Example #1
0
 public void Initialize(OpenTK.GameWindow window)
 {
     Window = window;
     window.ClientSize = new Size(15 * TILE_SIZE, 7 * TILE_SIZE);
     TextureManager.Instance.UseNearestFiltering = true;
     hero = new PlayerCharacter(heroSheet);
     currentMap = new Map(startingMap,hero);
     projectiles = new List<Bullet>();
 }
Example #2
0
 public void Update(float dt)
 {
     currentMap = currentMap.ResolveDoors(hero);
     hero.Update(dt);
     cursorTile = new Point(InputManager.Instance.MousePosition.X/TILE_SIZE, InputManager.Instance.MousePosition.Y / TILE_SIZE);
     if (InputManager.Instance.MousePosition.X  / TILE_SIZE < currentMap[0].Length ) {
         if (InputManager.Instance.MousePressed(OpenTK.Input.MouseButton.Left) || InputManager.Instance.KeyPressed(OpenTK.Input.Key.M)) {
             if (currentMap[cursorTile.Y][cursorTile.X].Walkable) {
                 hero.SetTargetTile(cursorTile);
             }
         }
     }
     if (InputManager.Instance.KeyPressed(OpenTK.Input.Key.Space)) {
         Console.WriteLine("Fire!");
         PointF velocity = new PointF(0.0f, 0.0f);
         if (hero.currentSprite == "up") {
             velocity.Y -= 100.0f;
         }
         else if (hero.currentSprite == "down") {
             velocity.Y += 100.0f;
         }
         if (hero.currentSprite == "left") {
             velocity.X -= 100.0f;
         }
         else if (hero.currentSprite == "right") {
             velocity.X += 100.0f;
         }
         Console.WriteLine("Direction shot: " + hero.currentSprite);
         Console.WriteLine("Added bullet, velocity: " + velocity);
         projectiles.Add(new Bullet(hero.Center, velocity));
     }
         for (int i = projectiles.Count - 1; i >= 0; i--) {
             projectiles[i].Update(dt);
         }
     currentMap.Update(dt, hero,projectiles);
 }
Example #3
0
 public Map ResolveDoors(PlayerCharacter hero)
 {
     Map result = this;
     for (int row = 0; row < tileMap.Length; row++) {
         for (int col = 0; col < tileMap[row].Length; col++) {
             if (tileMap[row][col].IsDoor) {
                 //get doors bouding rectangle
                 Rectangle doorRect = new Rectangle(col * 30, row * 30, 30, 30);
                 //get a small rectangle in center of the player
                 Rectangle playerCenter = new Rectangle((int)hero.Center.X - 2, (int)hero.Center.Y - 2, 4, 4);
                 //look for an intersection
                 Rectangle intersection = Intersections.Rect(doorRect, playerCenter);
                 if (intersection.Width * intersection.Height > 0) {
                     this.Destroy();
                     result = new Map(tileMap[row][col].DoorPath,hero);
                     hero.Position.X = nextRoom[tileMap[row][col].DoorPath].X * Game.TILE_SIZE;
                     hero.Position.Y = nextRoom[tileMap[row][col].DoorPath].Y * Game.TILE_SIZE;
                     hero.SetTargetTile(new Point((int)hero.Position.X/Game.TILE_SIZE,(int)hero.Position.Y/Game.TILE_SIZE));
                 }
             }
         }
     }
     return result;
 }