Esempio n. 1
0
        //Ground Collision* Code
        public void EndGroundJump(Ground ground)
        {
            for (int i = 0; i < 4; i++)
            {
                //Checks if she's on a ground tile
                if (bottomHitBox.Intersects(Ground.hitboxList[i]) == true)
                {
                    onGroundPlatform = true;

                    //Checks if she's in Jump State
                    if (currentGlitchState == GlitchState.Jump)
                    {
                        hasJumped = false;
                        //Checks whether to put her facing right or left when the collision happens and sets her state
                        if (currentKeyState == keyboardState.Right)
                        {
                            currentGlitchState = GlitchState.IdleRight;
                        }
                        else if (currentKeyState == keyboardState.Left)
                        {
                            currentGlitchState = GlitchState.IdleLeft;
                        }
                    }
                }
            }
        }
Esempio n. 2
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        //Enemy Collision* Code
        public bool GlitchGetsHurt(Enemy enemy)
        {
            if (hitbox.Intersects(enemy.Hitbox) == true)
            {
                if (currentKeyState == keyboardState.Right)
                {
                    position.X -= 75;
                }
                else
                {
                    position.X += 75;
                }

                if (Lives < 3 && Lives > 0)
                {
                    currentGlitchState = GlitchState.Hurt;
                    Lives--;
                }
                else if (Lives == 0)
                {
                    Game1.currentGameState = GameState.GameOver;
                }

                return(true);
            }
            else
            {
                return(false);
            }
        }
Esempio n. 3
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        //Vertical Collision* Code
        public void EndVertMoveJump(Vertical_Platform platform)
        {
            if (platform.Active == true)
            {
                //Checks if Glitch is touching a platform
                if (bottomHitBox.Intersects(platform.HitBox) == true)
                {
                    currentPlatform = platform;

                    onVertPlatform = true;
                    //Checks if she's in Jump State
                    if (currentGlitchState == GlitchState.Jump)
                    {
                        hasJumped = false;
                        //Checks whether to put her facing right or left when the collision happens
                        if (currentKeyState == keyboardState.Right)
                        {
                            currentGlitchState = GlitchState.IdleRight;
                        }
                        else if (currentKeyState == keyboardState.Left)
                        {
                            currentGlitchState = GlitchState.IdleLeft;
                        }
                    }
                }
            }
        }
Esempio n. 4
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        //Falling Reset Code
        public void Fall()
        {
            if (hitbox.Intersects(fallBound) == true)
            {
                if (Lives == 0)
                {
                    Game1.currentGameState = GameState.GameOver;
                }
                else
                {
                    lives             -= 1;
                    position.X         = 0;
                    position.Y         = 200;
                    currentGlitchState = GlitchState.IdleRight;
                    hasJumped          = false;
                    onVertPlatform     = false;
                    onHorzPlatform     = false;
                    onGroundPlatform   = true;

                    onTile1 = false;
                    onTile2 = false;
                    onTile3 = false;
                    onTile4 = false;

