuid();
            string       yMillisVariable    = guidGenerator.NextGuid();
            ObjectAction setXMillisVariable = shouldSnapshot
                                ? ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(xMillisVariable, xMillis))
                                : ObjectAction.SetNumericVariable(xMillisVariable, xMillis);
            ObjectAction setYMillisVariable = shouldSnapshot
                                ? ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(yMillisVariable, yMillis))
                                : ObjectAction.SetNumericVariable(yMillisVariable, yMillis);

            return(ObjectAction.Union(
                       setAngle,
                       setXMillisVariable,
                       setYMillisVariable,
                       ObjectAction.SetPosition(
                           xMillis: MathExpression.Add(MathExpression.XMillis(), MathExpression.Variable(xMillisVariable)),
                           yMillis: MathExpression.Add(MathExpression.YMillis(), MathExpression.Variable(yMillisVariable)))));
        }
Пример #10
0
        private static Tuple <ObjectAction, BooleanExpression> MoveToSpecifiedLocations_Helper(
            long startingXMillis,
            long startingYMillis,
            long endingXMillis,
            long endingYMillis,
            long speedInPixelsPerSecond,
            bool shouldStrafe,
            GuidGenerator guidGenerator)
        {
            string variableName  = guidGenerator.NextGuid();
            string variableName2 = guidGenerator.NextGuid();

            long?direction = DTDanmakuMath.GetMovementDirectionInMillidegrees(
                currentX: startingXMillis,
                currentY: startingYMillis,
                desiredX: endingXMillis,
                desiredY: endingYMillis);

            if (direction == null)
            {
                throw new Exception();
            }

            DTDanmakuMath.Offset offset = DTDanmakuMath.GetOffset(
                speedInMillipixelsPerMillisecond: speedInPixelsPerSecond, // millipixels/millisecond is equivalent to pixels/second
                movementDirectionInMillidegrees: direction.Value,
                elapsedMillisecondsPerIteration: 1000);                   // Use the 1000 to help prevent rounding issues

            ObjectAction moveAction = ObjectAction.SetPosition(
                xMillis: MathExpression.Add(MathExpression.XMillis(), MathExpression.Divide(MathExpression.Multiply(MathExpression.Constant(offset.DeltaXInMillipixels), MathExpression.ElapsedMillisecondsPerIteration()), MathExpression.Constant(1000))),
                yMillis: MathExpression.Add(MathExpression.YMillis(), MathExpression.Divide(MathExpression.Multiply(MathExpression.Constant(offset.DeltaYInMillipixels), MathExpression.ElapsedMillisecondsPerIteration()), MathExpression.Constant(1000))));

            ObjectAction setDirectionAction = shouldStrafe
                                ? ObjectAction.SetFacingDirection(facingDirectionInMillidegrees: MathExpression.Constant(180 * 1000))
                                : ObjectAction.SetFacingDirection(facingDirectionInMillidegrees: MathExpression.Constant(direction.Value));

            IMathExpression deltaX             = MathExpression.AbsoluteValue(MathExpression.Subtract(MathExpression.XMillis(), MathExpression.Constant(endingXMillis)));
            IMathExpression deltaY             = MathExpression.AbsoluteValue(MathExpression.Subtract(MathExpression.YMillis(), MathExpression.Constant(endingYMillis)));
            IMathExpression totalDelta         = MathExpression.Add(deltaX, deltaY);
            ObjectAction    setDeltaToVariable = ObjectAction.Union(
                ObjectAction.SetNumericVariable(variableName: variableName2, variableValue: MathExpression.Variable(variableName)),
                ObjectAction.SetNumericVariable(variableName: variableName, variableValue: totalDelta));
            BooleanExpression reachedDestination = BooleanExpression.And(
                BooleanExpression.LessThanOrEqualTo(
                    MathExpression.Variable(variableName2),
                    MathExpression.Variable(variableName)),
                BooleanExpression.And(
                    BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(variableName), MathExpression.Constant(0)),
                    BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(variableName2), MathExpression.Constant(0))
                    ));

