Ejemplo n.º 1
0
             void LavaFlow(Lava lava)
             {
                 if (lava.Flowing)
                 {
                     int size = spriteSize.X;
                     Vector2 lavaUp = new Vector2((int)lava.GetPosition.X - size, (int)lava.GetPosition.Y);
                     Vector2 lavaDown = new Vector2((int)lava.GetPosition.X + size, (int)lava.GetPosition.Y);
                     Vector2 lavaLeft = new Vector2((int)lava.GetPosition.X, (int)lava.GetPosition.Y - size);
                     Vector2 lavaRight = new Vector2((int)lava.GetPosition.X, (int)lava.GetPosition.Y + size);

                     if (CheckCollisions(lavaUp, true) && CheckCollisions(lavaDown, true) &&
                         CheckCollisions(lavaLeft, true) && CheckCollisions(lavaRight, true))
                     {
                         lava.Flowing = false;
                     }
                     else
                     {
                         if (!CheckCollisions(lavaUp, true))
                         {
                             Lava newLava = new Lava(lavaTexture, lavaUp, spriteSize, 0, Vector2.Zero, 0, 15000);
                             newLava.LavaFlowEvent += new Lava.Flow(this.LavaFlow);
                             levelObjects.Add(newLava);
                         }
                         if (!CheckCollisions(lavaDown, true))
                         {
                             Lava newLava = new Lava(lavaTexture, lavaDown, spriteSize, 0, Vector2.Zero, 0, 15000);
                             newLava.LavaFlowEvent += new Lava.Flow(this.LavaFlow);
                             levelObjects.Add(newLava);
                         }
                         if (!CheckCollisions(lavaLeft, true))
                         {
                             Lava newLava = new Lava(lavaTexture, lavaLeft, spriteSize, 0, Vector2.Zero, 0, 15000);
                             newLava.LavaFlowEvent += new Lava.Flow(this.LavaFlow);
                             levelObjects.Add(newLava);
                         }
                         if (!CheckCollisions(lavaRight, true))
                         {
                             Lava newLava = new Lava(lavaTexture, lavaRight, spriteSize, 0, Vector2.Zero, 0,15000);
                             newLava.LavaFlowEvent += new Lava.Flow(this.LavaFlow);
                             levelObjects.Add(newLava);
                         }
                     }

                 }
             }
Ejemplo n.º 2
0
            private void ExtractMap()
            {
             //---------------------------read through the list<string> and create objects---------------//
             int mapX = 0;
             int mapY = 0;
             Vector2 position;
             /* This is used to grab the data out of the level map and
              * to filter in into objects / lists for easier updating later on
              */
             #region for loop
             for (int y = 0; y < levelMap.Count(); y++)
             {
                 for (int x = 0; x < levelMap[y].Length; x++)
                 {
                     mapX = x * spriteSize.X;
                     mapY = y * spriteSize.Y;
                     position.X = mapX;
                     position.Y = mapY;
                     //position = new Vector2(x, y);
                     //---------------------------FLOORS--------------------------------------------------
                     levelObjects.Add(new Floor(floorTexture, position, spriteSize, 0, Vector2.Zero, 0, 0, white));
                     levelLocations[y, x].Add(new Floor(floorTexture, position, spriteSize, 0, Vector2.Zero, 0, 0, white));
                     //-----------------------REGUALR WALLS----------------------------------------------------------//
                     if (levelMap[y][x] == '#') //gray
                         levelLocations[y, x].Add(new Wall(wallTexture, position, spriteSize, 2, Vector2.Zero, 0, 0, false, true, white));

                     if (levelMap[y][x] == '4') //gray
                     {
                         wallsToTrigger['4'].Add(new Wall(breakableTexture, position, spriteSize, 2, Vector2.Zero, 0, 0, true, true, gray));
                        levelLocations[y, x].Add(new Wall(breakableTexture, position, spriteSize, 2, Vector2.Zero, 0, 0, true, true, gray));
                     }

