Ejemplo n.º 1
0
        void OpenedStateInit(string previous)
        {
            TaskScheduler.AddTask(() => {
                GameObjectManager.AddObject(
                    new Explosion(
                        this.transform.position + new Vector2(
                            8 + (float)GameManager.random.NextDouble() * 8 - 4,
                            8 + (float)GameManager.random.NextDouble() * 8 - 4)));
                ((Camera)GameObjectManager.FindObjectWithTag("camera"))?.AddShake(0.1);
            },
                                  0.3, 1.8, this.id
                                  );

            TaskScheduler.AddTask(() => {
                done = true;
                for (int i = 0; i < 4; i += 1)
                {
                    GameObjectManager.AddObject(
                        new Explosion(
                            this.transform.position + new Vector2(
                                8 + (float)GameManager.random.NextDouble() * 8 - 4,
                                8 + (float)GameManager.random.NextDouble() * 8 - 4)));
                }
                ((Camera)GameObjectManager.FindObjectWithTag("camera"))?.AddShake(0.4);

                //
                // Remove map cell.
                //

                var celPos = util.CorrespondingCelIndex(this.transform.position);
                GameManager.pico8.Memory.Mset((int)celPos.X, (int)celPos.Y, 0);
            },
                                  2, 2, this.id
                                  );
        }
        public override void OnCollisionEnter(GameObject other)
        {
            base.OnCollisionEnter(other);

            if (other is Player)
            {
                var player = (Player)other;

                // Kill the boots and give player run abillity
                player.EnableRunning();

                // Destroy and give seconds.
                done = true;
                TimePiece.SpawnParticles(_timeToGive, collisionBox == null ? transform.position : collisionBox.middle, GameObjectManager.playerInstance);

                // Instantiate Dialogue Box
                var dialogueBox = new DialogueBox(new List <string>()
                {
                    "you've got the running boots! \n\npress [ RT / SHIFT ]\nto activate.",
                    "it will drain your time faster \nthough, so use carefully!"
                });
                dialogueBox.SetEndAction(() => GameObjectManager.ResumeEveryone(null));
                GameObjectManager.AddObject(dialogueBox);

                GameObjectManager.PauseEveryone(new List <GameObject>()
                {
                    dialogueBox
                });
            }
        }
Ejemplo n.º 3
0
		public override void OnCollisionEnter(GameObject other) {
			base.OnCollisionEnter(other);

			if (other.tags.Contains("player") && currentState != "Following") {
				InitState("Following");
			}

			if (other is Gate) {
				GameObjectManager.AddObject(new Explosion(this.collisionBox.middle));
				done = true;
			}
		}
Ejemplo n.º 4
0
        public override void OnCollisionEnter(GameObject other)
        {
            base.OnCollisionEnter(other);

            GameObjectManager.AddObject(new ScreenTransition(1, () => GameManager.ResetOverworld(), ScreenTransition.TransitionEffect.FadeOut));
            var p = GameObjectManager.FindObjectOfType <Player>();

            if (p != null)
            {
                p.isPaused = true;
            }
        }
Ejemplo n.º 5
0
        public static List <TimePiece> SpawnParticles(int amount, Vector2 position, GameObject follow = null, byte col = 9)
        {
            List <TimePiece> l = new List <TimePiece>();

            for (int i = 0; i < amount; ++i)
            {
                var angle = GameManager.random.NextDouble() * Math.PI + Math.PI / 2;
                var dir   = new Vector2((float)Math.Sin(angle), (float)Math.Cos(angle));
                var tp    = new TimePiece(position, dir, 1, follow, col);
                l.Add((TimePiece)GameObjectManager.AddObject(tp));
            }

            return(l);
        }
Ejemplo n.º 6
0
        public override void Interact()
        {
            base.Interact();

            // Instantiate Dialogue Box
            var dialogueBox = new DialogueBox(_messages);

            dialogueBox.SetEndAction(() => GameObjectManager.ResumeEveryone(null));
            GameObjectManager.AddObject(dialogueBox);

            GameObjectManager.PauseEveryone(new List <GameObject>()
            {
                dialogueBox
            });
        }
Ejemplo n.º 7
0
        public Altar(Vector2 position) : base(position)
        {
            _key = new Key(position + new Vector2(4, -2));
            GameObjectManager.AddObject(_key);

            TaskScheduler.AddTask(() => {
                var smoke = new Smoke(position + new Vector2(4 + (float)GameManager.random.NextDouble() * 8, 8));
                smoke.SetColor(9);
                smoke.SetRadius(1, 1.5f);
                ParticleManager.AddParticle(smoke);
            }, 0.1f, -1, this.id);

            AddComponent(new P8Sprite(78, 2, 2));

            depth = -1000;
        }
Ejemplo n.º 8
0
        void OverworldInit(GameStates previous)
        {
            GameObjectManager.RemoveAllObjects();
            ParticleManager.RemoveAllParticles();

            GameManager.pico8.CartridgeLoader.Load("untitled1bitgame.p8");

            Vector2 playerPosition = Map.FindPlayerInMapSheet();

