A uniform grid of tiles with collections of gems and enemies. The level owns the player and controls the game's win and lose conditions as well as scoring.
Inheritance: IDisposable
Ejemplo n.º 1
0
        /// <summary>
        /// Factory Method for level creation. Creates a new content manager for 
        /// loading a particular theme and loads the level from the provided file.
        /// </summary>
        /// <param name="filepath"></param>
        /// <param name="theme"></param>
        /// <returns>The newly created level.</returns>
        public Level CreateLevel(String name, String filepath, String theme)
        {
            if (!File.Exists(filepath))
                throw new FileNotFoundException("The level could not be loaded", filepath);

            random = new Random(354668); // Arbitrary, but constant seed

            //Setup the content manager for the level
            themedContent = new ContentManager(services);
            if (theme.Length == 0)
                themedContent.RootDirectory = "Content/Theme/default/";
            else
                themedContent.RootDirectory = "Content/Theme/" + theme + "/";

            Stream fileStream = TitleContainer.OpenStream(filepath);
            List<String> levelRows;
            List<String> levelBindings;
            using (StreamReader reader = new StreamReader(fileStream))
            {
                //Phase 1 - Read the level rows
                levelRows = ParseLevel(reader);
                //Phase 2 - Read the level links
                levelBindings = ParseBindings(reader);
            }

            int width = 0;
            if (levelRows.Count > 0)
                width = levelRows[0].Split(',').Length;

            int height = levelRows.Count;
            Level level = new Level(name, width * 2, height, themedContent);

            BuildLevel(levelRows, level);

            BindLevel(levelBindings, level);

            //Clean-up
            themedContent = null;
            random = null;

            return level;
        }
Ejemplo n.º 2
0
 public void NextLevel(String levelName)
 {
     if (existingLevels.ContainsKey(levelName))
     {
         activeLevel = existingLevels[levelName];
         player.EnterLevel(activeLevel);
     }
 }
Ejemplo n.º 3
0
        /// <summary>
        /// Load a story and create all of the levels listed in the file by using the LevelFactory.
        /// </summary>
        /// <param name="storyPath">The filepath of the story file.</param>
        public void LoadStory(string storyPath)
        {
            if (!File.Exists(storyPath))
                throw new FileNotFoundException("The story could not be found", storyPath);

            existingLevels.Clear();

            Stream fileStream = TitleContainer.OpenStream(storyPath);
            using (StreamReader reader = new StreamReader(fileStream))
            {
                //Just loads all the levels
                while(!reader.EndOfStream)
                {
                    string newLine = reader.ReadLine();
                    string[] tuple = newLine.Split(','); //Should be level name, filepath, theme

                    Level newLevel = levelFactory.CreateLevel(tuple[0].Trim(), "Content/" + tuple[1].Trim(), tuple[2].Trim());
                    existingLevels.Add(tuple[0].Trim(), newLevel);

                    if (activeLevel == null)
                        activeLevel = newLevel;
                }

            }

            //Vector2 SpawnPoint = activeLevel.ActiveSpawn.Position;
            player.EnterLevel(activeLevel);
        }
Ejemplo n.º 4
0
 /// <summary>
 /// Assigns the level the water drain belongs to.
 /// </summary>
 /// <param name="level">Housing level.</param>
 public void bindToLevel(Level level)
 {
     this.level = level;
 }
Ejemplo n.º 5
0
        /// <summary>
        /// Builds the level based on the tile layout. This method setups the 
        /// basic tile grid, along with creating activators, activatables and moving tiles.
        /// </summary>
        /// <param name="levelRows"></param>
        /// <param name="level"></param>
        private void BuildLevel(List<String> levelRows, Level level)
        {
            // Load the tiles and components
            for (int y = 0; y < level.Height; ++y)
            {
                string line = levelRows[y];
                string[] lineTiles = line.Split(',');

                for (int x = 0; x < level.Width; ++x)
                {
                    if (x < lineTiles.Length)
                    {
                        string tileID = lineTiles[x].Trim();
                        char tileType = '.';

                        if (tileID.Length > 0)
                             tileType = tileID[0]; //The type is always the first part of the string

                        //Create level tiles;
                        Tile newTile = CreateTile(tileType, x, y);
                        level.addTile(x, y, newTile);

                        if (newTile is WaterSource)
                        {
                            WaterSource waterSource = (WaterSource)newTile;
                            waterSource.bindToLevel(level);
                            level.addActivatable(tileID, waterSource);
                        }

                        if (newTile is WaterDrain)
                        {
                            WaterDrain waterDrain = (WaterDrain)newTile;
                            waterDrain.bindToLevel(level);
                            level.addActivatable(tileID, waterDrain);
                        }

                        int xDrawPostion = x * Tile.Width;
                        int yDrawPostion = y * Tile.Height;

                        //Create Activator
                        Platformer.Tiles.Activator actor = CreateActivator(tileType, xDrawPostion, yDrawPostion);
                        if (actor != null)
                        {
                            level.addActivator(tileID, actor);

                            //Special case to link exits
                            if (actor is Exit)
                            {
                                int uid = int.Parse(Regex.Match(tileID, @"\d+").Value, NumberFormatInfo.InvariantInfo);
                                Exit exit = (Exit)actor;
                                exit.LevelIndex = uid;
                            }
                            if (actor is Mirror)
                            {
                                level.addActivatable(tileID, (Mirror)actor);
                            }
                        }

                        //Create Activatable
                        IActivatable active = CreateActivatable(tileType, xDrawPostion, yDrawPostion);
                        if (active != null)
                        {
                            level.addActivatable(tileID, active);

                            //Special case to link spawn points into the levels, could do this inside level itself
                            if (active is Spawner)
                            {
                                Spawner sp = (Spawner)active;
                                sp.bindToLevel(level);
                            }

                            // Special case to create ladder tiles (which are both tiles and activatable)
                            if (active is LadderTile)
                            {
                                level.addTile(x, y, (LadderTile) active);
                            }
                        }

                        //Create Moving Platform
                        MoveableTile mTile = CreateMoveable(tileType, xDrawPostion, yDrawPostion);
                        if (mTile != null)
                        {
                            level.addMoveable(tileID, mTile);
                            if (mTile is IActivatable)
                                level.addActivatable(tileID, (IActivatable)mTile);
                        }

                    }
                    else //Just add empty tiles to make up the length
                    {
                        level.addTile(x, y);
                    }
                }
            }
        }
Ejemplo n.º 6
0
        /// <summary>
        /// Adds bindings to the activators for their activatables.
        /// </summary>
        /// <param name="levelBinds"></param>
        /// <param name="level"></param>
        private void BindLevel(List<String> levelBinds, Level level)
        {
            //Link up stuff
            foreach (string link in levelBinds)
            {
                string[] linkGroup = link.Split(',');
                string actor = linkGroup[0].Trim();
                int msDelay = int.Parse(linkGroup[1]);

                if (actor.Equals("ACTIVE")) //Special case
                {
                    for (int i = 2; i < linkGroup.Length; i++)
                    {
                        string active = linkGroup[i].Trim();
                        level.activate(active);
                    }
                }
                else
                {
                    for (int i = 2; i < linkGroup.Length && linkGroup[i].Length > 0; i++)
                    {
                        string active = linkGroup[i].Trim();
                        level.addBind(actor, active);
                    }
                }
            }
        }