Example #1
0
        /// <summary>
        /// Checks a specific location for a given set of prayers.
        /// </summary>
        /// <param name="x"></param>
        /// <param name="y"></param>
        private bool CheckLayouts(int x, int y, Prayer prayer)
        {
            // We check all the board coordinates that may include
            // this point as a coordinate.
            int pCols = prayer.Board.Columns;
            int pRows = prayer.Board.Rows;

            for (int ox = -pCols; ox < pCols; ox++)
            {
                for (int oy = -pRows; oy < pRows; oy++)
                {
                    // Check it
                    bool results = CheckLayout(x + ox, y + oy, prayer);

                    // If we are true, process it
                    if (results)
                    {
                        // We found a layout, so process the layout event
                        ProcessFoundLayout(x + ox, y + oy, prayer);
                        return(true);
                    }
                }
            }

            // We didn't find a prayer
            return(false);
        }
Example #2
0
        /// <summary>
        /// Generates a prayer from one randomly selected of the boards.
        /// </summary>
        /// <param name="maxSize"></param>
        /// <returns></returns>
        public Prayer CreatePrayer()
        {
            // Create a new prayer
            Prayer prayer = new Prayer(CreatePrayerBoard());

            // Return the results
            return prayer;
        }
Example #3
0
        /// <summary>
        /// Generates a prayer from one randomly selected of the boards.
        /// </summary>
        /// <param name="maxSize"></param>
        /// <returns></returns>
        public Prayer CreatePrayer()
        {
            // Create a new prayer
            Prayer prayer = new Prayer(CreatePrayerBoard());

            // Return the results
            return(prayer);
        }
Example #4
0
        /// <summary>
        /// This creates a new stage for the game, using the
        /// properties of the state to determine how the board is
        /// generated.
        /// </summary>
        public void GenerateStage()
        {
            // See if we already have a gate column (i.e. if we have
            // any columns, then we do).
            int newColumns = Constants.StageWidth;

            // Extend the board by the number of columns
            int oldColumns = Columns;

            Columns = Columns + newColumns;

            // Populate the base level board
            for (int i = 0; i < newColumns; i++)
            {
                // Get the column
                IList <BlockStack> stacks = this[oldColumns + i];

                // Go through the rows
                for (int j = 0; j < Constants.BoardRows; j++)
                {
                    // Get the stack
                    BlockStack stack = stacks[j];
                    stack.IsInInitialPlacement = true;

                    // Set a new immobile block into place
                    Block block = AssetLoader.Instance
                                  .CreateBlock(Constants.ImmobileBlockName);
                    block.BottomPosition = 0;
                    block.Height         = 1;

                    // Add it to the stack
                    stack.Add(block);
                }
            }

            // Populate the additional immobile boards
            AddBlocks(Game.State.ImmobileCount, Constants.ImmobileBlockName);

            // Add the grass, dirt, and water blocks
            AddBlocks();

            // Add the character prayer, but not on the far-right side
            Prayer prayer = new Prayer();
            int    px     = Entropy.Next(0, Constants.StageWidth - 1);
            int    py     = Entropy.Next(0, Constants.BoardRows);

            prayer.X = px + oldColumns;
            prayer.Y = py;
            Game.State.Prayers.Add(prayer);

            BlockStack ps = Game.State.Board[oldColumns + px, py];

            prayer.BottomPosition = ps.TopPosition;
            prayer.Vector         = Constants.DroppedVector;
            ps.Add(prayer);
        }
Example #5
0
 public PrayerSpeechSprite(Prayer prayer)
     : base(AssetLoader.Instance.CreateDrawable("Speech Bubble"))
 {
     this.prayer = prayer;
 }
        /// <summary>
        /// Constructs the basic minor mode and sets up the internal
        /// structures.
        /// </summary>
        /// <param name="x"></param>
        /// <param name="y"></param>
        /// <param name="prayer"></param>
        public PrayerCompletedMinorMode(int x, int y, Prayer prayer)
            : base()
        {
            // Save the values
            X = x;
            Y = y;

            // Set up the prayer board
            Prayer = prayer;
            Prayer.Board.MaximumPosition = 5;
            Prayer.Board.MinimumPosition = -2;

            // Create the block viewport
            blockViewport =
                new BlockViewport(Prayer.Board, AssetLoader.Instance);
            blockViewport.Size         = blockViewport.Extents.Size;
            blockViewport.ClipContents = false;
            Viewport.Add(blockViewport);

