Exemple #1
0
        public override object Clone()
        {
            LevelItems chest = new LevelItems(Name,IsLocked,MinGold,MaxGold);
            foreach (Key item in ItemCollection)
                chest.ItemCollection.Add(item);

            chest.firstTime = true;
            chest.isLocked = this.isLocked;
            chest.conversationBefore = this.conversationBefore;
            chest.conversationAfter = this.conversationAfter;

            foreach (String key in keysRequired)
                chest.keysRequired.Add(key);
            return chest;
        }
Exemple #2
0
        protected void level3()
        {
            Texture2D tilesetTexture = Game.Content.Load<Texture2D>(@"Tilesets\planktileset");
            Tileset tileset1 = new Tileset(tilesetTexture, 7, 1, 40, 40);

            tilesetTexture = Game.Content.Load<Texture2D>(@"Tilesets\walls2");
            Tileset tileset2 = new Tileset(tilesetTexture, 6, 7, 40, 40);

            List<Tileset> tilesets = new List<Tileset>();
            tilesets.Add(tileset1);
            tilesets.Add(tileset2);
            int mapWidth = 9;
            int mapHeight = 9;
            CollisionLayer collision = new CollisionLayer(mapWidth, mapHeight);
            MapLayer wall = new MapLayer(mapWidth, mapHeight);
            Random random = new Random();
            //first row
            wall.SetTile(0, 0, new Tile(0, 1));
            wall.SetTile(1, 0, new Tile(1, 1));
            collision.SetTile(0, 0, CollisionType.Unwalkable);
            collision.SetTile(1, 0, CollisionType.Unwalkable);
            for (int i = 2; i < wall.Width - 2; i++)
            {
                int index = random.Next(2, 4);
                Tile tile = new Tile(index, 1);
                wall.SetTile(i, 0, tile);
            }

            wall.SetTile(wall.Width - 2, 0, new Tile(4, 1));
            wall.SetTile(wall.Width - 1, 0, new Tile(5, 1));

            collision.SetTile(wall.Width - 2, 0, CollisionType.Unwalkable);
            collision.SetTile(wall.Width - 1, 0, CollisionType.Unwalkable);
            //second row
            random = new Random();
            wall.SetTile(0, 1, new Tile(6, 1));
            wall.SetTile(1, 1, new Tile(7, 1));
            for (int i = 2; i < wall.Width - 2; i++)
            {
                int index = random.Next(8, 10);
                Tile tile = new Tile(index, 1);
                wall.SetTile(i, 1, tile);

            }

            wall.SetTile(wall.Width - 2, 1, new Tile(10, 1));
            wall.SetTile(wall.Width - 1, 1, new Tile(11, 1));
            //third row
            random = new Random();
            wall.SetTile(0, 2, new Tile(12, 1));
            wall.SetTile(1, 2, new Tile(13, 1));
            for (int i = 2; i < wall.Width - 2; i++)
            {
                int index = random.Next(14, 16);
                Tile tile = new Tile(index, 1);
                wall.SetTile(i, 2, tile);
            }

            wall.SetTile(wall.Width - 2, 2, new Tile(16, 1));
            wall.SetTile(wall.Width - 1, 2, new Tile(17, 1));

            //left column

            random = new Random();
            for (int i = 3; i < wall.Height - 2; i++)
            {
                int index = random.Next(0, 2);
                if (index == 0) index = 18;
                else if (index == 1) index = 24;
                Tile tile = new Tile(index, 1);
                wall.SetTile(0, i, tile);
            }

            wall.SetTile(0, wall.Height - 2, new Tile(30, 1));
            wall.SetTile(0, wall.Height - 1, new Tile(36, 1));

            //right column

            random = new Random();
            for (int i = 3; i < wall.Width - 2; i++)
            {
                int index = random.Next(0, 2);
                if (index == 0) index = 23;
                else if (index == 1) index = 29;
                Tile tile = new Tile(index, 1);
                wall.SetTile(wall.Width - 1, i, tile);
            }

            wall.SetTile(wall.Width - 1, wall.Height - 2, new Tile(35, 1));
            wall.SetTile(wall.Width - 1, wall.Height - 1, new Tile(41, 1));

            //last row

            wall.SetTile(1, wall.Height - 1, new Tile(37, 1));
            wall.SetTile(wall.Width - 1, wall.Height - 1, new Tile(41, 1));
            wall.SetTile(wall.Width - 2, wall.Height - 1, new Tile(40, 1));

            wall.SetTile(1, wall.Height - 2, new Tile(31, 1));
            wall.SetTile(wall.Width - 2, wall.Height - 2, new Tile(34, 1));
            random = new Random();
            for (int i = 2; i < wall.Width - 2; i++)
            {
                int index = random.Next(38, 40);
                Tile tile = new Tile(index, 1);
                wall.SetTile(i, wall.Height - 1, tile);
            }

