Ejemplo n.º 1
0
 public SpawnPoint(SpawnController spawner, string type, Vector2 position)
 {
     SpawnController  = spawner;
     EntityType       = type;
     Position         = position;
     OriginalPosition = position;
 }
Ejemplo n.º 2
0
 public SpawnPoint(SpawnController spawner, string type, Vector2 position)
 {
     SpawnController = spawner;
     EntityType = type;
     Position = position;
     OriginalPosition = position;
 }
Ejemplo n.º 3
0
        internal SpawnPoint(SpawnController spawner, Squared.Tiled.Object obj)
        {
            SpawnController  = spawner;
            Size             = new Vector2(obj.Width, obj.Height);
            Position         = new Vector2(obj.X, obj.Y) + Size / 2;
            OriginalPosition = new Vector2(obj.X, obj.Y) + Size / 2;

            Name       = obj.Name;
            Properties = obj.Properties;
            EntityType = obj.Type;
        }
Ejemplo n.º 4
0
        public GameEnvironment(Controller ctrl)
            : base(ctrl)
        {
            Pressure = 0.0f;

            Sound.StopAll(true);

            // Camera.
            Camera = new Camera2D(this);
            //Camera.Position = new Vector2(1280.0f, k_idealScreenSize.Y * 0.5f);
            Camera.MoveSpeed = defaultCameraMoveSpeed;
            Camera.ResetEffectScale(1.0f);             // Set at slightly higher than 1.0 so we can do a zoom out pressure effect.

            // Window.
            Controller.Window.ClientSizeChanged += WindowSizeChanged;
            WindowSizeChanged(null, null);
            Controller.IsMouseVisible = true;

            // Collision.
            CollisionWorld = new Physics.Dynamics.World(Vector2.Zero);

            // Create a new SpriteBatch which can be used to draw textures.
            m_spriteBatch = new SpriteBatch(ctrl.GraphicsDevice);

            ParticleRenderer = new SpriteBatchRenderer {
                GraphicsDeviceService = ctrl.Graphics
            };

            ParticleRenderer.LoadContent(contentManager);

            // Create collision notification callbacks.
            CollisionWorld.ContactManager.PreSolve      += PreSolve;
            CollisionWorld.ContactManager.BeginContact  += BeginContact;
            CollisionWorld.ContactManager.EndContact    += EndContact;
            CollisionWorld.ContactManager.ContactFilter += ContactFilter;

            // HUD.
            HUD = new Menus.HUD(this);

            // Effects.
            m_tintEffect = contentManager.Load <Effect>("TintEffect");

            FadeOut = new FaderOuter(this);

            SpawnController = new SpawnController(this);

            // Farseer freaks out unless we call Update here when changing Environments.  FIXME: Why?
            Update(0.0f);
        }
Ejemplo n.º 5
0
        internal SpawnPoint(SpawnController spawner, Squared.Tiled.Object obj)
        {
            SpawnController = spawner;
            Size = new Vector2(obj.Width, obj.Height);
            Position = new Vector2(obj.X, obj.Y) + Size / 2;
            OriginalPosition = new Vector2(obj.X, obj.Y) + Size / 2;

            Name = obj.Name;
            Properties = obj.Properties;
            EntityType = obj.Type;

            // Immediately spawn some entities.
            switch (EntityType) {
                case "spawn":
                case "boss":
                    AlwaysSpawned = true;
                    Spawn();
                    break;
            }
        }
Ejemplo n.º 6
0
        /// <summary>
        /// Update the Environment each frame.
        /// </summary>
        /// <param name="elapsedTime">Time since last Update() call.</param>
        public override void Update(float elapsedTime)
        {
            // Toggle debug view = F1.
            if (Keyboard.GetState().IsKeyDown(Keys.F1) && !OldKeyboard.GetState().IsKeyDown(Keys.F1))
            {
                if (m_debugView != null)
                {
                    m_debugView = null;
                }
                else
                {
                    m_debugView = new Physics.DebugViewXNA(CollisionWorld);
                }
            }

