private void LoadPlatformerObjects() { //Load in some sprites to the world that are not included in the imported Tiled map, but could be in future Turbine t = new Turbine(this, Turbine, new Vector2(544, 768), new Vector2(32, 32), 1.5f, 100); Turbine t2 = new Turbine(this, Turbine, new Vector2(512, 768), new Vector2(32, 32), 1.5f, 100); Turbine t3 = new Turbine(this, Turbine, new Vector2(480, 768), new Vector2(32, 32), 1.5f, 100); Sprites.AddRange(new List <Turbine>() { t, t2, t3 }); Cannon c = new Cannon(this, Cannon, new Vector2(350, 160), new Vector2(48, 32)); Sprites.Add(c); //MissileLauncher ml = new MissileLauncher(this, Cannon, new Vector2(571, 35), new Vector2(32, 32)); //Sprites.Add(ml); Lever l = new Lever(this, SpriteSheet1, new Rectangle(576, 640, 64, 64), new Rectangle(704, 640, 64, 64), new Vector2(300, 176), new Vector2(32, 32), c); Sprites.Add(l); Box b = new Box(this, BoxTex, new Vector2(384, 410), 16, new Vector2(0.2f), 0.2f); Box b2 = new Box(this, BoxTex, new Vector2(1120, 736), 16, new Vector2(0.2f), 0.2f); Box b3 = new Box(this, BoxTex, new Vector2(1056, 192), 16, new Vector2(0.2f), 0.2f); Sprites.Add(b); Portal p = new Portal(this, SpriteSheet1, new Rectangle(1216, 384, 64, 64), new Vector2(1216, 64), new Vector2(32, 32)); Sprites.Add(p); //Platform pl = new Platform(this, new Vector2(768, 480), new Vector2(32 * 6, 32), 6, SpriteSheet1, new Vector2(900, 480)); //Sprites.Add(pl); }
public World() { Console.CursorVisible = false; HasWon = false; CurrentRoom = new Room(); Score += 1000; // Players and enemies Player1 = new Player('@', new Coordinate(1, 1), ConsoleColor.Green); EnemyEntity enemy1 = new EnemyEntity('¶', new Coordinate(8, 17), ConsoleColor.DarkRed, 100); EnemyEntity enemy2 = new EnemyEntity('¶', new Coordinate(8, 4), ConsoleColor.DarkCyan, 200); // Add the walls of the level CurrentRoom.BuildWalls(); // Draw them to the displaygrid CurrentRoom.DrawTraps(); CurrentRoom.DrawWalls(); Coin coin1 = new Coin(3, 15, ConsoleColor.Yellow, 'o', 100); Coin coin2 = new Coin(2, 6, ConsoleColor.Yellow, 'o', 100); Coin coin3 = new Coin(1, 13, ConsoleColor.Yellow, 'o', 100); Coin superCoin = new Coin(8, 1, ConsoleColor.Red, 'O', 250); Lever lever1 = new Lever(new Coordinate(4, 18), ConsoleColor.Magenta, CurrentRoom.RemoveWall, "Wall5"); Lever lever3 = new Lever(new Coordinate(4, 1), ConsoleColor.Green, CurrentRoom.RemoveWall, ""); Lever lever2 = new Lever(new Coordinate(8, 18), ConsoleColor.Green, CurrentRoom.RemoveWall, "Wall9"); Lever trap1 = new Lever(new Coordinate(1, 10), ConsoleColor.Yellow, CurrentRoom.RemoveTrap, "Spike"); ItemKey redKey = new ItemKey(4, 8, ConsoleColor.Red, '¥'); ItemKey yellowKey = new ItemKey(13, 8, ConsoleColor.Yellow, '¥'); Door doorRed = new Door(14, 5, ConsoleColor.Red, redKey); Exit doorGold = new Exit(10, 8, ConsoleColor.Yellow, yellowKey); do { Console.CursorLeft = 0; Console.CursorTop = 0; // Update the players view range. Player1.UpdateVisible(); // Draw the map and inventory to console. CurrentRoom.Draw(); Player1.DrawInventory(); // Get user input and move the player and update view range again. Player1.Move(); Player1.UpdateVisible(); enemy1.Move(); enemy2.Move(); // Checks if there are any items that can be picked up. Player1.CheckTile(); } while (Player1.IsAlive && Score >= 0 && !HasWon); Console.Clear(); if (!HasWon) { Console.WriteLine("Game Over!"); } else { Console.WriteLine("You won!"); Console.WriteLine($"Your score was: {Score}"); } System.Threading.Thread.Sleep(1000); Console.ReadKey(); }