public Trigger(Vector2 npos,Block b)
 {
     //Setze Position und Collisionsbox
     b.block = false;
     this.b = b;
     position = npos;
     cbox.X = (int)position.X;
     cbox.Y = (int)position.Y;
     active = false;
     activeTime = 0;
     checkpushed = pushed;
     checkactive = active;
     checktyp = typ;
     checkblock = b.block;
 }
        public void Reset(List<Block> list, List<Enemy> elist)
        {
            if (checktyp != 0)
            {
                if (checktyp == 1)
                {
                    if (checkactive)
                    {
                        //Baue Wand komplett auf
                        Rectangle cboxnew = triggerend;
                        for (int i = 0; i < 20; i++)
                        {
                            cboxnew.Y -= 48;
                            bool end = false;
                            bool collide = false;
                            for (int j = 0; j < list.Count(); ++j)
                            {
                                Block block = list.ElementAt(j);
                                if(block.type == "triggerend"&&block.cbox.Intersects(cboxnew))
                                {
                                    wallposition = block.position;
                                    end = true;
                                    break;
                                }
                                else if (block.cbox.Intersects(cboxnew) && block.block)
                                {
                                    collide = true;
                                }
                            }
                            if (end)
                                break;
                            else if(!collide)
                            {
                                Block block = new Block(new Vector2(cboxnew.X, cboxnew.Y), "underground_earth");
                                list.Add(block);
                                blocks.Add(block);
                            }
                        }
                    }
                    else
                    {
                        //Zerstöre alle Blöcke
                        for (int i = 0; i < blocks.Count(); ++i)
                        {
                            Block block = blocks.ElementAt(i);
                            list.Remove(block);
                        }
                        blocks.Clear();
                    }
                }
                else if (checktyp == 2)
                {
                    if (checkactive)
                    {
                        //Zerstöre alle Blöcke
                        Rectangle cboxnew = triggerend;
                        for (int i = 0; i < 20; i++)
                        {
                            cboxnew.Y += 48;
                            for (int j = 0; j < list.Count(); ++j)
                            {
                                Block block = list.ElementAt(j);
                                if (block.cbox.Intersects(cboxnew) && block.type == "triggerdoor")
                                {
                                    list.Remove(block);
                                }

                            }
                        }

                    }
                    else
                    {
                        //Baue die Wand komplett auf
                        Rectangle cboxnew = triggerend;
                        for (int i = 0; i < 20; i++)
                        {
                            cboxnew.Y += 48;
                            bool collide = false;
                            for (int j = 0; j < list.Count(); ++j)
                            {
                                Block block = list.ElementAt(j);
                                if (block.cbox.Intersects(cboxnew) && block.block)
                                {
                                    collide = true;
                                }

                            }
                            if (!collide)
                            {
                                Block blockn = new Block(new Vector2(cboxnew.X, cboxnew.Y), "triggerdoor");
                                list.Add(blockn);
                            }
                        }
                    }
                }

            }
            else
            {
                //Wurden schonmal gedrückt aber nicht gesavet
                if (typ == 1) 
                {
                    //Zerstöre Wand
                    for (int i = 0; i < blocks.Count(); ++i)
                    {
                        Block block = blocks.ElementAt(i);
                        list.Remove(block);
                    }
                    blocks.Clear();
                }
                //Typ 2 wird automatisch aufgebaut
            }
            active = checkactive;
            pushed = checkpushed;
            time = checkTime;
            activeTime = checkactiveTime;
            typ = checktyp;
            b.block = checkblock;
        }
        public void Update(GameTime gameTime, List<Block> list,List<Enemy> elist,Rectangle sbox,Rectangle hbox)
        {
            int speed = 4;
            if (pushed)
            {
                if (typ == 2)
                {
                    if (doorframe != 20)
                    {
                        doorframe += 1;
                    }
                    if (doorframe == 20)
                    {
                        Rectangle cboxnew = doorstart;
                        //Wenn es keine Blöcke existieren
                        for (int i = 0; i < 20; i++)
                        {
                            for (int j = 0; j < list.Count(); ++j)
                            {
                                Block block = list.ElementAt(j);
                                if (block.cbox.Intersects(cboxnew) && block.type == "triggerdoor")
                                {
                                    //Füge existierenden zur Liste hinzu
