Exemple #1
0
 public MainState(GameStateManager stateManager, Game game, LevelManager levelManager)
 {
     this.stateManager = stateManager;
     this.game = game;
     this.levelManager = levelManager;
     currentLevel = levelManager.GetLevel(0);
 }
Exemple #2
0
        private void CheckForInput()
        {
            switch (game.Input.KeyUp)
            {   case Keys.Up:
                    currentLevel.Squirrel.Speed = 0;
                    currentLevel.Squirrel.RotateFlipType = RotateFlipType.RotateNoneFlipNone;
                    currentLevel.Squirrel.Direction = Direction.Up;
                    currentLevel.Squirrel.CurrentSequence = Squirrel.UpAndStopped;
                    break;
                case Keys.Right:
                    currentLevel.Squirrel.Speed = 0;
                    currentLevel.Squirrel.RotateFlipType = RotateFlipType.RotateNoneFlipNone;
                    currentLevel.Squirrel.Direction = Direction.Right;
                    currentLevel.Squirrel.CurrentSequence = Squirrel.RightAndStopped;
                    break;
                case Keys.Down:
                    currentLevel.Squirrel.Speed = 0;
                    currentLevel.Squirrel.RotateFlipType = RotateFlipType.RotateNoneFlipNone;
                    currentLevel.Squirrel.Direction = Direction.Down;
                    currentLevel.Squirrel.CurrentSequence = Squirrel.DownAndStopped;
                    break;
                case Keys.Left:
                    currentLevel.Squirrel.Speed = 0;
                    currentLevel.Squirrel.RotateFlipType = RotateFlipType.RotateNoneFlipX;
                    currentLevel.Squirrel.Direction = Direction.Left;
                    currentLevel.Squirrel.CurrentSequence = Squirrel.LeftAndStopped;
                    break;
            }

            switch (game.Input.KeyDown)
            {   case Keys.Up:
                    currentLevel.Squirrel.Speed = 80;
                    currentLevel.Squirrel.RotateFlipType = RotateFlipType.RotateNoneFlipNone;
                    currentLevel.Squirrel.Direction = Direction.Up;
                    currentLevel.Squirrel.CurrentSequence = Squirrel.UpAndRunning;
                    break;
                case Keys.Right:
                    currentLevel.Squirrel.Speed = 80;
                    currentLevel.Squirrel.RotateFlipType = RotateFlipType.RotateNoneFlipNone;
                    currentLevel.Squirrel.Direction = Direction.Right;
                    currentLevel.Squirrel.CurrentSequence = Squirrel.RightAndRunning;
                    break;
                case Keys.Down:
                    currentLevel.Squirrel.Speed = 80;
                    currentLevel.Squirrel.RotateFlipType = RotateFlipType.RotateNoneFlipNone;
                    currentLevel.Squirrel.Direction = Direction.Down;
                    currentLevel.Squirrel.CurrentSequence = Squirrel.DownAndRunning;
                    break;
                case Keys.Left:
                    currentLevel.Squirrel.Speed = 80;
                    currentLevel.Squirrel.RotateFlipType = RotateFlipType.RotateNoneFlipX;
                    currentLevel.Squirrel.Direction = Direction.Left;
                    currentLevel.Squirrel.CurrentSequence = Squirrel.LeftAndRunning;
                    break;
                case Keys.Escape:
                    menuActive = true;
                    MenuForm menu = new MenuForm();
                    menu.ShowDialog();
                    MenuChoices choice = menu.MenuChoice;
                    menuActive = false;
                    if (choice == MenuChoices.Restart)
                    {   currentLevel = levelManager.GetCurrentLevel();
                    }
                    else if (choice == MenuChoices.Submit)
                    {   Level nextLevel = levelManager.GetLevel(menu.Password);
                        if (levelManager.IsGameOver())
                        {
                            stateManager.ChangeGameState(GameStates.TheEnd);
                            ((EndState)stateManager.CurrentGameState).Level = nextLevel;
                        }
                        else
                        {
                            this.CurrentLevel = nextLevel;
                        }
                    }
                    break;
            }
        }
Exemple #3
0
        // Need i/o error handling in the future.
        public static Level GetLevel(string file)
        {
            Level level = new Level();
            level.WaterSprites.Clear();
            level.ShoreSprites.Clear();
            level.RockSprites.Clear();
            level.SandSprites.Clear();
            level.BushSprites.Clear();
            level.AcornSprites.Clear();
            level.Squirrel = null;

