Пример #1
0
 public DrawComponent(Texture2D texture = null, AABB?drawRec = null, Rectangle?sourceRec = null, Vector2Ref boundPos = null, Vector2?scale = null, Vector2?offset = null, float rotation = 0, bool getRotationFromMovementVector = false, Color?tint = null, float layerDepth = 0.1f)      //TODO enum for layerdepth? USE CONSTANTS INSTEAD
 {
     Texture   = texture ?? Assets.GetTexture("DummyTexture");
     DrawRec   = drawRec ?? new AABB(0, 0, Texture.Width, Texture.Height);
     SourceRec = sourceRec ?? new Rectangle(0, 0, (int)DrawRec.Width, (int)DrawRec.Height);
     BoundPos  = boundPos;
     Scale     = scale ?? new Vector2(DrawRec.Width / SourceRec.Width, DrawRec.Height / SourceRec.Height);
     if (offset != null)
     {
         Offset = (Vector2)offset;
     }
     ApplyOffset();
     Rotation = rotation;
     GetRotationFromMovementVector = getRotationFromMovementVector;
     if (tint == null)
     {
         Tint = Color.White;
     }
     else
     {
         Tint = (Color)tint;
     }
     LayerDepth = layerDepth;
     Origin     = new Vector2(DrawRec.Width / 2, DrawRec.Height / 2);
 }
 private Vector2 VectorDirection(Vector2Ref actor, Vector2Ref target)
 {
     _polar.ChangeX(target.X - actor.X);
     _polar.ChangeY(target.Y - actor.Y);
     _polar.ChangePolarLength(1);
     return(_polar.Cartesian);
 }
Пример #3
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 #4
0
        public Entity CreateEntity(EntityType type, Vector2Ref position = null, Coord2?speed = null, GameTime gameTime = null, Allegiance allegiance = Allegiance.Neutral)
        {
            Entity entity = ECS_CreateEntity.CreateEntity(type, position, speed, gameTime, allegiance);

            if (type == EntityType.Hero || type == EntityType.ForestWolf || type == EntityType.ForestKnight)
            {
                _actors.Add(entity);
            }

            if (type == EntityType.ForestArcher || type == EntityType.ForestKnight || type == EntityType.ForestWolf || type == EntityType.ForestBoss) //TODO temporary
            {
                _levelTracker.EnemiesCount++;
            }
            return(entity);
        }
Пример #5
0
 public AttackComponent(EntityType projectile, AttackType type, Vector2Ref sourcePos, Vector2 posOffset, double posOffsetInDirection = 0, int startSpeed = 0, int attackState = 0, double attackDelayMilliseconds = 0, double attackCooldownMilliseconds = 0, bool blockInput = true, double blockInputDurationMilliseconds = 0, int selfKnockback = 0, CursorType cursorType = CursorType.Relative)
 {
     Projectile                 = projectile;
     Type                       = type;
     CursorType                 = cursorType;
     SourcePos                  = sourcePos;
     PosOffset                  = posOffset;
     PosOffsetInDirection       = posOffsetInDirection;
     StartSpeed                 = startSpeed;
     AttackState                = attackState;
     AttackCooldownMilliseconds = attackCooldownMilliseconds;
     IsDelayedAttack            = AttackCooldownMilliseconds > 0;
     AttackDelayMilliseconds    = attackDelayMilliseconds;
     BlockInput                 = blockInput;
     if (BlockInput && blockInputDurationMilliseconds == 0)
     {
         BlockInputDurationMilliseconds = AttackDelayMilliseconds + AttackCooldownMilliseconds;
     }
     else
     {
         BlockInputDurationMilliseconds = blockInputDurationMilliseconds;
     }
     SelfKnockback = selfKnockback;
 }
Пример #6
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 #7
0
 public IntelligenceComponent(List <IntelligenceOrder> orders, Vector2Ref pos)
 {
     Orders.AddRange(orders);
     Orders.Sort((a, b) => b.Priority.CompareTo(a.Priority));
     Pos = pos;
 }
Пример #8
0
 public IntelligenceNode(EntityType type, Vector2Ref pos)
 {
     Type = type;
     Pos  = pos;
 }
Пример #9
0
 public AttackBehaviorComponent(List <AttackComponent> attackComponents, Vector2Ref sourcePos)
 {
     AttackComponents.AddRange(attackComponents);
     SourcePos = sourcePos;
 }