Example #1
0
        // ***************************************************************************
        // Konstruktor 3
        public GameObject(GameObjectInner goi)
        {
            // Sollte kein GO angegeben sein
            if (goi == null)
            {
                LocationBehavior = new MapLocation(new Vector2(0, 0));
                LocationBehavior.Rotation = 0;
                Renderer = LoadedRenderer.Get("NoRenderer");
            }
            else
            {
                // UI oder MapLocation
                if (!goi.isUILocation)
                {
                    LocationBehavior = new MapLocation(new Vector2(goi.xPos, goi.yPos), new Vector2(goi.width, goi.height));
                    LocationBehavior.Rotation = goi.rotation;
                }
                else
                {
                    LocationBehavior = new UILocation(new Vector2(goi.xPos, goi.yPos), new Vector2(goi.width, goi.height));
                    LocationBehavior.Rotation = goi.rotation;
                }

                // Kein Renderer = NoRenderer
                if (goi.renderer != null)
                    Renderer = LoadedRenderer.Get(goi.renderer);
                else
                    Renderer = LoadedRenderer.Get("NoRenderer");
            }

            GetRect = RectDefault;
        }
Example #2
0
        public WayPoint(int xPosition, int yPosition)
        {
            // Liste init
            connectedPoints = new List<WayPoint>();
            distances = new Dictionary<int, float>();

            // Position bestimmen - jeder wegpunkt ist zur anzeige 32px groß
            Location = new MapLocation(new Vector2(xPosition, yPosition), new Vector2(32));
        }
Example #3
0
        /// <summary>
        ///   Kosntruktor
        /// </summary>
        /// <param name="locationBehavior"> Position des Spielers auf der Map </param>
        /// <param name="maxHealth"> Maximal Leben </param>
        /// <param name="health"> Aktuelles Leben </param>
        /// <param name="speed"> Bewegungsgeschwindigkeit </param>
        public Player(ILocationBehavior locationBehavior, float maxHealth, float health, float speed)
            : base(locationBehavior)
        {
            Buffs = new Dictionary<EBuffType, Buff>();
            Speed = speed;
            MaxHealth = maxHealth;
            Health = maxHealth;

            // Texturen für Renderer laden
            RendererStanding = LoadedRenderer.GetStatic("S_Player_Standing");
            RendererBigWeapon = LoadedRenderer.GetStatic("S_Player_BW");
            RendererBigWeaponShot = LoadedRenderer.GetStatic("S_Player_BW_Shot");
            RendererSmallWeapon = LoadedRenderer.GetStatic("S_Player_SW");
            RendererSmallWeaponShot = LoadedRenderer.GetStatic("S_Player_SW_Shot");

            RendererDying = LoadedRenderer.GetAnimation("A_Splatter_01");
            RendererDying.PlayOnce();

            Texture2D[] textureFootMoving = new[]
                                                {
                                                    Main.ContentManager.Load<Texture2D>("images/character/left_foot"),
                                                    Main.ContentManager.Load<Texture2D>("images/character/right_foot")
                                                };
            RendererFootMoving = new AnimationRenderer(textureFootMoving, 4F);

            _footRenderer = new NoRenderer();

            // Location für die Füße
            _footLocation = new MapLocation(locationBehavior.Position,
                                           new Vector2(textureFootMoving[0].Width, textureFootMoving[0].Height));

            // Standardmäßig den StandingRenderer zuweisen
            //Renderer = RendererBigWeapon;

            // LocationSize anpassen
            LocationSizing();
            LocationBehavior.Size = Renderer.Size; // Sollte LocationSizing machen

            // InventarListe init
            Inventar = new Dictionary<int, int>();

            Shortcuts = new Dictionary<int, Weapon>();
            // Schusstime auf 0 setzten
            _shotTimer = 0;

            // Poweruplist init
            ActivePowerups = new List<Powerup>();

            // Liquids auf 0 setzten
            Liquids = new Vector3(0, 0, 0);

            // Rect Methode setzten
            base.GetRect = base.RectPlayer;
        }
Example #4
0
 // ***************************************************************************
 // Läd und erzeugt das eigentliche Spiel
 public SpawnPoint(MapLocation location, EEnemyType enemyType, float modifier)
 {
     Location = location;
     EnemyType = enemyType;
     this.modifier = modifier;
 }
Example #5
0
        private bool ReadMapFile(string mapFile)
        {
            Debug.WriteLine("Lade Map " + mapFile + "..");