            // wall.SetTile(wall.Width - 2, wall.Height - 1, new Tile(40, 1));
            //wall.SetTile(wall.Width - 1, wall.Height - 1, new Tile(41, 1));

            MapLayer layer = new MapLayer(mapWidth, mapHeight);

            for (int y = 0; y < layer.Height; y++)
            {
                for (int x = 0; x < layer.Width; x++)
                {
                    Tile tile = new Tile(0, 0);

                    layer.SetTile(x, y, tile);
                }
            }

            MapLayer splatter = new MapLayer(mapWidth, mapHeight);

            random = new Random();

            for (int i = 0; i < 40; i++)
            {
                int x = random.Next(0, layer.Width - 1);
                int y = random.Next(4, layer.Height - 1);
                int index = random.Next(2, 6);

                Tile tile = new Tile(index, 0);
                splatter.SetTile(x, y, tile);
            }

            List<MapLayer> mapLayers3 = new List<MapLayer>();

            mapLayers3.Add(layer);

            mapLayers3.Add(splatter);
            mapLayers3.Add(wall);
            collision.ProcessWallLayer(wall);

            TileMap map = new TileMap(tilesets, mapLayers3, collision);
            Level level3 = new Level(map);

            //THIS IS HOW TO MAKE A TILE UNWALKABLE
            // map.BlockTile(1, 3);

            LevelItems chest4 = new LevelItems("Chest 1 Level 3", 24, 25, true);
            chest4.addKey("Orange Key");

            Key purpleKey = new Key("Purple Key");
            chest4.addItem(purpleKey);

            Key luckyCoin = new Key("Lucky Coin");
            chest4.addItem(luckyCoin);

            BaseSprite chestSprite4 = new BaseSprite(
            containers,
            new Rectangle(0, 0, 38, 38),
            new Point(7, 3));

            ItemSprite itemSprite = new ItemSprite(
            chest4,
            chestSprite4);
            level3.LevelItem.Add(itemSprite);

            //LevelItems bed1 = new LevelItems("Bed");
            //bed1.addItem("Candle");

            LevelItems charact2 = new LevelItems("Cimba", 21, 22, true);
            charact2.addKey("Lucky Coin");

            Key blueKey = new Key("Blue Key");
            charact2.addItem(blueKey);

            BaseSprite charSprite2 = new BaseSprite(
            char2,
            new Rectangle(0, 48, 38, 45),
            new Point(7, 5));

            ItemSprite charact2Sprite = new ItemSprite(
            charact2,
            charSprite2);
            level3.LevelItem.Add(charact2Sprite);

            LevelItems stool2 = new LevelItems("Stool", -1, 26, false);

            BaseSprite benchSprite = new BaseSprite(
            stool,
            new Rectangle(0, 0, 22, 25),
            new Point(1, 7));

            ItemSprite benchItemSprite2 = new ItemSprite(
            stool2,
            benchSprite);
            level3.LevelItem.Add(benchItemSprite2);

            LevelItems pot2 = new LevelItems("Pot", 27, 26, true);
            Key shield1 = new Key("Shield");
            pot2.addItem(shield1);

            BaseSprite potSprite2 = new BaseSprite(
            pot,
            new Rectangle(0, 0, 28, 32),
            new Point(7, 7));

            ItemSprite potItemSprite3 = new ItemSprite(
            pot2,
            potSprite2);
            level3.LevelItem.Add(potItemSprite3);

            Door exitDoor = new Door("Door", true, 1, 3, 5, 3);

            BaseSprite doorSprite = new BaseSprite(
            openCellDoor,
            new Rectangle(0, 0, 60, 84),
            new Point(5, 1));

            ItemSprite doorItemSprite = new ItemSprite(
            exitDoor,
            doorSprite);
            level3.Doors.Add(doorItemSprite);

            LevelItems crate1 = new LevelItems("crate", 23, 26, true);

            Key helmet = new Key("Helmet");
            crate1.addItem(helmet);

            BaseSprite crateSprite1 = new BaseSprite(
            crate,
            new Rectangle(0, 0, 104, 113),
            new Point(1, 3));

            ItemSprite crateItemSprite1 = new ItemSprite(
            crate1,
            crateSprite1);
            level3.LevelItem.Add(crateItemSprite1);

            world.Levels.Add(level3);
        }
Exemple #3
0
        protected void level1()
        {
            Texture2D tilesetTexture = Game.Content.Load<Texture2D>(@"Tilesets\planktileset");
            Tileset tileset1 = new Tileset(tilesetTexture, 7, 1, 40, 40);

            tilesetTexture = Game.Content.Load<Texture2D>(@"Tilesets\walls2");
            Tileset tileset2 = new Tileset(tilesetTexture, 6, 7, 40, 40);

