public void Collision()
        {
            // Check for collisions with player
            PlayerComponent player  = Game.Services.GetService <PlayerComponent>();
            TRender         trender = Game.Services.GetService <TRender>();

            foreach (EnemyComponent enemies in trender.enemies)
            {
                if (player.Bounds.Intersects(boundingRect))
                {
                    EnemyOof.Play();
                    player.ResetPlayer();
                    Visible = false;
                    Enabled = false;
                }
            }
        }
Exemple #2
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        public void Collision()
        {
            // Check for collisions with player
            PlayerComponent player  = Game.Services.GetService <PlayerComponent>();
            TRender         trender = Game.Services.GetService <TRender>();

            switch (trender._current)
            {
            case TRender.LevelStates.LevelOne:
                //check if the player has all gems to pass through the portal
                if (player.Collectables == 5)
                {
                    //check if the player intersects with the open portal
                    if (boundingRect.Intersects(player.Bounds) && PortalOpen)
                    {
                        PortalWhoosh.Play();
                        Visible             = false;
                        Enabled             = false;
                        player.Collectables = 0;

                        //change the level state
                        trender._current = TRender.LevelStates.LevelTwo;
                        trender.tileManager.ActiveLayer = trender.tileManager.GetLayer("LevelTwo");
                        trender.hasLevelChanged         = true;

                        //clear all the variable lists
                        trender.Collectables.Clear();
                        trender.Portal.Clear();
                        player.ResetPlayer();
                        trender.enemies.Clear();

                        // Creates a set of impassable tiles
                        trender.collisons.Clear();     // Important for removing colliders from screen
                        trender.tileManager.ActiveLayer.makeImpassable(trender.impassableTiles);
                        trender.SetupCollison();
                        trender.SetupComponents();
                    }
                }

                break;

            case TRender.LevelStates.LevelTwo:

                if (player.Collectables == 5)
                {
                    if (boundingRect.Intersects(player.Bounds) && PortalOpen)
                    {
                        Visible             = false;
                        Enabled             = false;
                        player.Collectables = 0;

                        trender._current = TRender.LevelStates.LevelThree;
                        trender.tileManager.ActiveLayer = trender.tileManager.GetLayer("LevelThree");
                        trender.hasLevelChanged         = true;

                        trender.collisons.Clear();
                        trender.Collectables.Clear();
                        trender.Portal.Clear();
                        trender.enemies.Clear();
                        player.ResetPlayer();

                        trender.tileManager.ActiveLayer.makeImpassable(trender.impassableTiles);
                        trender.SetupCollison();
                        trender.SetupComponents();
                    }
                }

                break;

            case TRender.LevelStates.LevelThree:

                if (player.Collectables == 5)
                {
                    if (boundingRect.Intersects(player.Bounds) && PortalOpen)
                    {
                        Visible             = false;
                        Enabled             = false;
                        player.Collectables = 0;

                        trender._current = TRender.LevelStates.LevelFour;
                        trender.tileManager.ActiveLayer = trender.tileManager.GetLayer("LevelFour");
                        trender.hasLevelChanged         = true;

                        trender.collisons.Clear();
                        trender.Collectables.Clear();

                        player.ResetPlayer();

                        trender.Portal.Clear();
                        trender.tileManager.ActiveLayer.makeImpassable(trender.impassableTiles);
                        trender.SetupCollison();
                        trender.SetupComponents();
                    }
                }

                break;

            case TRender.LevelStates.LevelFour:

                if (player.Collectables == 5)
                {
                    if (boundingRect.Intersects(player.Bounds) && PortalOpen)
                    {
                        Visible             = false;
                        Enabled             = false;
                        player.Collectables = 0;

                        trender._current = TRender.LevelStates.LevelOne;
                        trender.tileManager.ActiveLayer = trender.tileManager.GetLayer("LevelOne");
                        trender.hasLevelChanged         = true;

                        trender.collisons.Clear();
                        trender.Collectables.Clear();
                        player.ResetPlayer();

                        trender.Portal.Clear();
                        trender.tileManager.ActiveLayer.makeImpassable(trender.impassableTiles);
                        trender.SetupCollison();
                        trender.SetupComponents();
                    }
                }

                break;
            }
        }