private static ObjectAction GetSatelliteMoveAndDestroyAction( long initialAngleInMillidegrees, GuidGenerator guidGenerator) { string angleVariableName = guidGenerator.NextGuid(); ObjectAction initializeAngleVariableAction = ObjectActionGenerator.DoOnce( ObjectAction.SetNumericVariable(angleVariableName, MathExpression.Constant(initialAngleInMillidegrees))); ObjectAction updateAngleVariableAction = ObjectAction.Union( ObjectAction.SetNumericVariable( angleVariableName, MathExpression.Add(MathExpression.Variable(angleVariableName), MathExpression.Multiply(MathExpression.Constant(50), MathExpression.ElapsedMillisecondsPerIteration()))), ObjectAction.Condition( condition: BooleanExpression.GreaterThan(MathExpression.Variable(angleVariableName), MathExpression.Constant(360 * 1000)), action: ObjectAction.SetNumericVariable(angleVariableName, MathExpression.Subtract(MathExpression.Variable(angleVariableName), MathExpression.Constant(360 * 1000)))), ObjectAction.Condition( condition: BooleanExpression.GreaterThan(MathExpression.Variable(angleVariableName), MathExpression.Constant(360 * 1000)), action: ObjectAction.SetNumericVariable(angleVariableName, MathExpression.Constant(0)))); long radius = 110; ObjectAction setPositionAction = ObjectAction.SetPosition( xMillis: MathExpression.Add(MathExpression.ParentXMillis(), MathExpression.Multiply(MathExpression.Constant(radius), MathExpression.CosineScaled(MathExpression.Multiply(MathExpression.Variable(angleVariableName), MathExpression.Constant(-1))))), yMillis: MathExpression.Add(MathExpression.ParentYMillis(), MathExpression.Multiply(MathExpression.Constant(radius), MathExpression.SineScaled(MathExpression.Multiply(MathExpression.Variable(angleVariableName), MathExpression.Constant(-1)))))); string facingAngleVariableName = guidGenerator.NextGuid(); ObjectAction initializeFacingAngleVariableAction = ObjectActionGenerator.DoOnce( ObjectAction.SetNumericVariable(facingAngleVariableName, MathExpression.RandomInteger(360 * 1000))); ObjectAction updateFacingAngleVariableAction = ObjectAction.Union( ObjectAction.SetNumericVariable( facingAngleVariableName, MathExpression.Add(MathExpression.Variable(facingAngleVariableName), MathExpression.Multiply(MathExpression.Constant(500), MathExpression.ElapsedMillisecondsPerIteration()))), ObjectAction.Condition( condition: BooleanExpression.GreaterThan(MathExpression.Variable(facingAngleVariableName), MathExpression.Constant(360 * 1000)), action: ObjectAction.SetNumericVariable(facingAngleVariableName, MathExpression.Subtract(MathExpression.Variable(facingAngleVariableName), MathExpression.Constant(360 * 1000)))), ObjectAction.Condition( condition: BooleanExpression.GreaterThan(MathExpression.Variable(facingAngleVariableName), MathExpression.Constant(360 * 1000)), action: ObjectAction.SetNumericVariable(facingAngleVariableName, MathExpression.Constant(0)))); ObjectAction setFacingDirectionAction = ObjectAction.SetFacingDirection(MathExpression.Multiply(MathExpression.Variable(facingAngleVariableName), MathExpression.Constant(-1))); ObjectAction destroyAction = ObjectAction.Condition( condition: BooleanExpression.IsParentDestroyed(), action: ObjectAction.Destroy()); return(ObjectAction.Union( initializeAngleVariableAction, updateAngleVariableAction, setPositionAction, initializeFacingAngleVariableAction, updateFacingAngleVariableAction, setFacingDirectionAction, destroyAction)); }
private static ObjectAction GetBulletAnimationAction( GuidGenerator guidGenerator) { string variableName = guidGenerator.NextGuid(); return(ObjectAction.Union( ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(variableName, MathExpression.RandomInteger(360 * 1000))), ObjectAction.SetNumericVariable(variableName, MathExpression.Add(MathExpression.Variable(variableName), MathExpression.Multiply(MathExpression.ElapsedMillisecondsPerIteration(), MathExpression.Constant(315)))), ObjectAction.Condition( condition: BooleanExpression.GreaterThan(MathExpression.Variable(variableName), MathExpression.Constant(360 * 1000)), action: ObjectAction.SetNumericVariable(variableName, MathExpression.Subtract(MathExpression.Variable(variableName), MathExpression.Constant(360 * 1000)))), ObjectAction.Condition( condition: BooleanExpression.GreaterThan(MathExpression.Variable(variableName), MathExpression.Constant(360 * 1000)), action: ObjectAction.SetNumericVariable(variableName, MathExpression.Constant(0))), ObjectAction.SetFacingDirection(MathExpression.Multiply(MathExpression.Variable(variableName), MathExpression.Constant(-1))))); }
