Пример #1
0
 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;
 }
Пример #2
0
        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;
             *  }
             * }
             */
        }
Пример #3
0
        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);
        }
Пример #4
0
 public Vector2 InCartesian()
 {
     return(Coord2.CartesianFromPolar(this));
 }