Esempio n. 1
0
        public void Initialize(Game2D game, ILevelDataProvider levelDataProvider)
        {
            _gameInformation = new GameInformation(game, levelDataProvider)
            {
                Width = BombGame.Tilesize * 15
            };

            _graphicsDevice  = game.GraphicsDevice;
            _levelData       = levelDataProvider;
            _context         = new Render3DContext(game);
            _objectsToRender = new List <IRenderObject> {
                new Level(game.GraphicsDevice, game.Content, levelDataProvider)
            };
            _bombGeometry             = new ModelGeometry(this, game.GraphicsDevice, game.Content.Load <Model>("Models/Bomb/BombMesh"), _context.ToonEffect);
            _playerGeometry           = new ModelGeometry(this, game.GraphicsDevice, game.Content.Load <Model>("Models/Player/bomberman"), _context.ToonEffect);
            _baseItemGeometry         = new ModelGeometry(this, game.GraphicsDevice, game.Content.Load <Model>("Models/items/itemBase"), _context.ToonEffect);
            _fireOverlayGeometry      = new ModelGeometry(this, game.GraphicsDevice, game.Content.Load <Model>("Models/items/fireoverlay"), _context.ToonEffect);
            _explosionFragmentManager = new ExplosionFragmentManager(game, _levelData);

            _players = new List <Player>();
            foreach (var figure in _levelData.Figures)
            {
                var player = new Player(figure, _playerGeometry);
                AddRenderObject(player);
                _players.Add(player);
            }

            foreach (var itemDataProvider in _levelData.ItemData)
            {
                AddRenderObject(new Item3D(itemDataProvider, _baseItemGeometry, _fireOverlayGeometry));
            }
        }
    /// <summary>
    /// Loads the level and all related GameObjects like <c>LevelElement</c>s using the <c>ILevelLoader</c>
    /// </summary>
    public void LoadLevel()
    {
        if (MainMenuPlayerPreferences.InLevelCreationMode)
        {
            dataProvider = DeserializeLevel();
            levelLoader  = new BasicLevelLoader(dataProvider);
        }
        // Execute the following in try catch blocks, because levelLoader could be null.
        try {
            levelDataCollection = new LevelDataCollection();
            level = levelLoader.LoadLevel();
            levelDataCollection.levelElements  = levelLoader.LoadLevelElements(transform);
            levelDataCollection.levelItemsData = levelLoader.LoadItemsData();
            levelDataCollection.levelItems     = levelLoader.LoadItems(transform, levelDataCollection.levelItemsData);

            if (MainMenuPlayerPreferences.InLevelCreationMode)
            {
                levelDataCollection.enemyData = dataProvider.GetEnemyData();
                levelDataCollection.enemies   = LoadEnemies(levelDataCollection.enemyData);

                JsonDataProvider jsonDataProvider = (JsonDataProvider)dataProvider;
                levelDataCollection.playerData = jsonDataProvider.GetPlayerData();
            }
        } catch (NullReferenceException ex) {
            Debug.LogError("Cannot load level. No ILevelLoader assigned!");
            throw new NullReferenceException("Cannot load level. No ILevelLoader assigned!", ex);
        }
    }
 public ExplosionFragmentManager(Game2D game, ILevelDataProvider level)
 {
     _level                  = level;
     _texture                = game.Content.Load <Texture2D>("Textures/explosionparticle");
     _particleEffect         = game.Content.Load <Effect>("Effects/ParticleEffect");
     _worldViewProjParameter = _particleEffect.Parameters["WorldViewProjection"];
     _textureParameter       = _particleEffect.Parameters["DiffuseTexture"];
     _instances              = new List <ExplosionFragment>();
     _quadVertexBuffer       = new VertexBuffer(game.GraphicsDevice, VertexPositionNormalTexture.VertexDeclaration, 4, BufferUsage.WriteOnly);
     _quadVertexBuffer.SetData(GeometryCreator.GenerateQuad(QuadOrientation.UnitY, Vector3.Zero));
 }
Esempio n. 4
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        public Level(GraphicsDevice device, ContentManager content, ILevelDataProvider levelDataProvider)
        {
            _levelData    = levelDataProvider;
            _device       = device;
            _wallTexture  = content.Load <Texture2D>("Textures/wall");
            _boxCube      = new Cube(device, content.Load <Texture2D>("Textures/box"));
            _grassTexture = content.Load <Texture2D>("Textures/grass");

            _groundVertexBuffer = new VertexBuffer(_device, VertexPositionNormalTexture.VertexDeclaration, 4, BufferUsage.WriteOnly);
            _groundVertexBuffer.SetData(GeometryCreator.GenerateQuad(QuadOrientation.UnitY, Vector3.Zero, 15, 13));

            GenerateContent();
        }
    public void LoadLevel_ReturnNewLevel()
    {
        // Arrange.
        ILevelDataProvider levelDataProvider = Substitute.For <ILevelDataProvider>();
        BasicLevelLoader   basicLevelLoader  = new BasicLevelLoader(levelDataProvider);

        LevelData expectedLevelData = new LevelData {
            size = new Vector2Int(100, 100)
        };

        levelDataProvider.GetLevelData().Returns(expectedLevelData);

        // Act.
        Level actualResult = basicLevelLoader.LoadLevel();

        // Assert.
        NUnit.Framework.Assert.AreEqual(expectedLevelData.size, actualResult.GetLevelSize());
    }
Esempio n. 6
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        public void Update(ILevelDataProvider level, float elapsed, double localTimeStamp, double remoteTimeStamp)
        {
            Direction = _serverSendDirection;

            float distanceCanTravel = elapsed * Speed;

            if (_serverSendWalkDirection == Vector2.Zero)
            {
                Interpolate(_serverSendPosition, distanceCanTravel);
            }
            else if (_serverSendWalkDirection == WalkDirection)
            {
                Vector2 moveStep = _serverSendWalkDirection * (float)(remoteTimeStamp - _lastServerTimeStamp) * Speed;
                Vector2 currentPredictedPosition = LevelHelper.HandleCollisionSlide(level, _serverSendPosition, moveStep);
                Interpolate(currentPredictedPosition, distanceCanTravel);
            }
            else
            {
                Vector2 moveStep = _serverSendWalkDirection * (float)(remoteTimeStamp - _lastServerTimeStamp) * Speed;
                Vector2 currentPredictedPosition = LevelHelper.HandleCollisionSlide(level, _serverSendPosition, moveStep);
                Interpolate(currentPredictedPosition, distanceCanTravel);
            }
            WalkDirection = _serverSendWalkDirection;
        }
    private void Start()
    {
        if (MainMenuPlayerPreferences.InLevelCreationMode)
        {
            return;
        }

        if (MainMenuPlayerPreferences.LoadFromJson)
        {
            dataProvider = DeserializeLevel();
        }
        else
        {
            dataProvider = new TestLevelDataProvider();
        }

        levelLoader = new BasicLevelLoader(dataProvider);

        LoadLevel();

        if (MainMenuPlayerPreferences.LoadFromJson)
        {
            JsonDataProvider jsonDataProvider = (JsonDataProvider)dataProvider;
            levelDataCollection.playerData = jsonDataProvider.GetPlayerData();
        }

        levelDataCollection.enemyData = dataProvider.GetEnemyData();
        levelDataCollection.enemies   = LoadEnemies(levelDataCollection.enemyData);

        if (serializeLevel)
        {
            SerializeLevel();
        }

        StartLevel();
    }
Esempio n. 8
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 public BasicLevelLoader(ILevelDataProvider dataProvider)
 {
     this.dataProvider = dataProvider;
 }