//-----------------------------------------------------------------------------
        // Overridden methods
        //-----------------------------------------------------------------------------
        public override void OnInitialize()
        {
            if (IsRaised)
                Graphics.PlayAnimation(GameData.ANIM_TILE_CROSSING_GATE_RAISE);
            else
                Graphics.PlayAnimation(GameData.ANIM_TILE_CROSSING_GATE_LOWER);

            bool isFacingLeft = Properties.GetBoolean("face_left", false);

            Graphics.AnimationPlayer.SkipToEnd();
            Graphics.SubStripIndex = (isFacingLeft ? 1 : 0);

            CollisionModel = (isFacingLeft ? GameData.MODEL_EDGE_W : GameData.MODEL_EDGE_E);

            Point2I trackLocation = Location;
            if (isFacingLeft)
                trackLocation.X -= 1;
            else
                trackLocation.X += 1;

            // Create the dummy tile to serve as the solid
            dummySolidTile = Tile.CreateTile(new TileData());
            dummySolidTile.CollisionModel	= new CollisionModel(new Rectangle2I(0, 0, 16, 8));
            dummySolidTile.ClingWhenStabbed	= false;
            dummySolidTile.SolidType		= TileSolidType.Solid;
            dummySolidTile.IsSolid			= !IsRaised;
            RoomControl.PlaceTile(dummySolidTile, trackLocation, Layer);
        }
 //-----------------------------------------------------------------------------
 // Overridden methods
 //-----------------------------------------------------------------------------
 public override void OnCoverComplete(Tile tile)
 {
     if (tile is TileColorCube) {
         TileColorCube colorCube = (TileColorCube) tile;
         Color = ((TileColorCube) tile).TopColor;
     }
 }
        public override void OnCollideTile(Tile tile, bool isInitialCollision)
        {
            // Move 3 pixels into the block from where it collided.
            if (!isInitialCollision)
                position += Physics.PreviousVelocity.Normalized * 3.0f;

            Intercept();
        }
 public PlayerCarryState(Tile carryTile)
 {
     this.carryObject			= new CarriedTile(carryTile);
     this.throwDuration			= 2;
     this.pickupFrame1Duration	= 6;
     this.pickupFrame2Duration	= 4;
     this.carryObject.Graphics.ImageVariant = carryTile.Zone.ImageVariantID;
 }
 public override void OnUncoverBegin(Tile tile)
 {
     isCovered = false;
     if (tile.IsMoving)
         uncoverTimer = GameSettings.TILE_BUTTON_UNCOVER_RELEASE_DELAY;
     else
         uncoverTimer = 0;
     tilesCovering.Remove(tile);
 }
 //-----------------------------------------------------------------------------
 // Constructor
 //-----------------------------------------------------------------------------
 public TileGraphicsComponent(Tile tile)
 {
     this.tile						= tile;
     this.animationPlayer			= new AnimationPlayer();
     this.isVisible					= true;
     this.depthLayer					= DepthLayer.TileLayer1;
     this.imageVariant				= 0;
     this.raisedDrawOffset			= Point2I.Zero;
     this.drawOffset					= Point2I.Zero;
     this.syncPlaybackWithRoomTicks	= true;
     this.isAnimatedWhenPaused		= false;
     this.absoluteDrawPosition		= Vector2F.Zero;
     this.useAbsoluteDrawPosition	= false;
 }
Beispiel #7
0
        //-----------------------------------------------------------------------------
        // Constructors
        //-----------------------------------------------------------------------------
        public CarriedTile(Tile tile)
        {
            this.tile = tile;

            EnablePhysics(PhysicsFlags.Bounces |
                PhysicsFlags.HasGravity |
                PhysicsFlags.DestroyedOutsideRoom |
                PhysicsFlags.CollideWorld |
                PhysicsFlags.HalfSolidPassable |
                PhysicsFlags.LedgePassable |
                PhysicsFlags.DestroyedInHoles);

            //OriginOffset				= new Point2I(8, 14);
            Physics.CollisionBox		= new Rectangle2F(-3, -5, 6, 1);
            Physics.SoftCollisionBox	= new Rectangle2F(-3, -5, 6, 1);
            graphics.DrawOffset			= new Point2I(-8, -14);
            centerOffset				= new Point2I(0, -6);
        }
        //-----------------------------------------------------------------------------
        // Constructors
        //-----------------------------------------------------------------------------
        public CarriedTile(Tile tile)
        {
            this.tile = tile;

