public MovementComponent(Vector2Ref position, Coord2?speed = null, Coord2 acceleration = new Coord2(), float accelerationBase = 0.0f, float maxSpeed = 0.0f, float friction = 0.0f, bool frictionWhileAccelerating = false) { Position = position; Speed = speed ?? new Coord2(); Acceleration = acceleration; AccelerationBase = accelerationBase; MaxSpeed = maxSpeed; Friction = friction; FrictionWhileAccelerating = frictionWhileAccelerating; }
private void SetAttackStates(AttackBehaviorComponent attack) { if (attack.CurrentEntityState == null || !attack.CurrentEntityState.ReadyToChange) { return; } StateComponent stateComponent = attack.CurrentEntityState; if (attack.RemainingAttackCooldownMilliseconds > 0 || (attack.DelayedAttack != null && attack.DelayedAttack.RemainingAttackDelayMilliseconds > 0)) { stateComponent.TryToSetState(EntityState.Attacking); if (stateComponent.CurrentState == EntityState.Attacking) { double PI = Math.PI; Vector2 cursorDelta = new Vector2(attack.Cursor.X, attack.Cursor.Y) - attack.SourcePos.Vector2; double Angle = new Coord2(cursorDelta).Polar.Angle; if (Angle < PI / 2 && Angle > -PI / 2) { stateComponent.Orientation = Direction.Right; } else if (Angle >= PI / 2 && Angle <= -PI / 2) { stateComponent.Orientation = Direction.Left; } } } else { if (stateComponent.CurrentState == EntityState.Attacking) { stateComponent.Clear(); } } /* * if(movement.CurrentEntityState == null || !movement.CurrentEntityState.ReadyToChange) return; * StateComponent stateComponent = movement.CurrentEntityState; * if (movement.IsMoving) * { * if (stateComponent.CurrentStatePriority < 1) * { * stateComponent.CurrentState = EntityState.Moving; * } * * if (stateComponent.CurrentState == EntityState.Moving) * { * double PI = Math.PI; * double Angle = movement.Speed.Polar.Angle; * * if (Angle < PI / 2 && Angle > -PI / 2) stateComponent.Orientation = Direction.Right; * if (Angle >= PI / 2 || Angle <= -PI / 2) stateComponent.Orientation = Direction.Left; * * * if (Angle <= PI / 4 && Angle >= -PI / 4) stateComponent.Direction = Direction.Right; * if (Angle > PI / 4 && Angle < 3 * PI / 4) stateComponent.Direction = Direction.Down; * if (Angle < -PI / 4 && Angle > 3 * -PI / 4) stateComponent.Direction = Direction.Up; * if (Angle >= 3 * PI / 4 || Angle <= 3 * -PI / 4) stateComponent.Direction = Direction.Left; * * } * } * else * { * if (stateComponent.CurrentState == EntityState.Moving) * { * stateComponent.CurrentState = EntityState.Idle; * } * } */ }
public static Entity CreateEntity(EntityType type, Vector2Ref position = null, Coord2?speed = null, GameTime gameTime = null, Allegiance allegiance = Allegiance.Neutral) { Vector2Ref safePosition = position ?? new Vector2Ref(); Coord2 safeSpeed = speed ?? new Coord2(); Entity entity = new Entity(type); switch (type) { #region Actors case EntityType.Hero: { entity.SetAllegiance(Allegiance.Friendly); entity.SetStateComponent(); entity.AddComponent(new MovementComponent(accelerationBase: 1250, maxSpeed: 175, friction: 800, position: safePosition)); entity.AddComponent(new AttackBehaviorComponent(new List <AttackComponent>() { new AttackComponent(EntityType.HeroKnightSlashWeak, AttackType.Primary, entity.GetComponent <MovementComponent>().Position, new Vector2(0, 20), posOffsetInDirection: 35, startSpeed: 200, attackState: 0, attackDelayMilliseconds: 100, attackCooldownMilliseconds: 500, blockInputDurationMilliseconds: 250, selfKnockback: -150), new AttackComponent(EntityType.HeroKnightThrowingDagger, AttackType.Secondary, entity.GetComponent <MovementComponent>().Position, new Vector2(0, 20), posOffsetInDirection: 