Example #1
0
        /// <summary>
        /// Fire a shot from the object's current location.
        /// </summary>
        /// <param name="lev">Current level</param>
        /// <param name="shot">Information regarding shot to be fired</param>
        /// <param name="dir">Direction to fire shot</param>
        /// <param name="xMultiplier">Velocity x multiplier</param>
        /// <param name="yMultiplier">Velocity y multiplier</param>
        protected void FireShot(Level lev, ShotInfo shot, WorldDir dir,
                                float xMultiplier, float yMultiplier)
        {
            shot.Fired = true;

            WorldObject wo = new WorldObject(
                (Animation)lev.AnimationList[shot.AnimationId], shot.AnimationRate);

            Debug.Assert(wo != null,
                         "Player.Update: Failed to create player bullet");

            float velX    = shot.VelocityX * xMultiplier;
            float offsetX = shot.XOffset;

            if (dir == WorldDir.Left)
            {
                velX    = -velX;
                offsetX = -offsetX;
            }

            wo.VelocityX = velX;
            wo.VelocityY = shot.VelocityY * yMultiplier;
            wo.WorldX    = worldXValue + offsetX;
            wo.WorldY    = worldYValue + shot.YOffset;
            wo.SetTransparency(shot.UseTransparency);
            wo.staticBounds = new Bounds(0.0F, 0.0F, shot.Radius);
            wo.parentValue  = this;

            if (shot.UseGravity)
            {
                wo.AILogic = AIHandler.Create(AI.AIType.ShotArc);
            }

            lev.WorldObjects.Add(wo);
        }
Example #2
0
        /// <summary>
        /// Initialize the level.
        /// </summary>
        /// <param name="ds">DataSet containing level data</param>
        /// <param name="graphics">Valid Graphics object</param>
        public Level(DataSet ds, IGraphics graphics)
        {
            // Store graphics
            Debug.Assert(graphics != null,
                         "Level.Level: Invalid Graphics object");

            this.graphics = graphics;

            // Validate the DataSet
            Debug.Assert(ds != null && ds.Tables != null,
                         "Level.Level: Invalid DataSet");

            // General
            DataTable dt    = ds.Tables["General"];
            DataRow   drGen = dt.Rows[0];

            screenEdgeBufferValue = float.Parse(
                (string)(drGen["ScreenEdgeBuffer"]),
                CultureInfo.InvariantCulture);
            FrameRateCheckRateValue = float.Parse(
                (string)(drGen["FrameRateCheckRate"]),
                CultureInfo.InvariantCulture);
            gravityValue = float.Parse((string)(drGen["Gravity"]),
                                       CultureInfo.InvariantCulture);

            // Images
            Debug.Assert(ds.Tables["Image"] != null &&
                         ds.Tables["Image"].Rows != null,
                         "Level.Level: No images specified in level data");

            dt = ds.Tables["Image"];
            foreach (DataRow dr in dt.Rows)
            {
                IBitmap bmp = graphics.CreateBitmap(GameMain.GetFullPath(
                                                        @"Data\Level\" + (string)dr["FileName"]),
                                                    bool.Parse((string)dr["Transparency"]));
                Debug.Assert(bmp != null,
                             string.Format(CultureInfo.InvariantCulture,
                                           "Failed to initialize bitmap {0}",
                                           @"Data\Level\" + (string)dr["FileName"]));

                images.Add(bmp);
            }

            // Layers
            dt = ds.Tables["Layer"];
            foreach (DataRow dr in dt.Rows)
            {
                layers.Add(new Layer(dr, images));
            }

            Debug.Assert(layers.Count >= 1,
                         "Level does not contain 2 or more layers");

            ds = null;

            // AI
            DataSet dsAI = new DataSet();

            Debug.Assert(dsAI != null && dsAI.Tables != null,
                         "Level.Level: Failed to initialize AI DataSet");

            dsAI.Locale = CultureInfo.InvariantCulture;
            dsAI.ReadXml(GameMain.GetFullPath(@"Data\AI\ai.xml"));
            dt = dsAI.Tables["Definition"];
            Debug.Assert(dt != null && dt.Rows != null,
                         "Level.Level: Failed to load AI DataTable");

            foreach (DataRow dr in dt.Rows)
            {
                AI ai = AIHandler.Create(dr);
                Debug.Assert(ai != null,
                             "Level.Level: Failed to initialize AI");
                this.ai.Add(ai);
            }
            dsAI = null;

