Exemple #1
0
    public static int getScorePercent(List <Score> scores)
    {
        LevelLibrary.loadLevelsOnce();
        int percent = 0;
        int stars   = 0;
        int total   = 3 * LevelLibrary.allLevels.Count;

        foreach (Score scr in scores)
        {
            foreach (Level lvl in LevelLibrary.allLevels)
            {
                if (scr.levelName == lvl.levelName)
                {
                    foreach (int threshold in lvl.starThresholds)
                    {
                        if (scr.score >= threshold && scr.score != 0)
                        {
                            stars++;
                        }
                    }
                }
            }
        }
        if (total != 0)
        {
            percent = (int)(stars / (float)total * 100);
        }
        return(percent);
    }
        /* Create map
         * To do:
         * Create a way to load in maps from outside the function
         * Random maps
         * As you can tell, it is currently hardcoded!
         */
        public TileMap(Texture2D mouseMap, LevelLibrary.Level level)
        {
            this.mouseMap = mouseMap;

            // Find Width and height from level file
            MapWidth = level.Rows;
            MapHeight = level.Columns;

            for (int y = 0; y < MapHeight; y++)
            {
                MapRow thisRow = new MapRow();
                for (int x = 0; x < MapWidth; x++)
                {
                    thisRow.Columns.Add(new MapCell(0));
                }
                Rows.Add(thisRow);
            }

            // Render level by setting the base, height, and topper tile of each tile
            // to being those defined by the appropriate block in the level object
            for (int row = 0; row < level.Rows; row++)
            {
                for (int column = 0; column < level.Columns; column++)
                {
                    LevelLibrary.Block block = level.GetBlock(row, column, 0);
                    Rows[row].Columns[column].AddBaseTile(block.BaseTile);
                    Rows[row].Columns[column].AddHeightTile(block.HeightTile);
                    Rows[row].Columns[column].AddTopperTile(block.TopperTile);
                }
            }
        }
 public void Update(LevelLibrary.Directions direction)
 {
     // Update the positions of the background
     for (int i = 0; i < positions.Length; i++)
     {
     #if MODULE_DEBUG
         Console.Write("Position[" + i + "].X = " + positions[i].X);
         Console.WriteLine();
     #endif
         // Update the position of the screen by adding the speed
         if (direction == LevelLibrary.Directions.left)
         {
             positions[i].X -= speed;
             // Check the texture is out of view then put that texture at the end of the screen
             if (positions[i].X <= -texture.Width)
             {
                 positions[i].X = texture.Width * (positions.Length - 1);
             }
         }
         else if (direction == LevelLibrary.Directions.right)
         {
             positions[i].X += speed;
             // Check if the texture is out of view then position it to the start of the screen
             if (positions[i].X >= texture.Width * (positions.Length - 1))
             {
                 positions[i].X = -texture.Width;
             }
         }
     }
 }
Exemple #4
0
 public void adoptSave(PlayerAccount newSave)
 {
     save = newSave;
     Text[] items = GetComponentsInChildren <Text> ();
     foreach (Text item in items)
     {
         if (item.gameObject.name == "SaveName")
         {
             item.text = save.accountInfo.username;
         }
         if (item.gameObject.name == "CampaignPercent")
         {
             item.text = LevelLibrary.getScorePercent(save.accountInfo.scores.highScores) + "%";
         }
     }
 }
Exemple #5
0
        //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        // Initialise method
        // animation - texture atlas of all the animation frames
        //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        public void Initialize(LevelLibrary.SpriteAnimator animation, Vector2 startPosition, int xSize, int ySize)
        {
            PlayerAnimation = animation;

            // Set the starting position of the player around the middle of the screen and to the back
            position = startPosition;
            direction = LevelLibrary.Directions.none;
            currentSpeed = 1f;
            gravity = new LevelLibrary.Gravity();
            gravity.windowHeight = ySize;
            gravity.objectHeight = PlayerAnimation.FrameHeight;

            // Set the player health
            Health = 100;
            Lives = 3;

            // Can I hover
            hoverAbility = false;

