public static ObjectAction DoOnce(ObjectAction action) { return(ObjectAction.ConditionalNextAction( currentAction: action, condition: BooleanExpression.True(), nextAction: ObjectActionGenerator.Noop())); }
private static ObjectAction GetBulletMovementAction( GuidGenerator guidGenerator) { long bulletSpeedInPixelsPerSecond = 250; ObjectAction moveAction = ObjectActionGenerator.MoveTowardsLocation( currentX: MathExpression.XMillis(), currentY: MathExpression.YMillis(), desiredX: MathExpression.PlayerXMillis(), desiredY: MathExpression.Min(MathExpression.PlayerYMillis(), 300 * 1000), movementSpeedInPixelsPerSecond: MathExpression.Constant(bulletSpeedInPixelsPerSecond), shouldSnapshot: true, guidGenerator: guidGenerator); 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()); return(ObjectAction.Union(moveAction, destroyAction)); }
public static ObjectAction SpawnBarrageEnemy( IMathExpression xMillis, Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, Dictionary <string, DTDanmakuSound> soundNameToSoundDictionary, GuidGenerator guidGenerator) { // Should be called first so it sets the "can shoot" variable that the shootBullet action will need ObjectAction moveAction = GetMoveAndSetCanShootVariableAction( xMillis: xMillis, guidGenerator: guidGenerator); ObjectAction shootAction = GetShootBulletAction( spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, guidGenerator: guidGenerator); ObjectAction destroyAction = ObjectActionGenerator.DestroyWhenHpIsZeroAndMaybeDropPowerUp( chanceToDropPowerUpInMilliPercent: 15 * 1000, spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, soundNameToSoundDictionary: soundNameToSoundDictionary, guidGenerator: guidGenerator); string spriteName = guidGenerator.NextGuid(); spriteNameToImageDictionary.Add(spriteName, DTDanmakuImage.BarrageEnemyShip); List <ObjectBox> damageBoxes = new List <ObjectBox>(); damageBoxes.Add(new ObjectBox(lowerXMillis: -46500, upperXMillis: 46500, lowerYMillis: 0, upperYMillis: 40000)); damageBoxes.Add(new ObjectBox(lowerXMillis: -31500, upperXMillis: 31500, lowerYMillis: -35000, upperYMillis: 30000)); List <ObjectBox> collisionBoxes = new List <ObjectBox>(); collisionBoxes.Add(new ObjectBox(lowerXMillis: -10000, upperXMillis: 10000, lowerYMillis: -25000, upperYMillis: 25000)); collisionBoxes.Add(new ObjectBox(lowerXMillis: -25000, upperXMillis: 25000, lowerYMillis: -10000, upperYMillis: 10000)); EnemyObjectTemplate enemyObjectTemplate = EnemyObjectTemplate.Enemy( action: ObjectAction.Union(moveAction, shootAction, destroyAction), initialMilliHP: MathExpression.Add(MathExpression.Constant(38000), MathExpression.RandomInteger(MathExpression.Constant(10000))), damageBoxes: damageBoxes, collisionBoxes: collisionBoxes, spriteName: spriteName); string templateName = guidGenerator.NextGuid(); enemyObjectTemplates.Add(templateName, enemyObjectTemplate); return(ObjectAction.SpawnChild( childXMillis: MathExpression.Constant(-1000 * 1000), childYMillis: MathExpression.Constant(-1000 * 1000), childObjectTemplateName: templateName, childInitialNumericVariables: null, childInitialBooleanVariables: null)); }
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)); }
public static ObjectAction SpawnEliteOrbiterEnemy( IMathExpression xMillis, Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, Dictionary <string, DTDanmakuSound> soundNameToSoundDictionary, GuidGenerator guidGenerator) { ObjectAction moveAction = GetMoveAction( xMillis: xMillis); ObjectAction destroyAction = ObjectActionGenerator.DestroyWhenHpIsZeroAndMaybeDropPowerUp( chanceToDropPowerUpInMilliPercent: 15 * 1000, spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, soundNameToSoundDictionary: soundNameToSoundDictionary, guidGenerator: guidGenerator); string spriteName = guidGenerator.NextGuid(); spriteNameToImageDictionary.Add(spriteName, DTDanmakuImage.EliteOrbiterEnemyShip); List <ObjectBox> damageBoxes = new List <ObjectBox>(); damageBoxes.Add(new ObjectBox(lowerXMillis: -68000, upperXMillis: 68000, lowerYMillis: -30000, upperYMillis: 50000)); damageBoxes.Add(new ObjectBox(lowerXMillis: -46000, upperXMillis: 46000, lowerYMillis: -48000, upperYMillis: 68000)); damageBoxes.Add(new ObjectBox(lowerXMillis: -26000, upperXMillis: 26000, lowerYMillis: -68000, upperYMillis: 74000)); List <ObjectBox> collisionBoxes = new List <ObjectBox>(); collisionBoxes.Add(new ObjectBox(lowerXMillis: -58000, upperXMillis: 58000, lowerYMillis: -35000, upperYMillis: 50000)); ObjectAction spawnOrbiterSatellitesAction = GetSpawnOrbiterSatellitesAction( spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, guidGenerator: guidGenerator); EnemyObjectTemplate enemyObjectTemplate = EnemyObjectTemplate.Enemy( action: ObjectAction.Union(moveAction, spawnOrbiterSatellitesAction, destroyAction), initialMilliHP: MathExpression.Add(MathExpression.Constant(45000), MathExpression.RandomInteger(MathExpression.Constant(15000))), damageBoxes: damageBoxes, collisionBoxes: collisionBoxes, spriteName: spriteName); string templateName = guidGenerator.NextGuid(); enemyObjectTemplates.Add(templateName, enemyObjectTemplate); return(ObjectAction.SpawnChild( childXMillis: MathExpression.Constant(-1000 * 1000), childYMillis: MathExpression.Constant(-1000 * 1000), childObjectTemplateName: templateName, childInitialNumericVariables: null, childInitialBooleanVariables: null)); }
