public virtual bool CollidesWithFarmer(Farmer farmer)
        {
            Rectangle farmerBounds = farmer.BoundingRectangle;
            Rectangle objBounds = BoundingRectangle;

            return farmerBounds.Intersects(objBounds);
        }
 public void MoveAll(GameTime gameTime, Farmer farmer)
 {
     objectList.ForEach(delegate(MovingObject obj)
     {
         obj.MoveObject(gameTime, farmer, level);
     });
 }
Beispiel #3
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        /// <summary>
        /// Contructs a new level
        /// </summary>
        /// <param name="serviceProvider">The service provider that will be used to construct a ContentManager.</param>
        public Level(IServiceProvider serviceProvider)
        {
            // Create a new content manager to load content used just by this level.
            content = new ContentManager(serviceProvider, "Content");

            cannon = new Cannon(this);
            farmer = new Farmer(this, new Vector2(200, GAME_HEIGHT - 64));
            observer = new MovingObjectObserver(this);
            deadlyObjectFactory = new DeadlyObjectFactory(this);
            foregroundClouds = new CloudFactory(new Color(Color.White, .90f), 1f, 5, this);
            backgroundClouds = new CloudFactory(new Color(.75f, .75f, 1f, .95f), .50f, 17, this);
            score = 0;
            cannonCountdown = TimeSpan.FromSeconds(5.5);

            ground = new Rectangle(0, GAME_HEIGHT - 64, GAME_WIDTH, 64);

            // Load background layer textures.
            layers = new Texture2D[4];
            for (int i = 0; i < layers.Length; ++i)
            {
                // Choose a random segment for each background layer for level variety.
                int segmentIndex = 0; // random.Next(3);
                layers[i] = Content.Load<Texture2D>("Backgrounds/Layer" + i + "_" + segmentIndex);
            }
            ChangeWind();

            //Play BGM
            levelMusic = Content.Load<Song>("Audio/Music/GameMusic");
            MediaPlayer.Play(levelMusic);
        }
        protected override void hitFarmer(Farmer farmer, GameTime gameTime)
        {
            //Kill the farmer
            if (!beginFade)
            {
                farmer.KillFarmer(gameTime);

                hitSFX.Play(1f, -.5f, 0f, false);
            }
        }
 protected override void hitBottom(Farmer farmer, GameTime gameTime)
 {
     //Fade out
     if (!beginFade)
     {
         beginFade = true;
         remainingFadeTime = fadeDuration;
     }
 }
Beispiel #6
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        public override bool CollidesWithFarmer(Farmer farmer)
        {
            Rectangle farmerBounds = farmer.Basket;

            return farmerBounds.Intersects(boundingRectangle);
        }
Beispiel #7
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 protected override void hitFarmer(Farmer farmer, GameTime gameTime)
 {
     if (!beginFade)
     {
         //Score and destroy self
         level.Score += 10;
         observer.DeregisterObject(this);
     }
 }
Beispiel #8
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 protected override void hitBottom(Farmer farmer, GameTime gameTime)
 {
     //Kill the farmer, then fade out
     farmer.KillFarmer(gameTime);
     if (!beginFade)
     {
         sheepSFX.Play(.8f);
         timeToFade = gameTime.TotalGameTime;
         beginFade = true;
     }
 }
        public void MoveObject(GameTime gameTime, Farmer farmer, Level level)
        {
            float elapsedTime = (float)gameTime.ElapsedGameTime.Ticks / 10000000;

            velocity.Y += elapsedTime * gravity;
            if (mass != 0) velocity.X += elapsedTime * (level.Wind.X / mass);

            Vector2 velocityVector = velocity * elapsedTime;
            boundingRectangle.Location = new Point(
                (int)Math.Round(velocityVector.X) + boundingRectangle.Location.X,
                (int)Math.Round(velocityVector.Y) + boundingRectangle.Location.Y
            );

            if (boundingRectangle.Intersects(level.Ground))
            {
                boundingRectangle.Location = new Point(boundingRectangle.Left, level.Ground.Y - boundingRectangle.Height);
                velocity.X = 0f;
                velocity.Y = 0f;
                hitBottom(farmer, gameTime);
            }

            if (CollidesWithFarmer(farmer))
                hitFarmer(farmer, gameTime);
        }
 protected abstract void hitFarmer(Farmer farmer, GameTime gameTime);
 protected abstract void hitBottom(Farmer farmer, GameTime gameTime);