25, startSpeed: 1100, attackState: 0, attackCooldownMilliseconds: 250, blockInputDurationMilliseconds: 100) }, entity.GetComponent <MovementComponent>().Position)); entity.AddComponent(new IntelligenceNode(EntityType.Hero, entity.GetComponent <MovementComponent>().Position)); entity.AddComponent(new DrawComponent(Assets.GetTexture("heroIdle"), drawRec: new AABB(0, 0, 100, 100), boundPos: entity.GetComponent <MovementComponent>().Position, offset: new Vector2(0, -8)), typeof(MovementComponent)); entity.AddComponent(new AnimationComponent(AnimationStructures.GetAnimationList(type)), typeof(DrawComponent)); entity.AddComponent(new HealthComponent(20), typeof(MovementComponent)); entity.AddComponent(new CollisionComponent(collisionRectangle: new AABB(safePosition, new Vector2(16, 16)), offset: new Vector2(20, 40), isPhysical: true), new List <Type> { typeof(MovementComponent), typeof(HealthComponent) }); entity.AddComponent(new BlinkComponent(3, 2000, 1000, 125), new List <Type> { typeof(InputComponent), typeof(MovementComponent), typeof(AttackBehaviorComponent), typeof(CollisionComponent), typeof(HealthComponent), typeof(DrawComponent) }); entity.AddComponent(new InputComponent(true), new List <Type> { typeof(MovementComponent), typeof(AttackBehaviorComponent), typeof(BlinkComponent) }); break; } case EntityType.ForestKnight: { entity.SetAllegiance(Allegiance.Enemy); entity.SetStateComponent(); entity.AddComponent(new MovementComponent(accelerationBase: 250, maxSpeed: 100, friction: 300, position: safePosition)); entity.AddComponent(new AttackBehaviorComponent(new List <AttackComponent>() { new AttackComponent(EntityType.HeroKnightSlashWeak, AttackType.Primary, entity.GetComponent <MovementComponent>().Position, new Vector2(0, 20), posOffsetInDirection: 20, startSpeed: 300, attackState: 0, attackDelayMilliseconds: 500, attackCooldownMilliseconds: 1500, cursorType: CursorType.Relative) }, entity.GetComponent <MovementComponent>().Position)); entity.AddComponent(new DrawComponent(Assets.GetTexture("forestknightIdle"), drawRec: new AABB(0, 0, 128, 64), scale: new Vector2(1, 1), boundPos: entity.GetComponent <MovementComponent>().Position, offset: new Vector2(0, -16)), typeof(MovementComponent)); entity.AddComponent(new HealthComponent(20, invincibilityTimeMilliseconds: 200), new List <Type> { typeof(MovementComponent), typeof(DrawComponent) }); entity.AddComponent(new AnimationComponent(AnimationStructures.GetAnimationList(type)), typeof(DrawComponent)); entity.AddComponent(new CollisionComponent(collisionRectangle: new AABB(safePosition, new Vector2(16, 16)), isPhysical: true), new List <Type> { typeof(MovementComponent), typeof(HealthComponent) }); entity.AddComponent(new InputComponent(false), new List <Type> { typeof(MovementComponent), typeof(AttackBehaviorComponent) }); List <IntelligenceOrder> orders = new List <IntelligenceOrder>(); orders.Add(new IntelligenceOrder(EntityType.Hero, 100, OrderType.AttackPrimary, 1, 750, true)); orders.Add(new IntelligenceOrder(EntityType.Hero, 300, OrderType.Move, 0, 250, true)); entity.AddComponent(new IntelligenceComponent(orders, entity.GetComponent <MovementComponent>().Position), typeof(InputComponent)); break; } case EntityType.ForestWolf: { entity.SetAllegiance(Allegiance.Enemy); entity.SetStateComponent(); entity.AddComponent(new MovementComponent(accelerationBase: 1200, maxSpeed: 150, friction: 400, position: safePosition)); entity.AddComponent(new AttackBehaviorComponent(new List <AttackComponent>() { new AttackComponent(EntityType.ForestWolfBite, AttackType.Primary, entity.GetComponent <MovementComponent>().Position, new Vector2(0, 20), posOffsetInDirection: 20, startSpeed: 75, attackState: 0, attackDelayMilliseconds: 500, attackCooldownMilliseconds: 1000, cursorType: CursorType.Relative) }, entity.GetComponent <MovementComponent>().Position)); entity.AddComponent(new DrawComponent(Assets.GetTexture("forestWolfIdle"), drawRec: new AABB(0, 0, 64, 48), boundPos: entity.GetComponent <MovementComponent>().Position, offset: new Vector2(0, 0)), typeof(MovementComponent)); entity.AddComponent(new HealthComponent(15, invincibilityTimeMilliseconds: 200), new List <Type> { typeof(MovementComponent), typeof(DrawComponent) }); entity.AddComponent(new AnimationComponent(AnimationStructures.GetAnimationList(type)), typeof(DrawComponent)); entity.AddComponent(new CollisionComponent(collisionRectangle: new AABB(safePosition, new Vector2(16, 16)), isPhysical: true), new List <Type> { typeof(MovementComponent), typeof(HealthComponent) }); entity.AddComponent(new InputComponent(false), new List <Type> { typeof(MovementComponent), typeof(AttackBehaviorComponent) }); List <IntelligenceOrder> orders = new List <IntelligenceOrder>(); orders.Add(new IntelligenceOrder(EntityType.Hero, 75, OrderType.AttackPrimary, 1, 250, true)); orders.Add(new IntelligenceOrder(EntityType.Hero, 300, OrderType.Move, 0, 250, true)); entity.AddComponent(new IntelligenceComponent(orders, entity.GetComponent <MovementComponent>().Position), typeof(InputComponent)); break; } case EntityType.ForestArcher: { entity.SetAllegiance(Allegiance.Enemy); entity.SetStateComponent(); entity.AddComponent(new MovementComponent(accelerationBase: 200, maxSpeed: 80, friction: 300, position: safePosition)); entity.AddComponent(new AttackBehaviorComponent(new List <AttackComponent>() { new AttackComponent(EntityType.HeroKnightThrowingDagger, AttackType.Primary, entity.GetComponent <MovementComponent>().Position, new Vector2(0, 0), posOffsetInDirection: 20, startSpeed: 300, attackState: 0, attackDelayMilliseconds: 2000, attackCooldownMilliseconds: 500, cursorType: CursorType.Relative) }, entity.GetComponent <MovementComponent>().Position)); entity.AddComponent(new DrawComponent(Assets.GetTexture("forestArcherAttack"), drawRec: new AABB(0, 0, 96, 64), boundPos: entity.GetComponent <MovementComponent>().Position, offset: new Vector2(0, -10)), typeof(MovementComponent)); entity.AddComponent(new HealthComponent(10, invincibilityTimeMilliseconds: 200), new List <Type> { typeof(MovementComponent), typeof(DrawComponent) }); entity.AddComponent(new AnimationComponent(AnimationStructures.GetAnimationList(type)), typeof(DrawComponent)); entity.AddComponent(new CollisionComponent(collisionRectangle: new AABB(safePosition, new Vector2(16, 16)), isPhysical: true), new List <Type> { typeof(MovementComponent), typeof(HealthComponent) }); entity.AddComponent(new InputComponent(false), new List <Type> { typeof(MovementComponent), typeof(AttackBehaviorComponent) }); List <IntelligenceOrder> orders = new List <IntelligenceOrder>(); orders.Add(new IntelligenceOrder(EntityType.Hero, 150, OrderType.AttackPrimary, 1, 500, true)); orders.Add(new IntelligenceOrder(EntityType.Hero, 300, OrderType.Move, 0, 250, true)); entity.AddComponent(new IntelligenceComponent(orders, entity.GetComponent <MovementComponent>().Position), typeof(InputComponent)); break; } case EntityType.ForestBoss: { entity.SetAllegiance(Allegiance.Enemy); entity.SetStateComponent(); entity.AddComponent(new MovementComponent(accelerationBase: 200, maxSpeed: 80, friction: 300, position: safePosition)); entity.AddComponent(new