private static ObjectAction GetPhase2Action( Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, GuidGenerator guidGenerator) { string milliHpVariable = guidGenerator.NextGuid(); string amountOfDamageTakenVariableName = guidGenerator.NextGuid(); ObjectAction setInitialDamageTakenAction = ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(amountOfDamageTakenVariableName, MathExpression.Constant(0))); ObjectAction setInitialMilliHpVariable = ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(milliHpVariable, MathExpression.MilliHP())); ObjectAction setDamageTakenVariableAction = ObjectAction.SetNumericVariable( amountOfDamageTakenVariableName, MathExpression.Add( MathExpression.Variable(amountOfDamageTakenVariableName), MathExpression.Subtract(MathExpression.Variable(milliHpVariable), MathExpression.MilliHP()))); ObjectAction setMilliHpVariable = ObjectAction.SetNumericVariable(milliHpVariable, MathExpression.MilliHP()); long phase2InitialMilliHp = 200 * 1000; IMathExpression currentMilliHp = MathExpression.Max( MathExpression.Subtract(MathExpression.Constant(phase2InitialMilliHp), MathExpression.Variable(amountOfDamageTakenVariableName)), MathExpression.Constant(0)); ObjectAction displayHpBarAction = ObjectAction.DisplayBossHealthBar( healthBarMeterNumber: MathExpression.Constant(2), healthBarMilliPercentage: MathExpression.Divide(MathExpression.Multiply(currentMilliHp, MathExpression.Constant(100 * 1000)), MathExpression.Constant(phase2InitialMilliHp))); ObjectAction goToPhase3Action = ObjectAction.Condition( condition: BooleanExpression.Equal(currentMilliHp, MathExpression.Constant(0)), action: ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(CurrentPhaseVariableName, MathExpression.Constant(3)))); ObjectAction shootBulletAction = Phase2ShootAction( spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, guidGenerator: guidGenerator); return(ObjectAction.Union( setInitialDamageTakenAction, setInitialMilliHpVariable, setDamageTakenVariableAction, setMilliHpVariable, displayHpBarAction, GetMoveAction(guidGenerator: guidGenerator), goToPhase3Action, shootBulletAction)); }
public static ObjectAction MoveToSpecifiedLocations( // enemy will teleport to this initial location long initialXMillis, long initialYMillis, List <Tuple <long, long> > movementPath, long speedInPixelsPerSecond, bool shouldStrafe, bool shouldDestroyAtEndOfMovementPath, GuidGenerator guidGenerator) { ObjectAction currentAction = shouldDestroyAtEndOfMovementPath ? ObjectAction.Destroy() : ObjectActionGenerator.Noop(); for (int i = movementPath.Count - 1; i >= 0; i--) { long endingX = movementPath[i].Item1; long endingY = movementPath[i].Item2; long startingX = i == 0 ? initialXMillis : movementPath[i - 1].Item1; long startingY = i == 0 ? initialYMillis : movementPath[i - 1].Item2; Tuple <ObjectAction, BooleanExpression> helper = MoveToSpecifiedLocations_Helper( startingXMillis: startingX, startingYMillis: startingY, endingXMillis: endingX, endingYMillis: endingY, speedInPixelsPerSecond: speedInPixelsPerSecond, shouldStrafe: shouldStrafe, guidGenerator: guidGenerator); currentAction = ObjectAction.ConditionalNextAction( currentAction: helper.Item1, condition: helper.Item2, nextAction: currentAction); } ObjectAction teleportToInitialLocation = ObjectAction.SetPosition( xMillis: MathExpression.Constant(initialXMillis), yMillis: MathExpression.Constant(initialYMillis)); return(ObjectAction.ConditionalNextAction( currentAction: teleportToInitialLocation, condition: BooleanExpression.True(), nextAction: currentAction)); }
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 ObjectAction Phase3ShootAction( Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, GuidGenerator guidGenerator) { string angleVariable = guidGenerator.NextGuid(); string shootCooldownVariable = guidGenerator.NextGuid(); ObjectAction initializeAngleVariable = ObjectActionGenerator.DoOnce( ObjectAction.SetNumericVariable(angleVariable, MathExpression.Constant(0))); ObjectAction updateAngleVariableAction = ObjectAction.Union( ObjectAction.SetNumericVariable( angleVariable, MathExpression.Add(MathExpression.Variable(angleVariable), MathExpression.Multiply(MathExpression.Constant(431), MathExpression.ElapsedMillisecondsPerIteration()))), ObjectAction.Condition( condition: BooleanExpression.GreaterThan(MathExpression.Variable(angleVariable), MathExpression.Constant(360 * 1000)), action: ObjectAction.SetNumericVariable(angleVariable, MathExpression.Subtract(MathExpression.Variable(angleVariable), MathExpression.Constant(360 * 1000)))), ObjectAction.Condition( condition: BooleanExpression.GreaterThan(MathExpression.Variable(angleVariable), MathExpression.Constant(360 * 1000)), action: ObjectAction.SetNumericVariable(angleVariable, MathExpression.Constant(0)))); ObjectAction createBulletAction1 = SpawnPhase3Bullet( bulletDirectionInMillidegrees: MathExpression.Multiply(MathExpression.ParentVariable(angleVariable), MathExpression.Constant(1)), spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, guidGenerator: guidGenerator); ObjectAction createBulletAction2 = SpawnPhase3Bullet( bulletDirectionInMillidegrees: MathExpression.Multiply(MathExpression.ParentVariable(angleVariable), MathExpression.Constant(-1)), spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, guidGenerator: guidGenerator); IMathExpression shootCooldownInMillis = MathExpression.Constant(20); ObjectAction startCooldownAction = ObjectAction.SetNumericVariable(shootCooldownVariable, shootCooldownInMillis); ObjectAction decrementCooldownAction = ObjectAction.SetNumericVariable(shootCooldownVariable, MathExpression.Subtract(MathExpression.Variable(shootCooldownVariable), MathExpression.ElapsedMillisecondsPerIteration())); ObjectAction createBulletWhenCooldownFinishedAction = ObjectAction.Condition( condition: BooleanExpression.LessThanOrEqualTo(MathExpression.Variable(shootCooldownVariable), MathExpression.Constant(0)), action: ObjectAction.Union(startCooldownAction, createBulletAction1, createBulletAction2)); return(ObjectAction.Union( initializeAngleVariable, updateAngleVariableAction, ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(shootCooldownVariable, MathExpression.Constant(1000))), decrementCooldownAction, createBulletWhenCooldownFinishedAction)); }
private static ObjectAction GetMoveAction(IMathExpression xMillis) { ObjectAction teleportToInitialLocation = ObjectAction.SetPosition( xMillis: xMillis, yMillis: MathExpression.Constant(900 * 1000)); ObjectAction moveDown = ObjectAction.SetPosition( xMillis: MathExpression.XMillis(), yMillis: MathExpression.Subtract(MathExpression.YMillis(), MathExpression.Multiply(MathExpression.Constant(35), MathExpression.ElapsedMillisecondsPerIteration()))); ObjectAction destroyAction = ObjectAction.Condition( condition: BooleanExpression.LessThanOrEqualTo(MathExpression.YMillis(), -200 * 1000), action: ObjectAction.Destroy()); return(ObjectAction.Union( ObjectActionGenerator.DoOnce(teleportToInitialLocation), moveDown, destroyAction)); }
private static ObjectAction GetSpawnOrbiterSatellitesAction( Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, GuidGenerator guidGenerator) { string spriteName = guidGenerator.NextGuid(); spriteNameToImageDictionary.Add(spriteName, DTDanmakuImage.EliteOrbiterSatellite); List <ObjectAction> objectActions = new List <ObjectAction>(); for (long i = 0; i < 5; i++) { EnemyObjectTemplate orbiterSatelliteTemplate = EnemyObjectTemplate.EnemyBullet( action: ObjectAction.Union( GetSatelliteMoveAndDestroyAction( initialAngleInMillidegrees: 72L * 1000L * i, guidGenerator: guidGenerator), GetSatelliteShootAction( spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, guidGenerator: guidGenerator)), initialMilliHP: null, damageBoxes: null, collisionBoxes: null, spriteName: spriteName); string templateName = guidGenerator.NextGuid(); enemyObjectTemplates.Add(templateName, orbiterSatelliteTemplate); ObjectAction spawnSatelliteAction = ObjectAction.SpawnChild( childXMillis: MathExpression.Constant(-1000 * 1000), childYMillis: MathExpression.Constant(-1000 * 1000), childObjectTemplateName: templateName, childInitialNumericVariables: null, childInitialBooleanVariables: null); objectActions.Add(spawnSatelliteAction); } return(ObjectActionGenerator.DoOnce(ObjectAction.Union(objectActions))); }
private static ObjectAction SpawnBasicEnemy( long initialXMillis, long initialYMillis, List <Tuple <long, long> > movementPath, Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, Dictionary <string, DTDanmakuSound> soundNameToSoundDictionary, GuidGenerator guidGenerator) { List <ObjectBox> damageBoxes = new List <ObjectBox>(); damageBoxes.Add(new ObjectBox(lowerXMillis: -46500, upperXMillis: 46500, lowerYMillis: 0, upperYMillis: 40000)); damageBoxes.Add(new ObjectBox(lowerXMillis: -31500, upperXMillis: 31500, lowerYMillis: -25000, upperYMillis: 40000)); damageBoxes.Add(new ObjectBox(lowerXMillis: -21500, upperXMillis: 21500, lowerYMillis: -35000, upperYMillis: 40000)); List <ObjectBox> collisionBoxes = new List <ObjectBox>(); collisionBoxes.Add(new ObjectBox(lowerXMillis: -10000, upperXMillis: 10000, lowerYMillis: -25000, upperYMillis: 25000)); collisionBoxes.Add(new ObjectBox(lowerXMillis: -25000, upperXMillis: 25000, lowerYMillis: -10000, upperYMillis: 10000)); return(ObjectActionGenerator.SpawnEnemyThatMovesToSpecificLocation( initialXMillis: initialXMillis, initialYMillis: initialYMillis, movementPath: movementPath, movementSpeedInPixelsPerSecond: 100, shouldStrafe: true, bulletXOffset: 0, bulletYOffset: -52000, initialShootCooldownInMillis: MathExpression.RandomInteger(5000), shootCooldownInMillis: MathExpression.Add(3000, MathExpression.RandomInteger(2000)), bulletSpeedInPixelsPerSecond: 250, initialMilliHP: MathExpression.Add(MathExpression.Constant(6000), MathExpression.RandomInteger(MathExpression.Constant(5000))), chanceToDropPowerUpInMilliPercent: 15 * 1000, damageBoxes: damageBoxes, collisionBoxes: collisionBoxes, sprite: DTDanmakuImage.BasicEnemyShip, spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, soundNameToSoundDictionary: soundNameToSoundDictionary, guidGenerator: guidGenerator)); }