            PlayerAnimation.Active = true;
            PlayerAnimation.Position = Position;
        }
Exemple #6
0
 public void ConStruct()
 {
     LevelLibrary = Resources.Load <LevelLibrary>("Libraries/LevelLibrary");
 }
Exemple #7
0
        //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        // Handles ;
        // - collisions with platforms
        // - applying gravity to the player
        // - resetting the player position if needed.
        //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        private void UpdatePlayerGravityAndPlatforms(GameTime gameTime, LevelLibrary.LevelRenderer levelRenderer)
        {
            bool clashing;

            gravity.Apply(ref position, gameTime, isOnGround);

            // Update the level positions and enemies
            levelRenderer.Update(gameTime, ref position, this.Width, this.Height, this);

            // Check for clashes
            clashing = levelRenderer.HandleClash(ref position, Width, Height, ref isOnGround);

            // If we clash with the square below and we're falling STOP
            if (clashing)
            {
                if (gravity.direction == LevelLibrary.Directions.down)
                {
                    gravity.direction = LevelLibrary.Directions.none;
                }
                else if (gravity.direction == LevelLibrary.Directions.up)
                {
                    gravity.SetVelocity(1, LevelLibrary.Directions.down);
                }
            }

            // If we have landed back on earth, we can jump again.
            if (isOnGround || hoverAbility == true)
            {
                jumping = false;
            }
        }
Exemple #8
0
        //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        // Update the position, animation frame etc
        //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        public void Update(LevelLibrary.LevelRenderer levelRenderer,
            GameTime gameTime,
            bool jumpKey, bool leftKey, bool rightKey)
        {
            UpdatePlayerSpeedAndDirection(jumpKey, leftKey, rightKey);

            UpdateAnimationMovementState();

            UpdatePlayerGravityAndPlatforms(gameTime, levelRenderer);

            UpdatePlayerAnimation(gameTime);
        }
Exemple #9
0
        public void Update(GameTime gameTime, LevelLibrary.LevelRenderer levelRenderer )
        {
            // Store our old position in case we need to reset
            // because we're clashing with something
            oldPosition = position;

            // Different guys have different movement patterns
            //direction.X = 1f;
            switch (EnemyMode)
            {
                case enemyMode.LeftRight:
                    ModeLeftRight(levelRenderer);
                    break;
                case enemyMode.UpDown:
                    ModeLeftRight(levelRenderer);
                    break;
                case enemyMode.Chase:
                    ModeChase(levelRenderer);
                    break;
            }

            // Update the sprite animators position
            enemyAnimation.Position = position;
            enemyAnimation.Update(gameTime);
        }
Exemple #10
0
 public void SetVelocity(float v, LevelLibrary.Directions dir)
 {
     vi = v;
     direction = dir;
 }
Exemple #11
0
        private void ModeUpDown(LevelLibrary.LevelRenderer levelRenderer)
        {
            bool clash = false;
            bool isOnGround = false;

            position += direction;

            clash = levelRenderer.HandleClash(ref position,
                                        enemyAnimation.FrameWidth, enemyAnimation.FrameHeight, ref isOnGround);

            // Clash on left ?
            // Clash on right ?
            if ((clash) ||  (position.Y <= 0) || (position.Y >= screenLimits.Y))
            {
                //position = oldPosition;
                // Reverse the direction by multiplying by -1
                // e.g. 1 * -1 = -1
                // and -1 * -1 =  1
                // Nice huh?
                direction.Y = direction.Y * -1.0f;
                if (enemyAnimation.direction == Directions.up)
                {
                    enemyAnimation.direction = Directions.down;
                }
                else
                {
                    enemyAnimation.direction = Directions.up;
                }
            }
        }
Exemple #12
0
        private void ModeLeftRight(LevelLibrary.LevelRenderer levelRenderer)
        {
            //LevelLibrary.LevelRenderer.Sides clashingWith;
            bool clash = false;
            bool isOnGround = false;

            position += direction;

            clash = levelRenderer.HandleClash(ref position,
                                        enemyAnimation.FrameWidth, enemyAnimation.FrameHeight, ref isOnGround);

