protected override void InitializeScene() { // Assign base class variables here, before calling the base class initializer PerimeterOffsetX = 87; PerimeterOffsetY = -12; PerimeterX = 32; PerimeterY = 12; double x0 = PerimeterOffsetX * TileSize; double y0 = PerimeterOffsetY * TileSize; // Store width and height in local variables for easy access int w_i = (int)ViewWidth; int h_i = (int)ViewHeight; // X and Y positioner variables double xp = TileSize * PerimeterOffsetX; double yp = TileSize * PerimeterOffsetY; xp += TileSize * PerimeterX * 0.5 - (TileSize * 1); yp -= TileSize *2; // Set up previous door: Scene prev_scene = (Scene)Program.MainGame.Scenes["SceneThree"]; _DoorToPreviousScene.Destination = prev_scene.DoorToNextScene; // Setup background tiles var BackgroundTiles = new TileMap (Background, 48, 24, Texture.Get ("sprite_tile_bg4_atlas")); BackgroundTiles.PositionX = (PerimeterOffsetX - 18) * TileSize; BackgroundTiles.PositionY = (PerimeterOffsetY ) * TileSize; BackgroundTiles.PositionZ = 1.0; BackgroundTiles.RandomMap (); BackgroundTiles.Build (); // Control key indicators (info graphics) var f_infogfx = new SpriteBase(Rear, xp - 2 * TileSize, yp, Texture.Get("sprite_infogfx_key_f")); // First Set of platforms double ep2x = xp - TileSize * 20; double ep2y = yp + TileSize; // Top platform set ExtenderPlatform last_platform_2 = new ExtenderPlatform (Stage, ep2x + TileSize * (5), ep2y + TileSize * 9, true); for (int i = 1; i < 12; i++) { new ExtenderPlatform (Stage, ep2x + TileSize * (5 + i), ep2y + TileSize * 9, last_platform_2); } var bs_lower0 = new ProjectileSwitch (Front, ep2x + TileSize * (16.5), ep2y + TileSize * (11 + 0.5) , (sender, e) => { bool bstate = (SwitchState)e.Info != SwitchState.Open; last_platform_2.OnAction (e.Self, new ActionEventArgs (bstate, last_platform_2)); //bool bstate_bs_lower_0 = last_platform_2.State != SwitchState.Open; //gw_lower1.OnAction (e.Self, new ActionEventArgs (bstate || bstate_bs_lower_0, gw_lower1)); }, 0.1); // Platform set below top ExtenderPlatform last_platform_3 = new ExtenderPlatform (Stage, ep2x + TileSize * (5), ep2y + TileSize * 5, true); for (int i = 1; i < 12; i++) { new ExtenderPlatform (Stage, ep2x + TileSize * (5 + i), ep2y + TileSize * 5, last_platform_3); } var bs_lower1 = new ProjectileSwitch (Front, ep2x + TileSize * (22.5), ep2y + TileSize * (7 + 0.5) , (sender, e) => { bool bstate = (SwitchState)e.Info != SwitchState.Open; last_platform_3.OnAction (e.Self, new ActionEventArgs (bstate, last_platform_3)); //bool bstate_bs_lower_0 = last_platform_2.State != SwitchState.Open; //gw_lower1.OnAction (e.Self, new ActionEventArgs (bstate || bstate_bs_lower_0, gw_lower1)); }, 0.1); double recess_switch = -4.0; double recess_gw = -2.0; for (int i = 0; i < 12; i++) { var spidey = new Spidey (Stage, ep2x + (5 + i) * TileSize, ep2y + TileSize * 6); spidey.Body.BodyType = BodyType.Dynamic; } // Gateways var gw1 = new Gateway (Front, xp - TileSize * 3, yp + 3 * TileSize, false); var gw2 = new Gateway (Front, xp + TileSize * 3, yp + 3 * TileSize, false); // Walls above gateways for (int i = 2; i < 5; i++) { new FloorTile (Rear, gw1.CornerX, gw1.CornerY + (i) * TileSize + 8); } for (int i = 6; i < PerimeterY - 1; i++) { new FloorTile (Rear, gw1.CornerX, gw1.CornerY + (i) * TileSize + 