AttackBehaviorComponent(new List <AttackComponent>() { new AttackComponent(EntityType.HeroKnightSlashWeak, AttackType.Primary, entity.GetComponent <MovementComponent>().Position, new Vector2(0, 20), posOffsetInDirection: 20, startSpeed: 300, attackState: 0, attackDelayMilliseconds: 900, attackCooldownMilliseconds: 1500, cursorType: CursorType.Relative) }, entity.GetComponent <MovementComponent>().Position)); entity.AddComponent(new DrawComponent(Assets.GetTexture("forestBossDying"), drawRec: new AABB(0, 0, 128, 64), scale: new Vector2(1, 1), boundPos: entity.GetComponent <MovementComponent>().Position, offset: new Vector2(0, -32)), typeof(MovementComponent)); entity.AddComponent(new HealthComponent(40, invincibilityTimeMilliseconds: 200), new List <Type> { typeof(MovementComponent), typeof(DrawComponent) }); entity.AddComponent(new AnimationComponent(AnimationStructures.GetAnimationList(type)), typeof(DrawComponent)); entity.AddComponent(new CollisionComponent(collisionRectangle: new AABB(safePosition, new Vector2(16, 16)), isPhysical: true), new List <Type> { typeof(MovementComponent), typeof(HealthComponent) }); entity.AddComponent(new InputComponent(false), new List <Type> { typeof(MovementComponent), typeof(AttackBehaviorComponent) }); List <IntelligenceOrder> orders = new List <IntelligenceOrder>(); orders.Add(new IntelligenceOrder(EntityType.Hero, 100, OrderType.AttackPrimary, 1, 750, true)); orders.Add(new IntelligenceOrder(EntityType.Hero, 300, OrderType.Move, 0, 250, true)); entity.AddComponent(new IntelligenceComponent(orders, entity.GetComponent <MovementComponent>().Position), typeof(InputComponent)); break; } #endregion #region Objects case EntityType.Wall: { DrawComponent drawComponent; Texture2D texture; int rnd = _random.Next(0, 100); if (rnd <= 20) { texture = Assets.GetTexture("tree1"); } else if (rnd <= 40) { texture = Assets.GetTexture("tree2"); } else { texture = Assets.GetTexture("tree3"); } drawComponent = new DrawComponent(texture, new AABB(safePosition.X, safePosition.Y, 32, 64), offset: new Vector2(0, -32)); entity.AddComponent(drawComponent); entity.AddComponent(new CollisionComponent(behavior: CollisionBehavior.Block, collisionRectangle: new AABB(safePosition.X, safePosition.Y, 32, 32), isWall: true, isPhysical: true)); break; } case EntityType.Floor: { DrawComponent drawComponent; Texture2D texture; int rnd = _random.Next(0, 100); if (rnd <= 75) { texture = Assets.GetTexture("floor1"); } else if (rnd <= 80) { texture = Assets.GetTexture("floor2"); } else if (rnd <= 85) { texture = Assets.GetTexture("floor3"); } else if (rnd <= 90) { texture = Assets.GetTexture("floor4"); } else { texture = Assets.GetTexture("floor5"); } drawComponent = new DrawComponent(texture, new AABB(safePosition.X, safePosition.Y, 32, 32), layerDepth: 0.5f); entity.AddComponent(drawComponent); rnd = _random.Next(0, 1000); if (rnd <= 5) { _ecs.AddEntity(CreateEntity(EntityType.Mushroom, safePosition)); } break; } case EntityType.Mushroom: { DrawComponent drawComponent; Texture2D texture; int rnd = _random.Next(0, 100); if (rnd <= 50) { texture = Assets.GetTexture("mushroom1"); } else { texture = Assets.GetTexture("mushroom2"); } drawComponent = new DrawComponent(texture, new AABB((int)safePosition.X, (int)safePosition.Y, 32, 32), layerDepth: 0.45f); entity.AddComponent(drawComponent); break; } case EntityType.Treestump: { DrawComponent drawComponent; Texture2D texture; int rnd = _random.Next(0, 100); if (rnd <= 50) { texture = Assets.GetTexture("treestump1"); } else { texture = Assets.GetTexture("treestump1"); } drawComponent = new