/// <summary> /// Constructor for Exit class /// </summary> /// <param name="from">Coordinates of teleporter in entrance room</param> /// <param name="fromRoom">Filename of entrance room</param> /// <param name="to">Coordinates of teleporter in exit room</param> /// <param name="toRoom">Filename of exit room</param> public Exit(Coords from, string fromRoom, Backend.Coords to = null, string toRoom = "") { _from = from; _fromRoom = fromRoom; _toRoom = toRoom; _to = to; }
/// <summary> /// The constructor for the TeleportTile. /// Setting default values. /// </summary> /// <param name="parent"></param> /// <param name="nextXml"></param> /// <param name="pos"></param> /// <param name="isTeleport"></param> /// <param name="isHidden"></param> /// <param name="isEnabled"></param> /// <param name="isUp"></param> public TeleportTile(object parent, string nextXml, Backend.Coords pos, bool isTeleport = false, bool isHidden = false, bool isEnabled = true, bool isUp = false) : base(parent) { _nextRoom = nextXml; _nextPlayerPos = pos; _teleport = isTeleport; _hidden = isHidden; _enabled = isEnabled; _down = !isUp; }
public Projectile(uint id, Backend.IHandleEvent parent, Backend.Coords current, Backend.Direction dir, ProjectileTile tile) { _dir = dir; _id = id; _tile = tile; _current = Mainmap._map2screen(current); _target = Mainmap._map2screen(current); // System.Diagnostics.Debug.WriteLine("Start at" + _current); _parent = parent; }
/// <summary> /// Dieser Konstruktor fürgt dem overlay ein WallTile hinzu, falls die Stelle als unpassierbar markiert ist /// </summary> /// <param name="parent">Elternobjekt.</param> /// <param name="coords">Koordinaten.</param> /// <param name="canEnter">Passierbarkeit.</param> public FloorTile(object parent, Backend.Coords coords = null, bool canEnter = true) : this(parent) { if (coords != null) { _coords = coords; } if (!canEnter) { Add(new WallTile(this)); } }
public TriggerTile(object parent, Backend.Coords affected = null, int countdown = -1, string explanationEnabled = "", string explanationDisabled = "", bool enabled = true, int repeat = -1, bool alwaysShowEnabled = true, bool alwaysShowDisabled = false, string tileImage = "", bool reactToEnemies = false, bool reactToObjects = false, int reactToItem = -1) : base(parent) { _countdown = countdown; if (affected != null) _affectedTile = affected; else _affectedTile = new Backend.Coords(-1, -1); _explanationDisabled = explanationDisabled; _explanationEnabled = explanationEnabled; _enabled = enabled; _repeat = -1; _alwaysShowDisabled = alwaysShowDisabled; _alwaysShowEnabled = alwaysShowEnabled; _tileimage = tileimage; _reactToEnemies = reactToEnemies; _reactToObjects = reactToObjects; _reactToItem = reactToItem; }
public MapEffect(TileObject animation, Backend.Coords position, int scale = 3) { _position = position; _animation = animation; }
/// <summary> /// Load a map from a file /// </summary> /// <param name="filename">The filename to read from</param> /// <param name="player">The starting position on the loaded map</param> public void ReadXML(XmlReader xmlr, Backend.Coords targetCoords = null, bool resetPlayer = false) { List<Player> players = new List<Player>(); // Move all players to the new map if (_actors.Count > 0) { for (int i = 0; i < _actors.Count; ++i) { if (_actors[i].tile != null) _actors[i].tile.enabled = false; if (_actors[i] is Player) { players.Add(_actors[i] as Player); players[players.Count - 1].tile = null; break; } } } ClearActors(); _tiles.Clear(); _updateTiles.Clear(); xmlr.MoveToContent();//xml _width = int.Parse(xmlr.GetAttribute("width")); _height = int.Parse(xmlr.GetAttribute("height")); if (xmlr.GetAttribute("name") != null) _name = xmlr.GetAttribute("name"); if (xmlr.GetAttribute("level") != null) _level = int.Parse(xmlr.GetAttribute("level")); if (xmlr.GetAttribute("dungeon") != null) _dungeonname = xmlr.GetAttribute("dungeon"); if (xmlr.GetAttribute("floor") != null) _floorFile = xmlr.GetAttribute("floor"); if (xmlr.GetAttribute("wall") != null) _wallFile = xmlr.GetAttribute("wall"); if (xmlr.GetAttribute("id") != null) _id = Int32.Parse(xmlr.GetAttribute("id")); if (xmlr.GetAttribute("light") != null) _light = int.Parse(xmlr.GetAttribute("light")); if (xmlr.GetAttribute("music") != null) _music = xmlr.GetAttribute("music"); xmlr.ReadStartElement("GameMap");//GameMap for (int row = 0; row < _height; ++row) { _tiles.Add(new List<FloorTile>()); for (int col = 0; col < _width; ++col) { _tiles[row].Add(new FloorTile(this, new Backend.Coords(col, row))); } } while ((xmlr.NodeType != XmlNodeType.EndElement) && (xmlr.NodeType != XmlNodeType.None)) { // Add Tiles and overlay-Tiles switch (xmlr.Name) { case "Tile": FloorTile tile = _tiles[Int32.Parse(xmlr.GetAttribute("CoordY"))][Int32.Parse(xmlr.GetAttribute("CoordX"))]; if (xmlr.GetAttribute("visited") != null) { tile.visible = Boolean.Parse(xmlr.GetAttribute("visited")); } if (!xmlr.IsEmptyElement) { xmlr.Read(); while ((xmlr.NodeType != XmlNodeType.EndElement)) { switch (xmlr.Name) { case "WallTile": WallTile wall = new WallTile(this); if (xmlr.GetAttribute("Enabled") != null) wall.enabled = Boolean.Parse(xmlr.GetAttribute("Enabled")); if (xmlr.GetAttribute("Health") != null) wall.health = Int32.Parse(xmlr.GetAttribute("Health")); if (xmlr.GetAttribute("Type") != null) wall.type = (WallType)Enum.Parse(typeof(WallType), xmlr.GetAttribute("Type").ToString()); if (xmlr.GetAttribute("Illusion") != null) wall.illusion = Boolean.Parse(xmlr.GetAttribute("Illusion")); if (xmlr.GetAttribute("Illusionvisible") != null) wall.illusionVisible = Boolean.Parse(xmlr.GetAttribute("Illusionvisible")); tile.Add(wall); break; case "ProjectileTile": { uint id = 0; if (xmlr.GetAttribute("id", _id.ToString()) != null) id = UInt32.Parse(xmlr.GetAttribute("id")); Direction dir = Direction.Up; if (xmlr.GetAttribute("direction", _id.ToString()) != null) dir = (Direction)Enum.Parse(typeof(Direction), xmlr.GetAttribute("direction").ToString()); ProjectileTile projectile = new ProjectileTile(tile, dir, id); } break; case "ItemTile": Item item = new Item(); xmlr.Read(); item.Load(xmlr); ItemTile itemTile = new ItemTile(tile, item); item.tile = itemTile; tile.Add(itemTile); xmlr.Read(); // End Item break; case "TargetTile": tile.Add(new TargetTile(tile)); break; case "TrapTile": TrapTile trap = new TrapTile(this, Int32.Parse(xmlr.GetAttribute("damage"))); if (xmlr.GetAttribute("penetrate") != null) trap.penetrate = Int32.Parse(xmlr.GetAttribute("penetrate")); if (xmlr.GetAttribute("evade") != null) trap.evade = Int32.Parse(xmlr.GetAttribute("evade")); if (xmlr.GetAttribute("changing") != null) { trap.type = trap.type | TrapType.Changing; } if (xmlr.GetAttribute("hidden") != null) { trap.type = trap.type | TrapType.Hidden; } if (xmlr.GetAttribute("onlyonce") != null) { trap.type = trap.type | TrapType.OnlyOnce; } if (xmlr.GetAttribute("broken") != null) { trap.status = TrapState.Destroyed; } if (xmlr.GetAttribute("disabled") != null) { trap.status = TrapState.Disabled; } if (xmlr.GetAttribute("invisible") != null) { trap.status = TrapState.NoDisplay; } tile.Add(trap); _updateTiles.Add(tile.coords); break; case "ReservedTile": ReservedTile reserved = new ReservedTile(tile); if (xmlr.GetAttribute("Enabled") != null) { reserved.enabled = Boolean.Parse(xmlr.GetAttribute("Enabled")); } if (xmlr.GetAttribute("CanEnter") != null) { reserved.canEnter = Boolean.Parse(xmlr.GetAttribute("CanEnter")); } if (xmlr.GetAttribute("Filename") != null) { reserved.filename = xmlr.GetAttribute("Filename"); } if (xmlr.GetAttribute("Index") != null) { reserved.index = Int32.Parse(xmlr.GetAttribute("Index")); } tile.Add(reserved); break; case "DoorTile": DoorTile door = new DoorTile(tile); if (xmlr.GetAttribute("open") != null) { door.open = Boolean.Parse(xmlr.GetAttribute("open")); } if (xmlr.GetAttribute("key") != null) { door.key = int.Parse(xmlr.GetAttribute("key")); } tile.Add(door); break; case "TeleportTile": TeleportTile transporter = new TeleportTile(tile, xmlr.GetAttribute("nextRoom"), new Backend.Coords(Int32.Parse(xmlr.GetAttribute("nextX")), Int32.Parse(xmlr.GetAttribute("nextY")))); if (xmlr.GetAttribute("hidden") != null) { transporter.hidden = Boolean.Parse(xmlr.GetAttribute("hidden")); } if (xmlr.GetAttribute("enabled") != null) { transporter.enabled = Boolean.Parse(xmlr.GetAttribute("enabled")); } if (xmlr.GetAttribute("teleport") != null) { transporter.teleport = Boolean.Parse(xmlr.GetAttribute("teleport")); } if (xmlr.GetAttribute("down") != null) { transporter.down = Boolean.Parse(xmlr.GetAttribute("down")); } tile.Add(transporter); break; case "TriggerTile": Backend.Coords target = new Backend.Coords(-1, -1); if (xmlr.GetAttribute("affectX") != null) target.x = Int32.Parse(xmlr.GetAttribute("affectX")); if (xmlr.GetAttribute("affectY") != null) target.y = Int32.Parse(xmlr.GetAttribute("affectY")); TriggerTile trigger = new TriggerTile(tile, target); if (xmlr.GetAttribute("explanation") != null) { trigger.explanationEnabled = xmlr.GetAttribute("explanation"); }; if (xmlr.GetAttribute("explanationdisabled") != null) { trigger.explanationDisabled = xmlr.GetAttribute("explanationdisabled"); }; if (xmlr.GetAttribute("enabled") != null) { trigger.enabled = Boolean.Parse(xmlr.GetAttribute("enabled")); }; if (xmlr.GetAttribute("repeat") != null) { trigger.repeat = Int32.Parse(xmlr.GetAttribute("repeat")); }; if (xmlr.GetAttribute("alwaysShowDisabled") != null) { trigger.alwaysShowDisabled = Boolean.Parse(xmlr.GetAttribute("alwaysShowDisabled")); }; if (xmlr.GetAttribute("alwaysShowEnabled") != null) { trigger.alwaysShowEnabled = Boolean.Parse(xmlr.GetAttribute("alwaysShowEnabled")); }; if (xmlr.GetAttribute("tileimage") != null) { trigger.tileimage = xmlr.GetAttribute("tileimage"); }; if (xmlr.GetAttribute("reactToEnemies") != null) { trigger.reactToEnemies = Boolean.Parse(xmlr.GetAttribute("reactToEnemies")); }; if (xmlr.GetAttribute("reactToObjects") != null) { trigger.reactToObjects = Boolean.Parse(xmlr.GetAttribute("reactToObjects")); }; if (xmlr.GetAttribute("reactToItem") != null) { trigger.reactToItem = Int32.Parse(xmlr.GetAttribute("reactToItem")); } tile.Add(trigger); break; case "CheckpointTile": int bonusLifes = 0; bool visited = false; if (xmlr.GetAttribute("bonuslife") != null) bonusLifes = Convert.ToInt32(xmlr.GetAttribute("bonuslife")); if (xmlr.GetAttribute("visited") != null) visited = Convert.ToBoolean(xmlr.GetAttribute("visited")); tile.Add(new CheckpointTile(tile, visited, bonusLifes)); break; case "ActorTile": Actor actor; xmlr.Read(); switch (xmlr.Name) { case "Enemy": actor = new Enemy(); actor.Load(xmlr); break; case "Player": actor = new Player(); actor.Load(xmlr); break; default: actor = new NPC(); actor.Load(xmlr); break; } while (actor.id > _actors.Count - 1) { _actors.Add(new NPC()); _actors[_actors.Count - 1].id = _actors.Count - 1; } if (!