                    currentPlatform = null;
                    currentKeyState = keyboardState.Right;
                    velocity.X      = 0f;
                    velocity.Y      = 0f;
                }
            }
        }
Esempio n. 5
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 public void UpdatePlayerGlitch(bool grounded)
 {
     if (playerGlitchState == GlitchState.glitching)
     {
         glitchIcon.SetActive(false);
         glitchCol.SetActive(true);
         playerGlitchState = GlitchState.glitching;
         rb.constraints    = RigidbodyConstraints2D.FreezeAll;
         if (grounded)
         {
             glitchTimer += Time.deltaTime;
             if (glitchTimer > 0.15f)
             {
                 ResetGlitch(grounded);
             }
         }
         if (InputDev.RightBumper.WasPressed)
         {
             SetGlitchState();
         }
     }
     else if (playerGlitchState == GlitchState.canGlitch)
     {
         rb.constraints = RigidbodyConstraints2D.None;
         rb.constraints = RigidbodyConstraints2D.FreezeRotation;
         glitchIcon.SetActive(true);
         glitchCol.SetActive(false);
         if (InputDev.RightBumper.WasPressed)
         {
             if (currentGlitches <= maxGlitches)
             {
                 playerGlitchState = GlitchState.glitching;
                 if (!grounded)
                 {
                     currentGlitches++;
                 }
             }
             else if (grounded)
             {
                 playerGlitchState = GlitchState.glitching;
             }
             else
             {
                 playerGlitchState = GlitchState.cantGlitch;
             }
         }
     }
     else
     {
         glitchCol.SetActive(false);
         //ResetGlitch(grounded);
         rb.constraints = RigidbodyConstraints2D.None;
         rb.constraints = RigidbodyConstraints2D.FreezeRotation;
         if (currentGlitches < maxGlitches)
         {
             playerGlitchState = GlitchState.canGlitch;
         }
     }
 }
Esempio n. 6
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 public void die()
 {
     animator.SetBool("Dying", true);
     state          = GlitchState.dying;
     animationStart = Time.time;
     GetComponent <Image>().raycastTarget = false;
     document.PlaySFX(GlitchSFX.death);
 }
Esempio n. 7
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 private void ResetGlitch(bool grounded)
 {
     if (grounded)
     {
         glitchTimer       = 0;
         playerGlitchState = GlitchState.canGlitch;
     }
     rb.constraints = RigidbodyConstraints2D.None;
     rb.constraints = RigidbodyConstraints2D.FreezeRotation;
 }
Esempio n. 8
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 public void Attack()
 {
     currentGlitchState = GlitchState.Attack;
     for (int i = 0; i < Game1.enemyList.Count; i++)
     {
         if (swordHitBox.Intersects(Game1.enemyList[i].Hitbox))
         {
             Game1.enemyList[i].Hurt(this);
         }
     }
 }
Esempio n. 9
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 public void SetGlitchState()
 {
     if (currentGlitches <= maxGlitches)
     {
         playerGlitchState = GlitchState.canGlitch;
     }
     else
     {
         playerGlitchState = GlitchState.cantGlitch;
     }
 }
Esempio n. 10
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        //Constructor
        public Glitch()
        {
            //Setting Previous GlitchState
            previousGlitchState   = currentGlitchState;
            previousKeyboardState = currentKeyState;

            currentGlitchState = GlitchState.IdleRight;
            currentKeyState    = keyboardState.Right;

            //Setting Start* Position
            this.position = new Rectangle(0, 200, 580, 760);
            //Setting Hitbox
            hitbox       = new Rectangle(position.X, position.Y, 125, 400);
            bottomHitBox = new Rectangle(position.X, position.Y, 125, 10);
            swordHitBox  = new Rectangle(position.X, position.Y + 20, 760, 580);

            //Setting Life Count
            lives = 2;

            //Setting Platform Boolean
            onHorzPlatform   = false;
            onVertPlatform   = false;
            onGroundPlatform = true;

            onTile1 = false;
            onTile2 = false;
            onTile3 = false;
            onTile4 = false;

            //Setting fallBound
            fallBound = new Rectangle(-1000000, 2000, 2000000, 10);

            //Jump
            hasJumped = false;

            //Initialize ground TEST*
            ground = new Ground();

            //Animation Initializers
            frameSize.X    = 1000;
            frameSize.Y    = 1000;
            currentFrame.X = 0;
            currentFrame.Y = 0;
            numFrames      = 1;
            frameRate      = 200;
            flip           = SpriteEffects.None;