            // Clash on left ?
            // Clash on right ?
            if ((clash) || (position.X <= 0) || (position.X >= screenLimits.X))
            {
                //position = oldPosition;
                // Reverse the direction by multiplying by -1
                // e.g. 1 * -1 = -1
                // and -1 * -1 =  1
                // Nice huh?
                direction.X = direction.X * -1.0f;
                if (enemyAnimation.direction == Directions.right)
                {
                    enemyAnimation.direction = Directions.left;
                }
                else
                {
                    enemyAnimation.direction = Directions.right;
                }
            }
        }
Exemple #13
0
        private void ModeChase(LevelLibrary.LevelRenderer levelRenderer)
        {
            bool clash = false;
            bool isOnGround = false;

            if (playerPosition.X < position.X)
            {
                direction.X = -1f;
            }
            else
            {
                direction.X = 1f;
            }

            position += direction;

            clash = levelRenderer.HandleClash(ref position,
                                        enemyAnimation.FrameWidth, enemyAnimation.FrameHeight, ref isOnGround);

            // Clash on left ?
            // Clash on right ?
            if ((clash) || (position.X <= 0) || (position.X >= screenLimits.X))
            {
                direction.Y = 0f;
            }
        }
 private void Start()
 {
     instance = instance ?? this;
 }
Exemple #15
0
        public void LoadLevel(LevelLibrary.Level level)
        {
            collectedCount = 0;
            rows = level.Rows;
            cols = level.Columns;
            tiles = new Tile[rows, cols];
            int jewelcount = 0;

            for (int r = 0; r < rows; r++)
            {
                for (int c = 0; c < cols; c++)
                {
                    int symbol = level.GetValue(r, c);

                    switch (symbol) {
                        case 0:
                            tiles[r, c] = new Tile(0);
                            tiles[r, c].Position = new Vector2(r * tileHeight, c * tileWidth);
                            break;
                        case 1:
                            tiles[r, c] = new Tile(1);
                            tiles[r, c].Position = new Vector2(r * tileHeight, c * tileWidth);
                            break;
                        case 2:
                            tiles[r, c] = new Tile(2);
                            tiles[r, c].Position = new Vector2(r * tileHeight, c * tileWidth);
                            break;
                        case 3:
                            tiles[r, c] = new Tile(3);
                            tiles[r, c].Position = new Vector2(r * tileHeight, c * tileWidth);
                            break;
                        case 4:
                            tiles[r, c] = new Tile(4);
                            tiles[r, c].Position = new Vector2(r * tileHeight, c * tileWidth);
                            break;
                        case 5:
                            //Spawnpoint
                            spawn = new Vector2(r, c);
                            tiles[r, c] = new Tile(7);
                            tiles[r, c].Position = new Vector2(r * tileHeight, c * tileWidth);
                            spawnRow = r;
                            spawnCol = c;
                            spawn = new Vector2(r * tileHeight, c * tileWidth);
                            camera.Position=getCameraCenter();
                            currentPlayer.Position=spawn;
                            currentPlayer.setPosition(r,c);
                            break;
                        case 6:
                            //Jewel
                            jewels[jewelcount].Position = new Vector2(r * tileHeight, c * tileWidth);
                            jewels[jewelcount].setCol(c);
                            jewels[jewelcount].setRow(r);
                            tiles[r, c] = new Tile(7);
                            tiles[r, c].Position = new Vector2(r * tileHeight, c * tileWidth);
                            jewelcount++;
                            break;
                        case 7:
                            //Bird
                            birds.Add(new Bird(TextureRefs.bird,new Vector2(r * tileHeight, c * tileWidth),c,r));
                            tiles[r, c] = new Tile(7);
                            tiles[r, c].Position = new Vector2(r * tileHeight, c * tileWidth);
                            break;
                        case 8:
                            break;
                        case 9:
                            break;

                    }
                    /*char cType = symbol[0];
                    if (cType != '-')
                    {
                        LoadCritter(cType, Convert.ToInt32(symbol[1].ToString()), r, c);
                    }*/
                }
            }
        }
 private void Awake()
 {
     instance = instance ?? this;
 }
 /// <summary>
 /// Allows the game to run logic such as updating the world,
 /// checking for collisions, gathering input, and playing audio.
 /// </summary>
 /// <param name="gameTime">Provides a snapshot of timing values.</param>
 public void Update(GameTime gameTime, LevelLibrary.GameObject player)
 {
     health = player.Health;
     lives = player.Lives;
 }