            //Pause with Escape
            if (!paused)
            {
                if (Keyboard.GetState().IsKeyDown(Keys.Escape) && !OldKeyboard.GetState().IsKeyDown(Keys.Escape) ||
                    (GamePad.GetState(PlayerIndex.One).IsButtonDown(Buttons.Start) && !OldGamePad.GetState().IsButtonDown(Buttons.Start))
                    )
                {
                    pause(new GamePauseMenu(Controller, this));
                    Sound.PlayCue("scroll");
                }
            }

            // Debug Menu = F10.
            if (Keyboard.GetState().IsKeyDown(Keys.F10) && !OldKeyboard.GetState().IsKeyDown(Keys.F10))
            {
                Controller.ChangeEnvironment(new Menus.DebugMenu(Controller));
            }

            // Exit game.
            if (Keyboard.GetState().IsKeyDown(Keys.F5) && !OldKeyboard.GetState().IsKeyDown(Keys.F5))
            {
                Controller.Exit();
            }

            if (!paused)
            {
                HUD.enabled = true;
                if (elapsedTime > 0.0f)
                {
                    // Update physics.
                    CollisionWorld.Step(elapsedTime);

                    if (SpawnController != null)
                    {
                        SpawnController.Update(elapsedTime);
                    }

                    // Update entities.
                    Camera.Update(elapsedTime);
                    base.Update(elapsedTime);

                    // Particle keepalive.  Update remaining and try to remove if they are done.
                    ParticleKeepalive.RemoveAll(ent => {
                        ent.Update(elapsedTime);
                        if (ent.Effect.ActiveParticlesCount == 0)
                        {
                            ent.Remove();
                            return(true);
                        }
                        else
                        {
                            return(false);
                        }
                    });
                }
            }
            else
            {
                Camera.Update(elapsedTime);
                m_popUp.Update(elapsedTime);
                HUD.enabled = false;
            }

            HUD.Update(elapsedTime);
            FadeOut.Update(elapsedTime);

            if (Balloon != null)
            {
                heatMultiplier = (this.ScreenVirtualSize.Y / 2 - Balloon.Position.Y) * 0.0007f;
            }
            else
            {
                heatMultiplier = 0;
            }
        }
Ejemplo n.º 7
0
        /// <summary>
        /// Load a map from file and create collision objects for it.  Appends map horizontally if one exists.
        /// </summary>
        /// <param name="filename">File to load map from.</param>
        public void LoadOrExtendMap(string filename, bool spawnPlayer = false)
        {
            Tiled.Map map = Tiled.Map.Load(Path.Combine(Controller.Content.RootDirectory, filename), Controller.Content);

            // Destroy and re-create collision body for map.
            if (CollisionBody == null)
            {
                CreateCollisionBody(CollisionWorld, Physics.Dynamics.BodyType.Static);
            }

            Vector2 tileHalfSize = new Vector2(map.TileWidth, map.TileHeight) / 2;
            Vector2 tileSize     = new Vector2(map.TileWidth, map.TileHeight);

            bool[,] levelCollision = new bool[map.Width, map.Height];

            float defaultZVal = ZSettings.Ground;

            // 2 = collision. 1 = no collision. 0 = unknown.
            List <byte> collision = new List <byte>();

            foreach (KeyValuePair <string, Tiled.Layer> layer in map.Layers)
            {
                defaultZVal -= 0.001f;

                for (int x = 0; x < layer.Value.Width; ++x)
                {
                    for (int y = 0; y < layer.Value.Height; ++y)
                    {
                        int tileId = layer.Value.GetTile(x, y);

                        if (tileId >= collision.Count || collision[tileId] == 0)
                        {
                            Tiled.Tileset.TilePropertyList props = GetTileProperties(map, tileId);