8); } for (int i = 2; i < PerimeterY - 5; i++) { new FloorTile (Rear, gw2.CornerX, gw2.CornerY + (i) * TileSize + 8); } new FloorTile (Rear, gw2.CornerX - TileSize * 5, gw2.CornerY + 2 * TileSize + 8); new FloorTile (Rear, gw2.CornerX - TileSize * 4, gw2.CornerY + 2 * TileSize + 8); var ft_door = new FloorTile (Rear, gw2.CornerX - TileSize * 3, gw2.CornerY + 2 * TileSize + 8); new FloorTile (Rear, gw2.CornerX - TileSize * 2, gw2.CornerY + 2 * TileSize + 8); new FloorTile (Rear, gw2.CornerX - TileSize, gw2.CornerY + 2 * TileSize + 8); var fs10 = new PressureSwitch (Front, gw1.CornerX + TileSize, gw1.CornerY + recess_switch, (sender, e) => { bool bstate = (SwitchState)e.Info != SwitchState.Open; gw1.OnAction (e.Self, new ActionEventArgs (bstate, gw1)); }); var fs11 = new PressureSwitch (Front, gw1.CornerX - TileSize, gw1.CornerY + recess_switch, (sender, e) => { bool bstate = (SwitchState)e.Info != SwitchState.Open; gw1.OnAction (e.Self, new ActionEventArgs (bstate, gw1)); }, fs10); var fs20 = new PressureSwitch (Front, gw2.CornerX - TileSize, gw2.CornerY + recess_switch, (sender, e) => { bool bstate = (SwitchState)e.Info != SwitchState.Open; gw2.OnAction (e.Self, new ActionEventArgs (bstate, gw2)); }); var fs21 = new PressureSwitch (Front, gw2.CornerX + TileSize, gw2.CornerY + recess_switch, (sender, e) => { bool bstate = (SwitchState)e.Info != SwitchState.Open; gw2.OnAction (e.Self, new ActionEventArgs (bstate, gw2)); }, fs20); xp = fs21.CornerX + 2 * TileSize; yp += TileSize; xp += TileSize; var ft_room_r = new FloorTile (Stage, xp, yp + TileSize * 2); for (int i = 1; i < 8; i++) new FloorTile (Stage, xp + i * TileSize, yp + TileSize * 2); for (int i = 0; i < 4; i++) new FloorTile (Stage, xp + (i + 1) * TileSize, yp + TileSize * 3); //yp += 2 * TileSize; //xp += 4 * TileSize; for (int i = 0; i < 6; i++) { var spidey = new Spidey (Stage, xp + (5 + i) * TileSize, yp + TileSize * (3)); spidey.Body.BodyType = BodyType.Dynamic; } ExtenderPlatform last_platform_0 = null; ExtenderPlatform last_platform_1 = null; for (int i = 0; i < 3; i++) { last_platform_0 = new ExtenderPlatform (Stage, xp + TileSize * (5 + i), yp + TileSize * (4.5 + i), last_platform_0); } xp -= 2 * TileSize; yp += TileSize; for (int i = 0; i < 9; i++) { last_platform_1 = new ExtenderPlatform (Stage, xp + TileSize * (-1 + i), yp + TileSize * (7), last_platform_1); } var fs30 = new PressureSwitch (Front, ft_room_r.CornerX, ft_room_r.CornerY + TileSize + recess_switch, (sender, e) => { bool bstate = (SwitchState)e.Info != SwitchState.Open; last_platform_1.OnAction (e.Self, new ActionEventArgs (bstate, last_platform_1)); }, 6.0); var bs_lower2 = new ProjectileSwitch (Front, ep2x + TileSize * (23.55), ep2y + TileSize * (7 + 0.5) , (sender, e) => { bool bstate = (SwitchState)e.Info != SwitchState.Open; last_platform_0.OnAction (e.Self, new ActionEventArgs (bstate, last_platform_0)); }, 3.0); //bs_lower2.CenterShift(); bs_lower2.Theta += MathHelper.Pi; // Set up next door: /*( Scene next_scene = (Scene)Program.MainGame.Scenes["SceneThree"]; _DoorToNextScene.Destination = next_scene.DoorToPreviousScene; _DoorToNextScene.PositionX = last_platform_1.PositionX; _DoorToNextScene.CornerY = yp += last_platform_1.SizeY; // Update next scene's door position _DoorToNextScene.Destination.Position = _DoorToNextScene.Position; */ Scene next_scene = (Scene)Program.MainGame.Scenes["SceneFive"]; //Scene next_scene = (Scene)Program.MainGame.Scenes["SceneSix"]; //_DoorToNextScene = new Door(Rear, x0 + TileSize * 76, y1 + TileSize, next_scene.DoorToPreviousScene); _DoorToNextScene = new Door(Rear, ft_door.CornerX, ft_door.CornerY + TileSize, next_scene.DoorToPreviousScene); _DoorToNextScene.Destination.Position += _DoorToNextScene.Position; // Call the base class initializer base.InitializeScene (); }
public Door(RenderSet render_set, Door destination) : this(render_set, destination.PositionX, destination.PositionY, destination) { }
protected override void InstantiateConnections() { _DoorToPreviousScene = new Door(Rear, 0, -30); //_DoorToNextScene = new Door(Rear, _DoorToPreviousScene.CornerX + 8 * TileSize, 3 * TileSize); _DoorToNextScene = new Door(Rear, _DoorToPreviousScene.CornerX + 3 * TileSize, _DoorToPreviousScene.CornerY); }
protected override void InitializeScene() { // Basic perimeter: double x0 = PerimeterOffsetX * TileSize; double y0 = PerimeterOffsetY * TileSize; double recess_switch = -4.0; int chute_right = 3; Gateway gw_chute = null, gw_lower1 = null; PressureSwitch fs_chute, bs_lower1 = null, bs_lower2 = null; for (int i = 0; i < PerimeterX; i++) { if (i == PerimeterX - chute_right) { double x = x0 + TileSize * i; fs_chute = new PressureSwitch (Front, x - 2.0 * TileSize, y0 + TileSize + recess_switch, (sender, e) => { bool bstate = (SwitchState)e.Info != SwitchState.Open; gw_chute.OnAction (e.Self, new ActionEventArgs (bstate, gw_chute)); }, 2.0); gw_chute = new SmallGateway (Front, x, y0 + TileSize, false); gw_chute.CenterShift (); gw_chute.PositionX += 0.5 * TileSize; gw_chute.PositionY -= 0.5 * (TileSize - 0.5 * gw_chute.SizeY); gw_chute.Theta = -0.5 * Math.PI; continue; } BunkerFloor block = new BunkerFloor2 (this, x0 + TileSize * i, y0); block.PositionY -= block.SizeY; block = new BunkerFloor (this, x0 + TileSize * i, y0); } for (int i = 0; i <= PerimeterY; i++) { var block = new BunkerWall (this, x0 + TileSize * PerimeterX, y0 + TileSize * i); block.TileX = -1.0; block = new BunkerWall (this, x0 - 0.5 * TileSize, y0 + TileSize * (PerimeterY - i)); } for (int i = 0; i < PerimeterX; i++) { var block = new FloorTile (Stage, x0 + TileSize * (PerimeterX - i - 1), y0 + TileSize * PerimeterY); } // Setup background tiles var BackgroundTiles = new TileMap (Background, Perimeter2X, 6, Texture.Get ("sprite_dark_rubble_atlas")); BackgroundTiles.CornerX = x0 - 2 * TileSize; BackgroundTiles.CornerY = y0; BackgroundTiles.PositionZ = 1.0; BackgroundTiles.RandomMap (); BackgroundTiles.Build (); // Store width and height in local variables for easy access int w_i = (int)ViewWidth; int h_i = (int)ViewHeight; // X and Y positioner variables double xp = TileSize * PerimeterOffsetX; double yp = TileSize * PerimeterOffsetY; yp += TileSize; xp += (PerimeterX / 2) * TileSize; // Set up doors: Scene prev_scene = (Scene)Program.MainGame.Scenes ["SceneTwo"]; _DoorToPreviousScene.Destination = prev_scene.DoorToNextScene; // Scene next_scene = (Scene)Scene.Scenes["SceneThree"]; // _DoorToNextScene.Destination = next_scene.DoorToPreviousScene; // _DoorToNextScene.Destination.Position = _DoorToNextScene.Position; var pipe_texture = Texture.Get ("sprite_bg_pipes"); for (int i = 0; i < 5; i++) { var bg_pipes = new SpriteBase (Background, x0 + pipe_texture.Width * i - TileSize, y0 - pipe_texture.Height + TileSize - 6, pipe_texture); bg_pipes.PositionZ = 0.5; } double y1 = y0 - (Perimeter2Y + 1) * TileSize; for (int i = 0; i < Perimeter2X; i++) { BunkerFloor block = new BunkerFloor2 (this, x0 + TileSize * i, y1); block.PositionY -= block.SizeY; if (i > PerimeterX) { var roof = new BunkerWall (this, x0 + TileSize * i, y1 + TileSize * (Perimeter2Y + 1)); roof.Theta = -MathHelper.PiOver2; } if (i > 53 && i < 60) continue; block = new BunkerFloor (this, x0 + TileSize * i, y1); } for (int i = 0; i <= Perimeter2Y; i++) { var block = new BunkerWall (this, x0 + TileSize * Perimeter2X, y1 + TileSize * i); block.TileX = -1.0; block = new BunkerWall (this, x0 - 0.5 * TileSize, y1 + TileSize * (Perimeter2Y - i)); } // Lower area stuff for (int i = 0; i < 8; i++) { new BunkerFloor (this, x0 + TileSize * i, y1 + TileSize); } for (int i = 2; i < 6; i++) { new BunkerFloor (this, x0 + TileSize * i, y1 + 2 * TileSize); } for (int i = 20; i < 38; i++) { new BunkerFloor (this, x0 + TileSize * i, y1 + TileSize); } for (int i = 22; i < 34; i++) { new BunkerFloor (this, x0 + TileSize * i, y1 + 2 * TileSize); } new BunkerFloor (this, x0 + TileSize * 31, y1 + 3.5 * TileSize); for (int i = 28; i < 32; i++) { new BunkerFloor (this, x0 + TileSize * i, y1 + 3 * TileSize); } for (int i = 42; i < 50; i++) { int j; for (j = Perimeter2Y; j > 4; j--) new BunkerFloor (this, x0 + TileSize * i, y1 + (j + 0.5) * TileSize); var block = new BunkerFloor2 (this, x0 + TileSize * i, y1 + (j + 1.5) * TileSize); block.PositionY -= block.SizeY; } { int j; for (j = Perimeter2Y; j > 3; j--) new BunkerFloor (this, x0 + TileSize * 55, y1 + (j + 0.5) * TileSize); var block = new BunkerFloor2 (this, x0 + TileSize * 55, y1 + (j + 1.5) * TileSize); block.PositionY -= block.SizeY; gw_lower1 = new SmallGateway (Front, x0 + TileSize * 55.5, y1, false); bs_lower1 = new ProjectileSwitch (Front, x0 + TileSize * 55, y1 + (j + 0.5) * TileSize, (sender, e) => { bool bstate = (SwitchState)e.Info != SwitchState.Open; bool bstate_bs_lower_2 = bs_lower2.State != SwitchState.Open; gw_lower1.OnAction (e.Self, new ActionEventArgs (bstate || bstate_bs_lower_2, gw_lower1)); }, 5.0); var ep1 = new ExtenderPlatform (Rear, x0 + TileSize * 57, y1 + 0.5 * TileSize, false); new ExtenderPlatform (Rear, x0 + TileSize * 58, y1 + 2.0 * TileSize, ep1); new ExtenderPlatform (Rear, x0 + TileSize * 60, y1 + 3.5 * TileSize, ep1); new ExtenderPlatform (Rear, x0 + TileSize * 62, y1 + 2.5 * TileSize, ep1); new ExtenderPlatform (Rear, x0 + TileSize * 63, y1 + 1.5 * TileSize, ep1); new ExtenderPlatform (Rear, x0 + TileSize * 65, y1 + 1.5 * TileSize, ep1); bs_lower2 = new ProjectileSwitch (Front, x0 + TileSize * 56, y1 + (j - 0.5) * TileSize, (sender, e) => { bool bstate = (SwitchState)e.Info != SwitchState.Open; ep1.OnAction (e.Self, new ActionEventArgs (bstate, ep1)); bool bstate_bs_lower_1 = bs_lower1.State != SwitchState.Open; gw_lower1.OnAction (e.Self, new ActionEventArgs (bstate || bstate_bs_lower_1, gw_lower1)); }, 5.0); bs_lower1.CenterShift (); bs_lower2.CenterShift (); bs_lower2.Theta = MathHelper.Pi; } for (int j = 1; j < 5; j++) { if(j == 2) continue; new