            List<Tileset> tilesets = new List<Tileset>();
            tilesets.Add(tileset1);
            tilesets.Add(tileset2);
            int mapWidth = 9;
            int mapHeight =9;
            CollisionLayer collision = new CollisionLayer(mapWidth, mapHeight);
            MapLayer wall = new MapLayer(mapWidth, mapHeight);
            Random random = new Random();
            //first row
            wall.SetTile(0, 0, new Tile(0, 1));
            wall.SetTile(1, 0, new Tile(1, 1));
            collision.SetTile(0, 0, CollisionType.Unwalkable);
            collision.SetTile(1, 0, CollisionType.Unwalkable);
            for (int i = 2; i < wall.Width - 2; i++)
            {
                int index = random.Next(2, 4);
                Tile tile = new Tile(index, 1);
                wall.SetTile(i, 0, tile);
            }

            wall.SetTile(wall.Width - 2, 0, new Tile(4, 1));
            wall.SetTile(wall.Width - 1, 0, new Tile(5, 1));

            collision.SetTile(wall.Width - 2, 0, CollisionType.Unwalkable);
            collision.SetTile(wall.Width - 1, 0, CollisionType.Unwalkable);
            //second row
            random = new Random();
            wall.SetTile(0, 1, new Tile(6, 1));
            wall.SetTile(1, 1, new Tile(7, 1));
            for (int i = 2; i < wall.Width - 2; i++)
            {
                int index = random.Next(8, 10);
                Tile tile = new Tile(index, 1);
                wall.SetTile(i, 1, tile);

            }

            wall.SetTile(wall.Width - 2, 1, new Tile(10, 1));
            wall.SetTile(wall.Width - 1, 1, new Tile(11, 1));
            //third row
            random = new Random();
            wall.SetTile(0, 2, new Tile(12, 1));
            wall.SetTile(1, 2, new Tile(13, 1));
            for (int i = 2; i < wall.Width - 2; i++)
            {
                int index = random.Next(14, 16);
                Tile tile = new Tile(index, 1);
                wall.SetTile(i, 2, tile);
            }

            wall.SetTile(wall.Width - 2, 2, new Tile(16, 1));
            wall.SetTile(wall.Width - 1, 2, new Tile(17, 1));

            //left column

            random = new Random();
            for (int i = 3; i < wall.Height - 2; i++)
            {
                int index = random.Next(0, 2);
                if (index == 0) index = 18;
                else if (index == 1) index = 24;
                Tile tile = new Tile(index, 1);
                wall.SetTile(0, i, tile);
            }

            wall.SetTile(0, wall.Height - 2, new Tile(30, 1));
            wall.SetTile(0, wall.Height - 1, new Tile(36, 1));

            //right column

            random = new Random();
            for (int i = 3; i < wall.Width - 2; i++)
            {
                int index = random.Next(0, 2);
                if (index == 0) index = 23;
                else if (index == 1) index = 29;
                Tile tile = new Tile(index, 1);
                wall.SetTile(wall.Width - 1, i, tile);
            }

            wall.SetTile(wall.Width - 1, wall.Height - 2, new Tile(35, 1));
            wall.SetTile(wall.Width - 1, wall.Height - 1, new Tile(41, 1));

            //last row

            wall.SetTile(1, wall.Height - 1, new Tile(37, 1));
            wall.SetTile(wall.Width - 1, wall.Height - 1, new Tile(41, 1));
            wall.SetTile(wall.Width - 2, wall.Height - 1, new Tile(40, 1));

            wall.SetTile(1, wall.Height - 2, new Tile(31, 1));
            wall.SetTile(wall.Width - 2, wall.Height - 2, new Tile(34, 1));
            random = new Random();
            for (int i = 2; i < wall.Width - 2; i++)
            {
                int index = random.Next(38, 40);
                Tile tile = new Tile(index, 1);
                wall.SetTile(i, wall.Height - 1, tile);
            }

            // wall.SetTile(wall.Width - 2, wall.Height - 1, new Tile(40, 1));
            //wall.SetTile(wall.Width - 1, wall.Height - 1, new Tile(41, 1));

            MapLayer layer = new MapLayer(mapWidth, mapHeight);

               for (int y = 0; y < layer.Height; y++)
               {
                   for (int x = 0; x < layer.Width; x++)
                   {
                       Tile tile = new Tile(0, 0);

                       layer.SetTile(x, y, tile);
                   }
               }

               MapLayer splatter = new MapLayer(mapWidth, mapHeight);

               random = new Random();

               for (int i = 0; i < 40; i++)
               {
                   int x = random.Next(0, layer.Width - 1);
                   int y = random.Next(4, layer.Height - 1);
                   int index = random.Next(2, 6);

                   Tile tile = new Tile(index, 0);
                   splatter.SetTile(x, y, tile);
               }