            //Animation Initializers
            swordFrameSize.X = 744;
            swordFrameSize.Y = 866;
            swordNumFrames   = 5;
        }
Esempio n. 11
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    public void hit()
    {
        HP--;

        if (HP <= 0)
        {
            die();
            document.ReportKill();
        }
        else
        {
            animator.SetBool("Hit", true);
            animator.SetFloat("Health", (float)HP / MaxHP);
            document.PlaySFX(GlitchSFX.hit);
            state          = GlitchState.hit;
            animationStart = Time.time;
        }
    }
Esempio n. 12
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        //Reset* Method
        public void Reset()
        {
            lives              = 2;
            position.X         = 0;
            position.Y         = 200;
            currentGlitchState = GlitchState.IdleRight;
            hasJumped          = false;
            onVertPlatform     = false;
            onHorzPlatform     = false;

            onTile1 = false;
            onTile2 = false;
            onTile3 = false;
            onTile4 = false;

            currentPlatform = null;
            currentKeyState = keyboardState.Right;
            velocity.X      = 0f;
            velocity.Y      = 0f;
        }
Esempio n. 13
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    private void DropLetter(int index)
    {
        destination = document.spaces[index].monitorLocation;
        if ((location - destination).magnitude < movementSpeed)
        {
            location = destination;
            GetComponent <RectTransform>().localPosition = location;
        }
        else
        {
            location += (document.spaces[index].monitorLocation - destination).normalized * movementSpeed;
            GetComponent <RectTransform>().localPosition = location;
        }


        animationStart = Time.time;
        spaceToReplace = index;
        animator.SetBool("Letter", true);
        state = GlitchState.action;
        document.PlaySFX(GlitchSFX.letter);
    }
Esempio n. 14
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    // Update is called once per frame
    void Update()
    {
        if (state == GlitchState.dying)
        {
            if (Time.time >= animationStart + 0.5f)
            {
                DestroyImmediate(this.gameObject);
            }
            return;
        }

        if (state == GlitchState.action)
        {
            if (type == GlitchType.mom)
            {
                if (Time.time >= animationStart + .6f && momSpawned == false)
                {
                    momSpawned = true;
                    GameObject newGlitch;
                    Vector3    spawnLocation = location;
                    spawnLocation.y += 25f;
                    Transform monitorTransform = GameObject.Find("Monitor").transform;

                    document.PlaySFX(GlitchSFX.birth);

                    switch (Random.Range(0, 4))
                    {
                    case 0:
                        spawnLocation.y -= 75f;
                        newGlitch        = Instantiate((GameObject)Resources.Load("Prefabs/Looper", typeof(GameObject)), monitorTransform);
                        newGlitch.GetComponent <Glitch>().Initiate(GlitchType.looper, spawnLocation, movementSpeed, document);
                        break;

                    case 1:
                        newGlitch = Instantiate((GameObject)Resources.Load("Prefabs/Dasher", typeof(GameObject)), monitorTransform);
                        newGlitch.GetComponent <Glitch>().Initiate(GlitchType.dasher, spawnLocation, movementSpeed, document);
                        break;

                    case 3:
                        newGlitch = Instantiate((GameObject)Resources.Load("Prefabs/Eratic", typeof(GameObject)), monitorTransform);
                        newGlitch.GetComponent <Glitch>().Initiate(GlitchType.eratic, spawnLocation, movementSpeed, document);
                        break;

                    default:
                        newGlitch = Instantiate((GameObject)Resources.Load("Prefabs/Scanner", typeof(GameObject)), monitorTransform);
                        newGlitch.GetComponent <Glitch>().Initiate(GlitchType.scanner, spawnLocation, movementSpeed, document);
                        break;
                    }
                }
                else if (Time.time >= animationStart + 1f)
                {
                    state          = GlitchState.moving;
                    animationStart = Time.time;
                    animator.SetBool("Birthing", false);
                }
            }
            else
            {
                if ((location - destination).magnitude < movementSpeed)
                {
                    location = destination;
                    GetComponent <RectTransform>().localPosition = location;
                    document.spaces[spaceToReplace] = document.FillSpace(document.spaces[spaceToReplace]);
                }
                else
                {
                    location += (destination - location).normalized * movementSpeed;
                    GetComponent <RectTransform>().localPosition = location;
                }
                if (Time.time >= animationStart + 1f)
                {
                    animator.SetBool("Letter", false);
                    state = GlitchState.moving;

