/
Game1.cs
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/
Game1.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
using System.IO;
namespace LevelGame
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D blockTexture1;
Texture2D blockTexture2;
Texture2D idleTexture;
Texture2D runTexture;
Texture2D digTexture;
Texture2D jumpTexture;
AnimatedSprite hero;
public int Width;
public int Height;
List<Block> blocks;
public List<int> blocksPlaces;
public string[] level;
private SpriteFont hudFont;
TimeSpan timeRemaining = TimeSpan.FromMinutes(0.25);
static int ScrollX;
static int ScrollY;
int levelLength;
int currentLevel;
KeyboardState oldState;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
Width = graphics.PreferredBackBufferWidth = 400;
Height = graphics.PreferredBackBufferHeight = 400;
}
private void DrawShadowedString(SpriteFont font, string value, Vector2 position, Color color)
{
spriteBatch.DrawString(font, value, position + new Vector2(1.0f, 1.0f), Color.Black);
spriteBatch.DrawString(font, value, position, color);
}
private void DrawHud()
{
Rectangle titleSafeArea = GraphicsDevice.Viewport.TitleSafeArea;
Vector2 hudLocation = new Vector2(titleSafeArea.X, titleSafeArea.Y);
Vector2 center = new Vector2(titleSafeArea.X + titleSafeArea.Width / 2.0f,
titleSafeArea.Y + titleSafeArea.Height / 2.0f);
// Draw time remaining. Uses modulo division to cause blinking when the
// player is running out of time.
string timeString = "TIME: " + timeRemaining.Minutes.ToString("00") + ":" + timeRemaining.Seconds.ToString("00");
Color timeColor = Color.Black;
DrawShadowedString(hudFont, timeString, hudLocation, timeColor);
// Determine the status overlay message to show.
Texture2D status = null;
if (timeRemaining == TimeSpan.Zero)
{
}
if (status != null)
{
// Draw status message.
Vector2 statusSize = new Vector2(status.Width, status.Height);
spriteBatch.Draw(status, center - statusSize / 2, Color.White);
}
}
public bool CollidesWithLevel(Rectangle rect)
{
foreach (Block block in blocks)
{
if (block.rect.Intersects(rect))
{
if (/*(block.rect.Height >= 0) &&*/ (hero.isDigging) && (block.texture == blockTexture1))
{
block.rect.Height = block.rect.Height-4;
block.rect.Width = block.rect.Width - 4;
block.rect.Location = new Point(block.rect.X + 2, block.rect.Y+2);
if (block.rect.Height<=0)
{
block.rect.Location = new Point(-100, -100);
}
}
else if ((hero.isDigging) && (block.texture == blockTexture2))
{
block.rect.Height = block.rect.Height - 2;
block.rect.Width = block.rect.Width - 2;
block.rect.Location = new Point(block.rect.X + 1, block.rect.Y + 1);
if (block.rect.Height <= 0)
{
block.rect.Location = new Point(-100, -100);
}
}
return true;
}
}
return false;
}
public void DestroyBlock(Rectangle rect)
{
Block block = new Block(rect, blockTexture1);
Rectangle place = rect;
foreach (Block bl in blocks)
{
if (bl.rect==rect)
{
//blocks.RemoveAt(blocksPlaces);
}
}
}
public static Rectangle GetScreenRect(Rectangle rect)
{
Rectangle screenRect = rect;
screenRect.Offset(-ScrollX, -ScrollY);
return screenRect;
}
public void Scroll(int dx, int dy)
{
if (ScrollX + dx >= 0 && ScrollX + dx <= levelLength - 400)
ScrollX += dx;
if (ScrollY + dy >= 0 && ScrollY + dy <= levelLength - 400)
ScrollY += dy;
}
public void CreateLevel()
{
currentLevel++;
if (currentLevel > 3)
currentLevel = 1;
blocks = new List<Block>();
blocksPlaces = new List<int>();
level = File.ReadAllLines("content/levels/level" + currentLevel + ".txt");
levelLength = 40 * level[0].Length;
int x = 0;
int y = 0;
foreach (string str in level)
{
foreach (char c in str)
{
Rectangle rect = new Rectangle(x, y, 40, 40);
if (c == 'X')
{
Block block = new Block(rect, blockTexture1);
blocks.Add(block);
}
if (c == 'Y')
{
Block block = new Block(rect, blockTexture2);
blocks.Add(block);
}
x += 40;
}
x = 0;
y += 40;
}
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
hudFont = Content.Load<SpriteFont>("Fonts/Hud");
blockTexture1 = Content.Load<Texture2D>("Textures/rock");
blockTexture2 = Content.Load<Texture2D>("Textures/bricks");
jumpTexture = Content.Load<Texture2D>("Textures/j-jump");
idleTexture = Content.Load<Texture2D>("Textures/j-Idle");
runTexture = Content.Load<Texture2D>("Textures/j-active");
digTexture = Content.Load<Texture2D>("Textures/j-digging-2");
Rectangle rect = new Rectangle(0, Height - idleTexture.Height - 40, 55, 77);
hero = new AnimatedSprite(rect, idleTexture, runTexture, digTexture, jumpTexture ,this);
CreateLevel();
// TODO: use this.Content to load your game content here
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
timeRemaining -= gameTime.ElapsedGameTime;
// TODO: Add your update logic here
KeyboardState keyState = Keyboard.GetState();
/*if (keyState.IsKeyDown(Keys.Space) && oldState.IsKeyUp(Keys.Space))
CreateLevel();
*/
if (keyState.IsKeyDown(Keys.Left))
hero.StartRun(false,false);
else if (keyState.IsKeyDown(Keys.Right))
hero.StartRun(true,false);
else if (keyState.IsKeyDown(Keys.Down))
hero.StartRun(true, true);
else hero.Stop();
if (keyState.IsKeyDown(Keys.Up) && oldState.IsKeyUp(Keys.Up))
hero.Dig();
if (keyState.IsKeyDown(Keys.Space))
hero.Jump();
Rectangle heroScreenRect = GetScreenRect(hero.rect);
if (heroScreenRect.Left < Width / 2)
Scroll(-3*gameTime.ElapsedGameTime.Milliseconds/10,0);
if (heroScreenRect.Left > Width / 2)
Scroll(3 * gameTime.ElapsedGameTime.Milliseconds / 10,0);
if (heroScreenRect.Bottom > Height / 2)
Scroll(0, 1 * gameTime.ElapsedGameTime.Milliseconds / 10);
if (heroScreenRect.Bottom < Height / 2)
Scroll(0, -1 * gameTime.ElapsedGameTime.Milliseconds / 10);
oldState = keyState;
hero.Update(gameTime);
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
spriteBatch.Begin();
foreach (Block block in blocks)
{
block.Draw(spriteBatch);
}
DrawHud();
spriteBatch.End();
hero.Draw(spriteBatch);
base.Draw(gameTime);
}
}
}