            //  splatter.SetTile(1, 0, new Tile(1, 1));
            //  splatter.SetTile(2, 0, new Tile(2, 1));
            // splatter.SetTile(3, 0, new Tile(3, 1));

            //map.Collision = new CollisionLayer(mapWidth, mapHeight);

            List<MapLayer> mapLayers = new List<MapLayer>();

             mapLayers.Add(layer);

             mapLayers.Add(splatter);
            mapLayers.Add(wall);
            collision.ProcessWallLayer(wall);

            TileMap map = new TileMap(tilesets, mapLayers, collision);
            Level level = new Level(map);

            LevelItems chest = new LevelItems("Chest Room 1", 7, 8, true);
            chest.addKey("Yellow Key");
            Key greenKey = new Key("Green Key");
            chest.addItem(greenKey);
            Key sword = new Key("Sword");
            chest.addItem(sword);

            BaseSprite chestSprite = new BaseSprite(
            containers,
            new Rectangle(0, 0, 38, 38),
            new Point(7, 3));

            ItemSprite itemSprite = new ItemSprite(
            chest,
            chestSprite);
            level.LevelItem.Add(itemSprite);

            LevelItems bed1 = new LevelItems("Bed", 36, 9, true);

            Key jailCellKey = new Key("Jail Cell Key");
            bed1.addItem(jailCellKey);

            BaseSprite bedSprite = new BaseSprite(
            bed,
            new Rectangle(0, 0, 45, 88),
            new Point(1, 3));

            ItemSprite bedItemSprite = new ItemSprite(
            bed1,
            bedSprite);
            level.LevelItem.Add(bedItemSprite);

            LevelItems stool1 = new LevelItems("Stool", 28, 29, true);

            BaseSprite benchSprite = new BaseSprite(
            stool,
            new Rectangle(0, 0, 22, 25),
            new Point(1, 5));

            ItemSprite benchItemSprite = new ItemSprite(
            stool1,
            benchSprite);
            level.LevelItem.Add(benchItemSprite);

            LevelItems pot1 = new LevelItems("Pot", -1, 30, false);

            Key redKey = new Key("Red Key");
            pot1.addItem(redKey);
            Key potatoSkin = new Key("Potato Skin");
            pot1.addItem(potatoSkin);

            BaseSprite potSprite = new BaseSprite(
            pot,
            new Rectangle(0, 0, 28, 32),
            new Point(7, 7));

            ItemSprite potItemSprite = new ItemSprite(
            pot1,
            potSprite);
            level.LevelItem.Add(potItemSprite);

               /* LevelItems cDoor = new LevelItems("Door");

            BaseSprite doorSprite = new BaseSprite(
            cellDoor,
            new Rectangle(0, 0, 60, 84),
            new Point(5, 1));

            ItemSprite doorItemSprite = new ItemSprite(
            cDoor,
            doorSprite);
            level.LevelItem.Add(doorItemSprite);*/

            Door cDoor = new Door("Your Door",true, 0,3,3,3);
            cDoor.addKey("Jail Cell Key");

            BaseSprite doorSprite = new BaseSprite(
            cellDoor,
            new Rectangle(0, 0, 60, 84),
            new Point(5, 1));

            ItemSprite doorItemSprite = new ItemSprite(
            cDoor,
            doorSprite);
            level.Doors.Add(doorItemSprite);

            //cDoor.addKey("Le Key");

            world.Levels.Add(level);
        }
Exemple #4
0
        protected void level2()
        {
            Texture2D tilesetTexture = Game.Content.Load<Texture2D>(@"Tilesets\planktileset");
            Tileset tileset1 = new Tileset(tilesetTexture, 7, 1, 40, 40);

            tilesetTexture = Game.Content.Load<Texture2D>(@"Tilesets\walls2");
            Tileset tileset2 = new Tileset(tilesetTexture, 6, 7, 40, 40);

            List<Tileset> tilesets = new List<Tileset>();
            tilesets.Add(tileset1);
            tilesets.Add(tileset2);
            int mapWidth2 = 15;
            int mapHeight2 = 15;
            CollisionLayer collision2 = new CollisionLayer(mapWidth2, mapHeight2);
            MapLayer wall2 = new MapLayer(mapWidth2, mapHeight2);
            Random random = new Random();
            //first row
            wall2.SetTile(0, 0, new Tile(0, 1));
            wall2.SetTile(1, 0, new Tile(1, 1));
            collision2.SetTile(0, 0, CollisionType.Unwalkable);
            collision2.SetTile(1, 0, CollisionType.Unwalkable);
            for (int i = 2; i < wall2.Width - 2; i++)
            {
                int index = random.Next(2, 4);
                Tile tile = new Tile(index, 1);
                wall2.SetTile(i, 0, tile);
            }

            wall2.SetTile(wall2.Width - 2, 0, new Tile(4, 1));
            wall2.SetTile(wall2.Width - 1, 0, new Tile(5, 1));

            collision2.SetTile(wall2.Width - 2, 0, CollisionType.Unwalkable);
            collision2.SetTile(wall2.Width - 1, 0, CollisionType.Unwalkable);
            //second row
            random = new Random();
            wall2.SetTile(0, 1, new Tile(6, 1));
            wall2.SetTile(1, 1, new Tile(7, 1));
            for (int i = 2; i < wall2.Width - 2; i++)
            {
                int index = random.Next(8, 10);
                Tile tile = new Tile(index, 1);
                wall2.SetTile(i, 1, tile);