                    if (type == GlitchType.dasher || type == GlitchType.eratic)
                    {
                        newDestination();
                    }
                }
            }

            return;
        }

        if (state == GlitchState.moving)
        {
            if (type == GlitchType.dasher) //check for dasher reaching its destination
            {
                if (document.spaces[dasherTargetIndex].currentChar == ' ')
                {
                    if ((destination - location).magnitude <= movementSpeed)
                    {
                        DropLetter(dasherTargetIndex);
                        return;
                    }
                }
                else
                {
                    newDestination();
                }
            }
            else if (type == GlitchType.scanner)
            {
                for (int x = 0; x < document.spaces.Count; x++)
                {
                    if (document.spaces[x].location.y == scannerCurrentRow && document.spaces[x].currentChar == ' ' &&
                        (location - document.spaces[x].monitorLocation).magnitude < 25)
                    {
                        DropLetter(x);
                        return;
                    }
                }
            }
            else if (type == GlitchType.mom)
            {
                if (Time.time >= animationStart + 5f)
                {
                    state          = GlitchState.action;
                    animationStart = Time.time;
                    animator.SetBool("Birthing", true);
                    momSpawned = false;
                }
            }
            else
            {
                for (int x = 0; x < document.spaces.Count; x++)
                {
                    if (document.spaces[x].currentChar == ' ' &&
                        (location - document.spaces[x].monitorLocation).magnitude < 25)
                    {
                        DropLetter(x);
                        return;
                    }
                }
            }

            if (type == GlitchType.looper)
            {
                if ((destination - looperCenter).magnitude <= movementSpeed / 2f)
                {
                    looperCenter = destination;
                    if (clockwise)
                    {
                        looperRotation += looperRotationalSpeed;
                    }
                    else
                    {
                        looperRotation -= looperRotationalSpeed;
                    }
                    location = new Vector3(looperCenter.x + Mathf.Sin(looperRotation) * 100, looperCenter.y + Mathf.Cos(looperRotation));
                    GetComponent <RectTransform>().localPosition = location;
                    newDestination();
                }
                else
                {
                    looperCenter += (destination - looperCenter).normalized * movementSpeed / 2f;
                    if (clockwise)
                    {
                        looperRotation += looperRotationalSpeed;
                    }
                    else
                    {
                        looperRotation -= looperRotationalSpeed;
                    }
                    location = new Vector3(looperCenter.x + Mathf.Sin(looperRotation) * 100, looperCenter.y + Mathf.Cos(looperRotation) * 100);
                    GetComponent <RectTransform>().localPosition = location;
                }
            }
            else
            {
                if ((destination - location).magnitude <= movementSpeed)
                {
                    location = destination;
                    GetComponent <RectTransform>().localPosition = location;
                    newDestination();
                }
                else
                {
                    location += (destination - location).normalized * movementSpeed;
                    GetComponent <RectTransform>().localPosition = location;
                }
            }
        }

        if (state == GlitchState.hit)
        {
            if (Time.time > animationStart + .5f)
            {
                animator.SetBool("Hit", false);
                state          = GlitchState.moving;
                animationStart = Time.time;
            }
        }
    }
Esempio n. 15
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        //Update*
        public void Switch(GameTime gameTime)
        {
            //Dynamically sets hitbox
            hitbox.X = position.X;
            hitbox.Y = position.Y;

            swordHitBox.X = position.X;
            swordHitBox.Y = position.Y + 20;//change*

            bottomHitBox.X = position.X;

            //Fix this method, for some reason it crashes visual studio
            Loop(); //change*