private static ObjectAction GetBossAction( Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, Dictionary <string, DTDanmakuSound> soundNameToSoundDictionary, GuidGenerator guidGenerator) { ObjectAction setPhaseVariableAction = ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(CurrentPhaseVariableName, MathExpression.Constant(0))); ObjectAction phase0Action = ObjectAction.Condition( condition: BooleanExpression.Equal(MathExpression.Variable(CurrentPhaseVariableName), MathExpression.Constant(0)), action: GetMoveAction_Phase0()); ObjectAction phase1Action = ObjectAction.Condition( condition: BooleanExpression.Equal(MathExpression.Variable(CurrentPhaseVariableName), MathExpression.Constant(1)), action: GetPhase1Action( spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, guidGenerator: guidGenerator)); ObjectAction phase2Action = ObjectAction.Condition( condition: BooleanExpression.Equal(MathExpression.Variable(CurrentPhaseVariableName), MathExpression.Constant(2)), action: GetPhase2Action( spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, guidGenerator: guidGenerator)); ObjectAction phase3Action = ObjectAction.Condition( condition: BooleanExpression.Equal(MathExpression.Variable(CurrentPhaseVariableName), MathExpression.Constant(3)), action: GetPhase3Action( spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, soundNameToSoundDictionary: soundNameToSoundDictionary, guidGenerator: guidGenerator)); return(ObjectAction.Union( setPhaseVariableAction, phase0Action, phase1Action, phase2Action, phase3Action)); }
private static Tuple <ObjectAction, EnemyObjectTemplate> SpawnOneDestructionSpriteImage( long startMilliseconds, long endMilliseconds, string childObjectTemplateName, string spriteName, bool isLast) { List <ObjectAction> destroyActions = new List <ObjectAction>(); destroyActions.Add(ObjectAction.Destroy()); destroyActions.Add(ObjectAction.DestroyParent()); ObjectAction destroySelfAction = ObjectAction.Condition( condition: BooleanExpression.GreaterThanOrEqualTo( leftSide: MathExpression.ParentVariable(elapsedTimeInMillisVariableName), rightSide: MathExpression.Constant(endMilliseconds)), action: isLast ? ObjectAction.Union(destroyActions) : ObjectAction.Destroy()); ObjectAction spawnChildAction = ObjectAction.SpawnChild( childXMillis: MathExpression.XMillis(), childYMillis: MathExpression.YMillis(), childObjectTemplateName: childObjectTemplateName, childInitialNumericVariables: null, childInitialBooleanVariables: null); ObjectAction delayedSpawnChildAction = ObjectAction.Condition( condition: BooleanExpression.GreaterThanOrEqualTo( leftSide: MathExpression.Variable(elapsedTimeInMillisVariableName), rightSide: MathExpression.Constant(startMilliseconds)), action: ObjectActionGenerator.DoOnce(spawnChildAction)); EnemyObjectTemplate template = EnemyObjectTemplate.Enemy( action: destroySelfAction, initialMilliHP: null, damageBoxes: null, collisionBoxes: null, spriteName: spriteName); return(new Tuple <ObjectAction, EnemyObjectTemplate>(delayedSpawnChildAction, template)); }
private static ObjectAction GetMoveAction_Phase0() { ObjectAction teleportToInitialLocation = ObjectActionGenerator.DoOnce( ObjectAction.SetPosition( xMillis: MathExpression.Constant(500 * 1000), yMillis: MathExpression.Constant(850 * 1000))); ObjectAction moveAction = ObjectAction.Union( ObjectAction.StrafeMove(moveToXMillis: MathExpression.XMillis(), moveToYMillis: MathExpression.Constant(0)), ObjectAction.SetSpeed(MathExpression.Constant(20))); BooleanExpression shouldStopMoving = BooleanExpression.LessThanOrEqualTo( MathExpression.YMillis(), MathExpression.Constant(500 * 1000)); ObjectAction stopMovingAction = ObjectAction.SetSpeed(MathExpression.Constant(0)); ObjectAction setPhaseAction = ObjectAction.SetNumericVariable(CurrentPhaseVariableName, MathExpression.Constant(1)); return(ObjectAction.ConditionalNextAction( currentAction: ObjectAction.Union(teleportToInitialLocation, moveAction), condition: shouldStopMoving, nextAction: ObjectActionGenerator.DoOnce(ObjectAction.Union(stopMovingAction, setPhaseAction)))); }
private static EnemyObject CreateActionExecutor( long millisecondsToWait, ObjectAction action, long elapsedMillisecondsPerIteration, IDTDeterministicRandom rng, GuidGenerator guidGenerator) { return(new EnemyObject( template: EnemyObjectTemplate.Placeholder( action: ObjectActionGenerator.Delay( action: ObjectAction.Union(action, ObjectAction.Destroy()), milliseconds: millisecondsToWait, guidGenerator: guidGenerator)), initialXMillis: 0, initialYMillis: 0, playerXMillis: 0, playerYMillis: 0, elapsedMillisecondsPerIteration: elapsedMillisecondsPerIteration, isPlayerDestroyed: false, parent: null, initialNumericVariables: null, initialBooleanVariables: null, rng: rng)); }