            }

            wall2.SetTile(wall2.Width - 2, 1, new Tile(10, 1));
            wall2.SetTile(wall2.Width - 1, 1, new Tile(11, 1));
            //third row
            random = new Random();
            wall2.SetTile(0, 2, new Tile(12, 1));
            wall2.SetTile(1, 2, new Tile(13, 1));
            for (int i = 2; i < wall2.Width - 2; i++)
            {
                int index = random.Next(14, 16);
                Tile tile = new Tile(index, 1);
                wall2.SetTile(i, 2, tile);
            }

            wall2.SetTile(wall2.Width - 2, 2, new Tile(16, 1));
            wall2.SetTile(wall2.Width - 1, 2, new Tile(17, 1));

            //left column

            random = new Random();
            for (int i = 3; i < wall2.Height - 2; i++)
            {
                int index = random.Next(0, 2);
                if (index == 0) index = 18;
                else if (index == 1) index = 24;
                Tile tile = new Tile(index, 1);
                wall2.SetTile(0, i, tile);
            }

            wall2.SetTile(0, wall2.Height - 2, new Tile(30, 1));
            wall2.SetTile(0, wall2.Height - 1, new Tile(36, 1));

            //right column

            random = new Random();
            for (int i = 3; i < wall2.Width - 2; i++)
            {
                int index = random.Next(0, 2);
                if (index == 0) index = 23;
                else if (index == 1) index = 29;
                Tile tile = new Tile(index, 1);
                wall2.SetTile(wall2.Width - 1, i, tile);
            }

            wall2.SetTile(wall2.Width - 1, wall2.Height - 2, new Tile(35, 1));
            wall2.SetTile(wall2.Width - 1, wall2.Height - 1, new Tile(41, 1));

            //last row

            wall2.SetTile(1, wall2.Height - 1, new Tile(37, 1));
            wall2.SetTile(wall2.Width - 1, wall2.Height - 1, new Tile(41, 1));
            wall2.SetTile(wall2.Width - 2, wall2.Height - 1, new Tile(40, 1));

            wall2.SetTile(1, wall2.Height - 2, new Tile(31, 1));
            wall2.SetTile(wall2.Width - 2, wall2.Height - 2, new Tile(34, 1));
            random = new Random();
            for (int i = 2; i < wall2.Width - 2; i++)
            {
                int index = random.Next(38, 40);
                Tile tile = new Tile(index, 1);
                wall2.SetTile(i, wall2.Height - 1, tile);
            }

            MapLayer layer2 = new MapLayer(mapWidth2, mapHeight2);

            for (int y = 0; y < layer2.Height; y++)
            {
                for (int x = 0; x < layer2.Width; x++)
                {
                    Tile tile = new Tile(0, 0);

                    layer2.SetTile(x, y, tile);
                }
            }

            MapLayer splatter2 = new MapLayer(mapWidth2, mapHeight2);

            random = new Random();

            for (int i = 0; i < 40; i++)
            {
                int x = random.Next(0, layer2.Width - 1);
                int y = random.Next(4, layer2.Height - 1);
                int index = random.Next(2, 6);

                Tile tile = new Tile(index, 0);
                splatter2.SetTile(x, y, tile);
            }

            List<MapLayer> mapLayers2 = new List<MapLayer>();

            mapLayers2.Add(layer2);

            mapLayers2.Add(splatter2);
            mapLayers2.Add(wall2);
            collision2.ProcessWallLayer(wall2);

            TileMap map2 = new TileMap(tilesets, mapLayers2, collision2);
            Level level2 = new Level(map2);

            LevelItems chest2 = new LevelItems("Chest 1 Level 2", 11, 12, true);
            chest2.addKey("Red Key");

            Key yellowKey = new Key("Yellow Key");
            chest2.addItem(yellowKey);
            Key wizardsHat = new Key("Wizards Hat");
            chest2.addItem(wizardsHat);

            BaseSprite chest2Sprite = new BaseSprite(
            containers,
            new Rectangle(0, 0, 38, 38),
            new Point(3, 6));

            ItemSprite item2Sprite = new ItemSprite(
            chest2,
            chest2Sprite);
            level2.LevelItem.Add(item2Sprite);