            //Animation Logic
            timeSinceLastFrame += gameTime.ElapsedGameTime.Milliseconds;
            if (timeSinceLastFrame > frameRate) // time for a new frame
            {
                if (currentGlitchState == GlitchState.Attack)
                {
                    timeSinceLastFrame = 0;
                    frame++;

                    if (frame >= swordNumFrames)
                    {
                        frame = 0;
                    }
                    if (frame == 5)
                    {
                        if (currentKeyState == keyboardState.Right)
                        {
                            currentGlitchState = GlitchState.IdleRight;
                        }
                        else
                        {
                            currentGlitchState = GlitchState.IdleLeft;
                        }
                    }
                }
                else
                {
                    timeSinceLastFrame = 0;
                    frame++;

                    //Resets Animation Loop
                    if (frame >= numFrames)
                    {
                        frame = 0;
                    }
                }

                // set the upper left corner of new frame
                currentFrame.X = frameSize.X * frame;
            }


            if (currentGlitchState == GlitchState.IdleLeft || currentGlitchState == GlitchState.MoveLeft)
            {
                bottomHitBox.X = position.X; //change*
            }
            bottomHitBox.Y = position.Y + 345;

            //Animation Logic
            timeSinceLastFrame += gameTime.ElapsedGameTime.Milliseconds;
            if (timeSinceLastFrame > frameRate) // time for a new frame
            {
                timeSinceLastFrame = 0;
                frame++;

                //Resets Animation Loop
                if (frame >= numFrames)
                {
                    frame = 0;
                }

                // set the upper left corner of new frame
                currentFrame.X = frameSize.X * frame;
            }

            //Gamestate Switch logic
            switch (currentGlitchState)
            {
            case GlitchState.MoveRight:
                hitbox.X = position.X;
                hitbox.Y = position.Y;
                Move();
                //Attack();
                break;

            case GlitchState.MoveLeft:
                hitbox.X = position.X;
                hitbox.Y = position.Y;
                Move();
                //Attack();
                break;

            case GlitchState.Jump:
                if (currentKeyState == keyboardState.Left)
                {
                    hitbox.X = position.X;
                }
                Jump();
                Move();
                Fall();
                break;

            case GlitchState.IdleRight:
                hitbox.X = position.X;
                hitbox.Y = position.Y;
                Move();
                //Attack();
                break;

            case GlitchState.IdleLeft:
                hitbox.X = position.X;
                hitbox.Y = position.Y;
                Move();
                //Attack();
                break;

            case GlitchState.Hurt:
                Move();
                break;

            case GlitchState.Attack:
                //Attack();
                Move();
                break;

            case GlitchState.Dead:
                //Run dead animation and change state to GameOver
                Game1.currentGameState = GameState.GameOver;
                break;
            }
        }
Esempio n. 16
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 // Use this for initialization
 void Start()
 {
     animator = GetComponent <Animator>();
     state    = GlitchState.moving;
 }
Esempio n. 17
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        //Move*
        public void Move()
        {
            previousKeyState = key;
            key = Keyboard.GetState();

            if (key.IsKeyDown(Keys.Z) && previousKeyState.IsKeyUp(Keys.Z))
            {
                Attack();
            }

            //Moving Right*
            if (key.IsKeyDown(Keys.Right) == true)
            {
                //Changes the KeyState to Right
                currentKeyState = keyboardState.Right;

                //Makes sure that glitch isn't in Jump before switching the state so that she doesn't stop midair
                if (currentGlitchState != GlitchState.Jump)
                {
                    currentGlitchState = GlitchState.MoveRight;
                    position.X        += 7;
                }
                else
                {
                    //Makes sure Glitch flips visually in air
                    if (previousGlitchState == GlitchState.MoveRight)
                    {
                        flip = SpriteEffects.FlipHorizontally;
                    }
                    position.X += 7;
                }

