public bool Execute(CompanionBase companion) { var emotion = Instances.GetEmotions()[0]; companion.SetMood(emotion); if (Time.Elapsed(companion.GetPreviousBehaviourChange(), 3)) { } var pos = companion.GetPosition(); pos.X += -2; if (pos.X == 0 | pos.X + 224 == Instances.GetScreenDimension().GetWidth()) { // random chance of climbing } if (pos.X < 0 || pos.X + 224 > Instances.GetScreenDimension().GetWidth() || pos.Y < 0 || pos.Y + 224 > Instances.GetScreenDimension().GetHeight()) { Random rnd = new Random(); pos = new Point(rnd.Next(Instances.GetScreenDimension().GetWidth()), rnd.Next(Instances.GetScreenDimension().GetHeight())); } companion.SetPosition(pos); return(true); }
public bool Execute(CompanionBase companion) { // // als er imitation nodig is // ik heb uitgezet dat ie standaard de emotie overneemt // de emoties die gedetecteerd worden staan in Instances.GetEmotions() // die zetten we in Program // of de companion ook die emotion eigenmaakt is afhankelijk van of je het hierzo zet var emotion = Instances.GetEmotions()[0]; companion.SetMood(emotion); // als je wilt checken of bepaalde tijd voorbij is sinds vorige gedrag verandering, in dit geval 3 seconden if (Time.Elapsed(companion.GetPreviousBehaviourChange(), 3)) { } // positie aanpassen var pos = companion.GetPosition(); if (_goingUp) { // Speed for jumping. pos.Y += -5; // Check whether desired jump height has been achieved. if (pos.Y <= -100) { _goingUp = false; } } else { // Speed for falling. pos.Y += 7; // Check whether companion is back on 'the Ground'. if (pos.Y >= 0) { _goingUp = true; } } //Near side? if (pos.X == 0 | pos.X + 224 == Instances.GetScreenDimension().GetWidth()) { // random chance of climbing } if (pos.X < 0 || pos.X + 224 > Instances.GetScreenDimension().GetWidth() || pos.Y < 0 || pos.Y + 224 > Instances.GetScreenDimension().GetHeight()) { Random rnd = new Random(); pos = new Point(rnd.Next(Instances.GetScreenDimension().GetWidth()), rnd.Next(Instances.GetScreenDimension().GetHeight())); } // position companion.SetPosition(pos); return(true); }
public bool Execute(CompanionBase companion) { var emotion = Instances.GetEmotions()[0]; companion.SetMood(emotion); //Time counter Animation if (Time.Elapsed(companion.GetPreviousBehaviourChange(), 3)) { } // Position var pos = companion.GetPosition(); if (_goingSide) { // Speed for wiggle. pos.X += -1; // Check whether desired wiggle distance has been achieved. if (pos.X <= -30) { _goingSide = false; } } else { // Speed for wiggling back. pos.X += 1; // Check whether companion is on orginal spot.. if (pos.X >= 0) { _goingSide = true; } } //Near side? if (pos.X == 0 | pos.X + 224 == Instances.GetScreenDimension().GetWidth()) { // random chance of climbing } if (pos.X < 0 || pos.X + 224 > Instances.GetScreenDimension().GetWidth() || pos.Y < 0 || pos.Y + 224 > Instances.GetScreenDimension().GetHeight()) { Random rnd = new Random(); pos = new Point(rnd.Next(Instances.GetScreenDimension().GetWidth()), rnd.Next(Instances.GetScreenDimension().GetHeight())); } // position companion.SetPosition(pos); return(true); }
public bool Execute(CompanionBase companion) { var emotion = Instances.GetEmotions()[0]; companion.SetMood(emotion); if (Time.Elapsed(companion.GetPreviousBehaviourChange(), 3)) { } var pos = companion.GetPosition(); if (_goingUp && _keepGoing) { // Speed for jumping. pos.Y += -10; // Check if desired jump height has been achieved. if (pos.Y <= -100) { _goingUp = false; } } else if (_keepGoing) { // Speed for falling. pos.Y += 10; // Check whether companion is back on 'the ground'. if (pos.Y >= 0) { _goingUp = true; // Makes it jump once. _keepGoing = false; } } if (pos.X == 0 | pos.X + 224 == Instances.GetScreenDimension().GetWidth()) { // random chance of climbing } if (pos.X < 0 || pos.X + 224 > Instances.GetScreenDimension().GetWidth() || pos.Y < 0 || pos.Y + 224 > Instances.GetScreenDimension().GetHeight()) { Random rnd = new Random(); pos = new Point(rnd.Next(Instances.GetScreenDimension().GetWidth()), rnd.Next(Instances.GetScreenDimension().GetHeight())); } companion.SetPosition(pos); return(true); }
public bool Execute(CompanionBase companion) { // ik heb uitgezet dat ie standaard de emotie overneemt // de emoties die gedetecteerd worden staan in Instances.GetEmotions() // die zetten we in Program // of de companion ook die emotion eigenmaakt is afhankelijk van of je het hierzo zet var emotion = Instances.GetEmotions()[0]; companion.SetMood(emotion); // als je wilt checken of bepaalde tijd voorbij is sinds vorige gedrag verandering, in dit geval 3 seconden if (Time.Elapsed(companion.GetPreviousBehaviourChange(), 3)) { } // positie aanpassen var pos = companion.GetPosition(); //pos.X += 0; // kijken of we bij de rand zijn i.v.m. klimmen, ervan uitgaande dat alle animaties 224*224 gebruiken if (pos.X == 0 | pos.X + 224 == Instances.GetScreenDimension().GetWidth()) { // random chance of climbing } if (pos.X < 0 || pos.X + 224 > Instances.GetScreenDimension().GetWidth() || pos.Y < 0 || pos.Y + 224 > Instances.GetScreenDimension().GetHeight()) { Random rnd = new Random(); pos = new Point(rnd.Next(Instances.GetScreenDimension().GetWidth()), rnd.Next(Instances.GetScreenDimension().GetHeight())); } companion.SetPosition(pos); return(true); }
// hasta la vista companion public void DisposeCompanion(CompanionBase companion) { _companions.Remove(companion); }
public void AddCompanion(CompanionBase companion) { _companions.Add(companion); }
public bool Execute(CompanionBase companion) { return(true); }