            // Physics.
            Physics.CollisionBox		= new Rectangle2F(-3, -5, 6, 1);
            Physics.SoftCollisionBox	= new Rectangle2F(-7, -7, 14, 14);
            EnablePhysics(
                PhysicsFlags.HasGravity |
                PhysicsFlags.DestroyedOutsideRoom |
                PhysicsFlags.CollideWorld |
                PhysicsFlags.HalfSolidPassable |
                PhysicsFlags.LedgePassable |
                PhysicsFlags.DestroyedInHoles);

            // Graphics.
            Graphics.DepthLayer			= DepthLayer.ProjectileCarriedTile;
            Graphics.DrawOffset			= new Point2I(-8, -13);
            centerOffset				= new Point2I(0, -5);
        }
        public override void OnCollideTile(Tile tile, bool isInitialCollision)
        {
            // Keep track of number of rebounds.
            if (reboundOffWalls && !isInitialCollision && !tile.Flags.HasFlag(TileFlags.AbsorbSeeds)) {
                reboundCounter++;
                if (reboundCounter >= GameSettings.SEED_PROJECTILE_REBOUND_COUNT) {
                    CrashOnTile(tile, false);
                    return;
                }
                else if (!(tile is TileSeedBouncer))
                    tileLocation = new Point2I(-1, -1);
            }

            // Bounce off of seed bouncers.
            if (tile is TileSeedBouncer) {
                if (AttemptBounce((TileSeedBouncer) tile))
                    return;
            }

            // Crash into the tile.
            if (!reboundOffWalls || isInitialCollision || tile.Flags.HasFlag(TileFlags.AbsorbSeeds))
                CrashOnTile(tile, isInitialCollision);
        }
 // Move the given tile to a new location.
 public void MoveTile(Tile tile, Point2I newLocation, int newLayer)
 {
     tile.Location = newLocation;
     /*
     if (tile.Layer != newLayer) {
         Rectangle2I area = tile.TileGridArea;
         for (int x = area.Left; x < area.Right; x++) {
             for (int y = area.Top; y < area.Bottom; y++) {
                 tiles[x, y, tile.Layer] = null;
                 tiles[x, y, newLayer] = tile;
             }
         }
         tile.Layer = newLayer;
     }*/
 }
        private void UpdateTileGridArea(Tile tile)
        {
            Rectangle2F tileBounds	= new Rectangle2F(tile.Position, tile.Size * GameSettings.TILE_SIZE);
            Rectangle2I nextArea	= GetTileAreaFromRect(tileBounds);
            Rectangle2I prevArea	= tile.TileGridArea;

            if (nextArea != prevArea) {
                // Determine the highest free layer for the tile to move to.
                int newLayer = -1;
                for (int i = tile.Layer; i < layerCount; i++) {
                    bool isLayerFree = true;
                    for (int x = nextArea.Left; x < nextArea.Right && isLayerFree; x++) {
                        for (int y = nextArea.Top; y < nextArea.Bottom && isLayerFree; y++) {
                            Tile t = tiles[x, y, i];
                            if (t != null && t != tile)
                                isLayerFree = false;
                        }
                    }
                    if (isLayerFree) {
                        newLayer = i;
                        break;
                    }
                }
                if (newLayer < 0) {
                    RemoveTile(tile);
                    return;
                }

                // Remove the tile from its old area.
                for (int x = prevArea.Left; x < prevArea.Right; x++) {
                    for (int y = prevArea.Top; y < prevArea.Bottom; y++) {
                        tiles[x, y, tile.Layer] = null;
                    }
                }