                Console.WriteLine(position.X);
            }

            //Moving Left*
            else if (key.IsKeyDown(Keys.Left) == true)
            {
                //Changes the KeyState to Right
                currentKeyState = keyboardState.Left;

                //Makes sure that glitch isn't in Jump before switching the state so that she doesn't stop midair
                if (currentGlitchState != GlitchState.Jump)
                {
                    currentGlitchState = GlitchState.MoveLeft;
                    position.X        -= 7;
                }
                else
                {
                    //Makes sure Glitch flips visually in air
                    if (previousGlitchState == GlitchState.MoveRight)
                    {
                        flip = SpriteEffects.None;
                    }
                    position.X -= 7;
                }

                if (position.X < -280)    //prevents glitch from going back too far and stops her at x = -280
                {
                    position.X = -280;
                }
            }

            if (previousKeyState.IsKeyUp(Keys.Left) == true && key.IsKeyDown(Keys.Left) == true)
            {
                if (currentGlitchState != GlitchState.Jump)
                {
                    currentGlitchState = GlitchState.IdleLeft;
                }
            }
            else if (previousKeyState.IsKeyUp(Keys.Right) == true && key.IsKeyDown(Keys.Right) == true)
            {
                if (currentGlitchState != GlitchState.Jump)
                {
                    currentGlitchState = GlitchState.IdleRight;
                }
            }

            //Makes Glitch Jump
            if (previousKeyState.IsKeyUp(Keys.Up) == true && key.IsKeyDown(Keys.Up) == true)
            {
                currentGlitchState = GlitchState.Jump;
            }

            //Makes her move with platform
            //Ground*
            if (onGroundPlatform == true && currentPlatform == null)
            {
                //checks to see if she's on any ground tile (1-4)
                if (bottomHitBox.Intersects(Ground.hitboxList[0]) == false && bottomHitBox.Intersects(Ground.hitboxList[1]) == false && bottomHitBox.Intersects(Ground.hitboxList[2]) == false && bottomHitBox.Intersects(Ground.hitboxList[3]) == false)
                {
                    onGroundPlatform = false;

                    //Makes sure that she falls
                    hasJumped          = true;
                    currentGlitchState = GlitchState.Jump;
                }
            }

            //Horizontal
            if (onHorzPlatform == true && currentPlatform != null)
            {
                if (bottomHitBox.Intersects(currentPlatform.HitBox) == false)
                {
                    onHorzPlatform     = false;
                    currentPlatform    = null;
                    hasJumped          = true;
                    currentGlitchState = GlitchState.Jump;
                }
                else
                {
                    if (Horizontal_Platform.pubActive == false)
                    {
                        onHorzPlatform     = false;
                        currentPlatform    = null;
                        hasJumped          = true;
                        currentGlitchState = GlitchState.Jump;
                    }
                }

                if (Horizontal_Platform.direction == true)
                {
                    position.X += 5;
                }
                else
                {
                    position.X -= 5;
                }
            }

            //Vertical
            if (onVertPlatform == true && currentPlatform != null)
            {
                if (bottomHitBox.Intersects(currentPlatform.HitBox) == false)
                {
                    onVertPlatform     = false;
                    currentPlatform    = null;
                    hasJumped          = true;
                    currentGlitchState = GlitchState.Jump;
                }
                else
                {
                    if (Vertical_Platform.pubActive == false)
                    {
                        onVertPlatform     = false;
                        currentPlatform    = null;
                        hasJumped          = true;
                        currentGlitchState = GlitchState.Jump;
                    }
                }

                //Decides which position to move glitch in.
                if (Vertical_Platform.direction == true)
                {
                    position.Y -= 5;
                }
                else
                {
                    position.Y += 5;
                }
            }
        }
Esempio n. 18
0
 //Monogame Methods
 public void Initialize()
 {
     canBeHit           = true;
     currentGlitchState = GlitchState.IdleRight;
 }