            ObjectAction initializeVariables = ObjectAction.Union(
                ObjectAction.SetNumericVariable(variableName: variableName, variableValue: MathExpression.Constant(-1)),
                ObjectAction.SetNumericVariable(variableName: variableName2, variableValue: MathExpression.Constant(-1)));

            return(new Tuple <ObjectAction, BooleanExpression>(
                       ObjectAction.Union(
                           moveAction,
                           setDirectionAction,
                           ObjectAction.ConditionalNextAction(
                               currentAction: initializeVariables,
                               condition: BooleanExpression.True(),
                               nextAction: setDeltaToVariable)),
                       reachedDestination));
        }
Пример #11
0
        private static ObjectAction GetSatelliteShootAction(
            Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary,
            Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates,
            GuidGenerator guidGenerator)
        {
            IMathExpression initialShootCooldownInMillis = MathExpression.RandomInteger(6000);
            IMathExpression shootCooldownInMillis        = MathExpression.Add(5000, MathExpression.RandomInteger(1000));

            string cooldownVariableName = 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         = SpawnSatelliteBullet(
                spriteNameToImageDictionary: spriteNameToImageDictionary,
                enemyObjectTemplates: enemyObjectTemplates,
                guidGenerator: guidGenerator);

            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 #12
0
        private static ObjectAction GetPhase3Action(
            Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary,
            Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates,
            Dictionary <string, DTDanmakuSound> soundNameToSoundDictionary,
            GuidGenerator guidGenerator)
        {
            string milliHpVariable = guidGenerator.NextGuid();
            string amountOfDamageTakenVariableName = guidGenerator.NextGuid();

            ObjectAction setInitialDamageTakenAction = ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(amountOfDamageTakenVariableName, MathExpression.Constant(0)));

            ObjectAction setInitialMilliHpVariable = ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(milliHpVariable, MathExpression.MilliHP()));

            ObjectAction setDamageTakenVariableAction = ObjectAction.SetNumericVariable(
                amountOfDamageTakenVariableName,
                MathExpression.Add(
                    MathExpression.Variable(amountOfDamageTakenVariableName),
                    MathExpression.Subtract(MathExpression.Variable(milliHpVariable), MathExpression.MilliHP())));

            ObjectAction setMilliHpVariable = ObjectAction.SetNumericVariable(milliHpVariable, MathExpression.MilliHP());

            long phase3InitialMilliHp = 200 * 1000;

            IMathExpression currentMilliHp = MathExpression.Max(
                MathExpression.Subtract(MathExpression.Constant(phase3InitialMilliHp), MathExpression.Variable(amountOfDamageTakenVariableName)),
                MathExpression.Constant(0));

            ObjectAction displayHpBarAction = ObjectAction.DisplayBossHealthBar(
                healthBarMeterNumber: MathExpression.Constant(1),
                healthBarMilliPercentage: MathExpression.Divide(MathExpression.Multiply(currentMilliHp, MathExpression.Constant(100 * 1000)), MathExpression.Constant(phase3InitialMilliHp)));

            string       soundEffectName = guidGenerator.NextGuid();
            ObjectAction playEnemyDeathSoundEffectAction = ObjectAction.PlaySoundEffect(soundEffectName: soundEffectName);

            soundNameToSoundDictionary.Add(soundEffectName, DTDanmakuSound.EnemyDeath);

            DestructionAnimationGenerator.GenerateDestructionAnimationResult generateDestructionAnimationResult = DestructionAnimationGenerator.GenerateDestructionAnimation(
                orderedSprites: new List <DTDanmakuImage>
            {
                DTDanmakuImage.Explosion1,
                DTDanmakuImage.Explosion2,
                DTDanmakuImage.Explosion3,
                DTDanmakuImage.Explosion4,
                DTDanmakuImage.Explosion5,
                DTDanmakuImage.Explosion6,
                DTDanmakuImage.Explosion7,
                DTDanmakuImage.Explosion8,
                DTDanmakuImage.Explosion9
            },
                millisecondsPerSprite: 20,
                guidGenerator: guidGenerator);

            foreach (var entry in generateDestructionAnimationResult.spriteNameToImageDictionary)
            {
                spriteNameToImageDictionary.Add(entry.Key, entry.Value);
            }
            foreach (var entry in generateDestructionAnimationResult.enemyObjectTemplates)
            {
                enemyObjectTemplates.Add(entry.Key, entry.Value);
            }