                // Place the tile into its new area.
                for (int x = nextArea.Left; x < nextArea.Right; x++) {
                    for (int y = nextArea.Top; y < nextArea.Bottom; y++) {
                        tiles[x, y, tile.Layer] = tile;
                    }
                }

                tile.TileGridArea = nextArea;
            }

            // Check for covered/uncovered tiles.
            Rectangle2F tileBoundsOld = tile.PreviousBounds;
            Rectangle2F tileBoundsNew = tile.Bounds;
            if (tileBoundsOld != tileBoundsNew) {
                foreach (Tile t in GetTilesInArea(nextArea).Union(GetTilesInArea(prevArea))) {
                    Rectangle2F tBounds = t.Bounds;
                    if (t != tile) {
                        if (tileBoundsNew.Contains(tBounds) && !tileBoundsOld.Contains(tBounds))
                            t.OnCoverComplete(tile);
                        else if (tileBoundsNew.Intersects(tBounds) && !tileBoundsOld.Intersects(tBounds))
                            t.OnCoverBegin(tile);
                        else if (tileBoundsOld.Contains(tBounds) && !tileBoundsNew.Contains(tBounds))
                            t.OnUncoverBegin(tile);
                        else if (tileBoundsOld.Intersects(tBounds) && !tileBoundsNew.Intersects(tBounds))
                            t.OnUncoverComplete(tile);
                    }
                }
            }
        }
 private bool IsTileAtGridLocation(Tile tile, int x, int y)
 {
     return (tile.TileGridArea.X == x && tile.TileGridArea.Y == y);
 }
 //-----------------------------------------------------------------------------
 // Internal Methods
 //-----------------------------------------------------------------------------
 private bool IsTileAtGridLocation(Tile tile, Point2I gridLocation)
 {
     return (tile.TileGridArea.Point == gridLocation);
 }
        // Check for climbing off the top of the ladder.
        private void CheckClimbingOffLadderTop(Player player, Tile ladderTile)
        {
            Rectangle2F entityBoxPrev		= player.Physics.PositionedCollisionBox;
            Rectangle2F entityBox			= Rectangle2F.Translate(entityBoxPrev, player.Physics.Velocity);
            Rectangle2F solidBox			= ladderTile.Bounds;
            Rectangle2F pollLadderBoxPrev	= player.Movement.ClimbCollisionBox;
            pollLadderBoxPrev.Point += player.Position;

            if (pollLadderBoxPrev.Intersects(solidBox) &&
                entityBoxPrev.Bottom > solidBox.Top &&
                entityBox.Bottom <= solidBox.Top)
            {
                player.Physics.VelocityY = 0.0f;
                player.Y = solidBox.Top - player.Physics.CollisionBox.Bottom;
                player.Physics.MovementCollisions[Directions.Down] = true;
                if (!player.Physics.CollisionInfo[Directions.Down].IsColliding)
                    player.Physics.CollisionInfo[Directions.Down].SetCollision(ladderTile, Directions.Down);
                player.Movement.IsOnSideScrollLadder = false;
            }
        }
 // Returns true if the entity moving up the ledge.
 public bool IsMovingUpLedge(Entity entity, Tile ledgeTile)
 {
     return entity.Physics.Velocity.Dot(Directions.ToVector(ledgeTile.LedgeDirection)) < 0.0f;
 }
 //-----------------------------------------------------------------------------
 // Constructors
 //-----------------------------------------------------------------------------
 public PlayerLedgeJumpState()
 {
     ledgeBeginTile = null;
     isHoldingSword = false;
 }
        private void StabTile(Tile tile)
        {
            if (player.IsOnGround) {
                tile.OnSwordHit(weapon);

                // Create cling effect.
                if (!tile.IsDestroyed && tile.ClingWhenStabbed) {
                    Effect clingEffect = new EffectCling(true);
                    Vector2F pos = player.Center + (13 * Directions.ToVector(direction));
                    player.RoomControl.SpawnEntity(clingEffect, pos);
                    AudioSystem.PlaySound(GameData.SOUND_EFFECT_CLING);
                }
            }

            // Begin the player stab state.
            player.SwordStabState.Weapon = weapon;
            player.SwordStabState.ContinueHoldingSword = true;
            player.BeginState(player.SwordStabState);
        }
        public override void OnCollideTile(Tile tile, bool isInitialCollision)
        {
            if (!isReturning && !isHooked && !isLifting) {
                if (tile.IsSwitchable) {
                    // TODO: Switch with tile.

                    hookedObject	= tile;
                    isHooked		= true;
                    timer			= 0;
                    graphics.PlayAnimation();
                }
                else {
                    BeginReturn(false);
                }