            StreamReader levelReader = new StreamReader(file);
            int mapTilePositionCounter = 0;

            while (!levelReader.EndOfStream)
            {   string levelLine = levelReader.ReadLine();

                foreach (char asciiTile in levelLine.ToCharArray())
                {   int spriteSheetTile = 0;
                    switch (asciiTile)
                    {   case '/': spriteSheetTile = 0; break;
                        case '\\': spriteSheetTile = 1; break;
                        case '>': spriteSheetTile = 2; break;
                        case '<': spriteSheetTile = 3; break;
                        case '-': spriteSheetTile = 4; break;
                        case ']': spriteSheetTile = 5; break;
                        case '_': spriteSheetTile = 6; break;
                        case '[': spriteSheetTile = 7; break;
                        case '(': spriteSheetTile = 8; break;
                        case '{': spriteSheetTile = 9; break;
                        case '}': spriteSheetTile = 10; break;
                        case ')': spriteSheetTile = 11; break;
                        case '^': spriteSheetTile = 12; break;
                        case '#': spriteSheetTile = 13; break;
                        case '|': spriteSheetTile = 14; break;
                        case '.': spriteSheetTile = 15; break;
                        case '@': spriteSheetTile = 16; break;
                        case '*': spriteSheetTile = 13; break;
                        default: spriteSheetTile = 9999; break;
                    }

                    int spriteSheetPos = spriteSheetTile;
                    // There is a 1 pixel spacer between each til in the sprite sheet,
                    // which is accounted for with the addition expression
                    int spriteSheetY = (spriteSheetPos / SpriteSheetTileWidth) *
                        TileHeight + (spriteSheetPos / SpriteSheetTileWidth);
                    int spriteSheetX = (spriteSheetPos % SpriteSheetTileWidth) *
                        TileWidth + (spriteSheetPos % SpriteSheetTileWidth);
                    int mapPosX = ((mapTilePositionCounter % TileWidth) * TileWidth);
                    int mapPosY = (mapTilePositionCounter / TileHeight) * TileHeight;

                    BitmapSprite sprite = new StaticSprite(
                        GameTextures.TileMap,
                        new System.Drawing.Rectangle(spriteSheetX, spriteSheetY, TileWidth, TileHeight));
                    sprite.X = mapPosX;
                    sprite.Y = mapPosY;

                    if (spriteSheetPos < 12)
                    {   level.ShoreSprites.Add(sprite);
                    }
                    else if (spriteSheetPos == 12)
                    {   level.WaterSprites.Add(sprite);
                    }
                    else if (spriteSheetPos == 13)
                    {   level.BushSprites.Add(sprite);

                        if (asciiTile == '*')
                        {   const int AcornPos = 16;
                            int spriteSheetOverlapY =
                                (AcornPos / SpriteSheetTileWidth) *
                                TileHeight + (AcornPos / SpriteSheetTileWidth);
                            int spriteSheetOverlapX =
                                (AcornPos % SpriteSheetTileWidth) *
                                20 + (AcornPos % 4);
                            int overlapMapPosX =
                                (mapTilePositionCounter % TileWidth) * TileWidth;
                            int overlapMapPosY =
                                (mapTilePositionCounter / TileHeight) * TileHeight;
                            BitmapSprite acorn =
                                new StaticSprite(GameTextures.TileMap,
                                    new System.Drawing.Rectangle(spriteSheetOverlapX, spriteSheetOverlapY, TileWidth, TileHeight));
                            acorn.X = overlapMapPosX;
                            acorn.Y = overlapMapPosY;
                            level.AcornSprites.Add(acorn);
                            acorn.PixelsPerMove = TileWidth;
                        }
                    }
                    else if (spriteSheetPos == 14)
                    {   level.RockSprites.Add(sprite);
                    }
                    else if (spriteSheetPos == 15)
                    {   level.SandSprites.Add(sprite);
                    }
                    else if (spriteSheetPos == 16)
                    {   level.AcornSprites.Add(sprite);
                        sprite.PixelsPerMove = TileWidth;
                    }
                    else if (asciiTile == '$')
                    {   level.Squirrel = new Squirrel(GameTextures.SquirrelMap);
                        level.Squirrel.X = mapPosX;
                        level.Squirrel.Y = mapPosY;
                    }
                    else if (asciiTile == 'T')
                    {
                        StaticSprite tree = new StaticSprite(GameTextures.SquirrelMap, new Rectangle(416, 129, 56, 64));
                        tree.Anchor = new Rectangle(18, 42, 20, 20);
                        tree.X = mapPosX;
                        tree.Y = mapPosY;
                        level.TreeSprites.Add(tree);
                    }
                    mapTilePositionCounter++;
                }
            }

            foreach (BitmapSprite bush in level.BushSprites)
            {   level.BushCoords.Add(new Point((int)bush.X, (int)bush.Y));
            }

            return level;
        }