Ejemplo n.º 1
0
 public void init(Character character)
 {
     this.color = character.getColor();
     XNACS1Rectangle charBox = character.getPosition();
     this.box = new XNACS1Rectangle(charBox.Center, charBox.Width, charBox.Height);
     this.box.Color = this.color;
     box.AddToAutoDrawSet();
 }
Ejemplo n.º 2
0
		protected override void UpdateWorld()
		{
			#region game is going on
			if (gameStarted && !gameOver && !win) 
			{
				int roomX = (int)theLevel.currentRoom.X;
				int roomY = (int)theLevel.currentRoom.Y;

				#region removing while testing new pause screen
				//if (pauseScreen == null) { //we are creating the pause screen every update!
				//    float x = theLevel.currentOrigin.X + 50f;
				//    float y = theLevel.currentOrigin.Y + (9f/16f)*50f;
				//    pauseScreen = new XNACS1Rectangle(new Vector2(x, y), 100f, (9f / 16f)*100f);
				//    pauseScreen.Color = Color.Black;

				//    map = new Map(new Vector2(x, y));// betania added this 
				//    map.Visible = false;
				//    map.RemoveFromAutoDrawSet();// betania added this
				//}
				#endregion

				if (GamePad.ButtonStartClicked() && !exiting)
					paused = paused ? false : true; //toggle the pause button

				if (theLevel.paused)
					World.Paused = true;

				if (!theLevel.paused && lostLifeScreen != null) 
				{
					lostLifeScreen.RemoveFromAutoDrawSet();
					lostLifeScreen = null;
				}

				if (!theLevel.paused && !paused)
					World.Paused = false;

				if (!paused && !theLevel.paused ) 
				{
					//if (theLevel.paused)
					//	World.Paused = true;

					if (GamePad.ButtonBackClicked() || exiting) 
					{
						exiting = true;
						World.Paused = true;
						float x = theLevel.rooms[roomX, roomY].roomOrigin.X + 50f;
						float y = theLevel.rooms[roomX, roomY].roomOrigin.Y + 27f;
						if (areYouSure == null) 
						{
							areYouSure = new XNACS1Rectangle(new Vector2(x, y), 50, 27f);
							areYouSure.Color = Color.Black;
							areYouSure.Label = "Are you sure you want to quit? All progress will be lost.\n"
								+ "Press A to exit or B or cancel and return to the game";
							areYouSure.LabelColor = Color.White;
							areYouSure.AddToAutoDrawSet();
						}

						if (GamePad.ButtonAClicked()) 
						{
							Exit();
						}

						else if (GamePad.ButtonBClicked()) 
						{
							areYouSure.RemoveFromAutoDrawSet();
							areYouSure = null;
							World.Paused = false;
							exiting = false;

						}
					}
					else 
					{
						if (!loading) 
						{
							newLevel = false;
							newLevel = theLevel.updateLevel(GamePad.Buttons, GamePad.ThumbSticks, hero);
							if (newLevel) 
							{
								loading = true;
								currentLevel++;
							}
						}

						if (loading) 
						{

							if (currentLevel <= totalLevels) 
							{
								float x = theLevel.rooms[roomX, roomY].roomOrigin.X + 50f;
								float y = theLevel.rooms[roomX, roomY].roomOrigin.Y + 28.2f;
								if (levelScreen == null) 
								{
									levelScreen = new XNACS1Rectangle(new Vector2(x, y), 100f, 56f);
									levelScreen.Color = Color.Black;
									levelScreen.Label = "Level " + currentLevel;
									levelScreen.LabelColor = Color.White;
									levelScreen.AddToAutoDrawSet();
								}

								World.Paused = true;
								if (tick > 0) 
								{
									tick--;
								}
								else 
								{
									tick = 120;
									levelScreen.RemoveFromAutoDrawSet();
									levelScreen = null;
									theLevel.unloadLevel();
									// delete all rooms
									//map.removeRoom();
									switch (currentLevel) {
										case 1:
											path = @"level1.txt";
											break;
										case 2:
											path = @"level2.txt";
											break;
										case 3:
											path = @"level3.txt";
											break;
										case 4:
											path = @"level4.txt";
											break;
										default:
											win = true;
											break;
									}
									s = new StreamReader(path);
									XmlDocument xml = new XmlDocument();
									theLevel = new Level(ref s, xml);
									theLevel.loadInitialRoom(difficulty, hero);
									World.Paused = false;
									loading = false;
								}


							}

							else 
							{
									win = true;
							