            ObjectAction destroyBoss = ObjectAction.Union(
                playEnemyDeathSoundEffectAction,
                generateDestructionAnimationResult.objectAction,
                ObjectAction.Destroy());

            ObjectAction destroyAndEndLevelAction = ObjectAction.Condition(
                condition: BooleanExpression.Equal(currentMilliHp, MathExpression.Constant(0)),
                action: ObjectAction.Union(
                    ObjectAction.EndLevel(),
                    destroyBoss));

            ObjectAction shootBulletAction = Phase3ShootAction(
                spriteNameToImageDictionary: spriteNameToImageDictionary,
                enemyObjectTemplates: enemyObjectTemplates,
                guidGenerator: guidGenerator);

            return(ObjectAction.Union(
                       setInitialDamageTakenAction,
                       setInitialMilliHpVariable,
                       setDamageTakenVariableAction,
                       setMilliHpVariable,
                       displayHpBarAction,
                       GetMoveAction(guidGenerator: guidGenerator),
                       destroyAndEndLevelAction,
                       shootBulletAction));
        }
Пример #13
0
        private static ObjectAction GetMoveAction(
            GuidGenerator guidGenerator)
        {
            string movementCooldownVariable = guidGenerator.NextGuid();

            ObjectAction setMovementCooldownAction = ObjectAction.SetNumericVariable(
                movementCooldownVariable,
                MathExpression.Add(MathExpression.Constant(500), MathExpression.RandomInteger(5000)));

            ObjectAction decrementMovementCooldownAction = ObjectAction.SetNumericVariable(
                movementCooldownVariable,
                MathExpression.Subtract(MathExpression.Variable(movementCooldownVariable), MathExpression.ElapsedMillisecondsPerIteration()));

            BooleanExpression shouldChangeMovement = BooleanExpression.LessThanOrEqualTo(
                MathExpression.Variable(movementCooldownVariable),
                MathExpression.Constant(0));

            IMathExpression randomMilliAngle = MathExpression.RandomInteger(MathExpression.Constant(360 * 1000));

            string       angleVariable           = guidGenerator.NextGuid();
            ObjectAction writeNewAngleToVariable = ObjectAction.SetNumericVariable(
                angleVariable,
                randomMilliAngle);

            ObjectAction normalizeAngleVariable = ObjectAction.Union(
                ObjectAction.Condition(
                    condition: BooleanExpression.LessThan(MathExpression.Variable(angleVariable), MathExpression.Constant(0)),
                    action: ObjectAction.SetNumericVariable(angleVariable, MathExpression.Add(MathExpression.Variable(angleVariable), MathExpression.Constant(360 * 1000)))),
                ObjectAction.Condition(
                    condition: BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(360 * 1000)),
                    action: ObjectAction.SetNumericVariable(angleVariable, MathExpression.Subtract(MathExpression.Variable(angleVariable), MathExpression.Constant(360 * 1000)))));

            BooleanExpression tooCloseToLeftEdge = BooleanExpression.LessThanOrEqualTo(
                MathExpression.XMillis(),
                MathExpression.Constant(200 * 1000));

            ObjectAction updateAngleVariableLeft = ObjectAction.Condition(
                condition: BooleanExpression.And(tooCloseToLeftEdge, BooleanExpression.And(
                                                     BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(180 * 1000)),
                                                     BooleanExpression.LessThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(360 * 1000)))),
                action: ObjectAction.SetNumericVariable(
                    angleVariable,
                    MathExpression.Multiply(MathExpression.Variable(angleVariable), MathExpression.Constant(-1))));

            BooleanExpression tooCloseToRightEdge = BooleanExpression.GreaterThanOrEqualTo(
                MathExpression.XMillis(),
                MathExpression.Constant(800 * 1000));

            ObjectAction updateAngleVariableRight = ObjectAction.Condition(
                condition: BooleanExpression.And(tooCloseToRightEdge, BooleanExpression.And(
                                                     BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(0 * 1000)),
                                                     BooleanExpression.LessThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(180 * 1000)))),
                action: ObjectAction.SetNumericVariable(
                    angleVariable,
                    MathExpression.Multiply(MathExpression.Variable(angleVariable), MathExpression.Constant(-1))));