private static ObjectAction GetMoveAction( GuidGenerator guidGenerator) { string variableName = guidGenerator.NextGuid(); ObjectAction initializeVariable = ObjectAction.SetNumericVariable( variableName: variableName, variableValue: MathExpression.Constant(0)); ObjectAction incrementVariable = ObjectAction.SetNumericVariable( variableName: variableName, variableValue: MathExpression.Add(MathExpression.Variable(variableName), MathExpression.ElapsedMillisecondsPerIteration())); ObjectAction initializeAndIncrementVariable = ObjectAction.ConditionalNextAction( currentAction: initializeVariable, condition: BooleanExpression.True(), nextAction: incrementVariable); ObjectAction teleportToInitialLocation = ObjectAction.SetPosition( xMillis: MathExpression.Add(50 * 1000, MathExpression.RandomInteger(900 * 1000)), yMillis: MathExpression.Constant(800 * 1000)); ObjectAction faceTowardsPlayer = ObjectAction.Move( moveToXMillis: MathExpression.PlayerXMillis(), moveToYMillis: MathExpression.Min(MathExpression.PlayerYMillis(), 300 * 1000)); ObjectAction setInitialSpeed = ObjectActionGenerator.DoOnce( ObjectAction.SetSpeed( speedInMillipixelsPerMillisecond: MathExpression.Constant(60))); ObjectAction slowDownSpeed1 = ObjectAction.Condition( condition: BooleanExpression.GreaterThanOrEqualTo( MathExpression.Variable(variableName), 1 * 1000), action: ObjectActionGenerator.DoOnce( ObjectAction.SetSpeed( speedInMillipixelsPerMillisecond: MathExpression.Constant(40)))); ObjectAction slowDownSpeed2 = ObjectAction.Condition( condition: BooleanExpression.GreaterThanOrEqualTo( MathExpression.Variable(variableName), 2 * 1000), action: ObjectActionGenerator.DoOnce( ObjectAction.SetSpeed( speedInMillipixelsPerMillisecond: MathExpression.Constant(20)))); ObjectAction stopMovement = ObjectAction.Condition( condition: BooleanExpression.GreaterThanOrEqualTo( MathExpression.Variable(variableName), 3 * 1000), action: ObjectActionGenerator.DoOnce( ObjectAction.SetSpeed( speedInMillipixelsPerMillisecond: MathExpression.Constant(0)))); BooleanExpression ShouldLeave1 = BooleanExpression.GreaterThanOrEqualTo( MathExpression.Variable(variableName), 10 * 1000); ObjectAction leave1 = ObjectAction.SetPosition( xMillis: MathExpression.XMillis(), yMillis: MathExpression.Add(MathExpression.YMillis(), MathExpression.Multiply(MathExpression.ElapsedMillisecondsPerIteration(), MathExpression.Constant(25)))); ObjectAction leave1ConditionalAction = ObjectAction.Condition( condition: ShouldLeave1, action: leave1); BooleanExpression shouldLeave2 = BooleanExpression.GreaterThanOrEqualTo( MathExpression.Variable(variableName), 11 * 1000); ObjectAction leave2 = ObjectAction.SetPosition( xMillis: MathExpression.XMillis(), yMillis: MathExpression.Add(MathExpression.YMillis(), MathExpression.Multiply(MathExpression.ElapsedMillisecondsPerIteration(), MathExpression.Constant(50)))); ObjectAction leave2ConditionalAction = ObjectAction.ConditionalNextAction( currentAction: leave1ConditionalAction, condition: shouldLeave2, nextAction: leave2); ObjectAction shouldDestroy = ObjectAction.Condition( condition: BooleanExpression.And(shouldLeave2, BooleanExpression.GreaterThanOrEqualTo(MathExpression.YMillis(), 800 * 1000)), action: ObjectAction.Destroy()); return(ObjectAction.ConditionalNextAction( currentAction: teleportToInitialLocation, condition: BooleanExpression.True(), nextAction: ObjectAction.Union(faceTowardsPlayer, initializeAndIncrementVariable, setInitialSpeed, slowDownSpeed1, slowDownSpeed2, stopMovement, leave2ConditionalAction, shouldDestroy))); }
private static ObjectAction GetMoveAndSetCanShootVariableAction( IMathExpression xMillis, GuidGenerator guidGenerator) { string variableName = guidGenerator.NextGuid(); ObjectAction initializeVariable = ObjectAction.SetNumericVariable( variableName: variableName, variableValue: MathExpression.Constant(0)); ObjectAction incrementVariable = ObjectAction.SetNumericVariable( variableName: variableName, variableValue: MathExpression.Add(MathExpression.Variable(variableName), MathExpression.ElapsedMillisecondsPerIteration())); ObjectAction initializeAndIncrementVariable = ObjectAction.ConditionalNextAction( currentAction: initializeVariable, condition: BooleanExpression.True(), nextAction: incrementVariable); ObjectAction teleportToInitialLocation = ObjectAction.SetPosition( xMillis: xMillis, yMillis: MathExpression.Constant(800 * 1000)); ObjectAction moveDownSpeed1 = ObjectAction.SetPosition( xMillis: MathExpression.XMillis(), yMillis: MathExpression.Subtract(MathExpression.YMillis(), MathExpression.Multiply(MathExpression.Constant(100), MathExpression.ElapsedMillisecondsPerIteration()))); ObjectAction moveDownSpeed2 = ObjectAction.SetPosition( xMillis: MathExpression.XMillis(), yMillis: MathExpression.Subtract(MathExpression.YMillis(), MathExpression.Multiply(MathExpression.Constant(70), MathExpression.ElapsedMillisecondsPerIteration()))); ObjectAction moveDownSpeed3 = ObjectAction.SetPosition( xMillis: MathExpression.XMillis(), yMillis: MathExpression.Subtract(MathExpression.YMillis(), MathExpression.Multiply(MathExpression.Constant(30), MathExpression.ElapsedMillisecondsPerIteration()))); ObjectAction stopMovement = ObjectAction.Union( ObjectActionGenerator.Noop(), ObjectActionGenerator.DoOnce(ObjectAction.SetBooleanVariable("can shoot", BooleanExpression.True()))); ObjectAction moveUpSpeed1 = ObjectAction.Union( ObjectActionGenerator.DoOnce(ObjectAction.SetBooleanVariable("can shoot", BooleanExpression.False())), ObjectAction.SetPosition( xMillis: MathExpression.XMillis(), yMillis: MathExpression.Add(MathExpression.YMillis(), MathExpression.Multiply(MathExpression.Constant(30), MathExpression.ElapsedMillisecondsPerIteration())))); ObjectAction