DrawComponent(texture, new AABB((int)safePosition.X, (int)safePosition.Y, 32, 32), layerDepth: 0.4f); entity.AddComponent(drawComponent); break; } #endregion #region Projectiles case EntityType.HeroKnightSlashWeak: { entity.SetAllegiance(allegiance); entity.SetStateComponent(); entity.AddComponent(new MovementComponent(maxSpeed: 100, friction: 200, position: safePosition, speed: safeSpeed)); entity.AddComponent(new TimerComponent(TimerType.Death, currentTime: gameTime, targetLifespanInMilliseconds: 500)); entity.AddComponent(new DrawComponent(Assets.GetTexture("heroslashweak"), drawRec: new AABB((int)safePosition.X, (int)safePosition.Y, 64, 64), boundPos: entity.GetComponent <MovementComponent>().Position, getRotationFromMovementVector: true), typeof(MovementComponent)); entity.AddComponent(new AnimationComponent(AnimationStructures.GetAnimationList(type)), typeof(DrawComponent)); entity.AddComponent(new ProjectileComponent(power: 10, damage: 5, knockback: 200, isPhasing: true, hitCooldownMilliseconds: 200), typeof(MovementComponent)); entity.AddComponent(new CollisionComponent(behavior: CollisionBehavior.Pass, collisionRectangle: new AABB(safePosition, new Vector2(16, 16))), new List <Type> { typeof(MovementComponent), typeof(ProjectileComponent) }); break; } case EntityType.HeroKnightSlashStrong: { entity.SetAllegiance(allegiance); entity.SetStateComponent(); entity.AddComponent(new MovementComponent(maxSpeed: 800, friction: 2000, position: safePosition, speed: safeSpeed)); entity.AddComponent(new TimerComponent(TimerType.Death, currentTime: gameTime, targetLifespanInMilliseconds: 500)); entity.AddComponent(new DrawComponent(Assets.GetTexture("heroslashweak"), drawRec: new AABB((int)safePosition.X, (int)safePosition.Y, 32, 32), boundPos: entity.GetComponent <MovementComponent>().Position, getRotationFromMovementVector: true, tint: Color.Blue), typeof(MovementComponent)); entity.AddComponent(new ProjectileComponent(power: 20, damage: 10, knockback: 400, isPhasing: true, hitCooldownMilliseconds: 200), typeof(MovementComponent)); entity.AddComponent(new CollisionComponent(behavior: CollisionBehavior.Pass, collisionRectangle: new AABB(safePosition, new Vector2(16, 16))), new List <Type> { typeof(MovementComponent), typeof(ProjectileComponent) }); break; } case EntityType.HeroKnightThrowingDagger: { entity.SetAllegiance(allegiance); entity.SetStateComponent(); entity.AddComponent(new MovementComponent(maxSpeed: 1500, friction: 0, position: safePosition, speed: safeSpeed)); entity.AddComponent(new TimerComponent(TimerType.Death, currentTime: gameTime, targetLifespanInMilliseconds: 350)); entity.AddComponent(new DrawComponent(Assets.GetTexture("herothrowingdagger"), drawRec: new AABB((int)safePosition.X, (int)safePosition.Y, 16, 16), boundPos: entity.GetComponent <MovementComponent>().Position, getRotationFromMovementVector: true), typeof(MovementComponent)); //entity.AddComponent(new AnimationComponent(AnimationStructures.GetAnimationList(type)), typeof(DrawComponent)); entity.AddComponent(new ProjectileComponent(power: 4, damage: 2, knockback: 50, isPhasing: false, hitCooldownMilliseconds: 0), typeof(MovementComponent)); entity.AddComponent(new CollisionComponent(behavior: CollisionBehavior.Pass, collisionRectangle: new AABB(safePosition, new Vector2(8, 8))), new List <Type> { typeof(MovementComponent), typeof(ProjectileComponent) }); break; } case EntityType.ForestKnightSlash: { Color tint = allegiance == Allegiance.Enemy ? Color.Red : Color.White; entity.SetAllegiance(allegiance); entity.SetStateComponent(); entity.AddComponent(new