            BooleanExpression tooCloseToTopEdge = BooleanExpression.GreaterThanOrEqualTo(
                MathExpression.YMillis(),
                MathExpression.Constant(600 * 1000));

            ObjectAction updateAngleVariableTop = ObjectAction.Condition(
                condition: BooleanExpression.And(tooCloseToTopEdge, BooleanExpression.Or(
                                                     BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(270 * 1000)),
                                                     BooleanExpression.LessThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(90 * 1000)))),
                action: ObjectAction.SetNumericVariable(
                    angleVariable,
                    MathExpression.Subtract(
                        MathExpression.Multiply(MathExpression.Add(MathExpression.Variable(angleVariable), MathExpression.Constant(90 * 1000)), MathExpression.Constant(-1)),
                        MathExpression.Constant(90 * 1000))));

            BooleanExpression tooCloseToBottomEdge = BooleanExpression.LessThanOrEqualTo(
                MathExpression.YMillis(),
                MathExpression.Constant(400 * 1000));

            ObjectAction updateAngleVariableBottom = ObjectAction.Condition(
                condition: BooleanExpression.And(tooCloseToBottomEdge, BooleanExpression.And(
                                                     BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(90 * 1000)),
                                                     BooleanExpression.LessThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(270 * 1000)))),
                action: ObjectAction.SetNumericVariable(
                    angleVariable,
                    MathExpression.Subtract(
                        MathExpression.Multiply(MathExpression.Add(MathExpression.Variable(angleVariable), MathExpression.Constant(90 * 1000)), MathExpression.Constant(-1)),
                        MathExpression.Constant(90 * 1000))));

            string angleSnapshotVariable = guidGenerator.NextGuid();

            ObjectAction initializeAngleSnapshotVariable = ObjectActionGenerator.DoOnce(
                ObjectAction.SetNumericVariable(angleSnapshotVariable, MathExpression.RandomInteger(360 * 1000)));

            DTDanmakuMath.MathExpressionOffset offset = DTDanmakuMath.GetOffset(
                millipixels: MathExpression.Multiply(MathExpression.Constant(80), MathExpression.ElapsedMillisecondsPerIteration()),
                movementDirectionInMillidegrees: MathExpression.Variable(angleSnapshotVariable));

            ObjectAction updatePositionAction = ObjectAction.SetPosition(
                xMillis: MathExpression.Add(MathExpression.XMillis(), offset.DeltaXInMillipixels),
                yMillis: MathExpression.Add(MathExpression.YMillis(), offset.DeltaYInMillipixels));

            ObjectAction updatePositionWhenCooldownIsZero = ObjectAction.Condition(
                condition: shouldChangeMovement,
                action: ObjectAction.Union(
                    ObjectAction.SetNumericVariable(angleSnapshotVariable, MathExpression.Variable(angleVariable)),
                    setMovementCooldownAction));

            ObjectAction immediateMoveWhenTooClose = ObjectAction.Condition(
                condition: BooleanExpression.Or(tooCloseToLeftEdge, tooCloseToRightEdge, tooCloseToTopEdge, tooCloseToBottomEdge),
                action: ObjectAction.SetNumericVariable(movementCooldownVariable, MathExpression.Constant(0)));

            List <ObjectAction> actionList = new List <ObjectAction>();

            actionList.Add(initializeAngleSnapshotVariable);
            actionList.Add(ObjectActionGenerator.DoOnce(setMovementCooldownAction));
            actionList.Add(decrementMovementCooldownAction);
            actionList.Add(writeNewAngleToVariable);
            actionList.Add(updateAngleVariableLeft);
            actionList.Add(normalizeAngleVariable);
            actionList.Add(updateAngleVariableRight);
            actionList.Add(normalizeAngleVariable);
            actionList.Add(updateAngleVariableTop);
            actionList.Add(normalizeAngleVariable);
            actionList.Add(normalizeAngleVariable);
            actionList.Add(updateAngleVariableBottom);
            actionList.Add(normalizeAngleVariable);
            actionList.Add(normalizeAngleVariable);
            actionList.Add(updatePositionWhenCooldownIsZero);
            actionList.Add(updatePositionAction);
            actionList.Add(immediateMoveWhenTooClose);

            return(ObjectAction.Union(actionList));
        }
Пример #14
0
        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));
        }
Пример #15
0
        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));
        }
Пример #16
0
        private static ObjectAction GetMoveAndSetCanShootVariableAction(
            IMathExpression xMillis,
            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: xMillis,
                yMillis: MathExpression.Constant(800 * 1000));