moveUpSpeed2 = ObjectAction.SetPosition( xMillis: MathExpression.XMillis(), yMillis: MathExpression.Add(MathExpression.YMillis(), MathExpression.Multiply(MathExpression.Constant(70), MathExpression.ElapsedMillisecondsPerIteration()))); ObjectAction moveUpSpeed3 = ObjectAction.SetPosition( xMillis: MathExpression.XMillis(), yMillis: MathExpression.Add(MathExpression.YMillis(), MathExpression.Multiply(MathExpression.Constant(100), MathExpression.ElapsedMillisecondsPerIteration()))); ObjectAction destroyAction = ObjectAction.Condition( condition: BooleanExpression.GreaterThanOrEqualTo(MathExpression.YMillis(), MathExpression.Constant(800 * 1000)), action: ObjectAction.Destroy()); return(ObjectAction.Union( ObjectActionGenerator.DoOnce(ObjectAction.SetBooleanVariable("can shoot", BooleanExpression.False())), initializeAndIncrementVariable, ObjectActionGenerator.DoOnce(teleportToInitialLocation), ObjectAction.ConditionalNextAction( currentAction: moveDownSpeed1, condition: BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(variableName), MathExpression.Constant(3000)), nextAction: ObjectAction.ConditionalNextAction( currentAction: moveDownSpeed2, condition: BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(variableName), MathExpression.Constant(4000)), nextAction: ObjectAction.ConditionalNextAction( currentAction: moveDownSpeed3, condition: BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(variableName), MathExpression.Constant(5000)), nextAction: ObjectAction.ConditionalNextAction( currentAction: stopMovement, condition: BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(variableName), MathExpression.Constant(12000)), nextAction: ObjectAction.ConditionalNextAction( currentAction: moveUpSpeed1, condition: BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(variableName), MathExpression.Constant(13000)), nextAction: ObjectAction.ConditionalNextAction( currentAction: moveUpSpeed2, condition: BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(variableName), MathExpression.Constant(14000)), nextAction: ObjectAction.Union(moveUpSpeed3, destroyAction))))))))); }
/* * If (currentX, currentY) == (desiredX, desiredY), then * the resulting movement direction is arbitrary. */ public static ObjectAction MoveTowardsLocation( IMathExpression currentX, IMathExpression currentY, IMathExpression desiredX, IMathExpression desiredY, /* * Note that movement speed is not affected by shouldSnapshot */ IMathExpression movementSpeedInPixelsPerSecond, /* * When true, will decide movement direction on the first frame, and keep that direction. * When false, will continuously move towards (desiredX, desiredY) */ bool shouldSnapshot, GuidGenerator guidGenerator) { string deltaXVariable = guidGenerator.NextGuid(); string deltaYVariable = guidGenerator.NextGuid(); ObjectAction setDeltaX = ObjectAction.SetNumericVariable(deltaXVariable, MathExpression.Subtract(desiredX, currentX)); ObjectAction setDeltaY = ObjectAction.SetNumericVariable(deltaYVariable, MathExpression.Subtract(desiredY, currentY)); BooleanExpression areDeltasBothZero = BooleanExpression.And( BooleanExpression.Equal(MathExpression.Variable(deltaXVariable), MathExpression.Constant(0)), BooleanExpression.Equal(MathExpression.Variable(deltaYVariable), MathExpression.Constant(0))); string angleInMillidegreesVariable = guidGenerator.NextGuid(); ObjectAction setAngle = ObjectAction.Union( shouldSnapshot ? ObjectActionGenerator.DoOnce(setDeltaX) : setDeltaX, shouldSnapshot ? ObjectActionGenerator.DoOnce(setDeltaY) : setDeltaY, ObjectAction.Condition( condition: areDeltasBothZero, action: ObjectAction.SetNumericVariable(angleInMillidegreesVariable, MathExpression.Constant(0))), ObjectAction.Condition( condition: BooleanExpression.Not(areDeltasBothZero), action: ObjectAction.SetNumericVariable(angleInMillidegreesVariable, MathExpression.ArcTangentScaled(MathExpression.Variable(deltaXVariable), MathExpression.Variable(deltaYVariable), false))), ObjectAction.SetNumericVariable(angleInMillidegreesVariable, MathExpression.Multiply(MathExpression.Variable(angleInMillidegreesVariable), MathExpression.Constant(-1))), ObjectAction.SetNumericVariable(angleInMillidegreesVariable, MathExpression.Add(MathExpression.Variable(angleInMillidegreesVariable), 90 * 1000))); IMathExpression xMillis = MathExpression.Divide( MathExpression.Multiply( movementSpeedInPixelsPerSecond, MathExpression.ElapsedMillisecondsPerIteration(), MathExpression.SineScaled(MathExpression.Variable(angleInMillidegreesVariable))), MathExpression.Constant(1000)); IMathExpression yMillis = MathExpression.Divide( MathExpression.Multiply( movementSpeedInPixelsPerSecond, MathExpression.ElapsedMillisecondsPerIteration(), MathExpression.CosineScaled(MathExpression.Variable(angleInMillidegreesVariable))), MathExpression.Constant(1000)); string xMillisVariable = guidGenerator.NextGuid(); string yMillisVariable = guidGenerator.NextGuid(); ObjectAction setXMillisVariable = shouldSnapshot ? ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(xMillisVariable, xMillis)) : ObjectAction.SetNumericVariable(xMillisVariable, xMillis); ObjectAction setYMillisVariable = shouldSnapshot ? ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(yMillisVariable, yMillis)) : ObjectAction.SetNumericVariable(yMillisVariable, yMillis); return(ObjectAction.Union( setAngle, setXMillisVariable, setYMillisVariable, ObjectAction.SetPosition( xMillis: MathExpression.Add(MathExpression.XMillis(), MathExpression.Variable(xMillisVariable)), yMillis: MathExpression.Add(MathExpression.YMillis(), MathExpression.Variable(yMillisVariable))))); }