            LevelItems chest3 = new LevelItems("Chest 2 Level 2", 13, 14, true);
            chest3.addKey("Blue Key");
            Key breastplateOfWomanliness = new Key("Breastplate");
            chest3.addItem(breastplateOfWomanliness);

            BaseSprite chest3Sprite = new BaseSprite(
            containers2,
            new Rectangle(0, 0, 38, 38),
            new Point(1, 13));

            ItemSprite item3Sprite = new ItemSprite(
            chest3,
            chest3Sprite);
            level2.LevelItem.Add(item3Sprite);

            //cDoor.addKey("Le Key");

            Door openCell1 = new Door("Your cell", true, 1, 0, 5, 4);

            BaseSprite openCellDoorSprite = new BaseSprite(
            openCellDoor,
            new Rectangle(0, 0, 63, 80),
            new Point(3, 1));

            ItemSprite openCellDoorItemSprite = new ItemSprite(
            openCell1,
            openCellDoorSprite);
            level2.Doors.Add(openCellDoorItemSprite);

            LevelItems table1 = new LevelItems("table", -1, 26, false);

            BaseSprite table1Sprite = new BaseSprite(
            table,
            new Rectangle(0, 0, 120, 125),
            new Point(6, 6));

            ItemSprite tableItemSprite = new ItemSprite(
            table1,
            table1Sprite);
            level2.LevelItem.Add(tableItemSprite);

            LevelItems cellDoor2 = new LevelItems("Second Cell Door", -1, 26,false);

            BaseSprite cellDoor2Sprite = new BaseSprite(
            cellDoor,
            new Rectangle(0, 0, 63, 80),
            new Point(7, 1));

            ItemSprite cellDoorTwoItemSprite = new ItemSprite(
            cellDoor2,
            cellDoor2Sprite);
            level2.LevelItem.Add(cellDoorTwoItemSprite);

            //open cell door that links to a second room

            Door openCell2 = new Door("Open cell", true, 2,1,5,4);

            BaseSprite openCell2DoorSprite = new BaseSprite(
            openCellDoor,
            new Rectangle(0, 0, 63, 80),
            new Point(5, 1));

            ItemSprite openCellDoor2ItemSprite = new ItemSprite(
            openCell2,
            openCell2DoorSprite);
            level2.Doors.Add(openCellDoor2ItemSprite);

            LevelItems cellDoor3 = new LevelItems("Third Cell Door", true);

            BaseSprite cellDoor3Sprite = new BaseSprite(
            cellDoor,
            new Rectangle(0, 0, 63, 80),
            new Point(9, 1));

            ItemSprite cellDoorThreeItemSprite = new ItemSprite(
            cellDoor3,
            cellDoor3Sprite);
            level2.LevelItem.Add(cellDoorThreeItemSprite);

            // create an interactive character on the screen
            LevelItems char1 = new LevelItems("Wizard",19,20, true);
            char1.addKey("Wizards Hat");

            Key goldBar = new Key("Gold Bar");
            char1.addItem(goldBar);

            BaseSprite characterSprite2 = new BaseSprite(
            character2,
            new Rectangle(0, 0, 68, 62),
            new Point(12, 3));
            ItemSprite charItemSprite2 = new ItemSprite(
            char1,
            characterSprite2);
            level2.LevelItem.Add(charItemSprite2);

            LevelItems guard1 = new LevelItems("Guard 1", 15, 16, true);
            guard1.addKey("Gold Bar");

            Key orangeKey = new Key("Orange Key");
            guard1.addItem(orangeKey);

            BaseSprite guardSprite1 = new BaseSprite(
            guard,
            new Rectangle(35, 0, 31, 32),
            new Point(13, 6));
            ItemSprite guardCharSprite1 = new ItemSprite(
            guard1,
            guardSprite1);
            level2.LevelItem.Add(guardCharSprite1);

            Door exit2Door = new Door("DoorTo4", true, 3, 2, 2, 3);
            exit2Door.addKey("Purple Key");

            BaseSprite doorSprite = new BaseSprite(
            exitLoc,
            new Rectangle(0, 0, 60, 42),
            new Point(14, 8));

            ItemSprite doorItem2Sprite = new ItemSprite(
            exit2Door,
            doorSprite);
            level2.Doors.Add(doorItem2Sprite);

            LevelItems guard2 = new LevelItems("Guard 2", 17,18, true);
            guard2.addKey("Breastplate");