            // prüfen ob config.ini existiert
            if (!File.Exists(Configuration.Get("mapDir") + mapFile))
            {
                Debug.WriteLine("MapFile " + mapFile + " nicht vorhanden");
                return false;
            }

            // Map File öffnen
            TextReader tr = new StreamReader(Configuration.Get("mapDir") + mapFile);

            // Debug
            int rectCount = 0;

            // Alle lines einlesen, bei ',' trennen und diese bei [0]=R in Rechtecke einteilen
            string input;
            while ((input = tr.ReadLine()) != null)
            {
                // falls erstes zeichen eine # ist, dann ist die zeile ein kommenatar
                if (input.Length < 1 || input.Substring(0, 1).Equals("#"))
                {
                    continue;
                }

                string[] split = input.Split(new char[] { ',' });

                // Map Rechteck
                if (split[0].Equals("R") && split.Length == 5)
                {
                    rectCount++;

                    // Variablen parsen
                    int x = int.Parse(split[1]);
                    int y = int.Parse(split[2]);
                    int w = int.Parse(split[3]);
                    int h = int.Parse(split[4]);

                    // SO erstellen
                    StaticObject so = new StaticObject(new MapLocation(new Rectangle(x, y, w, h)), new SimpleRenderer(Color.White), false);

                    // SO dem QT zufügen
                    QuadTreeWalkable.Add(so);
                }

                // Playerstart
                if (split[0].Equals("X") && split.Length == 3)
                {
                    // Variablen parsen
                    int x = int.Parse(split[1]);
                    int y = int.Parse(split[2]);

                    // SO erstellen
                    PlayerStart = new Vector2(x, y);

                    Debug.WriteLine("Playerstart: " + x + "/" + +y);
                }

                // SpawnPoints
                if (split[0].Equals("S") && split.Length == 3)
                {
                    // Variablen parsen
                    int x = int.Parse(split[1]);
                    int y = int.Parse(split[2]);

                    // SP erstellen
                    SpawnPoint sp = new SpawnPoint(new MapLocation(new Vector2(x, y)), EEnemyType.E3, 1);

                    // SP adden
                    Main.MainObject.GameManager.GameState.QuadTreeSpawnPoints.Add(sp);
                }

                // Objekte etc
                if (split[0].Equals("M") && split.Length == 6)
                {
                    // Variablen parsen
                    string img = split[1];
                    int x = int.Parse(split[2]);
                    int y = int.Parse(split[3]);
                    int faktor = int.Parse(split[4]);
                    int winkel = int.Parse(split[5]);

                    // Vars für SO
                    string renderer = "S_Map_" + img;

                    float rotation = (float)((Math.PI * 2) / 360 * winkel);

                    // SP erstellen
                    MapLocation m = new MapLocation(new Vector2(x, y));
                    m.Rotation = rotation;
                    IRenderBehavior r = LoadedRenderer.Get(renderer);
                    StaticObject so = new StaticObject(m, r);
                    so.LocationSizing();

                    // SP adden
                    Main.MainObject.GameManager.GameState.QuadTreeStaticObjects.Add(so);
                }

                // Wegpunkte W,48,1700,4538
                if (split[0].Equals("W") && split.Length == 4)
                {
                    // Variablen parsen
                    int id = int.Parse(split[1]);
                    int x = int.Parse(split[2]);
                    int y = int.Parse(split[3]);

                    // WP
                    WayPoint w = new WayPoint(x, y);
                    w.ID = id;

                    // WP adden
                    Main.MainObject.GameManager.GameState.Karte.WayPoints.Add(id, w);
                    Main.MainObject.GameManager.GameState.Karte.QuadTreeWayPoints.Add(w);
                }

                // Wegpunkte C,11,10
                if (split[0].Equals("C") && split.Length == 3)
                {
                    // Variablen parsen
                    int srcId = int.Parse(split[1]);
                    int desId = int.Parse(split[2]);

                    // Connection in BEIDE richtung
                    WayPoints[srcId].AddConnection(WayPoints[desId]);
                    WayPoints[desId].AddConnection(WayPoints[srcId]);
                }
            }

            // File schließen
            tr.Close();

