//work here public virtual bool DetectCollision(Actor toDetect) { if (collisionBox.Intersects(toDetect.collisionBox)) return true; return false; }
private static List<Actor> generateModels() { List<Actor> actorList = null; if (map != null) { actorList = new List<Actor>(); Actor temp; for (int i = 0; i < map.GetLength(0); i++) { for (int j = 0; j < map.GetLength(1); j++) { // Tile 1 - Stone, top bottom connect // Tile 3 - Stone, left right connect // Tile 2 - Stone, corner // Tile 4 - Stone, Top right? // Tile 5 - Stone, corner, bottom right // Tile 7 - Stone, corner // Tile 8 - Stone, corner? // Tile 6 - Unusable? No connections temp = new Actor(); if (map[i, j] == FSCMInterfaces.Globals.TILE_UNPASSABLE) { temp.model = ModelFactory.loadModel("tile9"); temp.X = (j) * 4; temp.Y = (i) * 4; temp.Z = -26; temp.Scale = 2.0f; actorList.Add(temp); temp = new Actor(); temp.model = ModelFactory.loadModel("TileDirt"); } else if (map[i, j] == FSCMInterfaces.Globals.TILE_GRASS_CORNERL) { temp.model = ModelFactory.loadModel("grassWallCornerL"); temp.X = (j) * 4; temp.Y = (i) * 4; temp.Z = -26; temp.Scale = 2.0f; actorList.Add(temp); temp = new Actor(); temp.model = ModelFactory.loadModel("TileDirt"); } else if (map[i, j] == FSCMInterfaces.Globals.TILE_GRASS_CORNERR) { temp.model = ModelFactory.loadModel("grassWallCornerR"); temp.X = (j) * 4; temp.Y = (i) * 4; temp.Z = -26; temp.Scale = 2.0f; actorList.Add(temp); temp = new Actor(); temp.model = ModelFactory.loadModel("TileDirt"); } else if (map[i, j] == FSCMInterfaces.Globals.TILE_GRASS_CUBE) { temp.model = ModelFactory.loadModel("tile1"); temp.X = (j) * 4; temp.Y = (i) * 4; temp.Z = -26; temp.Scale = 2.0f; actorList.Add(temp); temp = new Actor(); temp.model = ModelFactory.loadModel("TileDirt"); } else if (map[i, j] == FSCMInterfaces.Globals.TILE_GRASS_ENDL) { temp.model = ModelFactory.loadModel("grassWallEndL"); temp.X = (j) * 4; temp.Y = (i) * 4; temp.Z = -26; temp.Scale = 2.0f; actorList.Add(temp); temp = new Actor(); temp.model = ModelFactory.loadModel("TileDirt"); } else if (map[i, j] == FSCMInterfaces.Globals.TILE_GRASS_ENDR) { temp.model = ModelFactory.loadModel("grassWallEndR"); temp.X = (j) * 4; temp.Y = (i) * 4; temp.Z = -26; temp.Scale = 2.0f; actorList.Add(temp); temp = new Actor(); temp.model = ModelFactory.loadModel("TileDirt"); } else if (map[i, j] == FSCMInterfaces.Globals.TILE_GRASS_WALL1) { temp.model = ModelFactory.loadModel("grassWall"); temp.X = (j) * 4; temp.Y = (i) * 4; temp.Z = -26; temp.Scale = 2.0f; actorList.Add(temp); temp = new Actor(); temp.model = ModelFactory.loadModel("TileDirt"); } else if (map[i, j] == FSCMInterfaces.Globals.TILE_GRASS_WALL2) { temp.model = ModelFactory.loadModel("grassWall2"); temp.X = (j) * 4; temp.Y = (i) * 4; temp.Z = -26; temp.Scale = 2.0f; actorList.Add(temp); temp = new Actor(); temp.model = ModelFactory.loadModel("TileDirt"); } else if (map[i, j] == FSCMInterfaces.Globals.TILE_EXIT) temp.model = ModelFactory.loadModel("TileGrass"); else if (map[i, j] == FSCMInterfaces.Globals.TILE_PASSABLE) temp.model = ModelFactory.loadModel("TileDirt"); else temp.model = ModelFactory.loadModel("TileGrass"); temp.Scale = 2.0f; temp.X = (j) * 4; temp.Y = (i) * 4; temp.Z = -30; actorList.Add(temp); } } } return actorList; }