                            // The only way to add new elements at arbitrary indices is to fill up the rest of the array.  Do so.
                            for (int i = collision.Count; i < tileId + 1; ++i)
                            {
                                collision.Add(0);
                            }

                            if (props != null && props.ContainsKey("collision"))
                            {
                                collision[tileId] = (byte)(props["collision"].Equals("true", StringComparison.OrdinalIgnoreCase) ? 2 : 1);
                            }
                            else
                            {
                                collision[tileId] = 1;
                            }
                        }

                        levelCollision[x, y] |= (collision[tileId] > 1);
                    }
                }

                float z = defaultZVal;

                if (layer.Value.Properties.ContainsKey("zindex"))
                {
                    if (!float.TryParse(layer.Value.Properties["zindex"], out z))
                    {
                        z = defaultZVal;
                    }
                }

                MapLayer ml = new MapLayer(this, map, layer.Key, z);
                ml.Position = new Vector2(m_mapStart, 0.0f);
                AddChild(ml);
            }

            // Go through collision and try to create large horizontal collision shapes.
            for (int y = 0; y < map.Height; ++y)
            {
                int  firstX       = 0;
                bool hasCollision = false;

                for (int x = 0; x < map.Width; ++x)
                {
                    if (levelCollision[x, y])
                    {
                        if (hasCollision)
                        {
                            continue;
                        }
                        else
                        {
                            hasCollision = true;
                            firstX       = x;
                        }
                    }
                    else
                    {
                        if (hasCollision)
                        {
                            hasCollision = false;
                            int tilesWide = x - firstX;
                            if (tilesWide == 1)
                            {
                                continue;
                            }

                            for (int i = firstX; i <= x; ++i)
                            {
                                levelCollision[i, y] = false;
                            }

                            AddCollisionRectangle(
                                tileHalfSize * new Vector2(tilesWide, 1.0f)
                                , new Vector2(tileSize.X * (x - (float)tilesWide / 2) + m_mapStart, tileSize.Y * (y + 0.5f))
                                );
                        }
                    }
                }

                // Create final collision.
                if (hasCollision)
                {
                    for (int i = firstX; i < map.Width; ++i)
                    {
                        levelCollision[i, y] = false;
                    }

                    int tilesWide = map.Width - firstX;
                    AddCollisionRectangle(
                        tileHalfSize * new Vector2(tilesWide, 1.0f)
                        , new Vector2(tileSize.X * (map.Width - (float)tilesWide / 2) + m_mapStart, tileSize.Y * (y + 0.5f))
                        );
                }
            }

            // Go through collision and try to create large vertical collision shapes.
            for (int x = 0; x < map.Width; ++x)
            {
                int  firstY       = 0;
                bool hasCollision = false;

                for (int y = 0; y < map.Height; ++y)
                {
                    if (levelCollision[x, y])
                    {
                        if (hasCollision)
                        {
                            continue;
                        }
                        else
                        {
                            hasCollision = true;
                            firstY       = y;
                        }
                    }
                    else
                    {
                        if (hasCollision)
                        {
                            hasCollision = false;
                            int tilesTall = y - firstY;

                            AddCollisionRectangle(
                                tileHalfSize * new Vector2(1.0f, tilesTall)
                                , new Vector2(tileSize.X * (x + 0.5f), tileSize.Y * (y - (float)tilesTall / 2))
                                );
                        }
                    }
                }

                // Create final collision.
                if (hasCollision)
                {
                    int tilesTall = map.Height - firstY;
                    AddCollisionRectangle(
                        tileHalfSize * new Vector2(1.0f, tilesTall)
                        , new Vector2(tileSize.X * (x + 0.5f), tileSize.Y * (map.Height - (float)tilesTall / 2))
                        );
                }
            }

