public void Update(float dTime, PlayerCharacter hero, List<Bullet> projectiles) { for (int i = projectiles.Count-1; i >= 0; i--) { int xTile = (int)projectiles[i].Position.X / 30; int yTile = (int)projectiles[i].Position.Y / 30; if (xTile >= this[0].Length || xTile < 0) { projectiles.RemoveAt(i); } else if (yTile >= this.Length || yTile < 0) { projectiles.RemoveAt(i); } else if (!this[yTile][xTile].Walkable) { projectiles.RemoveAt(i); } } for (int i = enemies.Count-1; i >= 0; i--) { enemies[i].Update(dTime); Rectangle intersection = Intersections.Rect(hero.Rect, enemies[i].Rect); if (intersection.Width * intersection.Height > 0) { Game.Instance.GameOver = true; } for (int j = projectiles.Count - 1; j >= 0; j--) { intersection = Intersections.Rect(enemies[i].Rect, projectiles[j].Rect); if (intersection.Width*intersection.Height > 0) { enemies.RemoveAt(i); projectiles.RemoveAt(j); break; } } } }
public void Initialize(OpenTK.GameWindow window) { Window = window; window.ClientSize = new Size(room1Layout[0].Length * tileSize, room1Layout.Length * tileSize); projectiles = new List<Bullet>(); TextureManager.Instance.UseNearestFiltering = true; hero = new PlayerCharacter(heroSheet, new Point(spawnTile.X * tileSize, spawnTile.Y * tileSize)); room1 = new Map(room1Layout, spriteSheets, spriteSources, 2, 0); room2 = new Map(room2Layout, spriteSheets, spriteSources, 0, 2); room1[4][7].MakeDoor(room2, new Point(1, 1)); room2[1][0].MakeDoor(room1, new Point(6, 4)); currentMap = room1; room1.AddEnemy(npcSheet, new Point(6 * tileSize, 1 * tileSize), true); room2.AddEnemy(npcSheet, new Point(1 * tileSize, 4 * tileSize), false); }
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) { result = tileMap[row][col].DoorTarget; hero.Position.X = tileMap[row][col].DoorLocation.X * 30; hero.Position.Y = tileMap[row][col].DoorLocation.Y * 30; } } } } return result; }