                                    list.Remove(block);
                                }
                            }
                            cboxnew.Y = cboxnew.Y - 48;
                        }
                        if (Game1.level == 4)
                        {
                            Rectangle dposition = doorstart;
                            dposition.X = (int)position.X;
                            dposition.Y = (int)position.Y+48;
                            bool collide = false;
                            for (int i = 0; i < 20; i++)
                            {
                                collide = false;
                                for (int j = 0; j < list.Count(); ++j)
                                {
                                    Block block = list.ElementAt(j);
                                    if (block.cbox.Intersects(dposition))
                                    {
                                        //Füge existierenden zur Liste hinzu
                                        collide = true;
                                    }
                                }
                                if (!collide)
                                {
                                    Block block2 = new Block(new Vector2(dposition.X, dposition.Y), "triggerdoor");
                                    list.Add(block2);
                                }
                                dposition.X = dposition.X + 48;
                            }
                        }
                        pushed = false;
                        time = 0;
                        activeTime = Convert.ToInt32((double)Game1.luaInstance["triggerTimeDoor"]);
                        cboxnew.Y = doorstart.Y - 48;
                        for (int a = 0; a < 10; a++)
                        {
                            cboxnew.X = cboxnew.X + 48;
                            for (int j = 0; j < elist.Count(); ++j)
                            {
                                Enemy enemy = elist.ElementAt(j);
                                if (cboxnew.Intersects(enemy.cbox.box) && enemy.type == 2)
                                {
                                    enemy.moving = true;
                                    enemy.mover = false;
                                    Sound.Play("skullmonkey_freed");
                                }
                            }
                        }
                    }
                }
                else if (typ == 1)
                {
                    bool ende = false;
                    bool collide = false;
                    Rectangle cboxnew = triggerend;
                    cboxnew.Y = triggerend.Y + 48;
                    bool wallmoved = false;
                    for (int j = 0; j < blocks.Count(); ++j)
                    {
                        Block block = blocks.ElementAt(j);
                        block.cbox.Y -= speed;
                        block.position.Y -= speed;
                        if (!wallmoved)
                        {
                            wallposition = block.position;
                            wallY += speed;
                            if (wallY > 672)
                                wallY = 672;
                            wallmoved = true;
                        }
                        for (int a = 0; a < list.Count(); ++a)
                        {
                            Block blocka = list.ElementAt(a);
                            if (block.cbox.Intersects(blocka.cbox)&& !block.cbox.Intersects(triggerend)&&blocka.type == "triggerend")
                            {
                                ende = true;
                                block.cbox.Y += speed;
                                block.position.Y += speed;
                                break;
                            }
                            if (block.cbox.Intersects(cboxnew))
                            {
                                collide = true;
                                break;
                            }
                        }
                        if (ende || collide)
                            break;
                    }
                    if (!collide && !ende)
                    {
                        Block block = new Block(new Vector2(triggerend.X, triggerend.Y + 48), "underground_earth");
                        list.Add(block);
                        blocks.Add(block);
                    }
                    else if (ende)
                    {
                        pushed = false;
                        time = 0;
                        activeTime = Convert.ToInt32((double)Game1.luaInstance["triggerTimeWall"]);
                    }
                }
            }
            else if(active&&!sbox.Intersects(b.cbox)&&Game1.level != 4)
            {
                time += gameTime.ElapsedGameTime.TotalSeconds;
                if (time > activeTime)
                {
                    if (typ == 2)
                    {
                        Rectangle cboxnew = doorstart;
                        bool geht = true;
                        if (cboxnew.Intersects(sbox) || cboxnew.Intersects(hbox))
                        {
                            geht = false;
                        }
                        else
                        {
                            for (int i = 0; i < 20; i++)
                            {
                                for (int a = 0; a < elist.Count(); ++a)
                                {
                                    Enemy enemy = elist.ElementAt(a);
                                    if (enemy.cbox.box.Intersects(cboxnew))
                                    {
                                        geht = false;
                                        break;
                                    }
                                }
                                if (!geht)