public override void Update() { if (fresh) { fresh = false; actorList = MapFactory.GetCurrentMaze(); MediaHandler.playBGM(FSCMStrikesBackLogic.Properties.Resources.mazebgm, "mazebgm"); MediaHandler.Background = "default.png"; mainActor = PCBuilder.getPC("John"); actorList.Add(mainActor); StateHandler.CameraTarget = mainActor; if (newGame) { StateHandler.Level = 1; StateHandler.Quest = (new QuestExplore(17, 17, null, 2)); PCBuilder.getPC(0).equipped[0] = ItemFactory.CreateEquip(Globals.WEARFLAG_WEAPON, Globals.ELEMENT_NATURE, 1, Globals.ITEM_QUALITY_TRASH, ""); PCBuilder.getPC(0).equipped[1] = ItemFactory.CreateEquip(Globals.WEARFLAG_CHEST, Globals.ELEMENT_NATURE, 1, Globals.ITEM_QUALITY_TRASH, ""); PCBuilder.getPC(0).equipped[2] = ItemFactory.CreateEquip(Globals.WEARFLAG_HEAD, Globals.ELEMENT_NATURE, 1, Globals.ITEM_QUALITY_TRASH, ""); PCBuilder.getPC(0).equipped[3] = ItemFactory.CreateEquip(Globals.WEARFLAG_LEGS + Globals.WEARFLAG_FEET, Globals.ELEMENT_NATURE, 1, Globals.ITEM_QUALITY_TRASH, ""); PCBuilder.getPC(0).runes[0] = ItemFactory.CreateRune(0, Globals.ELEMENT_NATURE, -1, -1, ""); PCBuilder.getPC(0).Health = PCBuilder.getPC(0).MaxHealth; PCBuilder.getPC(1).equipped[0] = ItemFactory.CreateEquip(Globals.WEARFLAG_WEAPON, Globals.ELEMENT_FIRE, 1, Globals.ITEM_QUALITY_TRASH, ""); PCBuilder.getPC(1).equipped[1] = ItemFactory.CreateEquip(Globals.WEARFLAG_CHEST, Globals.ELEMENT_FIRE, 1, Globals.ITEM_QUALITY_TRASH, ""); PCBuilder.getPC(1).equipped[2] = ItemFactory.CreateEquip(Globals.WEARFLAG_HEAD, Globals.ELEMENT_FIRE, 1, Globals.ITEM_QUALITY_TRASH, ""); PCBuilder.getPC(1).equipped[3] = ItemFactory.CreateEquip(Globals.WEARFLAG_LEGS + Globals.WEARFLAG_FEET, Globals.ELEMENT_FIRE, 1, Globals.ITEM_QUALITY_TRASH, ""); PCBuilder.getPC(1).runes[0] = ItemFactory.CreateRune(0, Globals.ELEMENT_FIRE, -1, -1, ""); PCBuilder.getPC(1).Health = PCBuilder.getPC(1).MaxHealth; PCBuilder.getPC(2).equipped[0] = ItemFactory.CreateEquip(Globals.WEARFLAG_WEAPON, Globals.ELEMENT_PHYSICAL, 3, Globals.ITEM_QUALITY_LEGENDARY, "The Smile"); PCBuilder.getPC(2).equipped[1] = ItemFactory.CreateEquip(Globals.WEARFLAG_HEAD, Globals.ELEMENT_PHYSICAL, 3, Globals.ITEM_QUALITY_LEGENDARY, "The Glasses"); PCBuilder.getPC(2).equipped[2] = ItemFactory.CreateEquip(0, Globals.ELEMENT_PHYSICAL, 4, Globals.ITEM_QUALITY_MYTHICAL, "The Beard"); PCBuilder.getPC(2).equipped[3] = ItemFactory.CreateEquip(Globals.WEARFLAG_CHEST | Globals.WEARFLAG_LEGS | Globals.WEARFLAG_FEET, Globals.ELEMENT_PHYSICAL, 3, Globals.ITEM_QUALITY_LEGENDARY, "The Trenchcoat"); PCBuilder.getPC(2).runes[0] = ItemFactory.CreateRune(0, Globals.ELEMENT_WATER, -1, -1, ""); PCBuilder.getPC(2).Health = PCBuilder.getPC(2).MaxHealth; ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_POTION, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_POTION, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_POTION, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_POTION, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_POTION, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_POTION, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_POTION, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_POTION, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_POTION, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_POTION, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_POTION, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_POTION, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_FIRE + Globals.TYPE_CONSUMABLE_PHYSICAL, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_FIRE, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_WATER, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_NATURE, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_PHYSICAL, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); newGame = false; } } if (change) { change = false; mainActor.X = locX; mainActor.Y = locY; } }