                     if (levelMap[y][x] == '5') //brown
                     {
                         wallsToTrigger['5'].Add(new Wall(breakableTexture, position, spriteSize, 2, Vector2.Zero, 0, 0, true, true, gray));
                        levelLocations[y, x].Add(new Wall(breakableTexture, position, spriteSize, 2, Vector2.Zero, 0, 0, true, true, gray));
                     }

                     if (levelMap[y][x] == '6') //brown
                     {
                         wallsToTrigger['6'].Add(new Wall(breakableTexture, position, spriteSize, 2, Vector2.Zero, 0, 0, true, true, gray));
                        levelLocations[y, x].Add(new Wall(breakableTexture, position, spriteSize, 2, Vector2.Zero, 0, 0, true, true, gray));
                     }

                     //---------------------INVISIBLE WALLS--------------------------------------//
                     if(levelMap[y][x] == ':') //invisible
                        levelLocations[y, x].Add(new Wall(wallTexture, position, spriteSize, 2, Vector2.Zero, 0, 0, false, false, white));

                     if (levelMap[y][x] == ';')
                        levelLocations[y, x].Add(new Wall(breakableTexture, position, spriteSize, 2, Vector2.Zero, 0, 0, true, false, white));
                     //---------------------BREAKABLE WALLS--------------------------------------------------//
                     if(levelMap[y][x] == 'X')
                        levelLocations[y, x].Add(new Wall(breakableTexture, position, spriteSize, 2, Vector2.Zero, 0, 0, true, true, white));

                     if (levelMap[y][x] == 'Y')
                     {
                        levelLocations[y, x].Add(new Wall(breakableTexture, position, spriteSize, 2, Vector2.Zero, 0, 0, true, true, gray));
                         wallsToTrigger['y'].Add(new Wall(breakableTexture, position, spriteSize, 2, Vector2.Zero, 0, 0, true, true, gray));
                     }

                     if (levelMap[y][x] == '/')
                        levelLocations[y, x].Add(new Wall(treeWallTexture, position, spriteSize, 2, Vector2.Zero, 0, 0, true, true, Color.White));
                     //---------------------WATER-------------------------------------------------------------//
                     if(levelMap[y][x] == 'R')
                        levelLocations[y, x].Add(new Wall(waterTexture, position, spriteSize, 2, Vector2.Zero, 0, 0, false, true, white));
                     //----------------------LAVA--------------------------------------------------------------------
                     if (levelMap[y][x] == 'V')
                     {
                         Lava lava = new Lava(lavaTexture, position, spriteSize, 0, Vector2.Zero, 0, 15000);
                         lava.LavaFlowEvent += new Lava.Flow(this.LavaFlow);
                        levelLocations[y, x].Add(lava);
                     }
                     //----------------------BOTTOMLESS PIT---------------------------------------------------------
                     if (levelMap[y][x] == '=')
                     {
                         BottomlessPit pit = new BottomlessPit(pitTexture, position, spriteSize, 0, Vector2.Zero, 0, 0);
                         pit.OnCollisionEvent += new Sprite.CollisionEvent(this.EventHandler);
                        levelLocations[y, x].Add(pit);
                     }
                     //-----------------------GEMS---------------------------------------------------------------//
                     if (levelMap[y][x] == '+')
                        levelLocations[y, x].Add(new Gem(gemTexture, position, spriteSize, 0, Vector2.Zero, 5, 0));
                     //-----------set the player position-------------------------------------//
                     if (levelMap[y][x] == 'P')
                         player.SetPosition = new Vector2(x, y);
                         //player.SetPosition = position;
                     //-----------ITEM POS---------------------------------------
                     if (levelMap[y][x] == '*')
                        levelLocations[y, x].Add(new Gold(goldTexture, position, spriteSize, 0, Vector2.Zero, 50, 0));

                     if (levelMap[y][x] == 'W')
                        levelLocations[y, x].Add(new Whip(whipTexture, position, spriteSize, 0, Vector2.Zero, 5, 0));

                     if (levelMap[y][x] == 'C')
                        levelLocations[y, x].Add(new Chest(chestTexture, position, spriteSize, 0, Vector2.Zero, 0, 0));