                                    break;
                                cboxnew.Y = cboxnew.Y - 48;
                            }
                            cboxnew.Y = doorstart.Y - 48;
                            for (int a = 0; a < 10; a++)
                            {
                                cboxnew.X = cboxnew.X + 48;
                                if (sbox.Intersects(cboxnew)||hbox.Intersects(cboxnew))
                                    geht = false;
                                for (int j = 0; j < elist.Count(); ++j)
                                {
                                    Enemy enemy = elist.ElementAt(j);
                                    if (cboxnew.Intersects(enemy.cbox.box))
                                    {
                                        geht = false;
                                    }
                                    if (!geht)
                                        break;
                                }
                                if (!geht)
                                    break;
                            }
                        }
                        if (geht)
                        {
                            if(doorframe == 0)
                            {
                                bool collide = false;

                                if (Game1.level == 4)
                                {
                                    Rectangle dposition = doorstart;
                                    dposition.X = (int)position.X;
                                    dposition.Y = (int)position.Y + 48;
                                    for (int i = 0; i < 20; i++)
                                    {
                                        for (int j = 0; j < list.Count(); ++j)
                                        {
                                            Block block = list.ElementAt(j);
                                            if (block.cbox.Intersects(dposition)&&block.type == "triggerdoor")
                                            {
                                                list.Remove(block);
                                            }
                                        }
                                        dposition.X = dposition.X + 48;
                                    }
                                }
                                cboxnew = doorstart;
                                cboxnew.Y = doorstart.Y + 48;
                                for (int j = 0; j < 10; j++)
                                {
                                    collide = false;
                                    for (int a = 0; a < list.Count(); ++a)
                                    {
                                        Block blocka = list.ElementAt(a);
                                        if (blocka.cbox.Intersects(cboxnew))
                                        {
                                            collide = true;
                                            break;
                                        }
                                    }
                                    if (!collide)
                                    {
                                        Block block = new Block(new Vector2(cboxnew.X, cboxnew.Y), "triggerdoor");
                                        list.Add(block);
                                    }
                                    cboxnew.Y -= 48;
                                }
                                active = false;
                                time = 0;
                            }
                            else
                            {
                                doorframe -= 1;
                            }
                        }
                    }
                    if (typ == 1)
                    {
                        Rectangle cboxnew = triggerend;
                        cboxnew.Y = cboxnew.Y + 96;
                        bool wallmoved = false;
                        for (int i = 0; i < blocks.Count(); ++i)
                        {
                            //Bewege sie einfach nach oben
                            Block block = blocks.ElementAt(i);
                            block.cbox.Y += speed;
                            block.position.Y += speed;
                            if (!wallmoved)
                            {
                                wallposition = block.position;
                                wallY -= speed;
                                if (wallY < 0)
                                    wallY = 0;
                                wallmoved = true;
                            }
                            if (block.cbox.Intersects(cboxnew))
                            {
                                blocks.Remove(block);
                                list.Remove(block);
                            }
                        }
                        if (blocks.Count() == 0)
                        {
                            blocks.Clear();
                            active = false;
                            time = 0;
                        }
                    }
                }
            }
        }
 public void Generate(Player spieler,Hero hero)
 {
     //generiere Das Level (erzeuge neue Objekte in der List) anhand der Levelmap
     int moving_last = 0;
     int break_x_last = 0;
     int break_x_anzahl = 0;
     int break_y_last = 0;
     int break_y_anzahl = 0;
     int moving_anzahl = 0;
     for (int i = 0; i < levelMap.Width; i++)
     {
         for (int t = 0; t < levelMap.Height; t++)
         {
             string type = "";
             if (pixelRGBA[i, t, 3] == 0)
             {
             }
             else
             {
                 String color = pixelRGBA[i, t, 0] + "," + pixelRGBA[i, t, 1] + "," + pixelRGBA[i, t, 2];
                 if (pixelRGBA[i, t, 1] == 255 && pixelRGBA[i, t, 2] == 255)
                 {