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)); }
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 GetMoveAction( GuidGenerator guidGenerator) { string movementCooldownVariable = guidGenerator.NextGuid(); ObjectAction setMovementCooldownAction = ObjectAction.SetNumericVariable( movementCooldownVariable, MathExpression.Add(MathExpression.Constant(500), MathExpression.RandomInteger(5000))); ObjectAction decrementMovementCooldownAction = ObjectAction.SetNumericVariable( movementCooldownVariable, MathExpression.Subtract(MathExpression.Variable(movementCooldownVariable), MathExpression.ElapsedMillisecondsPerIteration())); BooleanExpression shouldChangeMovement = BooleanExpression.LessThanOrEqualTo( MathExpression.Variable(movementCooldownVariable), MathExpression.Constant(0)); IMathExpression randomMilliAngle = MathExpression.RandomInteger(MathExpression.Constant(360 * 1000)); string angleVariable = guidGenerator.NextGuid(); ObjectAction writeNewAngleToVariable = ObjectAction.SetNumericVariable( angleVariable, randomMilliAngle); ObjectAction normalizeAngleVariable = ObjectAction.Union( ObjectAction.Condition( condition: BooleanExpression.LessThan(MathExpression.Variable(angleVariable), MathExpression.Constant(0)), action: ObjectAction.SetNumericVariable(angleVariable, MathExpression.Add(MathExpression.Variable(angleVariable), MathExpression.Constant(360 * 1000)))), ObjectAction.Condition( condition: BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(360 * 1000)), action: ObjectAction.SetNumericVariable(angleVariable, MathExpression.Subtract(MathExpression.Variable(angleVariable), MathExpression.Constant(360 * 1000))))); BooleanExpression tooCloseToLeftEdge = BooleanExpression.LessThanOrEqualTo( MathExpression.XMillis(), MathExpression.Constant(200 * 1000)); ObjectAction updateAngleVariableLeft = ObjectAction.Condition( condition: BooleanExpression.And(tooCloseToLeftEdge, BooleanExpression.And( BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(180 * 1000)), BooleanExpression.LessThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(360 * 1000)))), action: ObjectAction.SetNumericVariable( angleVariable, MathExpression.Multiply(MathExpression.Variable(angleVariable), MathExpression.Constant(-1)))); BooleanExpression tooCloseToRightEdge = BooleanExpression.GreaterThanOrEqualTo( MathExpression.XMillis(), MathExpression.Constant(800 * 1000)); ObjectAction updateAngleVariableRight = ObjectAction.Condition( condition: BooleanExpression.And(tooCloseToRightEdge, BooleanExpression.And( BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(0 * 1000)), BooleanExpression.LessThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(180 * 1000)))), action: ObjectAction.SetNumericVariable( angleVariable, MathExpression.Multiply(MathExpression.Variable(angleVariable), MathExpression.Constant(-1)))); BooleanExpression tooCloseToTopEdge = BooleanExpression.GreaterThanOrEqualTo( MathExpression.YMillis(), MathExpression.Constant(600 * 1000)); ObjectAction updateAngleVariableTop = ObjectAction.Condition( condition: BooleanExpression.And(tooCloseToTopEdge, BooleanExpression.Or( BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(270 * 1000)), BooleanExpression.LessThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(90 * 1000)))), action: ObjectAction.SetNumericVariable( angleVariable, MathExpression.Subtract( MathExpression.Multiply(MathExpression.Add(MathExpression.Variable(angleVariable), MathExpression.Constant(90 * 1000)), MathExpression.Constant(-1)), MathExpression.Constant(90 * 1000)))); BooleanExpression tooCloseToBottomEdge = BooleanExpression.LessThanOrEqualTo( MathExpression.YMillis(), MathExpression.Constant(400 * 1000)); ObjectAction updateAngleVariableBottom = ObjectAction.Condition( condition: BooleanExpression.And(tooCloseToBottomEdge, BooleanExpression.And( BooleanExpression.GreaterThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(90 * 1000)), BooleanExpression.LessThanOrEqualTo(MathExpression.Variable(angleVariable), MathExpression.Constant(270 * 1000)))), action: ObjectAction.SetNumericVariable( angleVariable, MathExpression.Subtract( MathExpression.Multiply(MathExpression.Add(MathExpression.Variable(angleVariable), MathExpression.Constant(90 * 1000)), MathExpression.Constant(-1)), MathExpression.Constant(90 * 1000)))); string angleSnapshotVariable = guidGenerator.NextGuid(); ObjectAction initializeAngleSnapshotVariable = ObjectActionGenerator.DoOnce( ObjectAction.SetNumericVariable(angleSnapshotVariable, MathExpression.RandomInteger(360 * 1000))); DTDanmakuMath.MathExpressionOffset offset = DTDanmakuMath.GetOffset( millipixels: MathExpression.Multiply(MathExpression.Constant(80), MathExpression.ElapsedMillisecondsPerIteration()), movementDirectionInMillidegrees: MathExpression.Variable(angleSnapshotVariable)); ObjectAction updatePositionAction = ObjectAction.SetPosition( xMillis: MathExpression.Add(MathExpression.XMillis(), offset.DeltaXInMillipixels), yMillis: MathExpression.Add(MathExpression.YMillis(), offset.DeltaYInMillipixels)); ObjectAction updatePositionWhenCooldownIsZero = ObjectAction.Condition( condition: shouldChangeMovement, action: ObjectAction.Union( ObjectAction.SetNumericVariable(angleSnapshotVariable, MathExpression.Variable(angleVariable)), setMovementCooldownAction)); ObjectAction immediateMoveWhenTooClose = ObjectAction.Condition( condition: BooleanExpression.Or(tooCloseToLeftEdge, tooCloseToRightEdge, tooCloseToTopEdge, tooCloseToBottomEdge), action: ObjectAction.SetNumericVariable(movementCooldownVariable, MathExpression.Constant(0))); List <ObjectAction> actionList = new List <ObjectAction>(); actionList.Add(initializeAngleSnapshotVariable); actionList.Add(ObjectActionGenerator.DoOnce(setMovementCooldownAction)); actionList.Add(decrementMovementCooldownAction); actionList.Add(writeNewAngleToVariable); actionList.Add(updateAngleVariableLeft); actionList.Add(normalizeAngleVariable); actionList.Add(updateAngleVariableRight); actionList.Add(normalizeAngleVariable); actionList.Add(updateAngleVariableTop); actionList.Add(normalizeAngleVariable); actionList.Add(normalizeAngleVariable); actionList.Add(updateAngleVariableBottom); actionList.Add(normalizeAngleVariable); actionList.Add(normalizeAngleVariable); actionList.Add(updatePositionWhenCooldownIsZero); actionList.Add(updatePositionAction); actionList.Add(immediateMoveWhenTooClose); return(ObjectAction.Union(actionList)); }
private static ObjectAction GetPhase3Action( Dictionary <string, DTDanmakuImage> spriteNameToImageDictionary, Dictionary <string, EnemyObjectTemplate> enemyObjectTemplates, Dictionary <string, DTDanmakuSound> soundNameToSoundDictionary, GuidGenerator guidGenerator) { string milliHpVariable = guidGenerator.NextGuid(); string amountOfDamageTakenVariableName = guidGenerator.NextGuid(); ObjectAction setInitialDamageTakenAction = ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(amountOfDamageTakenVariableName, MathExpression.Constant(0))); ObjectAction setInitialMilliHpVariable = ObjectActionGenerator.DoOnce(ObjectAction.SetNumericVariable(milliHpVariable, MathExpression.MilliHP())); ObjectAction setDamageTakenVariableAction = ObjectAction.SetNumericVariable( amountOfDamageTakenVariableName, MathExpression.Add( MathExpression.Variable(amountOfDamageTakenVariableName), MathExpression.Subtract(MathExpression.Variable(milliHpVariable), MathExpression.MilliHP()))); ObjectAction setMilliHpVariable = ObjectAction.SetNumericVariable(milliHpVariable, MathExpression.MilliHP()); long phase3InitialMilliHp = 200 * 1000; IMathExpression currentMilliHp = MathExpression.Max( MathExpression.Subtract(MathExpression.Constant(phase3InitialMilliHp), MathExpression.Variable(amountOfDamageTakenVariableName)), MathExpression.Constant(0)); ObjectAction displayHpBarAction = ObjectAction.DisplayBossHealthBar( healthBarMeterNumber: MathExpression.Constant(1), healthBarMilliPercentage: MathExpression.Divide(MathExpression.Multiply(currentMilliHp, MathExpression.Constant(100 * 1000)), MathExpression.Constant(phase3InitialMilliHp))); string soundEffectName = guidGenerator.NextGuid(); ObjectAction playEnemyDeathSoundEffectAction = ObjectAction.PlaySoundEffect(soundEffectName: soundEffectName); soundNameToSoundDictionary.Add(soundEffectName, DTDanmakuSound.EnemyDeath); DestructionAnimationGenerator.GenerateDestructionAnimationResult generateDestructionAnimationResult = DestructionAnimationGenerator.GenerateDestructionAnimation( orderedSprites: new List <DTDanmakuImage> { DTDanmakuImage.Explosion1, DTDanmakuImage.Explosion2, DTDanmakuImage.Explosion3, DTDanmakuImage.Explosion4, DTDanmakuImage.Explosion5, DTDanmakuImage.Explosion6, DTDanmakuImage.Explosion7, DTDanmakuImage.Explosion8, DTDanmakuImage.Explosion9 }, millisecondsPerSprite: 20, guidGenerator: guidGenerator); foreach (var entry in generateDestructionAnimationResult.spriteNameToImageDictionary) { spriteNameToImageDictionary.Add(entry.Key, entry.Value); } foreach (var entry in generateDestructionAnimationResult.enemyObjectTemplates) { enemyObjectTemplates.Add(entry.Key, entry.Value); } ObjectAction destroyBoss = ObjectAction.Union( playEnemyDeathSoundEffectAction, generateDestructionAnimationResult.objectAction, ObjectAction.Destroy()); ObjectAction destroyAndEndLevelAction = ObjectAction.Condition( condition: BooleanExpression.Equal(currentMilliHp, MathExpression.Constant(0)), action: ObjectAction.Union( ObjectAction.EndLevel(), destroyBoss)); ObjectAction shootBulletAction = Phase3ShootAction( spriteNameToImageDictionary: spriteNameToImageDictionary, enemyObjectTemplates: enemyObjectTemplates, guidGenerator: guidGenerator); return(ObjectAction.Union( setInitialDamageTakenAction, setInitialMilliHpVariable, setDamageTakenVariableAction, setMilliHpVariable, displayHpBarAction, GetMoveAction(guidGenerator: guidGenerator), destroyAndEndLevelAction, shootBulletAction)); }