            // We modify the prayer to simulate a drop by raising
            // everything but the bottommost one.
            for (int i = 0; i < prayer.Board.Columns; i++)
            {
                // Get the stack
                IList <BlockStack> stacks = prayer.Board[i];

                // Go through the stack
                for (int j = 0; j < stacks.Count; j++)
                {
                    // Get the stack
                    BlockStack stack = stacks[j];
                    stack.IsInInitialPlacement = false;

                    // Go through the blocks
                    foreach (Block block in stack)
                    {
                        // Mark this as unusable
                        block.Data = false;

                        // Figure out the position
                        if (block.BottomPosition != 0)
                        {
                            // For the top blocks
                            block.BottomPosition *=
                                Constants.PrayerDroppingMultiplier;
                            block.BottomPosition +=
                                Entropy.NextFloat(-0.5f, 0.5f);
                            block.IsMoving = true;
                            block.Mass     = Constants.PrayerBlockMass;
                            block.Vector   = Constants.PrayerDroppedVector;
                        }
                        else
                        {
                            // For the bottom blocks
                            block.IsMoving = false;
                            block.Vector   = 0;
                            block.Mass     = 0;
                        }
                    }
                }
            }

            // Attack some new events
            prayer.Board.BlockMovingChanged += OnBlockMovingChanged;
            prayer.Board.MovingChanged      += OnMovingChanged;
        }
Example #7
0
 /// <summary>
 /// Handles the actual processing of a found prayer layout and
 /// places the game in completion mode.
 /// </summary>
 private void ProcessFoundLayout(int x, int y, Prayer prayer)
 {
     // Activate the minor mode
     (Game.GameMode as PlayMode).MinorMode =
         new PrayerCompletedMinorMode(x, y, prayer);
 }
Example #8
0
        /// <summary>
        /// Checks a specific location for a given set of prayers.
        /// </summary>
        /// <param name="x"></param>
        /// <param name="y"></param>
        private bool CheckLayouts(int x, int y, Prayer prayer)
        {
            // We check all the board coordinates that may include
            // this point as a coordinate.
            int pCols = prayer.Board.Columns;
            int pRows = prayer.Board.Rows;

            for (int ox = -pCols; ox < pCols; ox++)
            {
                for (int oy = -pRows; oy < pRows; oy++)
                {
                    // Check it
                    bool results = CheckLayout(x + ox, y + oy, prayer);

                    // If we are true, process it
                    if (results)
                    {
                        // We found a layout, so process the layout event
                        ProcessFoundLayout(x + ox, y + oy, prayer);
                        return true;
                    }
                }
            }

            // We didn't find a prayer
            return false;
        }
Example #9
0
        /// <summary>
        /// Checks a specific prayer against a specific location,
        /// returning true if the layout is found and false if it
        /// is invalid.
        /// </summary>
        private bool CheckLayout(int x, int y, Prayer prayer)
        {
            // Figure out the extents for searching on this point
            int pRows = prayer.Board.Rows;
            int pCols = prayer.Board.Columns;
            int bRows = Game.State.Board.Rows;
            int bCols = Game.State.Board.Columns;
            Block first = null;

            // Sanity checking
            if (x < 0 || y < 0 ||
                x + pCols > bCols ||
                y + pRows > bRows)
            {
                return false;
            }

            // Noise
            Debug("Checking for prayer at {0},{1}", x, y);

            // Loop through the columns
            for (int i = 0; i < pCols; i++)
            {
                // Get the game column
                IList<BlockStack> boardColumn =	Game.State.Board[x + i];

                // Loop through each of the rows
                for (int j = 0; j < pRows; j++)
                {
                    // Grab the top block
                    BlockStack stack = prayer.Board[i, j];

                    // If this stack is empty, just skip it as valid
                    if (stack.Count == 0)
                        continue;

                    // Grab the stack
                    Block pBottom = stack.BottomBlock;

                    // Grab the board block
                    BlockStack bStack = boardColumn[y + j];
                    Block bTop = bStack.TopBlock;

                    // Compare the drawable names
                    if (pBottom.Sprite.ID == "Invisible")
                    {
                        // Invisible always matches
                        continue;
                    }

                    if (bTop.Sprite.ID != pBottom.Sprite.ID)
                    {
                        Debug("  Name rejected prayer: {0} v. {1}",
                            bTop.Sprite.ID, pBottom.Sprite.ID);
                        return false;
                    }

                    // Copy first or verify that the position is valid
                    if (first == null)
                    {
                        first = bTop;
                    }
                    else
                    {
                        if (first.BottomPosition != bTop.BottomPosition)
                        {
                            Debug("  Position rejected prayer: {0} v {1}",
                                first.BottomPosition, bTop.BottomPosition);
                            return false;
                        }
                    }
                }
            }