MovementComponent(maxSpeed: 100, friction: 200, position: safePosition, speed: safeSpeed)); entity.AddComponent(new TimerComponent(TimerType.Death, currentTime: gameTime, targetLifespanInMilliseconds: 500)); entity.AddComponent(new DrawComponent(Assets.GetTexture("heroslashweak"), drawRec: new AABB((int)safePosition.X, (int)safePosition.Y, 64, 64), boundPos: entity.GetComponent <MovementComponent>().Position, tint: tint, getRotationFromMovementVector: true), typeof(MovementComponent)); entity.AddComponent(new AnimationComponent(AnimationStructures.GetAnimationList(type)), typeof(DrawComponent)); entity.AddComponent(new ProjectileComponent(power: 10, damage: 5, knockback: 200, isPhasing: true, hitCooldownMilliseconds: 200), typeof(MovementComponent)); entity.AddComponent(new CollisionComponent(behavior: CollisionBehavior.Pass, collisionRectangle: new AABB(safePosition, new Vector2(16, 16))), new List <Type> { typeof(MovementComponent), typeof(ProjectileComponent) }); break; } case EntityType.ForestArcherArrow: { entity.SetAllegiance(allegiance); entity.SetStateComponent(); entity.AddComponent(new MovementComponent(maxSpeed: 800, friction: 0, position: safePosition, speed: safeSpeed)); entity.AddComponent(new TimerComponent(TimerType.Death, currentTime: gameTime, targetLifespanInMilliseconds: 1000)); entity.AddComponent(new DrawComponent(Assets.GetTexture("herothrowingdagger"), drawRec: new AABB((int)safePosition.X, (int)safePosition.Y, 16, 16), boundPos: entity.GetComponent <MovementComponent>().Position, getRotationFromMovementVector: true), typeof(MovementComponent)); entity.AddComponent(new AnimationComponent(AnimationStructures.GetAnimationList(type)), typeof(DrawComponent)); entity.AddComponent(new ProjectileComponent(power: 5, damage: 5, knockback: 50, isPhasing: false, hitCooldownMilliseconds: 0), typeof(MovementComponent)); entity.AddComponent(new CollisionComponent(behavior: CollisionBehavior.Pass, collisionRectangle: new AABB(safePosition, new Vector2(8, 8))), new List <Type> { typeof(MovementComponent), typeof(ProjectileComponent) }); break; } case EntityType.ForestWolfBite: { entity.SetAllegiance(allegiance); entity.SetStateComponent(); entity.AddComponent(new MovementComponent(maxSpeed: 75, friction: 200, position: safePosition, speed: safeSpeed)); entity.AddComponent(new TimerComponent(TimerType.Death, currentTime: gameTime, targetLifespanInMilliseconds: 500)); entity.AddComponent(new DrawComponent(Assets.GetTexture("forestWolfBite"), drawRec: new AABB((int)safePosition.X, (int)safePosition.Y, 32, 48), boundPos: entity.GetComponent <MovementComponent>().Position, getRotationFromMovementVector: true), typeof(MovementComponent)); entity.AddComponent(new AnimationComponent(AnimationStructures.GetAnimationList(type)), typeof(DrawComponent)); entity.AddComponent(new ProjectileComponent(power: 10, damage: 5, knockback: 200, isPhasing: true, hitCooldownMilliseconds: 200), typeof(MovementComponent)); entity.AddComponent(new CollisionComponent(behavior: CollisionBehavior.Pass, collisionRectangle: new AABB(safePosition, new Vector2(16, 16))), new List <Type> { typeof(MovementComponent), typeof(ProjectileComponent) }); break; } #endregion #region DEBUG case EntityType.DebugRectangle: { entity.SetAllegiance(Allegiance.Neutral); entity.AddComponent(new DrawComponent(Assets.GetTexture("DummyTexture"), drawRec: new AABB((int)safePosition.X, (int)safePosition.Y, 16, 16), tint: Color.Pink, layerDepth: 0.01f)); break; } #endregion } entity.FinalizeCreation(); return(entity); }
public Vector2 InCartesian() { return(Coord2.CartesianFromPolar(this)); }