            BaseSprite guardSprite2 = new BaseSprite(
            guard,
            new Rectangle(32, 32, 31, 32),
            new Point(13, 10));
            ItemSprite guardCharSprite2 = new ItemSprite(
            guard2,
            guardSprite2);
            level2.LevelItem.Add(guardCharSprite2);

            world.Levels.Add(level2);
        }
Exemple #5
0
        protected void level4()
        {
            Texture2D tilesetTexture = Game.Content.Load<Texture2D>(@"Tilesets\planktileset");
            Tileset tileset1 = new Tileset(tilesetTexture, 7, 1, 40, 40);

            tilesetTexture = Game.Content.Load<Texture2D>(@"Tilesets\walls2");
            Tileset tileset2 = new Tileset(tilesetTexture, 6, 7, 40, 40);

            List<Tileset> tilesets = new List<Tileset>();
            tilesets.Add(tileset1);
            tilesets.Add(tileset2);
            int mapWidth = 13;
            int mapHeight = 15;
            CollisionLayer collision = new CollisionLayer(mapWidth, mapHeight);
            MapLayer wall = new MapLayer(mapWidth, mapHeight);
            Random random = new Random();
            //first row
            wall.SetTile(0, 0, new Tile(0, 1));
            wall.SetTile(1, 0, new Tile(1, 1));
            collision.SetTile(0, 0, CollisionType.Unwalkable);
            collision.SetTile(1, 0, CollisionType.Unwalkable);
            for (int i = 2; i < wall.Width - 2; i++)
            {
                int index = random.Next(2, 4);
                Tile tile = new Tile(index, 1);
                wall.SetTile(i, 0, tile);
            }

            wall.SetTile(wall.Width - 2, 0, new Tile(4, 1));
            wall.SetTile(wall.Width - 1, 0, new Tile(5, 1));

            collision.SetTile(wall.Width - 2, 0, CollisionType.Unwalkable);
            collision.SetTile(wall.Width - 1, 0, CollisionType.Unwalkable);
            //second row
            random = new Random();
            wall.SetTile(0, 1, new Tile(6, 1));
            wall.SetTile(1, 1, new Tile(7, 1));
            for (int i = 2; i < wall.Width - 2; i++)
            {
                int index = random.Next(8, 10);
                Tile tile = new Tile(index, 1);
                wall.SetTile(i, 1, tile);

            }

            wall.SetTile(wall.Width - 2, 1, new Tile(10, 1));
            wall.SetTile(wall.Width - 1, 1, new Tile(11, 1));
            //third row
            random = new Random();
            wall.SetTile(0, 2, new Tile(12, 1));
            wall.SetTile(1, 2, new Tile(13, 1));
            for (int i = 2; i < wall.Width - 2; i++)
            {
                int index = random.Next(14, 16);
                Tile tile = new Tile(index, 1);
                wall.SetTile(i, 2, tile);
            }

            wall.SetTile(wall.Width - 2, 2, new Tile(16, 1));
            wall.SetTile(wall.Width - 1, 2, new Tile(17, 1));

            //left column

            random = new Random();
            for (int i = 3; i < wall.Height - 2; i++)
            {
                int index = random.Next(0, 2);
                if (index == 0) index = 18;
                else if (index == 1) index = 24;
                Tile tile = new Tile(index, 1);
                wall.SetTile(0, i, tile);
            }

            wall.SetTile(0, wall.Height - 2, new Tile(30, 1));
            wall.SetTile(0, wall.Height - 1, new Tile(36, 1));

            //right column

            random = new Random();
            for (int i = 3; i < wall.Width - 2; i++)
            {
                int index = random.Next(0, 2);
                if (index == 0) index = 23;
                else if (index == 1) index = 29;
                Tile tile = new Tile(index, 1);
                wall.SetTile(wall.Width - 1, i, tile);
            }

            wall.SetTile(wall.Width - 1, wall.Height - 2, new Tile(35, 1));
            wall.SetTile(wall.Width - 1, wall.Height - 1, new Tile(41, 1));

            //last row

            wall.SetTile(1, wall.Height - 1, new Tile(37, 1));
            wall.SetTile(wall.Width - 1, wall.Height - 1, new Tile(41, 1));
            wall.SetTile(wall.Width - 2, wall.Height - 1, new Tile(40, 1));

            wall.SetTile(1, wall.Height - 2, new Tile(31, 1));
            wall.SetTile(wall.Width - 2, wall.Height - 2, new Tile(34, 1));
            random = new Random();
            for (int i = 2; i < wall.Width - 2; i++)
            {
                int index = random.Next(38, 40);
                Tile tile = new Tile(index, 1);
                wall.SetTile(i, wall.Height - 1, tile);
            }

            //wall.SetTile(wall.Width - 2, wall.Height - 1, new Tile(40, 1));
            //wall.SetTile(wall.Width - 1, wall.Height - 1, new Tile(41, 1));