            //Debug
            Debug.WriteLine(rectCount + " Rects geladen");

            return true;
        }
Example #6
0
 // ***************************************************************************
 // Clone
 public ILocationBehavior Clone()
 {
     MapLocation m = new MapLocation(BoundingBox);
     m.Rotation = Rotation;
     return m;
 }
Example #7
0
        // ***************************************************************************
        // Läd den ganzen Stuff, den der GameManager benötigt
        public void Load()
        {
            Debug.WriteLine( "Läd das eigentliche Spiel" );

            // Update Delegator setzen
            updateDelegater = UpdateGame;
            updateGamePlayDelegator = UpdateGamePlay;

            // Variablen initialisiwerung
            GameState = new GameState();

            // Renderer laden
            Main.MainObject.MenuManager.LoadingText = "Loading images..";
            LoadRenderer();

            // Sounds laden
            Main.MainObject.MenuManager.LoadingText = "Loading sounds..";
            Sound.LoadSounds();

            // GameState initialisieren
            Main.MainObject.MenuManager.LoadingText = "Initialize objects..";

            GameState.MapSize = new Vector2( 10000, 10000 ); // TODO: Mapgröße hier mitgeben
            GameState.QuadTreeEnemies = new QuadTree<Enemy>( 0, 0, ( int ) GameState.MapSize.X, ( int ) GameState.MapSize.Y );
            GameState.QuadTreeSpawnPoints = new QuadTree<SpawnPoint>( 0, 0, ( int ) GameState.MapSize.X, ( int ) GameState.MapSize.Y );
            GameState.QuadTreeStaticObjects = new QuadTree<StaticObject>( 0, 0, ( int ) GameState.MapSize.X, ( int ) GameState.MapSize.Y );
            GameState.QuadTreeItems = new QuadTree<Item>( 0, 0, ( int ) GameState.MapSize.X, ( int ) GameState.MapSize.Y );

            GameState.ShotListVsEnemies = new List<Shot>(); // Shots als Liste, da diese nur eine kurze Lebenszeit haben
            GameState.ShotListVsPlayer = new List<Shot>(); // Shots als Liste, da diese nur eine kurze Lebenszeit haben

            Main.MainObject.MenuManager.LoadingText = "Loading map..";
            GameState.Karte = new Karte();
            GameState.Karte.LoadMap( GameState, "testmap" );

            GameState.GameStatistic = new GameStatistic();

            // Werte für Runde
            GameState.RoundDelay = 1;
            GameState.GameStatistic.Round = 1;
            GameState.RoundIsRunning = false;
            GameState.TimeToRoundStart = GameState.RoundDelay;

            // Buffs laden
            Buff.Load();

            // Items laden
            Main.MainObject.MenuManager.LoadingText = "Loading items..";
            Item.LoadItems();

            // Player
            MapLocation playerPosition = new MapLocation( GameState.Karte.PlayerStart );

            GameState.Player = new Player( playerPosition, 100, 100, 200 );
            Weapon w1 = Item.DefaultWeapon[ 8 ].Clone();
            w1.Munition = Item.DefaultMunition[ 200 ].Clone();
            //GameState.Player.AddItemToInventar(w1);
            GameState.Player.AddWeaponToShortcutList( 1, w1 );

            Weapon w2 = Item.DefaultWeapon[ 15 ].Clone();
            w2.Munition = Item.DefaultMunition[ 201 ].Clone();
            //GameState.Player.AddItemToInventar(w2);
            GameState.Player.AddWeaponToShortcutList( 2, w2 );

            CalculateMapOffset();

            // Keybelegung
            keyMoveUp = ( Keys ) Enum.Parse( typeof( Keys ), Configuration.Get( "keyMoveUp" ) );
            keyMoveDown = ( Keys ) Enum.Parse( typeof( Keys ), Configuration.Get( "keyMoveDown" ) );
            keyMoveLeft = ( Keys ) Enum.Parse( typeof( Keys ), Configuration.Get( "keyMoveLeft" ) );
            keyMoveRight = ( Keys ) Enum.Parse( typeof( Keys ), Configuration.Get( "keyMoveRight" ) );

            // Background laden
            background = Main.ContentManager.Load<Texture2D>( "images/background" );
            PixelWhite = Main.ContentManager.Load<Texture2D>( "images/pixelWhite" );
            PixelTransparent = Main.ContentManager.Load<Texture2D>( "images/pixelTransparent" );