            ObjectAction moveDownSpeed1 = ObjectAction.SetPosition(
                xMillis: MathExpression.XMillis(),
                yMillis: MathExpression.Subtract(MathExpression.YMillis(), MathExpression.Multiply(MathExpression.Constant(100), MathExpression.ElapsedMillisecondsPerIteration())));

            ObjectAction moveDownSpeed2 = ObjectAction.SetPosition(
                xMillis: MathExpression.XMillis(),
                yMillis: MathExpression.Subtract(MathExpression.YMillis(), MathExpression.Multiply(MathExpression.Constant(70), MathExpression.ElapsedMillisecondsPerIteration())));

            ObjectAction moveDownSpeed3 = ObjectAction.SetPosition(
                xMillis: MathExpression.XMillis(),
                yMillis: MathExpression.Subtract(MathExpression.YMillis(), MathExpression.Multiply(MathExpression.Constant(30), MathExpression.ElapsedMillisecondsPerIteration())));

            ObjectAction stopMovement = ObjectAction.Union(
                ObjectActionGenerator.Noop(),
                ObjectActionGenerator.DoOnce(ObjectAction.SetBooleanVariable("can shoot", BooleanExpression.True())));

            ObjectAction moveUpSpeed1 = ObjectAction.Union(
                ObjectActionGenerator.DoOnce(ObjectAction.SetBooleanVariable("can shoot", BooleanExpression.False())),
                ObjectAction.SetPosition(
                    xMillis: MathExpression.XMillis(),
                    yMillis: MathExpression.Add(MathExpression.YMillis(), MathExpression.Multiply(MathExpression.Constant(30), MathExpression.ElapsedMillisecondsPerIteration()))));

            ObjectAction moveUpSpeed2 = ObjectAction.SetPosition(
                xMillis: MathExpression.XMillis(),
                yMillis: MathExpression.Add(MathExpression.YMillis(), MathExpression.Multiply(MathExpression.Constant(70), MathExpression.ElapsedMillisecondsPerIteration())));

            ObjectAction moveUpSpeed3 = ObjectAction.SetPosition(
                xMillis: MathExpression.XMillis(),
                yMillis: MathExpression.Add(MathExpression.YMillis(), MathExpression.Multiply(MathExpression.Constant(100), MathExpression.ElapsedMillisecondsPerIteration())));

            ObjectAction destroyAction = ObjectAction.Condition(
                condition: BooleanExpression.GreaterThanOrEqualTo(MathExpression.YMillis(), MathExpression.Constant(800 * 1000)),
                action: ObjectAction.Destroy());

            return(ObjectAction.Union(
                       ObjectActionGenerator.DoOnce(ObjectAction.SetBooleanVariable("can shoot", BooleanExpression.False())),
                       initializeAndIncrementVariable,
                       ObjectActionGenerator.DoOnce(teleportToInitialLocation),
                       ObjectAction.ConditionalNextAction(
                           currentAction: moveDownSpeed1,
                           condition: BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(variableName), MathExpression.Constant(3000)),
                           nextAction: ObjectAction.ConditionalNextAction(
                               currentAction: moveDownSpeed2,
                               condition: BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(variableName), MathExpression.Constant(4000)),
                               nextAction: ObjectAction.ConditionalNextAction(
                                   currentAction: moveDownSpeed3,
                                   condition: BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(variableName), MathExpression.Constant(5000)),
                                   nextAction: ObjectAction.ConditionalNextAction(
                                       currentAction: stopMovement,
                                       condition: BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(variableName), MathExpression.Constant(12000)),
                                       nextAction: ObjectAction.ConditionalNextAction(
                                           currentAction: moveUpSpeed1,
                                           condition: BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(variableName), MathExpression.Constant(13000)),
                                           nextAction: ObjectAction.ConditionalNextAction(
                                               currentAction: moveUpSpeed2,
                                               condition: BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(variableName), MathExpression.Constant(14000)),
                                               nextAction: ObjectAction.Union(moveUpSpeed3, destroyAction)))))))));
        }