private static Tuple <ObjectAction, BooleanExpression> MoveToSpecifiedLocations_Helper( long startingXMillis, long startingYMillis, long endingXMillis, long endingYMillis, long speedInPixelsPerSecond, bool shouldStrafe, GuidGenerator guidGenerator) { string variableName = guidGenerator.NextGuid(); string variableName2 = guidGenerator.NextGuid(); long?direction = DTDanmakuMath.GetMovementDirectionInMillidegrees( currentX: startingXMillis, currentY: startingYMillis, desiredX: endingXMillis, desiredY: endingYMillis); if (direction == null) { throw new Exception(); } DTDanmakuMath.Offset offset = DTDanmakuMath.GetOffset( speedInMillipixelsPerMillisecond: speedInPixelsPerSecond, // millipixels/millisecond is equivalent to pixels/second movementDirectionInMillidegrees: direction.Value, elapsedMillisecondsPerIteration: 1000); // Use the 1000 to help prevent rounding issues ObjectAction moveAction = ObjectAction.SetPosition( xMillis: MathExpression.Add(MathExpression.XMillis(), MathExpression.Divide(MathExpression.Multiply(MathExpression.Constant(offset.DeltaXInMillipixels), MathExpression.ElapsedMillisecondsPerIteration()), MathExpression.Constant(1000))), yMillis: MathExpression.Add(MathExpression.YMillis(), MathExpression.Divide(MathExpression.Multiply(MathExpression.Constant(offset.DeltaYInMillipixels), MathExpression.ElapsedMillisecondsPerIteration()), MathExpression.Constant(1000)))); ObjectAction setDirectionAction = shouldStrafe ? ObjectAction.SetFacingDirection(facingDirectionInMillidegrees: MathExpression.Constant(180 * 1000)) : ObjectAction.SetFacingDirection(facingDirectionInMillidegrees: MathExpression.Constant(direction.Value)); IMathExpression deltaX = MathExpression.AbsoluteValue(MathExpression.Subtract(MathExpression.XMillis(), MathExpression.Constant(endingXMillis))); IMathExpression deltaY = MathExpression.AbsoluteValue(MathExpression.Subtract(MathExpression.YMillis(), MathExpression.Constant(endingYMillis))); IMathExpression totalDelta = MathExpression.Add(deltaX, deltaY); ObjectAction setDeltaToVariable = ObjectAction.Union( ObjectAction.SetNumericVariable(variableName: variableName2, variableValue: MathExpression.Variable(variableName)), ObjectAction.SetNumericVariable(variableName: variableName, variableValue: totalDelta)); BooleanExpression reachedDestination = BooleanExpression.And( BooleanExpression.LessThanOrEqualTo( MathExpression.Variable(variableName2), MathExpression.Variable(variableName)), BooleanExpression.And( BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(variableName), MathExpression.Constant(0)), BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(variableName2), MathExpression.Constant(0)) )); ObjectAction initializeVariables = ObjectAction.Union( ObjectAction.SetNumericVariable(variableName: variableName, variableValue: MathExpression.Constant(-1)), ObjectAction.SetNumericVariable(variableName: variableName2, variableValue: MathExpression.Constant(-1))); return(new Tuple <ObjectAction, BooleanExpression>( ObjectAction.Union( moveAction, setDirectionAction, ObjectAction.ConditionalNextAction( currentAction: initializeVariables, condition: BooleanExpression.True(), nextAction: setDeltaToVariable)), reachedDestination)); }
// Spawns 12 bullets (30 degrees apart) private static ObjectAction SpawnSatelliteBullet( Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, GuidGenerator guidGenerator) { string singleBulletSpriteName = guidGenerator.NextGuid(); spriteNameToImageDictionary.Add(singleBulletSpriteName, DTDanmakuImage.EliteOrbiterEnemyBullet); long buffer = 100; BooleanExpression shouldDestroySingleBullet = BooleanExpression.Or( BooleanExpression.GreaterThan(MathExpression.XMillis(), MathExpression.Constant((1000 + buffer) * 1000)), BooleanExpression.LessThan(MathExpression.XMillis(), MathExpression.Constant((0 - buffer) * 1000)), BooleanExpression.GreaterThan(MathExpression.YMillis(), MathExpression.Constant((700 + buffer) * 1000)), BooleanExpression.LessThan(MathExpression.YMillis(), MathExpression.Constant((0 - buffer) * 1000))); ObjectAction destroySingleBulletAction = ObjectAction.Condition( condition: shouldDestroySingleBullet, action: ObjectAction.Destroy()); DTDanmakuMath.MathExpressionOffset singleBulletOffset = DTDanmakuMath.GetOffset( millipixels: MathExpression.Multiply(MathExpression.Constant(100), MathExpression.ElapsedMillisecondsPerIteration()), movementDirectionInMillidegrees: MathExpression.Variable("direction")); List <ObjectBox> collisionBoxes = new List <ObjectBox>(); collisionBoxes.Add(new ObjectBox(lowerXMillis: -3000, upperXMillis: 3000, lowerYMillis: -5000, upperYMillis: 5000)); collisionBoxes.Add(new ObjectBox(lowerXMillis: -5000, upperXMillis: 5000, lowerYMillis: -3000, upperYMillis: 3000)); EnemyObjectTemplate singleBulletTemplate = EnemyObjectTemplate.EnemyBullet( action: ObjectAction.Union( ObjectAction.SetFacingDirection(MathExpression.Variable("direction")), ObjectAction.SetPosition( xMillis: MathExpression.Add(MathExpression.XMillis(), singleBulletOffset.DeltaXInMillipixels), yMillis: MathExpression.Add(MathExpression.YMillis(), singleBulletOffset.DeltaYInMillipixels)), destroySingleBulletAction), initialMilliHP: null, damageBoxes: null, collisionBoxes: collisionBoxes, spriteName: singleBulletSpriteName); string singleBulletTemplateName = guidGenerator.NextGuid(); enemyObjectTemplates.Add(singleBulletTemplateName, singleBulletTemplate); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables1 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables1.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(0)))); ObjectAction spawnSingleBulletAction1 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables1, childInitialBooleanVariables: null); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables2 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables2.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(30 * 1000)))); ObjectAction spawnSingleBulletAction2 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables2, childInitialBooleanVariables: null); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables3 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables3.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(60 * 1000)))); ObjectAction spawnSingleBulletAction3 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables3, childInitialBooleanVariables: null); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables4 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables4.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(90 * 1000)))); ObjectAction spawnSingleBulletAction4 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables4, childInitialBooleanVariables: null); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables5 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables5.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(120 * 1000)))); ObjectAction spawnSingleBulletAction5 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables5, childInitialBooleanVariables: null); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables6 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables6.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(150 * 1000)))); ObjectAction spawnSingleBulletAction6 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables6, childInitialBooleanVariables: null); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables7 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables7.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(180 * 1000)))); ObjectAction spawnSingleBulletAction7 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables7, childInitialBooleanVariables: null); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables8 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables8.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(210 * 1000)))); ObjectAction spawnSingleBulletAction8 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables8, childInitialBooleanVariables: null); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables9 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables9.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(240 * 1000)))); ObjectAction spawnSingleBulletAction9 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables9, childInitialBooleanVariables: null); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables10 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables10.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(270 * 1000)))); ObjectAction spawnSingleBulletAction10 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables10, childInitialBooleanVariables: null); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables11 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables11.