							}
						}

						if (pauseScreen.IsInAutoDrawSet()) 
						{
							pauseScreen.RemoveFromAutoDrawSet();
							pauseScreen = null;
							 if (map.IsInAutoDrawSet())
							{
								map.RemoveFromAutoDrawSet();
								map.removeRoom();
								map.Visible = false;
							   // map = null;
							}
						}
					}
				}
				else if (paused && !theLevel.paused) 
				{

					pauseScreen.AddToAutoDrawSet();
					if (!map.Visible) {
						map.AddToAutoDrawSet();// betania added this 
						map.drawRoom(map.LowerLeft);// betania added this 

						map.displayMap(theLevel);// betania added

						map.Visible = true;
					}

				}

				else 
				{
					if (lostLifeScreen == null) 
					{
						lostLifeScreen = new XNACS1Rectangle(
							new Vector2(theLevel.currentOrigin.X + 50f, 
								theLevel.currentOrigin.Y + ((9f / 16f) * 100) / 2), 100f, 56f);

						lostLifeScreen.Label = "Princess Lives Left " + hero.NumTimesCaught;
						lostLifeScreen.Color = Color.Black;
						lostLifeScreen.LabelColor = Color.White;
						lostLifeScreen.AddToAutoDrawSet();
					}
					theLevel.updateLevel(GamePad.Buttons, GamePad.ThumbSticks, hero);
				}
			

				gameOver = hero.lives < 0;
				//String message = "Number of Lives: " + hero.lives + "   Level Number: " + currentLevel;
				//SetTopEchoColor(Color.White);
				//EchoToTopStatus(message);
				theLevel.rooms[(int)theLevel.currentRoom.X, (int)theLevel.currentRoom.Y].wand.UpdateWand(currentLevel);

				//if (w == null)
				//    w = new Wizard(Vector2.One);
				//w.Update(hero, theLevel.rooms[(int)theLevel.currentRoom.X, (int)theLevel.currentRoom.Y].wand);
			}
		#endregion
		
			#region game is won or lost	
			else if (gameOver || win) 
			{
				World.SetWorldCoordinate(new Vector2(0, 0), 100f);
				if (gameOver)
				{

					#region duplicate check
					//if (gameOverText == null) 
					//{
					//    cover = new XNACS1Rectangle(
					//        new Vector2(50f, ((9f / 16f) * 100f) / 2f), 100, (9f / 16f) * 100f);
					//    cover.Color = Color.Black;
					//}
					#endregion

					if (gameOverText == null) 
					{
						gameOverText = new XNACS1Rectangle(new Vector2(50, 40), 40, 10);
						gameOverText.Label = "GAME OVER \n A TO RESTART \n B TO EXIT";
						gameOverText.Color = Color.Black;
						gameOverText.LabelColor = Color.White;
					}
				}

				else 
				{
					if (winScreen == null) 
					{
						winScreen = new XNACS1Rectangle(
							new Vector2(50f, ((9f / 16f) * 100f) / 2f), 100, (9f / 16f) * 100f);
						winScreen.Color = Color.Black;
						winScreen.Label = "You've escaped the evil wizard's castle!\n You're free at last!";
						winScreen.LabelColor = Color.White;
					}
				}

				//unload everything
				if(theLevel != null)
					theLevel.unloadLevel();
				theLevel = null;

				if(hero != null)
					hero.RemoveFromAutoDrawSet();

				hero = null;

				if (GamePad.ButtonAClicked()) 
				{
					gameOverText.RemoveFromAutoDrawSet();
					gameOverText = null;
					cover.RemoveFromAutoDrawSet();
					cover = null;
					setupGame();
				}

				if (GamePad.ButtonBClicked())
				{
					Exit();
				}
			}
		#endregion

			#region game hasn't been started yet


			else if (!gameStarted) 
			{
				if (GamePad.ButtonAClicked()) 
				{
					if (selected.Center == easy.Center)
						difficulty = 1;
					else if (selected.Center == medium.Center)
						difficulty = 2;
					else
						difficulty = 3;
					hero = new Hero(new Vector2(0f, 0f), difficulty);
					theLevel.loadInitialRoom(difficulty, hero);
					//EchoToTopStatus(difficulty.ToString());
					gameStarted = true;
					selected.RemoveFromAutoDrawSet();
				}

				if (tick > 0)
					tick--;
				else
				{
					if (GamePad.ThumbSticks.Left.Y > 0) 
					{
						if (selected.Center != easy.Center)
							if (selected.Center != medium.Center)
								selected.Center = medium.Center;
							else
								selected.Center = easy.Center;
						tick = 8;
					}
					else if (GamePad.ThumbSticks.Left.Y < 0) 
					{
						if (selected.Center != hard.Center)
							if (selected.Center != medium.Center)
								selected.Center = medium.Center;
							else
								selected.Center = hard.Center;
						tick = 8;
					}
				}
			}
			#endregion
		}