            DataSet dsAnimations = new DataSet();

            Debug.Assert(dsAnimations != null && dsAnimations.Tables != null,
                         "Level.Level: Failed to initialize animation DataSet");

            dsAnimations.Locale = CultureInfo.InvariantCulture;

            // Animations
            dsAnimations.ReadXml(GameMain.GetFullPath(@"Data\Animations\animations.xml"));
            dt = dsAnimations.Tables["Definition"];
            Debug.Assert(dt != null && dt.Rows != null,
                         "Level.Level: Failed to load animation DataTable");

            foreach (DataRow dr in dt.Rows)
            {
                int numberRows = int.Parse((string)dr["Rows"],
                                           CultureInfo.InvariantCulture);
                int numberColumns = int.Parse((string)dr["Columns"],
                                              CultureInfo.InvariantCulture);
                int cellWidth = int.Parse((string)dr["CellWidth"],
                                          CultureInfo.InvariantCulture);
                int cellHeight = int.Parse((string)dr["CellHeight"],
                                           CultureInfo.InvariantCulture);

                Animation animation = new Animation(GameMain.GetFullPath(
                                                        @"Data\Animations\" + (string)dr["FileName"]),
                                                    graphics, numberRows, numberColumns, 0, cellWidth,
                                                    cellHeight, 0);
                Debug.Assert(animation != null && animation.Init,
                             "Level.Level: Failed to load animation");

                animations.Add(animation);
            }
            dsAnimations = null;

            // Player
            DataSet dsPlayer = new DataSet();

            Debug.Assert(dsPlayer != null,
                         "Level.Level: Failed to initialize player DataSet");

            dsPlayer.Locale = CultureInfo.InvariantCulture;
            dsPlayer.ReadXml(GameMain.GetFullPath(@"Data\Player\player.xml"));
            Player p = new Player(dsPlayer, graphics, animations);

            Debug.Assert(p != null,
                         "Level.Level: Failed to initialize player");
            worldObjectsValue.Add(p);
            dsPlayer = null;

            // World Objects
            DataSet dsWorldObjects = new DataSet();

            Debug.Assert(dsWorldObjects != null && dsWorldObjects.Tables !=
                         null,
                         "Level.Level: Failed to initialize world object DataSet");

            dsWorldObjects.Locale = CultureInfo.InvariantCulture;
            dsWorldObjects.ReadXml(GameMain.GetFullPath(@"Data\WorldObjects\worldobjects.xml"));
            dt = dsWorldObjects.Tables["Instance"];
            if (dt != null)
            {
                foreach (DataRow dr in dt.Rows)
                {
                    WorldObject wo = new WorldObject(dr, this);
                    Debug.Assert(wo != null,
                                 "Level.Level: Failed to initialize world object");

                    worldObjectsValue.Add(wo);
                }
            }
        }
Example #3
0
        /// <summary>
        /// Initialize a world object with the data specified in the given
        /// DataRow.
        /// </summary>
        /// <param name="dr">DataRow defining the world object</param>
        /// <param name="lev">Current level</param>
        public WorldObject(DataRow dr, Level lev)
        {
            Debug.Assert(lev.AnimationList != null && lev.AnimationList.Count > 0,
                         "WorldObject.WorldObject: No animations loaded");

            Debug.Assert(lev.AIList != null && lev.AIList.Count > 0,
                         "WorldObject.WorldObject: No AI loaded");

            for (int i = 0; i < (int)AnimationType.Count; i++)
            {
                animationCycles[i] = new AnimationCycle();
                Debug.Assert(animationCycles[i] != null,
                             "WorldObject.WorldObject: Failed to allocate " +
                             "animation cycle");
            }

            // Walk
            WalkCycle.AnimationRate = int.Parse((string)dr["WalkAnimationRate"],
                                                CultureInfo.InvariantCulture);
            WalkCycle.StartCell = int.Parse((string)dr["WalkStartCell"],
                                            CultureInfo.InvariantCulture);
            WalkCycle.EndCell = int.Parse((string)dr["WalkEndCell"],
                                          CultureInfo.InvariantCulture);
            float x = float.Parse((string)dr["WalkBoundsX"],
                                  CultureInfo.InvariantCulture);
            float y = float.Parse((string)dr["WalkBoundsY"],
                                  CultureInfo.InvariantCulture);
            float r = float.Parse((string)dr["WalkBoundsRadius"],
                                  CultureInfo.InvariantCulture);