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(300 * 1000)))); ObjectAction spawnSingleBulletAction11 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables11, childInitialBooleanVariables: null); List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables12 = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables12.Add(new ObjectAction.InitialChildNumericVariableInfo(name: "direction", value: MathExpression.Add(MathExpression.Variable("random offset"), MathExpression.Constant(330 * 1000)))); ObjectAction spawnSingleBulletAction12 = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables12, childInitialBooleanVariables: null); List <ObjectAction> actionList = new List <ObjectAction>(); actionList.Add(ObjectAction.SetNumericVariable("random offset", MathExpression.RandomInteger(MathExpression.Constant(360 * 1000)))); actionList.Add(spawnSingleBulletAction1); actionList.Add(spawnSingleBulletAction2); actionList.Add(spawnSingleBulletAction3); actionList.Add(spawnSingleBulletAction4); actionList.Add(spawnSingleBulletAction5); actionList.Add(spawnSingleBulletAction6); actionList.Add(spawnSingleBulletAction7); actionList.Add(spawnSingleBulletAction8); actionList.Add(spawnSingleBulletAction9); actionList.Add(spawnSingleBulletAction10); actionList.Add(spawnSingleBulletAction11); actionList.Add(spawnSingleBulletAction12); actionList.Add(ObjectAction.Destroy()); EnemyObjectTemplate placeholderTemplate = EnemyObjectTemplate.Placeholder( action: ObjectAction.Union(actionList)); string placeholderTemplateName = guidGenerator.NextGuid(); enemyObjectTemplates.Add(placeholderTemplateName, placeholderTemplate); return(ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: placeholderTemplateName, childInitialNumericVariables: null, childInitialBooleanVariables: null)); }
private static ObjectAction Phase1ShootAction( Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, GuidGenerator guidGenerator) { string singleBulletSpriteName = guidGenerator.NextGuid(); spriteNameToImageDictionary.Add(singleBulletSpriteName, DTDanmakuImage.BossPhase1EnemyBullet); long buffer = 100; BooleanExpression shouldDestroySingleBullet = BooleanExpression.Or( BooleanExpression.GreaterThan(MathExpression.XMillis(), MathExpression.Constant((1000 + buffer) * 1000)), BooleanExpression.LessThan(MathExpression.XMillis(), MathExpression.Constant((0 - buffer) * 1000)), BooleanExpression.GreaterThan(MathExpression.YMillis(), MathExpression.Constant((700 + buffer) * 1000)), BooleanExpression.LessThan(MathExpression.YMillis(), MathExpression.Constant((0 - buffer) * 1000))); ObjectAction destroySingleBulletAction = ObjectAction.Condition( condition: shouldDestroySingleBullet, action: ObjectAction.Destroy()); DTDanmakuMath.MathExpressionOffset singleBulletOffset = DTDanmakuMath.GetOffset( millipixels: MathExpression.Multiply(MathExpression.Variable("speed"), MathExpression.ElapsedMillisecondsPerIteration()), movementDirectionInMillidegrees: MathExpression.Variable("direction")); List <ObjectBox> collisionBoxes = new List <ObjectBox>(); collisionBoxes.Add(new ObjectBox(lowerXMillis: -3000, upperXMillis: 3000, lowerYMillis: -5000, upperYMillis: 5000)); collisionBoxes.Add(new ObjectBox(lowerXMillis: -5000, upperXMillis: 5000, lowerYMillis: -3000, upperYMillis: 3000)); EnemyObjectTemplate singleBulletTemplate = EnemyObjectTemplate.EnemyBullet( action: ObjectAction.Union( ObjectAction.SetFacingDirection(MathExpression.Variable("direction")), ObjectAction.SetPosition( xMillis: MathExpression.Add(MathExpression.XMillis(), singleBulletOffset.DeltaXInMillipixels), yMillis: MathExpression.Add(MathExpression.YMillis(), singleBulletOffset.DeltaYInMillipixels)), destroySingleBulletAction), initialMilliHP: null, damageBoxes: null, collisionBoxes: collisionBoxes, spriteName: singleBulletSpriteName); string singleBulletTemplateName = guidGenerator.NextGuid(); enemyObjectTemplates.Add(singleBulletTemplateName, singleBulletTemplate); List <ObjectAction> spawnBulletActions = new List <ObjectAction>(); string randomOffsetVariable = guidGenerator.NextGuid(); for (int i = 0; i < 36; i++) { List <ObjectAction.InitialChildNumericVariableInfo> initialNumericVariables = new List <ObjectAction.InitialChildNumericVariableInfo>(); initialNumericVariables.Add( new ObjectAction.InitialChildNumericVariableInfo( name: "direction", value: MathExpression.Add(MathExpression.Variable(randomOffsetVariable), MathExpression.Constant(i * 10 * 1000)))); initialNumericVariables.Add( new ObjectAction.InitialChildNumericVariableInfo( name: "speed", value: MathExpression.Add(MathExpression.Constant(100), MathExpression.RandomInteger(100)))); spawnBulletActions.Add(ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.Add(MathExpression.YMillis(), MathExpression.Constant(-60000)), childObjectTemplateName: singleBulletTemplateName, childInitialNumericVariables: initialNumericVariables, childInitialBooleanVariables: null)); } List <ObjectAction> actionList = new List <ObjectAction>(); actionList.Add(ObjectAction.SetNumericVariable(randomOffsetVariable, MathExpression.RandomInteger(MathExpression.Constant(360 * 1000)))); foreach (ObjectAction spawnBulletAction in spawnBulletActions) { actionList.Add(spawnBulletAction); } ObjectAction shootBulletAction = ObjectAction.Union(actionList); string shootCooldown = guidGenerator.NextGuid(); ObjectAction initializeShootCooldown = ObjectAction.SetNumericVariable( variableName: shootCooldown, variableValue: MathExpression.Constant(2000)); ObjectAction decrementShootCooldown = ObjectAction.SetNumericVariable( variableName: shootCooldown, variableValue: MathExpression.Subtract(MathExpression.Variable(shootCooldown), MathExpression.ElapsedMillisecondsPerIteration())); ObjectAction shootWhenCooldownIsZero = ObjectAction.Condition( condition: BooleanExpression.LessThanOrEqualTo(MathExpression.Variable(shootCooldown), MathExpression.Constant(0)), action: ObjectAction.Union(initializeShootCooldown, shootBulletAction)); return(ObjectAction.Union( ObjectActionGenerator.DoOnce(initializeShootCooldown), decrementShootCooldown, shootWhenCooldownIsZero)); }
private static ObjectAction SpawnPhase3Bullet( IMathExpression bulletDirectionInMillidegrees, Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, GuidGenerator guidGenerator) { string bulletSpriteName = guidGenerator.NextGuid(); spriteNameToImageDictionary.Add(bulletSpriteName, DTDanmakuImage.BossPhase3EnemyBullet); string snapshotBulletDirectionInMillidegreesVariable = guidGenerator.NextGuid(); ObjectAction snapshotDirectionAction = ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable( snapshotBulletDirectionInMillidegreesVariable, bulletDirectionInMillidegrees)); long buffer = 100; BooleanExpression shouldDestroy = BooleanExpression.Or( BooleanExpression.GreaterThan(MathExpression.XMillis(), MathExpression.Constant((1000 + buffer) * 1000)), BooleanExpression.LessThan(MathExpression.XMillis(), MathExpression.Constant((0 - buffer) * 1000)), BooleanExpression.GreaterThan(MathExpression.YMillis(), MathExpression.Constant((700 + buffer) * 1000)), BooleanExpression.LessThan(MathExpression.YMillis(), MathExpression.Constant((0 - buffer) * 1000))); ObjectAction destroyAction = ObjectAction.Condition( condition: shouldDestroy, action: ObjectAction.Destroy()); DTDanmakuMath.MathExpressionOffset offset = DTDanmakuMath.GetOffset( millipixels: MathExpression.Multiply(MathExpression.Constant(200), MathExpression.ElapsedMillisecondsPerIteration()), movementDirectionInMillidegrees: MathExpression.Variable(snapshotBulletDirectionInMillidegreesVariable)); List <ObjectBox> collisionBoxes = new List <ObjectBox>(); collisionBoxes.Add(new ObjectBox(lowerXMillis: -3000, upperXMillis: 3000, lowerYMillis: -5000, upperYMillis: 5000)); collisionBoxes.Add(new ObjectBox(lowerXMillis: -5000, upperXMillis: 5000, lowerYMillis: -3000, upperYMillis: 3000)); EnemyObjectTemplate bulletTemplate = EnemyObjectTemplate.EnemyBullet( action: ObjectAction.Union( snapshotDirectionAction, ObjectAction.SetFacingDirection(MathExpression.Variable(snapshotBulletDirectionInMillidegreesVariable)), ObjectAction.SetPosition( xMillis: MathExpression.Add(MathExpression.XMillis(), offset.DeltaXInMillipixels), yMillis: MathExpression.Add(MathExpression.YMillis(), offset.DeltaYInMillipixels)), destroyAction), initialMilliHP: null, damageBoxes: null, collisionBoxes: collisionBoxes, spriteName: bulletSpriteName); string templateName = guidGenerator.NextGuid(); enemyObjectTemplates.Add(templateName, bulletTemplate); return(ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.Subtract(MathExpression.YMillis(), MathExpression.Constant(60000)), childObjectTemplateName: templateName, childInitialNumericVariables: null, childInitialBooleanVariables: null)); }