Exemple #1
0
        //If the player is within a certain distance of an item they
        //can pick it up unless they are already holding something
        //if they are not holding anything and pick something up
        //that item should disappear and appear in a display box
        //on the bottom right of the screen.
        public void InteractObject(ObjectiveObject item)
        {
            kbState = Keyboard.GetState();

            if (item.Textures[0] != picture)
            {
                if (objectPickedUp == false)
                {
                    //trying to get commmented out code to work
                    //if (kbState.IsKeyDown(Keys.E) && position.Intersects(item.Position) && previousKbState.IsKeyUp(Keys.E))
                    if (kbState.IsKeyDown(Keys.E) && previousKbState.IsKeyUp(Keys.E))
                    {
                        item.Position  = new Rectangle(0, 0, 0, 0);
                        objectPickedUp = true;
                        item.PickedUp  = true;
                    }
                }
                else
                {
                    //trying to get commented code to work
                    //if (kbState.IsKeyDown(Keys.E) && objectPickedUp && previousKbState.IsKeyUp(Keys.E))
                    if (kbState.IsKeyDown(Keys.E) && previousKbState.IsKeyUp(Keys.E))
                    {
                        item.Position  = new Rectangle(this.X, this.Y + 100, 25, 25);
                        objectPickedUp = false;
                        item.PickedUp  = false;
                    }
                }
            }
            previousKbState = Keyboard.GetState();
        }
Exemple #2
0
        //parameterized constructor that will set th efields to objects that are inputed into the constructor
        public TeaParty(ObjectiveObject vTeaKettle, ObjectiveObject vTeaCups, ObjectiveObject vPlate,
                        List <Point> initialObjSpawn, Game1 game, ObjectiveObject rug, InsanityBar vInsanity)
            : base()
        {
            teaKettle           = vTeaKettle;
            teaCups             = vTeaCups;
            plate               = vPlate;
            this.rug            = rug;
            numberOfCompletions = 0;

            this.initialObjSpawn = initialObjSpawn;
            this.game            = game;
            objSpawn             = new List <Point>();

            insanity = vInsanity;
        }
Exemple #3
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch     = new SpriteBatch(GraphicsDevice);
            characterHitbox = Content.Load <Texture2D>("unnamed");

            //Menus and Screens
            mainMenu  = Content.Load <Texture2D>("MainMenu");
            pauseMenu = Content.Load <Texture2D>("PauseMenu");
            credits   = Content.Load <Texture2D>("CreditsScreen");
            controls  = Content.Load <Texture2D>("ControlsScreen");
            endScreen = Content.Load <Texture2D>("EndScreen");
            winScreen = Content.Load <Texture2D>("YouWin");

            tempBackground = Content.Load <Texture2D>("BackgroundPic");

            //Temp Background
            //tempBackground = Content.Load<Texture2D>("BackgroundPic");
            tree          = Content.Load <Texture2D>("Tree");
            treeInsane    = Content.Load <Texture2D>("TreeInsane");
            treeImages    = new Texture2D[2];
            treeImages[0] = treeInsane;
            treeImages[1] = characterHitbox;

            //Insanity Bar
            insanityBar0 = Content.Load <Texture2D>("NightmareBar0");
            insanityBar1 = Content.Load <Texture2D>("NightmareBar1");
            insanityBar2 = Content.Load <Texture2D>("NightmareBar2");
            insanityBar3 = Content.Load <Texture2D>("NightmareBar3");
            insanityBar4 = Content.Load <Texture2D>("NightmareBar4");
            insanityBar5 = Content.Load <Texture2D>("NightmareBar5");

            insanityBarImages[0] = insanityBar0;
            insanityBarImages[1] = insanityBar1;
            insanityBarImages[2] = insanityBar2;
            insanityBarImages[3] = insanityBar3;
            insanityBarImages[4] = insanityBar4;
            insanityBarImages[5] = insanityBar5;
            insanity             = new InsanityBar(insanityBar0, insanityBarImages);

            //loading the objective object plate into the game
            platePicture     = Content.Load <Texture2D>("Plate");
            texturesPlate    = new Texture2D[1];
            texturesPlate[0] = platePicture;
            plate            = new ObjectiveObject(300, 300, texturesPlate);

            //loading in the objective object tea kettle into the game
            teaKetlePictures     = Content.Load <Texture2D>("TeaKettle");
            texturesTeaKettle    = new Texture2D[1];
            texturesTeaKettle[0] = teaKetlePictures;
            teaKettle            = new ObjectiveObject(1500, 1000, texturesTeaKettle);

            //loading in the objective object tea cup into the game
            cupsPictures    = Content.Load <Texture2D>("TeaCup");
            texturesCups    = new Texture2D[1];
            texturesCups[0] = cupsPictures;
            cups            = new ObjectiveObject(1700, 400, texturesCups);

            invisible           = Content.Load <Texture2D>("blank");
            textureInvisible    = new Texture2D[1];
            textureInvisible[0] = invisible;

            //Character and Enemies
            teddy0            = Content.Load <Texture2D>("masterSpriteSheet");
            teddy1            = Content.Load <Texture2D>("TeddyDeath");
            character         = Content.Load <Texture2D>("Character");
            masterSpriteSheet = Content.Load <Texture2D>("MasterSpriteSheet");

            characterImages    = new Texture2D[12];
            characterImages[0] = character;
            characterImages[1] = characterHitbox;

            arial12 = Content.Load <SpriteFont>("arial12");

            //sets the black background to a blank picture
            blackBackground = Content.Load <Texture2D>("unnamed");


            //Array of bears
            bears    = new Texture2D[3];
            bears[0] = masterSpriteSheet;
            bears[1] = teddy1;
            bears[2] = characterHitbox;