            // We didn't have any errors
            Debug("  Found prayer!");
            return true;
        }
Example #10
0
        /// <summary>
        /// This creates a new stage for the game, using the
        /// properties of the state to determine how the board is
        /// generated.
        /// </summary>
        public void GenerateStage()
        {
            // See if we already have a gate column (i.e. if we have
            // any columns, then we do).
            int newColumns = Constants.StageWidth;

            // Extend the board by the number of columns
            int oldColumns = Columns;
            Columns = Columns + newColumns;

            // Populate the base level board
            for (int i = 0; i < newColumns; i++)
            {
                // Get the column
                IList<BlockStack> stacks = this[oldColumns + i];

                // Go through the rows
                for (int j = 0; j < Constants.BoardRows; j++)
                {
                    // Get the stack
                    BlockStack stack = stacks[j];
                    stack.IsInInitialPlacement = true;

                    // Set a new immobile block into place
                    Block block = AssetLoader.Instance
                        .CreateBlock(Constants.ImmobileBlockName);
                    block.BottomPosition = 0;
                    block.Height = 1;

                    // Add it to the stack
                    stack.Add(block);
                }
            }

            // Populate the additional immobile boards
            AddBlocks(Game.State.ImmobileCount, Constants.ImmobileBlockName);

            // Add the grass, dirt, and water blocks
            AddBlocks();

            // Add the character prayer, but not on the far-right side
            Prayer prayer = new Prayer();
            int px = Entropy.Next(0, Constants.StageWidth - 1);
            int py = Entropy.Next(0, Constants.BoardRows);
            prayer.X = px + oldColumns;
            prayer.Y = py;
            Game.State.Prayers.Add(prayer);

            BlockStack ps = Game.State.Board[oldColumns + px, py];
            prayer.BottomPosition = ps.TopPosition;
            prayer.Vector = Constants.DroppedVector;
            ps.Add(prayer);
        }
Example #11
0
 /// <summary>
 /// Triggered when a prayer is completed.
 /// </summary>
 /// <param name="prayer"></param>
 public void PrayerCompleted(Prayer prayer)
 {
     InterruptMusic("Prayer Completed");
 }
Example #12
0
 public PrayerSpeechSprite(Prayer prayer)
     : base(AssetLoader.Instance.CreateDrawable("Speech Bubble"))
 {
     this.prayer = prayer;
 }
Example #13
0
        /// <summary>
        /// Triggered when the user releases or presses a key.
        /// </summary>
        public void Key(KeyboardEventArgs args)
        {
            // We only care about keyboard presses
            if (!args.Pressed)
            {
                return;
            }

            // Switch the mode
            switch (args.Key)
            {
            case BooGameKeys.Escape:
                // Go to the main menu
                Game.GameMode = new MainMenuMode();
                break;

#if DEBUG
            case BooGameKeys.F3:
                // Add to the minor mode if we already have one
                if (MinorMode != null && MinorMode is ChestOpenedMinorMode)
                {
                    // Just increment it
                    (MinorMode as ChestOpenedMinorMode).ChestCounter++;
                }
                else
                {
                    // Open up the new mode
                    MinorMode = new ChestOpenedMinorMode(1);
                }
                return;

            case BooGameKeys.F4:
                // Add a bug into the board
                Game.State.Board.AddBugs(1);
                return;

            case BooGameKeys.F5:
                // Give another stage with penalties
                MinorMode = new NewStageMinorMode();
                return;

            case BooGameKeys.F6:
                // Creates a test prayer and inserts it into the system.
                Prayer prayer = Game.PrayerFactory.CreatePrayer();
                prayer.IsAccepted = true;
                Game.State.Prayers.Add(prayer);
                return;

            case BooGameKeys.F7:
                Game.State.GrabCount = 3;
                return;

            case BooGameKeys.F8:
                // Finish up a prayer
                Prayer p = Game.PrayerFactory.CreatePrayer();
                MinorMode = new PrayerCompletedMinorMode(0, 0, p);
                return;

            case BooGameKeys.F9:
                // Finish the game
                MinorMode = new EndOfGameMinorMode();
                return;
#endif
            }

