Example #1
0
        /// <summary>
        /// Constructors a new sprite.
        /// </summary>        
        public MagicItem(string filePath,string owner, string p_ItemType, int p_Duration, Enemy enemy)
        {
            Enemy = enemy;
            Owner = owner;
            sprite = new Sprite(GV.ContentManager, filePath);
            Sprite.Scale = 1.0f;
            if (Owner != "player")
            {
                if (p_ItemType == "arrow")
                {
                    this.state = new ArrowState(this);
                    Position = new Vector2(enemy.Position.X, enemy.Position.Y -9) ;
                    Velocity = new Vector2((GV.Player.Position.X - enemy.Position.X) / 20, (GV.Player.Position.Y - enemy.Position.Y)/20);
                    Direction = enemy.Direction;
                    Sprite.Rotation = 0.0f;
                    itemType = p_ItemType;

                }
                else if (p_ItemType == "fireRow")
                {
                        this.state = new FireState(this);
                        //Position = new Vector2(enemy.Position.X, enemy.Position.Y);
                        //Direction = enemy.Direction;
                        light = new LightSource((int)Position.X, (int)Position.Y, (int)Position.X, (int)Position.Y, 200, 2);
                        itemType = p_ItemType;
                }
                else if (p_ItemType == "egg")
                {
                        Position = Enemy.Position;
                        this.state = new EggState(this);

                        light = new LightSource((int)Position.X, (int)Position.Y, (int)Position.X, (int)Position.Y, 200, 2);

                        itemType = "light";

                    //Position = new Vector2(enemy.Position.X, enemy.Position.Y);
                    //Direction = enemy.Direction;
                }
            }
            else
            {
                this.state = new InAirState(this);
                Position = GV.Player.Position;

               if (p_ItemType == "light")
               {
                    light = new LightSource((int)Position.X, (int)Position.Y, (int)Position.X, (int)Position.Y, 200, 2);
                    EffectRadius = light.Radius;
                }
                else if (p_ItemType == "dark")
                {
                    EffectRadius = 100.0f;
                }
                else
                    EffectRadius = 0.0f;

                //this.state = new InAirState(this);
                //Position = GV.Player.Position;
                itemType = p_ItemType;
            }

            Duration = p_Duration;
            active = true;
        }
Example #2
0
        /// <summary>
        /// Removes an object form the level
        /// </summary>
        public void RemoveObject(int x, int y)
        {
            // The area clicked to check for an intersection
            Rectangle remove = new Rectangle(x, y, 2, 2);
            // Remove a spawner
            for (int i = 0; i < NumSpawners; i += 1)
            {
                if (Spawners[i].BoundingBox.Intersects(remove))
                {
                    NumSpawners -= 1;
                    SpawnPoint[] temp = new SpawnPoint[NumSpawners];
                    for (int j = 0; j < i; j += 1)
                    {
                        temp[j] = Spawners[j];
                    }
                    for (int j = i; j < NumSpawners; j += 1)
                    {
                        temp[j] = Spawners[j + 1];
                    }
                    Spawners = temp;
                    return;
                }
            }

            // Remove a Warp Point
            for (int i = 0; i < NumWarps; i += 1)
            {
                if (Warps[i].BoundingBox.Intersects(remove))
                {
                    NumWarps -= 1;
                    Warp[] temp = new Warp[NumWarps];
                    for (int j = 0; j < i; j += 1)
                    {
                        temp[j] = Warps[j];
                    }
                    for (int j = i; j < NumWarps; j += 1)
                    {
                        temp[j] = Warps[j + 1];
                    }
                    Warps = temp;
                    return;
                }
            }

            // Remove a Light Source
            for (int i = 0; i < NumLights; i += 1)
            {
                if (Lights[i].BoundingBox.Intersects(remove))
                {
                    NumLights -= 1;
                    LightSource[] temp = new LightSource[NumLights];
                    for (int j = 0; j < i; j += 1)
                    {
                        temp[j] = Lights[j];
                    }
                    for (int j = i; j < NumLights; j += 1)
                    {
                        temp[j] = Lights[j + 1];
                    }
                    Lights = temp;
                    return;
                }
            }