(actor is Player)) { ActorTile tile2 = new ActorTile(tile, actor); tile2.enabled = (actor.health > 0); actor.tile = tile2; tile.Add(tile2); _actors[actor.id] = actor; _updateTiles.Add(tile.coords); } else { if (players.Count > 0) { bool found = false; for (int i = 0; i < players.Count; ++i) { if (players[i].GUID == actor.GUID) { if (!resetPlayer) actor.copyFrom(players[i]); players.RemoveAt(i); found = true; break; } } } if (targetCoords == null) { targetCoords = tile.coords; } if (!resetPlayer) { ActorTile actortile = new ActorTile(this[targetCoords], actor); actor.tile = actortile; actortile.enabled = (actor.health > 0); actortile.parent = this[targetCoords]; this[targetCoords].Add(actortile); _actors[actor.id] = actor; _updateTiles.Add(targetCoords); Uncover(actors[actor.id].tile.coords, actors[actor.id].viewRange); } else { ActorTile actortile = new ActorTile(tile, actor); actor.tile = actortile; actortile.enabled = (actor.health > 0); actortile.parent = tile; tile.Add(actortile); _actors[actor.id] = actor; _updateTiles.Add(tile.coords); Uncover(actors[actor.id].tile.coords, actors[actor.id].viewRange); } } break; } xmlr.Read(); } xmlr.ReadEndElement(); } else { xmlr.Read(); } break; } } if (targetCoords == null) { targetCoords = new Coords(1, 1); } while (players.Count > 0) { ActorTile actortile = new ActorTile(this[targetCoords], players[0]); actortile.enabled = (players[0].health > 0); actortile.parent = this[targetCoords]; this[targetCoords].Add(actortile); players[0].tile = actortile; _updateTiles.Add(targetCoords); bool found = false; foreach (Actor a in _actors) { if ((a.GUID == players[0].GUID) && (players[0].GUID != "")) { found = true; a.copyFrom(players[0]); a.tile = actortile; break; } } if (!found) { foreach (Actor a in _actors) { if ((a is Player) && (a.GUID == "")) { found = true; a.copyFrom(players[0]); a.GUID = players[0].GUID; a.tile = actortile; break; } } } if (!found) { players[0].id = _actors.Count; _actors.Add(players[0]); } players.RemoveAt(0); } foreach (Actor a in _actors) { if (a.tile == null) { ActorTile actortile = new ActorTile(this[targetCoords], a); actortile.enabled = (a.health > 0); actortile.parent = this[targetCoords]; this[targetCoords].Add(actortile); a.tile = actortile; a.online = false; _updateTiles.Add(targetCoords); } } }
public void moveTo(Backend.Coords coord) { _target = Mainmap._map2screen(coord); }
/// <summary> /// /// </summary> /// <param name="spritebatch"></param> /// <param name="name"></param> /// <param name="controllable"></param> /// <param name="position"></param> /// <param name="sprite"></param> public ActorView(Camera camera, Backend.IHandleEvent parent, int id, ContentManager content, Backend.Coords position, Backend.Actor actor, string filename = "", int speed = 5, bool alive = true, int width = 96, int height = 96) : base(content, width, height, "") { _camera = camera; _position = position; _actor = actor; _id = id; _speed = speed; _target = new Backend.Coords((int)position.x, (int)position.y); for (int i = 0; i < (Enum.GetValues(typeof(Backend.Activity)).Length) * 8; ++i) { _textures.Add(new TileObject(_content, _width, _height)); } if (filename != "") { Load(filename); } _parent = parent; if (!alive) { Kill(); } }
/// <summary> /// Create the visible version of the game map /// </summary> /// <param name="graphics">The core graphics device manager</param> /// <param name="spriteBatch">A sprite batch used for drawing</param> /// <param name="displayArea">The area on wich the map will be placed</param> /// <param name="floor">The textures used for the floor</param> /// <param name="wall1">A set of tiles for the walls</param> /// <param name="wall2">A set of tiles for doors</param> /// <param name="map">Internal storage of map data</param> public Mainmap(Backend.IHandleEvent parent, SpriteBatch spriteBatch, ContentManager content, Rectangle displayArea, Backend.Map map, bool enabled = true) : base(parent, spriteBatch, content, displayArea) { _font = _content.Load<SpriteFont>("font"); _map = map; _background = _content.Load<Texture2D>("Minimap"); _circle = _content.Load<Texture2D>("Light2"); _highlightedTile = new