            // If we have a minor mode, pass it on
            if (minorMode != null)
            {
                minorMode.Key(args);
            }
        }
Example #14
0
 /// <summary>
 /// Handles the actual processing of a found prayer layout and
 /// places the game in completion mode.
 /// </summary>
 private void ProcessFoundLayout(int x, int y, Prayer prayer)
 {
     // Activate the minor mode
     (Game.GameMode as PlayMode).MinorMode =
         new PrayerCompletedMinorMode(x, y, prayer);
 }
Example #15
0
        /// <summary>
        /// Checks a specific prayer against a specific location,
        /// returning true if the layout is found and false if it
        /// is invalid.
        /// </summary>
        private bool CheckLayout(int x, int y, Prayer prayer)
        {
            // Figure out the extents for searching on this point
            int   pRows = prayer.Board.Rows;
            int   pCols = prayer.Board.Columns;
            int   bRows = Game.State.Board.Rows;
            int   bCols = Game.State.Board.Columns;
            Block first = null;

            // Sanity checking
            if (x < 0 || y < 0 ||
                x + pCols > bCols ||
                y + pRows > bRows)
            {
                return(false);
            }

            // Noise
            Debug("Checking for prayer at {0},{1}", x, y);

            // Loop through the columns
            for (int i = 0; i < pCols; i++)
            {
                // Get the game column
                IList <BlockStack> boardColumn = Game.State.Board[x + i];

                // Loop through each of the rows
                for (int j = 0; j < pRows; j++)
                {
                    // Grab the top block
                    BlockStack stack = prayer.Board[i, j];

                    // If this stack is empty, just skip it as valid
                    if (stack.Count == 0)
                    {
                        continue;
                    }

                    // Grab the stack
                    Block pBottom = stack.BottomBlock;

                    // Grab the board block
                    BlockStack bStack = boardColumn[y + j];
                    Block      bTop   = bStack.TopBlock;

                    // Compare the drawable names
                    if (pBottom.Sprite.ID == "Invisible")
                    {
                        // Invisible always matches
                        continue;
                    }

                    if (bTop.Sprite.ID != pBottom.Sprite.ID)
                    {
                        Debug("  Name rejected prayer: {0} v. {1}",
                              bTop.Sprite.ID, pBottom.Sprite.ID);
                        return(false);
                    }

                    // Copy first or verify that the position is valid
                    if (first == null)
                    {
                        first = bTop;
                    }
                    else
                    {
                        if (first.BottomPosition != bTop.BottomPosition)
                        {
                            Debug("  Position rejected prayer: {0} v {1}",
                                  first.BottomPosition, bTop.BottomPosition);
                            return(false);
                        }
                    }
                }
            }

            // We didn't have any errors
            Debug("  Found prayer!");
            return(true);
        }
        /// <summary>
        /// Constructs the basic minor mode and sets up the internal
        /// structures.
        /// </summary>
        /// <param name="x"></param>
        /// <param name="y"></param>
        /// <param name="prayer"></param>
        public PrayerCompletedMinorMode(int x, int y, Prayer prayer)
            : base()
        {
            // Save the values
            X = x;
            Y = y;

            // Set up the prayer board
            Prayer = prayer;
            Prayer.Board.MaximumPosition = 5;
            Prayer.Board.MinimumPosition = -2;

            // Create the block viewport
            blockViewport =
                new BlockViewport(Prayer.Board, AssetLoader.Instance);
            blockViewport.Size = blockViewport.Extents.Size;
            blockViewport.ClipContents = false;
            Viewport.Add(blockViewport);

            // We modify the prayer to simulate a drop by raising
            // everything but the bottommost one.
            for (int i = 0; i < prayer.Board.Columns; i++)
            {
                // Get the stack
                IList<BlockStack> stacks = prayer.Board[i];

                // Go through the stack
                for (int j = 0; j < stacks.Count; j++)
                {
                    // Get the stack
                    BlockStack stack = stacks[j];
                    stack.IsInInitialPlacement = false;

                    // Go through the blocks
                    foreach (Block block in stack)
                    {
                        // Mark this as unusable
                        block.Data = false;

                        // Figure out the position
                        if (block.BottomPosition != 0)
                        {
                            // For the top blocks
                            block.BottomPosition *=
                                Constants.PrayerDroppingMultiplier;
                            block.BottomPosition +=
                                Entropy.NextFloat(-0.5f, 0.5f);
                            block.IsMoving = true;
                            block.Mass = Constants.PrayerBlockMass;
                            block.Vector = Constants.PrayerDroppedVector;
                        }
                        else
                        {
                            // For the bottom blocks
                            block.IsMoving = false;
                            block.Vector = 0;
                            block.Mass = 0;
                        }
                    }
                }
            }

            // Attack some new events
            prayer.Board.BlockMovingChanged += OnBlockMovingChanged;
            prayer.Board.MovingChanged += OnMovingChanged;
        }