                     if(levelMap[y][x] == 'K')
                        levelLocations[y, x].Add(new Key(keyTexture, position, spriteSize, 0, Vector2.Zero, 0, 0));

                     if (levelMap[y][x] == 'T')
                        levelLocations[y, x].Add(new TeleportScroll(teleportTexture, position, spriteSize, 0, Vector2.Zero, 0, 0));

                     if (levelMap[y][x] == 'D')
                         levelLocations[y, x].Add(new Door(doorTexture, position, spriteSize, 0, Vector2.Zero, 0, 0, true));

                     if (levelMap[y][x] == '^') //invisible door
                        levelLocations[y, x].Add(new Door(doorTexture, position, spriteSize, 0, Vector2.Zero, 0, 0, false));

                     if (levelMap[y][x] == 'I')
                        levelLocations[y, x].Add(new PlayerInvisible(invisTexture, position, spriteSize, 0, Vector2.Zero, 0, 0));

                     if (levelMap[y][x] == 'Q')
                     {
                         WhipPowerRing ring = new WhipPowerRing(powerRingTexture, position, spriteSize, 0, Vector2.Zero, 0, 0);
                         ring.OnCollisionEvent += new Sprite.CollisionEvent(playerWhip.EventHandler);
                        levelLocations[y, x].Add(ring);
                     }

                     if(levelMap[y][x] == 'S')
                     {
                         SlowMobs slow = new SlowMobs(slowMobTexture, position, spriteSize, 0, Vector2.Zero, 0, 0);
                         slow.OnCollisionEvent += new Sprite.CollisionEvent(BaseMob.EventHandler);
                        levelLocations[y, x].Add(slow);
                     }

                     if (levelMap[y][x] == '?')
                        levelLocations[y, x].Add(new SackOfGems(sackTexture, position, spriteSize, 0, Vector2.Zero, 0, 0));

                     if (levelMap[y][x] == 'B')
                     {
                         Bomb bomb = new Bomb(bombTexture, position, spriteSize, 0, Vector2.Zero, 500, 0);
                         bomb.OnCollisionEvent += new Sprite.CollisionEvent(this.EventHandler);
                        levelLocations[y, x].Add(bomb);
                     }

                     if (levelMap[y][x] == ']')
                     {
                         AddMobs more = new AddMobs(sackTexture, position, spriteSize, 0, Vector2.Zero, 0, 0);
                         more.OnCollisionEvent += new Sprite.CollisionEvent(this.EventHandler);
                        levelLocations[y, x].Add(more);
                     }

                     if (levelMap[y][x] == '%')
                     {
                         RemoveMobs less = new RemoveMobs(removeMobTexture, position, spriteSize, 0, Vector2.Zero, 0, 0);
                         less.OnCollisionEvent += new Sprite.CollisionEvent(this.EventHandler);
                        levelLocations[y, x].Add(less);
                     }

                     if(levelMap[y][x] == 'G')
                     {
                         MobGenerator generator = new MobGenerator(mobGeneratortexture, position, spriteSize, 0, Vector2.Zero, 0, 5000);
                         generator.GenerateMobEvent += new MobGenerator.Generate(this.GenerateMobEventHandler);
                        levelLocations[y, x].Add(generator);
                     }
                     if (levelMap[y][x] == '>')
                     {
                         Statue statue = new Statue(playerTexture, position, spriteSize, 0, Vector2.Zero, 500, 1000);
                         statue.CheckPlayerDistanceEvent += new Statue.StatueEvent(this.EventHandler);
                        levelLocations[y, x].Add(statue);
                     }
                     if (levelMap[y][x] == 'U')
                     {
                         Teleporter teleporter = new Teleporter(teleporterTexture, position, spriteSize, 0, Vector2.Zero, 0, 0,Color.White);
                         teleporter.OnCollisionEvent += new Sprite.CollisionEvent(this.EventHandler);
                        levelLocations[y, x].Add(teleporter);
                     }
                     //----------------KROZ letters----------------------------------------------------------------------
                     if (levelMap[y][x] == '<')
                        levelLocations[y, x].Add(new KrozLetter(kTexture, position, spriteSize, 0, Vector2.Zero, 0, 0, 'k'));