            GameObjectManager.AddObject(new Camera(playerPosition));
            GameObjectManager.AddObject(new Map(playerPosition));
            GameObjectManager.AddObject(new UI());
            GameObjectManager.AddObject(new ScreenTransition(1, () => { }, ScreenTransition.TransitionEffect.FadeIn));

            GameObjectManager.GlobalFillPattern = 0;
        }
Ejemplo n.º 9
0
        public OldMan(Vector2 position, int spritePosition, List <string> messages) : base(position, new Box(position, new Vector2(8, 8)), spritePosition)
        {
            AddComponent(new TopDownPhysics(0, 0, 0.95f));
            var graphics = new P8TopDownAnimator(P8TopDownAnimator.AnimationMode.SIDES_ONLY);

            AddComponent(graphics);
            graphics.RunLeft   = new SpriteAnimation(new P8Sprite(0, 1, 1, true, false), 3, 0.4f);
            graphics.IdleLeft  = graphics.RunLeft;
            graphics.RunRight  = new SpriteAnimation(new P8Sprite(0, 1, 1, false, false), 3, 0.4f);
            graphics.IdleRight = graphics.RunRight;

            doesDamage = false;

            if (messages != null && messages.Count != 0)
            {
                var dialoguePos = position - new Vector2(8, 0);
                GameObjectManager.AddObject(new DialogueArea(dialoguePos, new Box(dialoguePos, new Vector2(24, 16)), this, messages));
            }
        }
Ejemplo n.º 10
0
        public static GameObject CreateGameObject(int spriteValue, Vector2 position)
        {
            switch (spriteValue)
            {
            case 32:
                return(GameObjectManager.InstantiatePlayer(position));

            case 1:
                var           messages    = GlobalVars.GetMessageListAt((int)(position.X / 8), (int)(position.Y / 8));
                List <string> messageList = new List <string>();

                if (messages != null)
                {
                    foreach (var m in messages)
                    {
                        messageList.Add((string)m.Value);
                    }
                }
                return(GameObjectManager.AddObject(
                           new OldMan(position, spriteValue, messageList)
                           ));

            case 98:
                return(GameObjectManager.AddObject(
                           new FirePit(
                               position
                               )
                           ));

            case 76:
                return(GameObjectManager.AddObject(
                           new Chimney(
                               position
                               )
                           ));

            case 7:
                return(GameObjectManager.AddObject(new Blob(position, spriteValue)));

            case 55:
                return(GameObjectManager.AddObject(new Bat(position, spriteValue)));

            case 21:
                return(GameObjectManager.AddObject(new Tortuga(position, spriteValue)));

            case 122:
                return(GameObjectManager.AddObject(new Spike(position, spriteValue)));

            case 42:
                return(GameObjectManager.AddObject(new Goose(position, spriteValue)));

            case 11:
                return(GameObjectManager.AddObject(new Gate(position)));

            case 12:
                return(GameObjectManager.AddObject(new Gate(position, Gate.OpenCondition.NO_ENEMIES)));

            case 19:
                return(GameObjectManager.AddObject(new Snake(position, spriteValue)));

            case 105:
                return(GameObjectManager.AddObject(new Key(position)));

            case 78:
                return(GameObjectManager.AddObject(new Altar(position)));

            case 126:
                return(GameObjectManager.AddObject(new Stairs(position, spriteValue)));

            case 51:
                return(GameObjectManager.AddObject(new RunningBoots(position)));

            case 123:
                return(GameObjectManager.AddObject(new RunningBoots(position)));

            default:
                return(GameObjectManager.AddObject(new GameObject(position, new Graphics.P8Sprite(spriteValue))));
            }
        }
Ejemplo n.º 11
0
        void AttackingInit(PlayerStates previous)
        {
            if (!_player.CanAttack)
            {
                Init(PlayerStates.Walking);
                return;
            }


            //
            // Remove input so it can't move while atacking
            //

            _player.RemoveComponent <AInput>();

            //
            // Stop player.
            //

            var physics = _player.GetComponent <TopDownPhysics>();

            physics.velocity = Vector2.Zero;

            //
            // Figure out sword's direction.
            //

            Vector2 facingDir = _player.transform.direction == Vector2.Zero ? physics.facingDirection : _player.transform.direction;

            if (facingDir.X != 0)
            {
                facingDir.Y = 0;
            }
            if (facingDir != Vector2.Zero)
            {
                facingDir.Normalize();
            }

            //
            // Reset player's direction so it doesn't keep moving to the previous set direction.
            //

            _player.transform.direction = Vector2.Zero;

            //
            // Instantiate sword.
            //

            _player.swordInstance = new Sword(_player.transform.position + 8 * facingDir, facingDir);
            GameObjectManager.AddObject(_player.swordInstance);
            var ratio = (_player.lifeTime / _player.initialLifetime);

            if (ratio < 0.2)
            {
                _player.swordInstance.timeGivenAdjustment = 1f;
            }
            else if (ratio < 0.8)
            {
                _player.swordInstance.timeGivenAdjustment = 1.7f;
            }
            else
            {
                _player.swordInstance.timeGivenAdjustment = 2.3f;
            }
        }