Пример #1
0
        public Tankton()
        {
            BodyComponent = new BodyComponent(this)
            {
                InitMode = BodyComponentInitMode.Manual,
            };
            RootComponent = BodyComponent;

            Animation = new SpriteAnimationComponent(this)
            {
                AnimationTypes = new List <SpriteAnimationType>
                {
                    SpriteAnimationType.Tankton_Idle_Left,
                    SpriteAnimationType.Tankton_Idle_Right,
                },
            };
            Animation.Spatial.Position.Y += Conversion.ToMeters(100);
            Animation.AttachTo(BodyComponent);

            Health = new HealthComponent(this)
            {
                MaxHealth = 20,
            };
            Health.OnHit   += OnHit;
            Health.OnDeath += OnDeath;

            HealthDisplay = new HealthDisplayComponent(this)
            {
                Health               = Health,
                HealthIcon           = SpriteAnimationFactory.CreateAnimationInstance(SpriteAnimationType.Cross),
                InitialDisplayOrigin = HealthDisplayComponent.DisplayOrigin.Bottom,
                NumIconsPerRow       = 5,
            };
            HealthDisplay.AttachTo(Animation);

            GameObjectFactory.CreateOnHitSquasher(this, Health, Animation).SetDefaultCurves(
                duration: HitDuration,
                extremeScale: new Vector2(0.9f, 1.1f));

            GameObjectFactory.CreateOnHitBlinkingSequence(this, Health, Animation).SetDefaultCurves(HitDuration);
        }
Пример #2
0
        public Slurp()
        {
            BodyComponent = new BodyComponent(this)
            {
                InitMode = BodyComponentInitMode.Manual,
            };
            RootComponent = BodyComponent;

            Animation = new SpriteAnimationComponent(this)
            {
                AnimationTypes = new List <SpriteAnimationType>
                {
                    SpriteAnimationType.Slurp_Idle_Left,
                    SpriteAnimationType.Slurp_Idle_Right,
                },
            };
            Animation.AttachTo(BodyComponent);

            Health = GameObjectFactory.CreateDefaultHealth(this,
                                                           maxHealth: 3,
                                                           hitDuration: HitDuration,
                                                           deathParticleTimeToLive: TimeSpan.FromSeconds(1));

            HealthDisplay = new HealthDisplayComponent(this)
            {
                Health = Health,
                InitialDisplayOrigin = HealthDisplayComponent.DisplayOrigin.Bottom,
                HealthIcon           = SpriteAnimationFactory.CreateAnimationInstance(SpriteAnimationType.Cross),
            };
            HealthDisplay.AttachTo(Animation);

            GameObjectFactory.CreateOnHitSquasher(this, Health, Animation).SetDefaultCurves(HitDuration);

            GameObjectFactory.CreateOnHitBlinkingSequence(this, Health, Animation).SetDefaultCurves(HitDuration);

            Homing = GameObjectFactory.CreateDefaultHomingCircle(this, BodyComponent,
                                                                 sensorRadius: 3.0f,
                                                                 homingType: HomingType.ConstantSpeed,
                                                                 homingSpeed: 0.5f);
        }
Пример #3
0
        public Singer()
        {
            BodyComponent = new BodyComponent(this)
            {
                InitMode = BodyComponentInitMode.Manual,
            };
            RootComponent = BodyComponent;

            TargetSensor = new TargetSensorComponent(this)
            {
                SensorType                = TargetSensorType.Circle,
                CircleSensorRadius        = SensorReach,
                TargetCollisionCategories = CollisionCategory.Friendly,
            };
            TargetSensor.AttachTo(RootComponent);

            Animation = new SpriteAnimationComponent(this)
            {
                AnimationTypes = new List <SpriteAnimationType>
                {
                    SpriteAnimationType.Singer_Idle_Left,
                    SpriteAnimationType.Singer_Idle_Right,
                },
            };
            Animation.AttachTo(RootComponent);

            Health = GameObjectFactory.CreateDefaultHealth(this,
                                                           maxHealth: 3,
                                                           hitDuration: HitDuration,
                                                           deathParticleTimeToLive: TimeSpan.FromSeconds(1));

            HealthDisplay = new HealthDisplayComponent(this)
            {
                Health     = Health,
                HealthIcon = SpriteAnimationFactory.CreateAnimationInstance(SpriteAnimationType.Cross),
            };
            HealthDisplay.AttachTo(Animation);
        }