BunkerFloor (this, x0 + TileSize * 61, y1 + j * TileSize); } new BunkerFloor (this, x0 + TileSize * 62, y1 + 1 * TileSize); yp = y1 + 2.5 * TileSize; //new BunkerFloor (this, x0 + TileSize * 65, y1 + 1 * TileSize); //new BunkerFloor (this, x0 + TileSize * 66, y1 + 1 * TileSize); new BunkerFloor (this, x0 + TileSize * 66, yp); //new BunkerFloor (this, x0 + TileSize * 67, y1 + 1 * TileSize); new BunkerFloor (this, x0 + TileSize * 67, yp); new BunkerFloor (this, x0 + TileSize * 67, yp + TileSize); yp += 0.5 * TileSize; ExtenderPlatform ep_walkway1_first = new ExtenderPlatform (Rear, x0 + TileSize * 67, yp, false); ExtenderPlatform ep_walkway1_last = null; for(int i = 1; i < 6; i++) ep_walkway1_last = new ExtenderPlatform (Rear, ep_walkway1_first.CornerX + TileSize * i, ep_walkway1_first.CornerY, ep_walkway1_first); new BunkerFloor (this, ep_walkway1_last.CornerX + TileSize, y1 + 1 * TileSize); new BunkerFloor (this, ep_walkway1_last.CornerX + TileSize, y1 + 2 * TileSize); new BunkerFloor (this, ep_walkway1_last.CornerX + TileSize, y1 + 3 * TileSize); new BunkerFloor (this, ep_walkway1_last.CornerX + 2 * TileSize, y1 + 1 * TileSize); new BunkerFloor (this, ep_walkway1_last.CornerX + 2 * TileSize, y1 + 2 * TileSize); new BunkerFloor (this, ep_walkway1_last.CornerX + 3 * TileSize, y1 + 1 * TileSize); var bs_lower3 = new ProjectileSwitch (Front, ep_walkway1_last.CornerX, y1 + 1.0 * TileSize, (sender, e) => { bool bstate = (SwitchState)e.Info != SwitchState.Open; ep_walkway1_first.OnAction (e.Self, new ActionEventArgs (bstate, ep_walkway1_first)); }, 2.0); bs_lower3.CenterShift (); bs_lower3.Theta = -MathHelper.PiOver2; Scene next_scene = (Scene)Program.MainGame.Scenes["SceneFour"]; _DoorToNextScene = new Door(Rear, x0 + TileSize * 76, y1 + TileSize, next_scene.DoorToPreviousScene); _DoorToNextScene.Destination.Corner += _DoorToNextScene.Corner; // Call the base class initializer base.InitializeScene(); }
public Door(RenderSet render_set, double x, double y, Door destination) : this(render_set, x, y, destination._RenderSet.Scene) { _Destination = destination; }
protected override void InstantiateConnections() { //_DoorToPreviousScene = new Door(Rear, 72 * TileSize, -8 * TileSize); _DoorToPreviousScene = new Door(Rear, 0, 0); }
public override void InstantiateConnections() { _DoorToNextScene = new Door(Rear, 512 - 68, TileSize); }
public override void InstantiateConnections() { _DoorToPreviousScene = new Door(Rear, 0, 0); _DoorToNextScene = new Door(Rear, _DoorToPreviousScene.CornerX + 8 * TileSize, 3 * TileSize); }
public override void InitializeScene() { // Assign base class variables here, before calling the base class initializer PerimeterOffsetX = 87; PerimeterOffsetY = -12; PerimeterX = 32; PerimeterY = 12; double x0 = PerimeterOffsetX * TileSize; double y0 = PerimeterOffsetY * TileSize; // Store width and height in local variables for easy access int w_i = (int)ViewWidth; int h_i = (int)ViewHeight; // X and Y positioner variables double xp = TileSize * PerimeterOffsetX; double yp = TileSize * PerimeterOffsetY; xp += TileSize * PerimeterX * 0.5 - (TileSize * 1); yp -= TileSize * 2; // Set up previous door: Scene prev_scene = (Scene)_Game.Scenes["SceneThree"]; _DoorToPreviousScene.Destination = prev_scene.DoorToNextScene; // Setup background