            //Songs
            mainMenuSong = Content.Load <Song>("MainMenuMusic");

            //start the game by playing main menu song
            MediaPlayer.Play(mainMenuSong);

            gameSong     = Content.Load <Song>("maingame");
            gameOverSong = Content.Load <Song>("GameOverMusic");
            winSong      = Content.Load <Song>("WinGame Music");

            rugPicture     = Content.Load <Texture2D>("rug");
            rugTextures    = new Texture2D[1];
            rugTextures[0] = rugPicture;

            // TODO: use this.Content to load your game content here
        }
Exemple #4
0
        /// <summary>
        /// Load Map Method - Kevin
        ///     Accepts a string to be turned into a file path. The method then reads
        ///     the corresponding file and builds a map from it.
        /// </summary>
        /// <param name="file"></param>
        public void LoadMap(string file)
        {
            insanity.ResetInsanityBar();

            // Reads information from the map file
            loadMap = new StreamReader(file);

            // Skips the first line. It is only needed for the level editor
            loadMap.ReadLine();

            // Reads the map height and width
            mapHeight = int.Parse(loadMap.ReadLine());
            mapWidth  = int.Parse(loadMap.ReadLine());

            // Creates a list of trees and enemies to help with drawing
            treeTiles     = new List <GameObject>();
            enemyTiles    = new List <Enemy>();
            boundaryTiles = new List <BorderTree>();

            // Creates a list of points and a random object for spawing
            List <Point> initialObjSpawn = new List <Point>();
            List <Point> objSpawn;
            Random       rand = new Random();
            int          spawnIndex;

            // Resets the origin
            origin = new Point(0, 0);

            //rug = new ObjectiveObject(1700, 500, rugTextures);
            // Creating Game Objects from the file
            //Loops through each line in the file
            for (int i = 0; i < mapHeight; i++)
            {
                for (int j = 0; j < mapWidth; j++)
                {
                    // Parses the line into an int
                    objToPlace = int.Parse(loadMap.ReadLine());

                    if (objToPlace == playerColor)
                    {
                        // Creates a new player object
                        player = new Player(masterSpriteSheet, 400,
                                            240, characterImages, invisible);
                        backgroundBox = new Rectangle(j * tileDimensions * -1, i * tileDimensions * -1, 6000, 6000);
                    }

                    if (objToPlace == treeColor)
                    {
                        // Creates a new tree MapObject and adds it to the
                        //      list of trees
                        MapObject t = new MapObject(treeImages,
                                                    j * tileDimensions, i * tileDimensions);
                        treeTiles.Add(t);
                    }

                    if (objToPlace == enemyColor)
                    {
                        // Creates a new Enemy and adds it to the list of enemies
                        Enemy e = new Enemy(bears, j * tileDimensions,
                                            i * tileDimensions, player, this);
                        enemyTiles.Add(e);
                    }

                    if (objToPlace == boundaryColor)
                    {
                        // Creates a new BoarderTree object and adds it to the list
                        //      of boarder trees
                        BorderTree b = new BorderTree(treeImages, j * tileDimensions,
                                                      i * tileDimensions);
                        boundaryTiles.Add(b);
                    }

                    if (objToPlace == objectiveColor)
                    {
                        // Creates a new spawn location for objectives and adds it to the list
                        //      of spawn points
                        Point p = new Point(j * tileDimensions, i * tileDimensions);
                        initialObjSpawn.Add(p);
                    }

                    if (objToPlace == rugColor)
                    {
                        // Creates a new rug
                        rug          = new ObjectiveObject(j * tileDimensions, i * tileDimensions, rugTextures);
                        rug.Position = new Rectangle(j * tileDimensions, i * tileDimensions, 172, 82);
                    }
                }
            }

            // Copys the initial list to pass to the tea party
            objSpawn = initialObjSpawn;

            // Spawns the tea kettle at a random point from the list and removes the point from the list
            spawnIndex = rand.Next(initialObjSpawn.Count);
            teaKettle  = new ObjectiveObject(initialObjSpawn[spawnIndex].X, initialObjSpawn[spawnIndex].Y, texturesTeaKettle);
            initialObjSpawn.RemoveAt(spawnIndex);

            // Spawns the plate at a random point from the list and removes the point from the list
            spawnIndex = rand.Next(initialObjSpawn.Count);
            plate      = new ObjectiveObject(initialObjSpawn[spawnIndex].X, initialObjSpawn[spawnIndex].Y, texturesPlate);
            initialObjSpawn.RemoveAt(spawnIndex);

            // Spawns the cup at a random point from the list and removes the point from the list
            spawnIndex = rand.Next(initialObjSpawn.Count);
            cups       = new ObjectiveObject(initialObjSpawn[spawnIndex].X, initialObjSpawn[spawnIndex].Y, texturesCups);
            initialObjSpawn.RemoveAt(spawnIndex);

            // Creates a TeaParty object and passes in the objectives, spawn location list, and the game
            tea = new TeaParty(teaKettle, cups, plate, initialObjSpawn, this, rug, insanity);

            // Closes the StreamReader
            loadMap.Close();

            // Creates a new entity manager
            manager = new EntityManager(this, insanity);

            //sets the invisible object to the same position of the player
            invisibleObject = new ObjectiveObject(player.HitBoxX, player.HitBoxY, textureInvisible);

            //sets the objective text's vector equal to the players position
            objectiveTextVector = new Vector2(player.Position.X, player.Position.Y - 80);

            //sets the rectangle of the black background of the objective text to the position of the player
            blackBackgroundRectangle = new Rectangle(player.Position.X - 10, player.Position.Y - 90, 300, 75);

            gameState = GameState.Game;
        }