                     kipoints.Add(new KIPoint(new Vector2(i * 48, t * 48), pixelRGBA[i, t, 0]));
                 }
                 switch (color)
                 {
                     case "255,100,255":
                         spieler.spine.skeleton.X = i*48;
                         spieler.spine.skeleton.Y = t * 48;
                         spieler.position.Y = spieler.spine.skeleton.Y;
                         spieler.position.X = spieler.spine.skeleton.X;
                         spieler.cbox.Update(spieler.position);
                         spieler.checkpoint = spieler.position;
                         break;
                     case "255,115,255":
                         hero.spine.skeleton.X = i * 48;
                         hero.spine.skeleton.Y = t * 48;
                         hero.position.Y = hero.spine.skeleton.Y;
                         hero.position.X = hero.spine.skeleton.X;
                         hero.cbox.Update(hero.position);
                         hero.checkpoint = hero.position;
                         break;
                     case "147,17,126":
                         type = "checkpoint";
                         checkpoints.Add(new Checkpoint(i * 48, false));
                         break;
                     case "39,118,33":
                         type = "moving";
                         blocks.Add(new Block(new Vector2(i * 48, t * 48), type));
                         if (moving_last + 1 != i)
                         {
                             moving_anzahl++;
                         }
                         moving_last = i;
                         break;
                     case "119,0,255":
                         type = "breakable";
                         blocks.Add(new Block(new Vector2(i * 48, t * 48), type));
                         if (break_x_last + 1 != i)
                         {
                             break_x_anzahl++;
                         }
                         break_x_last = i;
                         break;
                     case "119,20,255":
                         type = "breakable_verticale";
                         blocks.Add(new Block(new Vector2(i * 48, t * 48), type));
                         if (break_y_last + 1 != t)
                         {
                             break_y_anzahl++;
                         }
                         break_y_last = t;
                         break;
                     case "180,165,0":
                         type = "movingend";
                         blocks.Add(new Block(new Vector2(i * 48, t * 48), type));
                         break;
                     case "104,60,17":
                         type = "underground_earth";
                         blocks.Add(new Block(new Vector2(i * 48, t * 48), type));
                         break;
                     case "0,255,0":
                         type = "ground_grass";
                         blocks.Add(new Block(new Vector2(i * 48, t * 48), type));
                         break;
                     case "0,0,255":
                         type = "water";
                         blocks.Add(new Block(new Vector2(i * 48, t * 48), type));
                         break;
                     case "0,0,0":
                         type = "hase";
                         enemies.Add(new Bunny(new Vector2(i * 48, t * 48), 1,true));
                         break;
                     case "255,255,0":
                         type = "zeit";
                         items.Add(new Item(new Vector2(i * 48, t * 48 -96 +48), type));
                         break;
                     case "180,150,140":
                         type = "bag";
                         items.Add(new Item(new Vector2(i * 48, t * 48 -96+48), type));
                         break;
                     case "171,140,188":
                         type = "herz";
                         items.Add(new Item(new Vector2(i * 48, t * 48 - 96 + 48), type));
                         break;
                     case "255,200,200":
                         type = "monkey";
                         items.Add(new Item(new Vector2(i * 48, t * 48 - 96 + 48), type));
                         break;
                     case "50,50,50":
                         type = "monkey";
                         enemies.Add(new Monkey(new Vector2(i * 48, t * 48), 2, true));
                         break;
                     case "255,255,100":
                         type = "banana";
                         items.Add(new Item(new Vector2(i * 48, t * 48 - 96 + 48), type));
                         break;
                     case "255,0,0":
                         type = "trigger";
                         Block b = new Block(new Vector2(i * 48, t * 48), type);
                         blocks.Add(b);
                         triggers.Add(new Trigger(new Vector2(i * 48, t * 48),b));
                         break;
                     case "153,0,0":
                         type = "triggerend";
                         blocks.Add(new Block(new Vector2(i * 48, t * 48), type));
                         break;
                     case "155,0,0":
                         type = "triggerdoor";
                         blocks.Add(new Block(new Vector2(i * 48, t * 48), type));
                         break;
                 }
             }
         }
     }
     for (int i = 0; i < moving_anzahl; i++)
     {
         mblocks.Add(new MovingBlock(blocks));
     }
     int id = 0;
     for (int i = 0; i < break_x_anzahl; i++)
     {
         breakblocks.Add(new Breakable(blocks,false,id));
         id++;
     }
     for (int i = 0; i < break_y_anzahl; i++)
     {
         breakblocks.Add(new Breakable(blocks, true, id));
         id++;
     }
     checkpoints.Add(new Checkpoint((int)size.X - 100, true)); //Ende
     for (int i = 0; i < triggers.Count(); ++i)
     {
         Trigger trigger = triggers.ElementAt(i);
         trigger.Check(blocks);
     }
     Save();
 }