            WalkCycle.Bounds = new Bounds(x, y, r);

            // Attack
            AttackCycle.AnimationRate = int.Parse(
                (string)dr["AttackAnimationRate"],
                CultureInfo.InvariantCulture);
            AttackCycle.StartCell = int.Parse((string)dr["AttackStartCell"],
                                              CultureInfo.InvariantCulture);
            AttackCycle.EndCell = int.Parse((string)dr["AttackEndCell"],
                                            CultureInfo.InvariantCulture);
            x = float.Parse((string)dr["AttackBoundsX"],
                            CultureInfo.InvariantCulture);
            y = float.Parse((string)dr["AttackBoundsY"],
                            CultureInfo.InvariantCulture);
            r = float.Parse((string)dr["AttackBoundsRadius"],
                            CultureInfo.InvariantCulture);
            AttackCycle.Bounds = new Bounds(x, y, r);

            // Duck
            DuckCycle.AnimationRate = int.Parse(
                (string)dr["DuckAnimationRate"],
                CultureInfo.InvariantCulture);
            DuckCycle.StartCell = int.Parse((string)dr["DuckStartCell"],
                                            CultureInfo.InvariantCulture);
            DuckCycle.EndCell = int.Parse((string)dr["DuckEndCell"],
                                          CultureInfo.InvariantCulture);
            x = float.Parse((string)dr["DuckBoundsX"],
                            CultureInfo.InvariantCulture);
            y = float.Parse((string)dr["DuckBoundsY"],
                            CultureInfo.InvariantCulture);
            r = float.Parse((string)dr["DuckBoundsRadius"],
                            CultureInfo.InvariantCulture);
            DuckCycle.Bounds = new Bounds(x, y, r);

            // Death
            DeathCycle.AnimationRate = int.Parse(
                (string)dr["DeathAnimationRate"],
                CultureInfo.InvariantCulture);
            DeathCycle.StartCell = int.Parse((string)dr["DeathStartCell"],
                                             CultureInfo.InvariantCulture);
            DeathCycle.EndCell = int.Parse((string)dr["DeathEndCell"],
                                           CultureInfo.InvariantCulture);

            // General info
            worldXValue = float.Parse((string)dr["X"],
                                      CultureInfo.InvariantCulture);
            worldYValue = float.Parse((string)dr["Y"],
                                      CultureInfo.InvariantCulture);

            activateDistance = float.Parse((string)dr["ActivateDistance"],
                                           CultureInfo.InvariantCulture);
            collidableValue = bool.Parse((string)dr["Collidable"]);

            // Animation
            int animationId = int.Parse((string)dr["AnimationId"],
                                        CultureInfo.InvariantCulture);

            Debug.Assert(animationId >= 0 &&
                         animationId < lev.AnimationList.Count,
                         "WorldObject.WorldObject: Animatin ID out of range");

            animationValue = new Animation(
                (Animation)lev.AnimationList[animationId], 0, 0);
            Debug.Assert(animationValue != null && animationValue.Init,
                         "WorldObject.WorldObject: Failed to initialize animation");

            // AI
            int aiId = int.Parse((string)dr["AIId"],
                                 CultureInfo.InvariantCulture);

            if (aiId >= 0)
            {
                Debug.Assert(aiId < lev.AIList.Count,
                             "WorldObject.WorldObject: AI Id out of range");
                AILogic = AIHandler.Create((AI)lev.AIList[aiId]);
                AILogic.Init(this, lev);
            }

            // Draw options
            if (bool.Parse((string)dr["Transparency"]))
            {
                DrawOptions = DrawOptions.BlitKeyedTransparency;
            }

            // Shot, if one exists
            int numShots = 0;

            if (!dr.IsNull("Shot2AnimationId"))
            {
                numShots = 2;
            }
            else if (!dr.IsNull("Shot1AnimationId"))
            {
                numShots = 1;
            }

            if (numShots > 0)
            {
                shotInfoValue = new ShotInfo[numShots];

                for (int i = 0; i < shotInfoValue.Length; i++)
                {
                    shotInfoValue[i] = new ShotInfo(dr, i + 1);
                    ShotInfo shot = shotInfoValue[i];
                    Debug.Assert(shot != null,
                                 "WorldObject.WorldObject: Failed to allocate " +
                                 "shot info");
                }
            }

            ResetCollidable = collidableValue;
            ResetWorldX     = worldXValue;
            ResetWorldY     = worldYValue;
        }