                // Create cling effect.
                Effect effect = new EffectCling();
                RoomControl.SpawnEntity(effect, position + Directions.ToVector(direction) * 5.0f, zPosition);
                AudioSystem.PlaySound(GameData.SOUND_EFFECT_CLING);
            }
        }
 public override void OnCollideTile(Tile tile, bool isInitialCollision)
 {
     Crash(isInitialCollision);
 }
Beispiel #20
0
 public override void OnCollideTile(Tile tile, bool isInitialCollision)
 {
     // Create cling effect.
     RoomControl.SpawnEntity(new EffectCling(), position, zPosition);
     AudioSystem.PlaySound(GameData.SOUND_EFFECT_CLING);
     BeginReturn();
 }
Beispiel #21
0
 public override void OnCollideTile(Tile tile, bool isInitialCollision)
 {
     Intercept();
 }
 // Place a tile in the tile grid at the given location and layer.
 public void PlaceTile(Tile tile, int x, int y, int layer, bool initializeTile = true)
 {
     PlaceTile(tile, new Point2I(x, y), layer, initializeTile);
 }
 public void SetTileCollision(Tile tile, int direction)
 {
     this.type			= CollisionType.Tile;
     this.solidObject	= tile;
     this.direction		= direction;
 }
        // Use this for placing tiles at runtime.
        public void PlaceTile(Tile tile, Point2I location, int layer, bool initializeTile = true)
        {
            tile.Location			= location;
            tile.PreviousLocation	= location;
            tile.Layer				= layer;
            Rectangle2I area = GetTileArea(tile);
            tile.TileGridArea	= area;

            for (int x = area.Left; x < area.Right; x++) {
                for (int y = area.Top; y < area.Bottom; y++) {
                    tiles[x, y, layer] = tile;
                }
            }
            if (initializeTile)
                tile.Initialize(roomControl);

            // Check for covered tiles.
            Rectangle2F tileBounds = tile.Bounds;
            foreach (Tile t in GetTilesTouching(tileBounds)) {
                if (t != tile) {
                    t.OnCoverBegin(tile);
                    if (tileBounds.Contains(t.Bounds))
                        t.OnCoverComplete(tile);
                }
            }
        }
 //-----------------------------------------------------------------------------
 // Circular Collisions
 //-----------------------------------------------------------------------------
 private void ResolveCircularCollision(Entity entity, Tile tile, Vector2F modelPos, CollisionModel model)
 {
     for (int i = 0; i < model.BoxCount; i++) {
         Rectangle2F box = model.Boxes[i];
         box.Point += modelPos;
         ResolveCircularCollision(entity, tile, box);
     }
 }
        //-----------------------------------------------------------------------------
        // Tile Mutators
        //-----------------------------------------------------------------------------
        // Place a tile in highest empty layer at the given location.
        // Returns true if there was an empty space to place the tile.
        public bool PlaceTileOnHighestLayer(Tile tile, Point2I location)
        {
            Rectangle2F tileBounds = new Rectangle2F(
                location * GameSettings.TILE_SIZE,
                tile.Size * GameSettings.TILE_SIZE);
            Rectangle2I area = GetTileAreaFromRect(tileBounds);

            // Determine which layers are free.
            bool[] freeLayers = new bool[layerCount];
            for (int i = 0; i < layerCount; i++) {
                freeLayers[i] = true;
                for (int x = area.Left; x < area.Right && freeLayers[i]; x++) {
                    for (int y = area.Top; y < area.Bottom && freeLayers[i]; y++) {
                        Tile t = tiles[x, y, i];
                        if (t != null)
                            freeLayers[i] = false;
                    }
                }
            }

            // Choose the highest free layer.
            int layer = -1;
            for (int i = layerCount - 1; i >= 0; i--) {
                if (freeLayers[i]) {
                    layer = i;
                    break;
                }
            }
            if (layer < 0)
                return false;