tiles var BackgroundTiles = new TileMap(Background, 48, 24, Texture.Get("sprite_tile_bg4_atlas")); BackgroundTiles.PositionX = (PerimeterOffsetX - 18) * TileSize; BackgroundTiles.PositionY = (PerimeterOffsetY) * TileSize; BackgroundTiles.Parallax = 1.0; BackgroundTiles.RandomMap(); BackgroundTiles.Build(); // Control key indicators (info graphics) var f_infogfx = new SpriteBase(Rear, xp - 2 * TileSize, yp, Texture.Get("sprite_infogfx_key_f")); // First Set of platforms double ep2x = xp - TileSize * 20; double ep2y = yp + TileSize; // Top platform set ExtenderPlatform last_platform_2 = new ExtenderPlatform(Stage, ep2x + TileSize * (5), ep2y + TileSize * 9, true); for (int i = 1; i < 12; i++) { new ExtenderPlatform(Stage, ep2x + TileSize * (5 + i), ep2y + TileSize * 9, last_platform_2); } var bs_lower0 = new ProjectileSwitch(Front, ep2x + TileSize * (16.5), ep2y + TileSize * (11 + 0.5), (sender, e) => { bool bstate = (SwitchState)e.Info != SwitchState.Open; last_platform_2.OnAction(e.Self, new ActionEventArgs(bstate, last_platform_2)); //bool bstate_bs_lower_0 = last_platform_2.State != SwitchState.Open; //gw_lower1.OnAction (e.Self, new ActionEventArgs (bstate || bstate_bs_lower_0, gw_lower1)); }, 0.1); // Platform set below top ExtenderPlatform last_platform_3 = new ExtenderPlatform(Stage, ep2x + TileSize * (5), ep2y + TileSize * 5, true); for (int i = 1; i < 12; i++) { new ExtenderPlatform(Stage, ep2x + TileSize * (5 + i), ep2y + TileSize * 5, last_platform_3); } var bs_lower1 = new ProjectileSwitch(Front, ep2x + TileSize * (22.5), ep2y + TileSize * (7 + 0.5), (sender, e) => { bool bstate = (SwitchState)e.Info != SwitchState.Open; last_platform_3.OnAction(e.Self, new ActionEventArgs(bstate, last_platform_3)); //bool bstate_bs_lower_0 = last_platform_2.State != SwitchState.Open; //gw_lower1.OnAction (e.Self, new ActionEventArgs (bstate || bstate_bs_lower_0, gw_lower1)); }, 0.1); double recess_switch = -4.0; double recess_gw = -2.0; for (int i = 0; i < 12; i++) { new Spidey(Stage, ep2x + (5 + i) * TileSize, ep2y + TileSize * 6); } // Gateways var gw1 = new Gateway(Front, xp - TileSize * 3, yp + 3 * TileSize, false); var gw2 = new Gateway(Front, xp + TileSize * 3, yp + 3 * TileSize, false); // Walls above gateways for (int i = 2; i < 5; i++) { new FloorTile(Rear, gw1.CornerX, gw1.CornerY + (i) * TileSize + 8); } for (int i = 6; i < PerimeterY - 1; i++) { new FloorTile(Rear, gw1.CornerX, gw1.CornerY + (i) * TileSize + 8); } for (int i = 2; i < PerimeterY - 5; i++) { new FloorTile(Rear, gw2.CornerX, gw2.CornerY + (i) * TileSize + 8); } new FloorTile(Rear, gw2.CornerX - TileSize * 5, gw2.CornerY + 2 * TileSize + 8); new FloorTile(Rear, gw2.CornerX - TileSize * 4, gw2.CornerY + 2 * TileSize + 8); var ft_door = new FloorTile(Rear, gw2.CornerX - TileSize * 3, gw2.CornerY + 2 * TileSize + 8); new FloorTile(Rear, gw2.CornerX - TileSize * 2, gw2.CornerY + 2 * TileSize + 8); new FloorTile(Rear, gw2.CornerX - TileSize, gw2.CornerY + 2 * TileSize + 8); var fs10 = new PressureSwitch(Front, gw1.CornerX + TileSize, gw1.CornerY + recess_switch, (sender, e) => { bool bstate = (SwitchState)e.Info != SwitchState.Open; gw1.OnAction(e.Self, new ActionEventArgs(bstate, gw1)); }); var fs11 = new PressureSwitch(Front, gw1.CornerX - TileSize, gw1.CornerY + recess_switch, (sender, e) => { bool bstate = (SwitchState)e.Info != SwitchState.Open; gw1.OnAction(e.Self, new ActionEventArgs(bstate, gw1)); }, fs10); var fs20 = new PressureSwitch(Front, gw2.CornerX - TileSize, gw2.CornerY + recess_switch, (sender, e) => { bool bstate = (SwitchState)e.Info != SwitchState.Open; gw2.OnAction(e.Self, new ActionEventArgs(bstate, gw2)); }); var fs21 = new PressureSwitch(Front, gw2.CornerX + TileSize, gw2.CornerY + recess_switch, (sender, e) => { bool bstate = (SwitchState)e.Info != SwitchState.Open; gw2.OnAction(e.Self, new ActionEventArgs(bstate, gw2)); }, fs20); xp = fs21.CornerX + 2 * TileSize; yp += TileSize; xp += TileSize; var ft_room_r = new FloorTile(Stage, xp, yp + TileSize * 2); for (int i = 1; i < 8; i++) { new FloorTile(Stage, xp + i * TileSize, yp + TileSize * 2); } for (int i = 0; i < 4; i++) { new FloorTile(Stage, xp + (i + 1) * TileSize, yp + TileSize * 3); } //yp += 2 * TileSize; //xp += 4 * TileSize; for (int i = 0; i < 6; i++) { new Spidey(Stage, xp + (5 + i) * TileSize, yp + TileSize * (3)); } ExtenderPlatform last_platform_0 = null; ExtenderPlatform last_platform_1 = null; for (int i = 0; i < 3; i++) { last_platform_0 = new ExtenderPlatform(Stage, xp + TileSize * (5 + i), yp + TileSize * (4.5 + i), last_platform_0); } xp -= 2 * TileSize; yp += TileSize; for (int i = 0; i < 9; i++) { last_platform_1 = new ExtenderPlatform(Stage, xp + TileSize * (-1 + i), yp + TileSize * (7), last_platform_1); } var fs30 = new PressureSwitch(Front, ft_room_r.CornerX, ft_room_r.CornerY + TileSize + recess_switch, (sender, e) => { bool bstate = (SwitchState)e.Info != SwitchState.Open; last_platform_1.OnAction(e.Self, new ActionEventArgs(bstate, last_platform_1)); }, 6.0); var bs_lower2 = new ProjectileSwitch(Front, ep2x + TileSize * (23.55), ep2y + TileSize * (7 + 0.5), (sender, e) => { bool bstate = (SwitchState)e.Info != SwitchState.Open; last_platform_0.OnAction(e.Self, new ActionEventArgs(bstate, last_platform_0)); }, 3.0); //bs_lower2.CenterShift(); bs_lower2.Theta += MathHelper.Pi; // Set up next door: /*( * Scene next_scene = (Scene)Program.MainGame.Scenes["SceneThree"]; * _DoorToNextScene.Destination = next_scene.DoorToPreviousScene; * _DoorToNextScene.PositionX = last_platform_1.PositionX; * _DoorToNextScene.CornerY = yp += last_platform_1.SizeY; * * // Update next scene's door position * _DoorToNextScene.Destination.Position = _DoorToNextScene.Position; */ Scene next_scene = (Scene)_Game.Scenes["SceneFive"]; //Scene next_scene = (Scene)Program.MainGame.Scenes["SceneSix"]; //_DoorToNextScene = new Door(Rear, x0 + TileSize * 76, y1 + TileSize, next_scene.DoorToPreviousScene); _DoorToNextScene = new Door(Rear, ft_door.CornerX, ft_door.CornerY + TileSize, next_scene.DoorToPreviousScene); _DoorToNextScene.CornerX = ft_door.CornerX; _DoorToNextScene.CornerY = ft_door.CornerY + TileSize; _DoorToNextScene.Destination.Position += _DoorToNextScene.Position; // Call the base class initializer base.InitializeScene(); }
public override void InstantiateConnections() { _DoorToPreviousScene = new Door(Rear, 0, -30); //_DoorToNextScene = new Door(Rear, _DoorToPreviousScene.CornerX + 8 * TileSize, 3 * TileSize); _DoorToNextScene = new Door(Rear, _DoorToPreviousScene.CornerX + 3 * TileSize, _DoorToPreviousScene.CornerY); }