Exemple #1
0
        public Mortimer(Vector2 loc, Game tempGame, PowerupManager powerupManager) : base(50, 50, 20)
        {
            this.loc   = loc;
            color      = Color.White;
            rect       = new Rectangle((int)loc.X, (int)loc.Y, 50, 50);
            sourceRect = new Rectangle(0, 0, 31, 31);

            //bullets
            bullets         = new List <Projectiles.Bullet>();
            bulletDirection = (float)Math.PI / 2;
            oldPad          = GamePad.GetState(PlayerIndex.One);

            //direction
            direction = 0;

            //powerup stuff

            game = tempGame;

            //powerbar
            healthBar = new Bar(game, new Vector2(0, 0), 250, 25, health, health, Color.Green);



            this.powerupManager = powerupManager;
            //double[,] locs = new double[,] { { 100, 100 }, { 500, 100 }, { 600, 100 }, { -50, 50 }, { -40, 200 } };
            //string[] types = new string[] { "white", "pink", "pink", "red", "pink", "red", "pink" };
            //powerupManager = new PowerupManager(game, spriteBatch, locs, types);
        }
Exemple #2
0
        public void loadContent(Game1 game, string tilemap, string entitymap)
        {
            using (StreamReader reader = new StreamReader(@"Content/" + tilemap))
            {
                string[] offStrings = reader.ReadLine().Split(' ');
                offsets[0] = new Vector2(Convert.ToInt32(offStrings[0]), Convert.ToInt32(offStrings[1]));
                mapX       = offsets[0].X;
                mapY       = offsets[0].Y;
                mortimerX  = Convert.ToInt32(offStrings[2]);
                mortimerY  = Convert.ToInt32(offStrings[3]);
                for (int i = 0; i < tiles.GetLength(0); i++)
                {
                    string   line = reader.ReadLine();
                    string[] data = line.Split(' ');
                    for (int j = 0; j < tiles.GetLength(1); j++)
                    {
                        string tileName = data[j];
                        tiles[i, j] = new Tile(tileName, game, i, j, (int)-mapX, (int)-mapY);
                    }
                }
            }

            //spawns entities from the entity map
            List <Vector2> locs  = new List <Vector2>();
            List <String>  types = new List <String>();

            using (StreamReader reader = new StreamReader(@"Content/" + entitymap))
            {
                for (int i = 0; i < tiles.GetLength(0); i++)
                {
                    string   line = reader.ReadLine();
                    string[] data = line.Split(' ');
                    for (int j = 0; j < tiles.GetLength(1); j++)
                    {
                        //decodes the id from the text file
                        int entityid = Convert.ToInt32(data[j]);

                        //interprets ids into entities
                        switch (entityid)
                        {
                        // entity ids
                        case 0:
                            //no entities on this tile
                            break;

                        case 1:
                            //offsets are in the map file. They offset the enemy position to match the position of the map.
                            //Locations are loaded with the equations in the Vector2. They spawn them based on their locations in the entity map file and correspond with the tile locations in the map file. You can copy the equations directly for all entities.
                            enemies.Add(new Cat(game, new Vector2(j * 64 - (int)offsets[0].X, i * 64 - (int)offsets[0].Y)));
                            break;

                        //add as many entities (enemies or powerups) as needed, but don't reuse ids
                        case 2:    //blue cheese
                            types.Add("blue");
                            locs.Add(new Vector2(j * 64 - (int)offsets[0].X, i * 64 - (int)offsets[0].Y));
                            break;

                        case 5:    //white cheese
                            types.Add("white");
                            locs.Add(new Vector2(j * 64 - (int)offsets[0].X, i * 64 - (int)offsets[0].Y));
                            break;

                        case 4:    //pink cheese
                            types.Add("pink");
                            locs.Add(new Vector2(j * 64 - (int)offsets[0].X, i * 64 - (int)offsets[0].Y));
                            break;

                        case 3:    //green cheese
                            types.Add("green");
                            locs.Add(new Vector2(j * 64 - (int)offsets[0].X, i * 64 - (int)offsets[0].Y));
                            break;

                        case 6:    //purple cheese
                            types.Add("purple");
                            locs.Add(new Vector2(j * 64 - (int)offsets[0].X, i * 64 - (int)offsets[0].Y));
                            break;

                        case 7:    //yellow cheese
                            types.Add("yellow");
                            locs.Add(new Vector2(j * 64 - (int)offsets[0].X, i * 64 - (int)offsets[0].Y));
                            break;

                        case 8:    //red cheese
                            types.Add("red");
                            locs.Add(new Vector2(j * 64 - (int)offsets[0].X, i * 64 - (int)offsets[0].Y));
                            break;

                        case 9:    //tasks
                            tasks.Add(new Task(game, new Vector2(j * 64 - (int)offsets[0].X, i * 64 - (int)offsets[0].Y)));
                            break;

                        case 10:    //win area
                            winArea.Add(new EndZone(game, new Vector2(j * 64 - (int)offsets[0].X, i * 64 - (int)offsets[0].Y)));
                            break;

                        case 11:    //cat boss
                            enemies.Add(new CatBoss(game, new Vector2(j * 64 - (int)offsets[0].X, i * 64 - (int)offsets[0].Y)));
                            break;

                        default:
                            throw new InvalidDataException("Unknown entity id: " + entityid);
                        }
                    }
                }
            }
            powerupManager = new PowerupManager(game, locs, types);
            player         = new Mortimer(new Vector2(200, 200), game, powerupManager);


            player.loadContent(game);
        }