                     if (levelMap[y][x] == '[')
                        levelLocations[y, x].Add(new KrozLetter(rTexture, position, spriteSize, 0, Vector2.Zero, 0, 0, 'r'));

                     if (levelMap[y][x] == '|')
                        levelLocations[y, x].Add(new KrozLetter(oTexture, position, spriteSize, 0, Vector2.Zero, 0, 0, 'o'));

                     if (levelMap[y][x] == '"')
                        levelLocations[y, x].Add(new KrozLetter(zTexture, position, spriteSize, 0, Vector2.Zero, 0, 0, 'z'));

                     //----------------FREEZE MOBS-------------------------------------------------------------------------------//
                    if (levelMap[y][x] == 'Z')
                    {
                        FreezeMobs freeze = new FreezeMobs(freezeTexture, position, spriteSize, 0, Vector2.Zero, 0, 0);
                        freeze.OnCollisionEvent += new Sprite.CollisionEvent(this.EventHandler);
                       levelLocations[y, x].Add(freeze);
                    }
                     //--------------------STAIRS------------------------------------------------------------------------
                    if (levelMap[y][x] == 'L')
                    {
                        Stairs exit = new Stairs(stairsTexture, position, spriteSize);
                        exit.OnStairs += new Stairs.FiredEvent(this.NewLevel);
                       levelLocations[y, x].Add(exit);
                    }
                     //---------------ANCIENT TABLET------------------------------------------------------------------------//
                    if (levelMap[y][x] == '!')
                       levelLocations[y, x].Add(new AncientTablet(ancientTabletTexture, position, spriteSize, 0, Vector2.Zero, 1000, 0, this.level));

                        //--------------TRIGGERS-------------------------------------------------------------------------
                    if (levelMap[y][x] == '.')
                    {
                        TeleportTrap trap = new TeleportTrap(teleportTrapTexture, position, spriteSize, 0, Vector2.Zero, 0, 0);
                        trap.SetEmptySpaces = FindEmptySpaces(false);
                       levelLocations[y, x].Add(trap);
                    }

                    if (levelMap[y][x] == 'H')
                    {
                        AddRandomGemsTrigger trigger = new AddRandomGemsTrigger(transparentTexture, position, spriteSize);
                        trigger.OnCollisionEvent += new Sprite.CollisionEvent(this.EventHandler);
                       levelLocations[y, x].Add(trigger);
                    }

                    if (levelMap[y][x] == 'A')
                    {
                        ActivateMobileWallTrigger wallTrigger = new ActivateMobileWallTrigger(transparentTexture, position, spriteSize);
                        wallTrigger.OnCollisionEvent += new ActivateMobileWallTrigger.ActivateWalls(MobileWall.ActivateEventHandler);
                       levelLocations[y, x].Add(wallTrigger);
                    }

                     if(levelMap[y][x] == 'E')
                     {
                         Earthquake quake = new Earthquake(transparentTexture, position, spriteSize);
                         quake.StartEarthquake += new Earthquake.QuakeEvent(this.EventHandler);
                        levelLocations[y, x].Add(quake);
                     }

                     if(levelMap[y][x] == 'N')
                     {
                         HideWalls hide = new HideWalls(transparentTexture, position, spriteSize);
                         hide.OnCollisionEvent += new Sprite.CollisionEvent(this.EventHandler);
                        levelLocations[y, x].Add(hide);
                     }