Backend.Coords(-1, -1); _tooltip = new TileTooltip(this, _spriteBatch, _content, _displayRect); // Load textures to use in environment // 1. Walls and floor _walls = new WallTiles(_content, 128, 192, ""); _floors = new WallTiles(_content, 128, 192, ""); // 2. Environmental objects (floor, items, traps, teleporters, chest...) _environment = new List<TileSet>(); _environment.Add(new TileSet(_content, 128, 192)); _environment[0].Load("Content\\misc.xml"); _environment.Add(new TileSet(_content, 64, 48)); _environment[1].Load("Content\\Arrow.xml"); _environment.Add(new TileSet(_content, 55, 55)); _environment[2].Load("Content\\explosion.xml"); // 3. Moving entities (player, NPCs, enemies) _actors = new List<ActorView>(); _effects = new List<MapEffect>(); resetActors(); _floatnumbers = new List<FloatNumber>(); _projectiles = new List<Projectile>(); _enabled = enabled; }
/// <summary> /// Highlight tile based on mouse position; note inverted matrix (since map is zoomed / panned) /// </summary> /// <param name="coords"></param> private void _UpdateMouse(Vector2 coords) { Vector2 realPos = Vector2.Transform(coords, Matrix.Invert(_camera.matrix)); _highlightedTile = _pos2Tile(realPos); }
/// <summary> /// Method to add the player to a room. /// </summary> /// <param name="pos">The position at which the player will spawn, (1,1) by default</param> public void AddPlayer(Coords pos) { if (pos == null) { pos = new Backend.Coords(1, 1); } Player player = new Player(100, 0, 30); ActorTile playerTile = new ActorTile(_tiles[pos.y][pos.x], player); player.tile = playerTile; _tiles[pos.y][pos.x].Add(playerTile); _actors.Add(player); }
/// <summary> /// Method to add a boss enemy to a room. /// A boss is more powerful than a normal enemy /// and the room gets a special sound if there is a boss in it. /// </summary> public void AddBoss() { for (int x = 0; x < _width; ++x) { for (int y = 0; y < _height; ++y) { if ((_tiles[y][x].hasEnemy) || (_tiles[y][x].hasNPC) || (_tiles[y][x].hasTreasure)) { ClearTile(x, y); } } } Backend.Coords pos = new Backend.Coords(2 + r.Next(_width - 4), 2 + r.Next(_height - 4)); for (int x = -1; x < 2; ++x) { for (int y = -1; y < 2; ++y) { ClearTile(pos.x + x, pos.y + y); } } Enemy boss = new Enemy(-1, -1, -1, -1, "", r, 10 + _level); if (r.NextDouble() >= 0.5) { boss.fireDefense = 70; boss.fireDamage += r.Next(10); } else { boss.iceDefense = 70; boss.iceDamage += r.Next(10); } ActorTile BossTile = new ActorTile(_tiles[pos.y][pos.x], boss); boss.tile = BossTile; _tiles[pos.y][pos.x].Add(BossTile); _actors.Add(boss); if (_level == 1) _music = "boss1.wav"; else _music = "boss2.wav"; }
/// <summary> /// Find an appropriate place to put an exit on the map /// </summary> /// <param name="dir">Wall on which exit should be placed</param> /// <returns>Coordinates of the exit</returns> public Backend.Coords SuggestExit(Direction dir) { switch (dir) { case Direction.UpLeft: return new Backend.Coords(0, 0); case Direction.UpRight: return new Backend.Coords(_width - 1, 0); case Direction.DownLeft: return new Backend.Coords(0, _height - 1); case Direction.DownRight: return new Backend.Coords(_width - 1, _height - 1); case Direction.Up: { Backend.Coords tmp = new Backend.Coords(1 + r.Next((_width - 1) / 2) * 2, 0); ClearTile(tmp.x, 1); return tmp; } case Direction.Down: { Backend.Coords tmp = new Backend.Coords(1 + r.Next((_width - 1) / 2) * 2, _height - 1); ClearTile(tmp.x, tmp.y - 1); return tmp; } case Direction.Left: { Backend.Coords tmp = new Backend.Coords(0, 1 + r.Next((_height - 1) / 2) * 2); ClearTile(1, tmp.y); return tmp; } case Direction.Right: { Backend.Coords tmp = new Backend.Coords(_width - 1, 1 + r.Next((_height - 1) / 2) * 2); ClearTile(tmp.x - 1, tmp.y); return tmp; } } return Backend.Coords.Zero; }