Example #1
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // Load the font
            _renderer.Font = Content.Load<SpriteFont>("Courier New");

            // Load the background
            _background = new Background(new Sprite(Content.Load<Texture2D>("background-1")));

            // Create the scenegraph
            _scene = new SceneNode(null, "_root_");

            // Load the player
            // Load the player animations
            int fps = 6;
            Dictionary<String, FrameSet> playerAnimations = new Dictionary<string, FrameSet>();
            List<Tuple<int, int>> idleFrames = new List<Tuple<int, int>>();
            idleFrames.Add(new Tuple<int, int>(0, 0));
            idleFrames.Add(new Tuple<int, int>(0, 1));
            playerAnimations.Add("idle", new FrameSet(idleFrames, true, fps));

            List<Tuple<int, int>> walkFrames = new List<Tuple<int, int>>();
            walkFrames.Add(new Tuple<int, int>(0, 0));
            playerAnimations.Add("walk", new FrameSet(walkFrames, true, fps));

            List<Tuple<int, int>> crouchFrames = new List<Tuple<int, int>>();
            crouchFrames.Add(new Tuple<int, int>(0, 1));
            playerAnimations.Add("crouch", new FrameSet(crouchFrames, true, fps));

            List<Tuple<int, int>> jumpFrames = new List<Tuple<int, int>>();
            jumpFrames.Add(new Tuple<int, int>(0, 2));
            playerAnimations.Add("jump", new FrameSet(jumpFrames, true, fps));

            List<Tuple<int, int>> interactionFrames = new List<Tuple<int, int>>();
            interactionFrames.Add(new Tuple<int, int>(0, 2));
            playerAnimations.Add("interact", new FrameSet(interactionFrames, true, fps));

            AnimatedSprite playerSprite = new AnimatedSprite(Content.Load<Texture2D>("player-ss"), 32, 64, playerAnimations);

            // Load the player sounds
            Dictionary<String, SoundEffect> playerSoundFX = new Dictionary<string, SoundEffect>();
            playerSoundFX.Add("jump", Content.Load<SoundEffect>("jump"));
            playerSoundFX.Add("run", Content.Load<SoundEffect>("run"));
            playerSoundFX.Add("walk", Content.Load<SoundEffect>("walk"));
            _player = new Player(_scene, "Player", playerSprite, 100.0f, playerSoundFX);

            // Load the enemy
            Sprite enemySprite = new Sprite(Content.Load<Texture2D>("enemy"));
            _enemy = new Enemy(_scene, "Enemy-1", enemySprite, 20.0f);
            _enemy.Position = new Vector2(300.0f, 20.0f);

            // Load the crate
            WorldObject crate = new WorldObject(_scene, "Crate-1", new Sprite(Content.Load<Texture2D>("crate")));
            crate.Position = new Vector2(200.0f, 200.0f);
            crate.IsElevated = true;

            WorldObject crate2 = new WorldObject(_scene, "Crate-2", new Sprite(Content.Load<Texture2D>("crate")));
            crate2.Position = new Vector2(400.0f, 400.0f);
        }
Example #2
0
        /// <summary>
        /// Updates the player when the player is running
        /// </summary>
        /// <param name="gameTime">Game time</param>
        /// <param name="keys">The state of the keyboard</param>
        /// <param name="elapsedSeconds">Number of elapsed seconds</param>
        protected void UpdateCrouching(GameTime gameTime, KeyboardState keys, float elapsedSeconds)
        {
            float crouchSlowdown = 0.5f;    // Slowdow factor to use when the player is crouching

            // Move the player
            Vector2 distance = Vector2.Zero;
            if (keys.IsKeyDown(Keys.Up))
            {
                distance.Y += 1.0f;
            }
            if (keys.IsKeyDown(Keys.Down))
            {
                distance.Y -= 1.0f;
            }
            if (keys.IsKeyDown(Keys.Left))
            {
                distance.X -= 1.0f;
            }
            if (keys.IsKeyDown(Keys.Right))
            {
                distance.X += 1.0f;
            }

            // If the player moved, adjust the player's position
            if (distance != Vector2.Zero)
            {
                distance.Normalize();   // Normalize the distance to the player into just a direction
                distance *= crouchSlowdown * WalkSpeed * elapsedSeconds;
                this.Adjust(distance);
                _noiseLevel = 0.3f;

                // If we're not playing the looping crouch noise, play it now
                if (null == _crouchSound)
                {
                    SoundEffect crouchSound;
                    _soundFX.TryGetValue("walk", out crouchSound);
                    _crouchSound = crouchSound.CreateInstance();
                    _crouchSound.IsLooped = true;
                    _crouchSound.Play();
                    _crouchSound.Volume /= 4.0f;
                }
            }
            else
            {
                // If we're not playing the looping crouch noise, play it now
                if (null != _crouchSound)
                {
                    _crouchSound.Stop();
                    _crouchSound = null;
                }
                _noiseLevel = 0.0f;
            }

            // Check to see if we're crouching under anything
            if (_objectUnder != null && !this.CollisionAABB.DoesCollide(_objectUnder.CollisionAABB))
            {
                _objectUnder = null;
            }
        }
Example #3
0
 /// <summary>
 /// Processes a collision with the given collider
 /// </summary>
 /// <param name="collider"></param>
 public virtual void ProcessCollision(WorldObject collider)
 {
     this.Position -= Displacement;
 }
Example #4
0
 /// <summary>
 /// Processes a collision with the given collider
 /// </summary>
 /// <param name="collider"></param>
 public override void ProcessCollision(WorldObject collider)
 {
     // Ignore collisions in certain cases
     if (collider.IsElevated && State == PlayerStateType.Crouching)
     {
         _objectUnder = collider;
         return;
     }
     else if (!collider.IsHigh && State == PlayerStateType.Jumping)
     {
         _objectUnder = null;
         return;
     }
     else
     {
         _objectUnder = null;
         this.Position -= Displacement;
     }
 }
Example #5
0
 /// <summary>
 /// Processes an interaction from another object
 /// </summary>
 /// <param name="interactor"></param>
 public virtual void OnInteract(WorldObject interactor)
 {
 }