            MapLayer layer = new MapLayer(mapWidth, mapHeight);

               for (int y = 0; y < layer.Height; y++)
               {
                   for (int x = 0; x < layer.Width; x++)
                   {
                       Tile tile = new Tile(0, 0);

                       layer.SetTile(x, y, tile);
                   }
               }

               MapLayer splatter = new MapLayer(mapWidth, mapHeight);

               random = new Random();

               for (int i = 0; i < 40; i++)
               {
                   int x = random.Next(0, layer.Width - 1);
                   int y = random.Next(4, layer.Height - 1);
                   int index = random.Next(2, 6);

                   Tile tile = new Tile(index, 0);
                   splatter.SetTile(x, y, tile);
               }

            //  splatter.SetTile(1, 0, new Tile(1, 1));
            //  splatter.SetTile(2, 0, new Tile(2, 1));
            // splatter.SetTile(3, 0, new Tile(3, 1));

            //map.Collision = new CollisionLayer(mapWidth, mapHeight);

            List<MapLayer> mapLayers = new List<MapLayer>();

            mapLayers.Add(layer);

            mapLayers.Add(splatter);
            mapLayers.Add(wall);
            collision.ProcessWallLayer(wall);

            TileMap map = new TileMap(tilesets, mapLayers, collision);
            Level level4 = new Level(map);

            LevelItems plaque1 = new LevelItems("Plaque", 38, 37, true);
            //plaque1.addKey("Purple Key")

            Key brownKey = new Key("Brown Key");
            plaque1.addItem(brownKey);

            BaseSprite plaqueSprite1 = new BaseSprite(
            plaque,
            new Rectangle(0, 0, 50, 35),
            new Point(1, 2));

            ItemSprite plaque1Sprite = new ItemSprite(
            plaque1,
            plaqueSprite1);
            level4.LevelItem.Add(plaque1Sprite);

            Door exit4Door = new Door("Final Door", true, 1, 2, 5, 5);
            exit4Door.addKey("Scepter");

            BaseSprite doorSprite = new BaseSprite(
            exitLoc,
            new Rectangle(0, 0, 60, 84),
            new Point(12, 11));

            ItemSprite doorItem4Sprite = new ItemSprite(
            exit4Door,
            doorSprite);
            level4.Doors.Add(doorItem4Sprite);

            LevelItems chest5 = new LevelItems("Level 4 Chest 1", 32,31,true);
            chest5.addKey("Brown Key");

            Key goldKey = new Key("Gold Key");
            chest5.addItem(goldKey);

            Key potionOfAwesomeness = new Key("Awesomeness");
            chest5.addItem(potionOfAwesomeness);

            Key mysteriousBox = new Key("Mystery Box");
            chest5.addItem(mysteriousBox);

            BaseSprite chest5Sprite = new BaseSprite(
            containers,
            new Rectangle(0, 0, 60, 84),
            new Point(2, 13));

            ItemSprite chest5ItemSprite = new ItemSprite(
            chest5,
            chest5Sprite);
            level4.LevelItem.Add(chest5ItemSprite);

            LevelItems charact3 = new LevelItems("Lacie", 34, 35, true);
            charact3.addKey("Gold Key");

            Key blueKey = new Key("Brown Key");
            charact3.addItem(blueKey);

            BaseSprite charSprite3 = new BaseSprite(
            char2,
            new Rectangle(323, 190, 36, 45),
            new Point(8, 6));

            ItemSprite charact3Sprite = new ItemSprite(
            charact3,
            charSprite3);
            level4.LevelItem.Add(charact3Sprite);

            LevelItems wizard2 = new LevelItems("Wizard", -1, 33, false);
            //wizard2.addKey("Rainbow Key");

            BaseSprite wizardSprite2 = new BaseSprite(
            character2,
            new Rectangle(0, 0, 68, 62),
            new Point(10, 10));
            ItemSprite wizItemSprite2 = new ItemSprite(
            wizard2,
            wizardSprite2);
            level4.LevelItem.Add(wizItemSprite2);

            //Creating the invisable map using the map.BlockTile method, as seen before
            map.BlockTile(3, 3);
            map.BlockTile(3, 4);
            map.BlockTile(3, 5);
            map.BlockTile(3, 6);
            map.BlockTile(2, 9);
            map.BlockTile(3, 9);
            map.BlockTile(3, 12);
            map.BlockTile(3, 13);
            map.BlockTile(6, 5);
            map.BlockTile(6, 6);
            map.BlockTile(6, 7);
            map.BlockTile(6, 8);
            map.BlockTile(6, 9);
            map.BlockTile(6, 10);
            map.BlockTile(6, 11);
            map.BlockTile(6, 12);
            map.BlockTile(6, 13);
            map.BlockTile(7, 5);
            map.BlockTile(8, 5);
            map.BlockTile(9, 5);
            map.BlockTile(9, 6);
            map.BlockTile(9, 7);
            //map.BlockTile(9, 8);
               // map.BlockTile(9, 10);
            //map.BlockTile(10, 10);

            world.Levels.Add(level4);
        }