            // Place the tile in that layer.
            PlaceTile(tile, location, layer);
            return true;
        }
 // Returns true if the entity is able to collide with a tile.
 private bool CanCollideWithTile(Entity entity, Tile checkTile)
 {
     if (checkTile.CollisionModel == null || !checkTile.IsSolid ||
         (checkTile.IsHalfSolid && entity.Physics.PassOverHalfSolids))
         return false;
     if (checkTile.IsLedge && entity.Physics.PassOverLedges) {
         if (entity.Physics.LedgeAltitude > 0 ||
             entity.Physics.LedgeTileLocation == checkTile.Location ||
             IsMovingDownLedge(entity, checkTile))
             return false;
     }
     if (entity.Physics.CustomTileCollisionCondition != null)
         return entity.Physics.CustomTileCollisionCondition(checkTile);
     return true;
 }
        // Remove a tile from the room.
        public void RemoveTile(Tile tile)
        {
            Rectangle2I area = tile.TileGridArea;
            for (int x = area.Left; x < area.Right; x++) {
                for (int y = area.Top; y < area.Bottom; y++) {
                    tiles[x, y, tile.Layer] = null;
                }
            }
            tile.IsAlive = false;
            tile.OnRemoveFromRoom();

            // Check for uncovered tiles.
            Rectangle2F tileBounds = tile.Bounds;
            foreach (Tile t in GetTilesTouching(tileBounds)) {
                t.OnUncoverBegin(tile);
                t.OnUncoverComplete(tile);
            }
        }
        private void CheckLadderCollision(Player player, Tile tile)
        {
            Rectangle2F solidBox			= tile.Bounds;
            Rectangle2F entityBoxPrev		= player.Physics.PositionedCollisionBox;
            Rectangle2F entityBox			= Rectangle2F.Translate(entityBoxPrev, player.Physics.Velocity);
            Rectangle2F pollLadderBox		= player.Movement.ClimbCollisionBox;
            Rectangle2F pollLadderBoxPrev	= pollLadderBox;
            pollLadderBox.Point		+= player.Position + player.Physics.Velocity;
            pollLadderBoxPrev.Point	+= player.Position;

            // Check if this tile is a top-most ladder.
            Tile checkAboveTile = player.RoomControl.TileManager.GetSurfaceTile(tile.Location - new Point2I(0, 1));
            bool isTopLadder = (checkAboveTile == null || !checkAboveTile.IsLadder);

            // Check if stepping off of a solid object and onto the ladder.
            // Make sure the player is not on a flat surface aligned with the ladder top.
            if (!player.Movement.IsOnSideScrollLadder &&
                pollLadderBox.Intersects(solidBox) &&
                player.Physics.PreviousCollisionInfo[Directions.Down].IsColliding &&
                player.Physics.PreviousCollisionInfo[Directions.Down].Tile != tile &&
                !player.Physics.CollisionInfo[Directions.Down].IsColliding &&
                player.Physics.VelocityY >= 0.0f &&
                    (!isTopLadder || entityBoxPrev.Bottom > solidBox.Top ||
                    player.Physics.PreviousCollisionInfo[Directions.Down].Tile == null ||
                    player.Physics.PreviousCollisionInfo[Directions.Down].Tile.Bounds.Top != solidBox.Top))
            {
                player.Movement.IsOnSideScrollLadder = true;
                return;
            }

            // Make sure the player:
            //  - This tile is a top-most ladder.
            //  - The player isn't already climbing a ladder.
            //  - The player is touching the ladder,
            //  - The player was previously above the ladder,
            //  - The player and isn't standing on something else with clipping.
            if (isTopLadder &&
                !player.Movement.IsOnSideScrollLadder &&
                entityBox.Intersects(solidBox) &&
                entityBoxPrev.Bottom <= solidBox.Top &&
                !player.Physics.ClipCollisionInfo[Directions.Down].IsColliding)
            {
                // If holding the [Down] button, then begin climbing the ladder instead.
                if (player.Movement.AllowMovementControl && Controls.Down.IsDown() && !Controls.Up.IsDown()) {
                    player.Movement.IsOnSideScrollLadder = true;
                }
                else {
                    // Collide with the top of the ladder.
                    player.Physics.VelocityY = 0.0f;
                    player.Y = solidBox.Top - player.Physics.CollisionBox.Bottom;
                    player.Physics.MovementCollisions[Directions.Down] = true;
                    if (!player.Physics.CollisionInfo[Directions.Down].IsColliding)
                        player.Physics.CollisionInfo[Directions.Down].SetCollision(tile, Directions.Down);
                }
            }
        }
 private Rectangle2I GetTileArea(Tile tile)
 {
     return GetTileAreaFromRect(tile.Bounds);
 }