            // Remove a trigger box
            for (int i = 0; i < NumTriggers; i += 1)
            {
                if (Triggers[i].BoundingBox.Intersects(remove))
                {
                    NumTriggers -= 1;
                    TriggerBox[] temp = new TriggerBox[NumTriggers];
                    for (int j = 0; j < i; j += 1)
                    {
                        temp[j] = Triggers[j];
                    }
                    for (int j = i; j < NumTriggers; j += 1)
                    {
                        temp[j] = Triggers[j + 1];
                    }
                    Triggers = temp;
                    return;
                }
            }
        }
Example #3
0
 // Save changes
 private void setButton_Click(object sender, EventArgs e)
 {
     game.currentObject.BoundingBox = new Microsoft.Xna.Framework.Rectangle(
                                                    Convert.ToInt32(xPositionTextBox.Text),
                                                    Convert.ToInt32(yPositionTextBox.Text),
                                                    Convert.ToInt32(widthTextBox.Text),
                                                    Convert.ToInt32(heightTextBox.Text));
     game.currentObject.Position = new Vector2(Convert.ToInt32(xPositionTextBox.Text),
                                               Convert.ToInt32(yPositionTextBox.Text));
     game.currentObject.Name = objectName.Text;
     // Add a warp object to the level's list
     if (game.CurrentCodeValue == "Warp")
     {
         Warp warp = new Warp((int)game.currentObject.Position.X, (int)game.currentObject.Position.Y,
                              game.currentObject.BoundingBox.Width, game.currentObject.BoundingBox.Height,
                              warpDestinationLevel.Text, new Vector2(Convert.ToInt32(warpDestinationX.Text),
                              Convert.ToInt32(warpDestinationY.Text)));
         warp.Name = game.currentObject.Name;
         GV.Level.AddWarp(warp);
         Console.WriteLine("Added: " + warp.Name);
     }
     else if (game.CurrentCodeValue == "Spawner")
     {
         SpawnPoint spawner = new SpawnPoint(game.MonsterType, game.currentObject.Name, game.currentObject.Position);
         GV.Level.AddSpawnPoint(spawner);
         Console.WriteLine("Added: " + spawner.Name);
     }
     else if (game.CurrentCodeValue == "Light Source")
     {
         LightSource light = new LightSource((int)game.currentObject.Position.X, (int)game.currentObject.Position.Y,
                                             Convert.ToInt32(lightCentreXTextBox.Text), Convert.ToInt32(lightCentreYTextBox.Text),
                                             Convert.ToInt32(lightRadiusTextBox.Text), Convert.ToInt32(brightnessTextBox.Text));
         light.Name = game.currentObject.Name;
         GV.Level.AddLight(light);
     }
     else if (game.CurrentCodeValue == "Trigger Box")
     {
         TriggerBox trigger = new TriggerBox(triggerBoxTarget.Text, triggerBoxTarget.Text, game.currentObject.BoundingBox);
         trigger.Name = game.currentObject.Name;
         GV.Level.AddTriggerBox(trigger);
     }
 }
Example #4
0
        /// <summary>
        /// Adds a light source to the level
        /// </summary>
        public void AddLight(LightSource light)
        {
            // Check to see if there is already a light source with the same
            // name/tag, if so, change it for the new one
            for (int i = 0; i < NumLights; i += 1)
            {
                if (Lights[i].Name == light.Name)
                {
                    Lights[i] = light;
                    return;
                }
            }

            // If it really is a new light source, then add it to the list
            NumLights += 1;
            LightSource[] temp = new LightSource[NumLights];
            for (int i = 0; i < NumLights - 1; i += 1)
            {
                temp[i] = Lights[i];
            }
            temp[NumLights - 1] = light;
            Lights = temp;
        }