Ejemplo n.º 1
0
 //reloads the current level
 private void startLevel(RawLevel level)
 {
     gameState = GameState.PLAYING;
     loadedLevel = false;
     Player.isDead = false;
     Player.PosX = Block.BLOCK_WIDTH;
     Player.PosY = Block.BLOCK_WIDTH;
     Player.XVel = 0;
     Player.YVel = 0;
     Player.XAcc = 0;
     Player.YAcc = 0;
     Engine.xOffset = 0;
     Engine.yOffset = 0;
         //Entity.State = EntityState.GOOD;
     loadedLevel = _currentLevel.LoadLevel(this, level, tileMap);
 }
Ejemplo n.º 2
0
        /*
         * Parse a level from a tile, the level must have two states in the current implementation, line numbers are hard coded
         */
        public static RawLevel ParseTextFile(string filename)
        {
            try
            {
                using (StreamReader reader = new StreamReader(filename))
                {

                    string state1Line = null;
                    string state2Line = null;
                    string characterLine = null;
                    string widthLine = null;
                    string heightLine = null;

                    int lineNum = 1;
                    while (!reader.EndOfStream)
                    {

                        /*
                         * Pull relevant lines from the file
                         */
                        string line = reader.ReadLine();

                        if (lineNum == 4)
                            state1Line = line;

                        if (lineNum == 15)
                            state2Line = line;

                        if (lineNum == 5)
                            heightLine = line;

                        if (lineNum == 10)
                            widthLine = line;

                        if(lineNum == 26)
                            characterLine = line;

                        lineNum++;
                    }

                    Debug.WriteLine("State1:" +state1Line);
                    Debug.WriteLine("State2:" + state2Line);
                    Debug.WriteLine("Character:" + characterLine);

                    Debug.WriteLine("Width:" + widthLine);
                    Debug.WriteLine("Height:" + heightLine);

                    /*
                     * Extract values from lines
                     * */
                    string[] state1Data = state1Line.Split( new[] { '[', ']' })[1].Split(new[] { ',' });
                    string[] state2Data = state2Line.Split( new[] { '[', ']' })[1].Split(new[] { ',' });
                    string[] characterData = characterLine.Split(new[] { '[', ']' })[1].Split(new[] { ',' });

                    int height = int.Parse(heightLine.Split(new[] { ':', ',' })[1]);
                    int width = int.Parse(widthLine.Split(new[] { ':',',' })[1]);

                    //foreach (string s in state1Data)
                        //Debug.WriteLine(s);

                    int[] state1Values = new int[width * height];
                    int[] state2Values = new int[width * height];
                    int[] characterValues = new int[width * height];

                    for( int i = 0 ; i < width * height ; i ++)
                    {
                        state1Values[i] = int.Parse(state1Data[i]);
                        state2Values[i] = int.Parse(state2Data[i]);
                        characterValues[i] = int.Parse(characterData[i]);
                    }

                    RawLevel rawlevel = new RawLevel();
                    rawlevel.height = height;
                    rawlevel.width = width;
                    rawlevel.State1 = state1Values;
                    rawlevel.State2 = state2Values;
                    rawlevel.Characters = characterValues;

                    return rawlevel;

                }
            }
            catch (Exception e)
            {
                Debug.WriteLine("Could not read file:" +e);
            }

            return null;
        }
Ejemplo n.º 3
0
        public Boolean LoadLevel(Engine game, RawLevel rawLevel, TileMap tileMap)
        {
            _blocks = new LinkedList<Block>();
            _characters = new LinkedList<Character>();
            _entities = new LinkedList<Entity>();
            _raw = rawLevel;

            CharacterLibrary characterLibrary = new CharacterLibrary(
                tileMap,
                tileMap.Width / tileMap.TileSize,
                tileMap.Height / tileMap.TileSize
            );

            TileLibrary tileLibrary = new TileLibrary(
                tileMap.Width / tileMap.TileSize ,
                tileMap.Height / tileMap.TileSize
            );

            for (int y = 0; y < rawLevel.height; y++)
            {
                for (int x = 0; x < rawLevel.width; x++)
                {

                    /*
                     * Check for blocks
                     */

                    int blockIDGood = rawLevel.State1[y * rawLevel.width + x];
                    int blockIDBad = rawLevel.State2[y * rawLevel.width + x];

                    Block b = new Block(tileMap, blockIDGood, blockIDBad) { GridX = x, GridY = y };

                    b.AssignBehaviour(
                        new Dictionary<EntityState, List<Behaviour>>() {
                                {EntityState.GOOD, tileLibrary.get(blockIDGood)},
                                {EntityState.BAD, tileLibrary.get(blockIDBad)}
                        });
                    _blocks.AddLast(b);

                    if (!(b.Behaviours[EntityState.GOOD].Count == 0 && b.Behaviours[EntityState.BAD].Count == 0))

                        _entities.AddLast(b);

                    /*
                     * Check for characters
                     */
                    int characterId = rawLevel.Characters[y * rawLevel.width + x];
                    if(characterId != 0){
                        Character c = characterLibrary.get(characterId);
                        c.PosX = x * Block.BLOCK_WIDTH;
                        c.PosY = y * Block.BLOCK_WIDTH;

                        if (c is Boss) Debug.WriteLine(c.PosX + " , " + c.PosY);

                        _characters.AddFirst(c);
                        _entities.AddFirst(c);
                    }

                 }
            }

            _characters.AddFirst(Engine.Player);
            _entities.AddFirst(Engine.Player);
            foreach (Entity e in _entities) e.SetLevel(this);

            return true;
        }