            SpawnController.CreateSpawnPoints(map.ObjectGroups.Values, new Vector2(m_mapStart, 0.0f), spawnPlayer);
            m_mapStart += map.Width * map.TileWidth;
        }
Ejemplo n.º 8
0
        /// <summary>
        /// Load a map from file and create collision objects for it.
        /// </summary>
        /// <param name="filename">File to load map from.</param>
        public void LoadMap(string filename)
        {
            m_map = Tiled.Map.Load(Path.Combine(Controller.Content.RootDirectory, filename), Controller.Content);

            // Destroy and re-create collision body for map.
            DestroyCollisionBody();
            CreateCollisionBody(CollisionWorld, Physics.Dynamics.BodyType.Static);

            Vector2 tileHalfSize = new Vector2(m_map.TileWidth, m_map.TileHeight) / 2;
            Vector2 tileSize = new Vector2(m_map.TileWidth, m_map.TileHeight);

            bool[,] levelCollision = new bool[m_map.Width, m_map.Height];

            foreach (Tiled.Layer layer in m_map.Layers.Values) {
                for (int x = 0; x < layer.Width; ++x)
                for (int y = 0; y < layer.Height; ++y) {
                    int tileId = layer.GetTile(x, y) - 1;
                    if (tileId < 0) continue;

                    int row = tileId / 15;
                    int col = tileId - row * 15;
                    if (row >= 11 || col >= 15) continue;

                    levelCollision[x, y] = (collision[row, col] != 0);
                }
            }

            // Go through collision and try to create large horizontal collision shapes.
            for (int y = 0; y < m_map.Height; ++y) {
                int firstX = 0;
                bool hasCollision = false;

                for (int x = 0; x < m_map.Width; ++x) {
                    if (levelCollision[x, y]) {
                        if (hasCollision) continue;
                        else {
                            hasCollision = true;
                            firstX = x;
                        }
                    } else {
                        if (hasCollision) {
                            hasCollision = false;
                            int tilesWide = x - firstX;
                            if (tilesWide == 1) continue;

                            for (int i = firstX; i <= x; ++i) levelCollision[i, y] = false;

                            AddCollisionRectangle(
                                tileHalfSize * new Vector2(tilesWide, 1.0f)
                                , new Vector2(tileSize.X * (x - (float) tilesWide / 2), tileSize.Y * (y + 0.5f))
                            );
                        }
                    }
                }

                // Create final collision.
                if (hasCollision) {
                    for (int i = firstX; i < m_map.Width; ++i) levelCollision[i, y] = false;

                    int tilesWide = m_map.Width - firstX;
                    AddCollisionRectangle(
                        tileHalfSize * new Vector2(tilesWide, 1.0f)
                        , new Vector2(tileSize.X * (m_map.Width - (float) tilesWide / 2), tileSize.Y * (y + 0.5f))
                    );
                }
            }

            // Go through collision and try to create large vertical collision shapes.
            for (int x = 0; x < m_map.Width; ++x) {
                int firstY = 0;
                bool hasCollision = false;

                for (int y = 0; y < m_map.Height; ++y) {
                    if (levelCollision[x, y]) {
                        if (hasCollision) continue;
                        else {
                            hasCollision = true;
                            firstY = y;
                        }
                    } else {
                        if (hasCollision) {
                            hasCollision = false;
                            int tilesTall = y - firstY;

                            AddCollisionRectangle(
                                tileHalfSize * new Vector2(1.0f, tilesTall)
                                , new Vector2(tileSize.X * (x + 0.5f), tileSize.Y * (y - (float) tilesTall / 2))
                            );
                        }
                    }
                }

                // Create final collision.
                if (hasCollision) {
                    int tilesTall = m_map.Height - firstY;
                    AddCollisionRectangle(
                        tileHalfSize * new Vector2(1.0f, tilesTall)
                        , new Vector2(tileSize.X * (x + 0.5f), tileSize.Y * (m_map.Height - (float) tilesTall / 2))
                    );
                }
            }

            SpawnController = new SpawnController(this, m_map.ObjectGroups.Values);
        }