            // GUI elemente
            gui_overlay = Main.ContentManager.Load<Texture2D>( "images/gui/gui_overlay" );
            health_bar = Main.ContentManager.Load<Texture2D>( "images/gui/health_bar" );
            gui_backlayer = Main.ContentManager.Load<Texture2D>( "images/gui/gui_backlayer" );

            gameoverTexture = Main.ContentManager.Load<Texture2D>( "images/gameover" );

            defaultFont = Main.ContentManager.Load<SpriteFont>( Configuration.Get( "defaultFont" ) );
            defaultFontBig = Main.ContentManager.Load<SpriteFont>( Configuration.Get( "defaultFontBig" ) );
            defaultFontSmall = Main.ContentManager.Load<SpriteFont>( Configuration.Get( "defaultFontSmall" ) );

            // Posi für Gui
            DrawHelper.AddDimension( "HealthBar_Position", 184, 425 );
            DrawHelper.AddDimension( "HealthBar_Size", 33, 153 );

            DrawHelper.AddDimension( "Munition_Position", 235, 535 );

            DrawHelper.AddDimension( "BuffIcon_Position", 16, 365 );
            DrawHelper.AddDimension( "BuffIcon_Size", 32, 32 );

            DrawHelper.AddDimension( "Minimap_Size", 181, 170 );
            DrawHelper.AddDimension( "Minimap_Position", 0, 407 );

            DrawHelper.AddDimension( "IconOnTheFloor_Size", 32, 32 );

            // AI Thread starten
            new Thread( new ThreadStart( AIThread.UpdateAI ) ).Start();

            //User Interface erstellen
            InitGui();

            // Enemies laden
            Enemy.Load();

            // Maus auf fadenkreuz setzten
            MouseCursor.CurrentCursor = MouseCursor.Cross_01;

            // ################################################################################
            // ################################################################################
            // ################################################################################
            // TEST

            Item it1 = Item.Get( 100 );
            it1.LocationBehavior.Position = new Vector2( 1100, 4150 );
            it1.LocationBehavior.Size = DrawHelper.Get( "IconOnTheFloor_Size" );
            //it1.LocationSizing();

            Item it2 = Item.Get( 200 );
            it2.LocationBehavior.Position = new Vector2( 1200, 4150 );
            it2.LocationBehavior.Size = DrawHelper.Get( "IconOnTheFloor_Size" );
            //it2.LocationSizing();

            Item it3 = Item.Get( 300 );
            it3.LocationBehavior.Position = new Vector2( 1300, 4150 );
            it3.LocationBehavior.Size = DrawHelper.Get( "IconOnTheFloor_Size" );
            //it3.LocationSizing();

            Item it4 = Item.Get( 400 );
            it4.LocationBehavior.Position = new Vector2( 1400, 4150 );
            it4.LocationBehavior.Size = DrawHelper.Get( "IconOnTheFloor_Size" );
            //it4.LocationSizing();

            Item it5 = Item.Get( 700 );
            it5.LocationBehavior.Position = new Vector2( 1500, 4150 );
            it5.LocationBehavior.Size = DrawHelper.Get( "IconOnTheFloor_Size" );
            //it5.LocationSizing();

            GameState.QuadTreeItems.Add( it1 );
            GameState.QuadTreeItems.Add( it2 );
            GameState.QuadTreeItems.Add( it3 );
            GameState.QuadTreeItems.Add( it4 );
            GameState.QuadTreeItems.Add( it5 );

            //peng = Main.ContentManager.Load<SoundEffect>("test/Skorpion-Kibblesbob-1109158827");
            headshot = Main.ContentManager.Load<SoundEffect>( "test/headshot2" );

            monster3 = Main.ContentManager.Load<Texture2D>( "test/red_monster_angry" );
            shot = Main.ContentManager.Load<Texture2D>( "test/shot" );
            blood = Main.ContentManager.Load<Texture2D>( "test/blood" );
            shot_01 = Main.ContentManager.Load<Texture2D>( "images/shots/shot_01" );

            // Testtextur
            test = Main.ContentManager.Load<Texture2D>( "images/pixelWhite" );
            testFont = Main.ContentManager.Load<SpriteFont>( "fonts/arialSmall" );

            // TEST-ENDE
            // ################################################################################

            // Wenn ladevorgang fertig => Switch von MenuManager auf GameManager
            Main.MainObject.CurrentManager = this;
            MusicPlayer.Stop();
        }