                     //---------------HIDDEN WALL 9 TRIGGER----------------------------------------//
                     if (levelMap[y][x] == '$')
                     {
                         AddWallsTrigger trigger = new AddWallsTrigger(transparentTexture, position, spriteSize, '9');
                         trigger.OnCollisionEvent += new Sprite.CollisionEvent(this.EventHandler);
                        levelLocations[y, x].Add(trigger);
                     }
                     if (levelMap[y][x] == '9')
                         wallsToTrigger['9'].Add(new Wall(wallTexture, position, spriteSize, 2, Vector2.Zero, 0, 0, false, true, white));
                     //---------------HIDDEN WALL '8' TRIGGER -------------------------------------//
                     if (levelMap[y][x] == ',')
                     {
                         AddWallsTrigger trigger = new AddWallsTrigger(transparentTexture, position, spriteSize, '8');
                         trigger.OnCollisionEvent += new Sprite.CollisionEvent(this.EventHandler);
                        levelLocations[y, x].Add(trigger);
                     }

                    if (levelMap[y][x] == '8')
                        wallsToTrigger['8'].Add(new Wall(wallTexture, position, spriteSize, 2, Vector2.Zero, 0, 0, false, true, white));
                     //-------------HIDDEN WALL '7' TRIGGER ----------------------------------------------------------//
                    if (levelMap[y][x] == '`')
                    {
                        AddWallsTrigger trigger = new AddWallsTrigger(transparentTexture, position, spriteSize, '7');
                        trigger.OnCollisionEvent += new Sprite.CollisionEvent(this.EventHandler);
                       levelLocations[y, x].Add(trigger);
                    }

                     if (levelMap[y][x] == '7')
                         wallsToTrigger['7'].Add(new Wall(wallTexture, position, spriteSize, 2, Vector2.Zero, 0, 0, false, true, white));
                     //--------------REMOVE WALLS TRIGGERs-------------------------------------
                     if (levelMap[y][x] == '~')
                     {
                         RemoveWallsTrigger trigger = new RemoveWallsTrigger(transparentTexture, position, spriteSize, 'y');
                         trigger.OnCollisionEvent += new Sprite.CollisionEvent(this.EventHandler);
                        levelLocations[y, x].Add(trigger);
                     }

                     if (levelMap[y][x] == '@')
                     {
                         RemoveWallsTrigger trigger = new RemoveWallsTrigger(transparentTexture, position, spriteSize, '6');
                         trigger.OnCollisionEvent += new Sprite.CollisionEvent(this.EventHandler);
                        levelLocations[y, x].Add(trigger);
                     }

                     if (levelMap[y][x] == ')')
                     {
                         RemoveWallsTrigger trigger = new RemoveWallsTrigger(transparentTexture, position, spriteSize, '5');
                         trigger.OnCollisionEvent += new Sprite.CollisionEvent(this.EventHandler);
                        levelLocations[y, x].Add(trigger);
                     }

                     if (levelMap[y][x] == '(')
                     {
                         RemoveWallsTrigger trigger = new RemoveWallsTrigger(transparentTexture, position, spriteSize, '4');
                         trigger.OnCollisionEvent += new Sprite.CollisionEvent(this.EventHandler);
                        levelLocations[y, x].Add(trigger);
                     }
                     //----------------------MOBS--------------------------------------------//
                    if (levelMap[y][x] == 'a')//a
                        levelLocations[y, x].Add(new Gnome(gnomeTexture, position = new Vector2(x, y), spriteSize, 0, new Vector2(1, 1), 5, 1000));

                     if (levelMap[y][x] == 'b') //b
                         levelLocations[y, x].Add(new ElfMummy(elfMummyTexture, position = new Vector2(x, y), spriteSize, 0, new Vector2(1, 1), 10, 750));

                     if (levelMap[y][x] == 'c') //c
                         levelLocations[y, x].Add(new OgreLord(ogreLordTexture, position = new Vector2(x, y), spriteSize, 0, new Vector2(1, 1), 15, 500));

                     if (levelMap[y][x] == 'd') //d
                         levelLocations[y, x].Add(new UmberHulk(umberHulkTexture, position = new Vector2(x, y), spriteSize, 0, new Vector2(1, 1), 20, 250));

                     //bubble monster can be e
                     if (levelMap[y][x] == 'M')
                         levelLocations[y, x].Add(new MobileWall(breakableTexture, position = new Vector2(x, y), spriteSize, 0, new Vector2(1, 1), 10, 1500));
                 }//end inner for loop
             }//end the for loops that look through the entire map and create the contents
             #endregion
            }//END EXTRACT MAP