Esempio n. 1
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        public void DestroyWalls()
        {
            for (int i = 0; i < Walls.Count; ++i)
            {
                MonoBehaviour.Destroy(Walls[i].gameObject);
            }

            Walls.Clear();
        }
Esempio n. 2
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 public void NewEnemies(double PlayerAndWallSkin)//once the level has been completed, new opponents and walls are generated
 {
     if (Invaders.Count == 0)
     {
         SetInvaderRows();
         Walls.Clear();
         SetWalls(PlayerAndWallSkin);
         levelcounter++;
         score = score + 50 + 50 * difficultyIndex;//points for the completed level
     }
 }
Esempio n. 3
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        public void ClearGame()//Removes all Gameobjects from the Gamedisplay and resets the Gamevalues
        {
            Player.HealthPoints = 3;
            score        = 0;
            levelcounter = 1;

            PlayerProjectiles.Clear();
            EnemyProjectiles.Clear();
            Invaders.Clear();
            Ufos.Clear();
            Walls.Clear();
            GameDisplay.Children.Clear();
        }
Esempio n. 4
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        public static void InitializeMap()
        {
            Walls.Clear();
            Nodes.Clear();
            EmptySquares.Clear();
            Dots.Clear();
            Powerups.Clear();
            Ghosts.Clear();
            Invaders.Clear();
            //Initializes border of map
            string line   = "";
            int    number = 0;

            using (StreamReader sr = new StreamReader("Maps/pacman" + PacmanGame.maps[PacmanGame.mapNumber].ToString() + ".txt"))
            {
                while (true)
                {
                    line = sr.ReadLine();
                    if (line == null)
                    {
                        break;
                    }
                    for (int counter = 0; counter < line.Length; counter++)
                    {
                        wallMap[counter, number] = line[counter].ToString() == "0";
                    }
                    number++;
                }
            }
            //Fills in rest of map using two dimensional bool array wallMap
            for (int x = 0; x < wallMap.GetLength(0); x++)
            {
                for (int y = 0; y < wallMap.GetLength(1); y++)
                {
                    if (!wallMap[x, y])
                    {
                        Walls.Add(new Wall(new Rectangle(x * PacmanGame.gridSize + PacmanGame.horizontalSpace, y * PacmanGame.gridSize + PacmanGame.verticalSpace, PacmanGame.gridSize, PacmanGame.gridSize)));
                    }
                }
            }
            //Fills map with empty squares, dots and nodes in all places without walls
            //variable used to count nodes
            int variable = 0;

            for (int y = 1; y < PacmanGame.mapHeight / PacmanGame.gridSize - 1; y++)
            {
                for (int x = 1; x < PacmanGame.mapWidth / PacmanGame.gridSize - 1; x++)
                {
                    Rectangle rectangle = new Rectangle(PacmanGame.gridSize * x + PacmanGame.horizontalSpace, PacmanGame.gridSize * y + PacmanGame.verticalSpace, PacmanGame.gridSize, PacmanGame.gridSize);
                    bool      value     = true;
                    foreach (Wall wall in Walls)
                    {
                        if (wall.Position == rectangle)
                        {
                            value = false;
                        }
                    }
                    if (value)
                    {
                        EmptySquares.Add(new EmptySquare(rectangle));
                        Dots.Add(new Dot(rectangle));
                        Nodes.Add(new Node(variable, rectangle));
                        variable++;
                    }
                }
            }
            //Remove the dot where the pacman starts
            Dots.Remove(new Dot(new Rectangle(PacmanGame.gridSize, PacmanGame.gridSize, PacmanGame.gridSize, PacmanGame.gridSize)));
            //Adds powerups
            Random random = new Random();

            int[] values = Enumerable.Range(0, Map.Nodes.Count).OrderBy(x => random.Next()).ToArray();
            for (int counter = 0; counter < 4; counter++)
            {
                int       index          = values[counter];
                Rectangle rectangleValue = Map.Nodes.ElementAt(index).Position;
                Powerups.Add(new Powerup(rectangleValue));
                //Remove the dot where the powerup is
                Dots.Remove(new Dot(rectangleValue));
            }

            createAdjacencyList();

            Paddles[0] = new Paddle(new Rectangle(PacmanGame.horizontalSpace / 2, PacmanGame.screenHeight / 2, PacmanGame.gridSize, PacmanGame.gridSize * 5), Player.Left);
            Paddles[1] = new Paddle(new Rectangle(PacmanGame.screenWidth - PacmanGame.horizontalSpace / 2, PacmanGame.screenHeight / 2, PacmanGame.gridSize, PacmanGame.gridSize * 5), Player.Right);
        }
Esempio n. 5
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 public void ClearPool()
 {
     Walls.Clear();
     Trees.Clear();
     Loot.Clear();
 }
Esempio n. 6
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        private bool InitializePanel()
        {
            if (panel != null)
            {
                Walls.Clear();
                StartPoints.Clear();
                EndPoints.Clear();
                renderedTetrisTextures.Clear();

                PuzzleDimensions = new Point(panel.Width, panel.Height);

                // Calculation of puzzle sizes for current screen size
                int width  = screenSize.X;
                int height = screenSize.Y;

                int maxPuzzleDimension = Math.Max(PuzzleDimensions.X, PuzzleDimensions.Y);

                int screenMinSize = Math.Min(width, height);
                int puzzleMaxSize = (int)(screenMinSize * PuzzleSpaceRatio(maxPuzzleDimension));
                LineWidth          = (int)(puzzleMaxSize * LineSizeRatio(maxPuzzleDimension));
                BlockWidth         = (int)(puzzleMaxSize * BlockSizeRatio(maxPuzzleDimension));
                HalfLineWidthPoint = new Point(LineWidth / 2);
                LineWidthPoint     = new Point(LineWidth);
                BlockSizePoint     = new Point(BlockWidth);

                int endAppendixLength = (int)(BlockWidth * endPointLegth);

                int puzzleWidth  = LineWidth * (PuzzleDimensions.X + 1) + BlockWidth * PuzzleDimensions.X;
                int puzzleHeight = LineWidth * (PuzzleDimensions.Y + 1) + BlockWidth * PuzzleDimensions.Y;

                int   xMargin = (width - puzzleWidth) / 2;
                int   yMargin = (height - puzzleHeight) / 2;
                Point margins = new Point(xMargin, yMargin);

                PuzzleConfig = new Rectangle(xMargin, yMargin, puzzleWidth, puzzleHeight);

                NodePadding = LineWidth + BlockWidth;

                // Creating walls hitboxes
                CreateHorizontalWalls(false);   // Top walls
                CreateHorizontalWalls(true);    // Bottom walls
                CreateVerticalWalls(false);     // Left walls
                CreateVerticalWalls(true);      // Right walls

                for (int i = 0; i < PuzzleDimensions.X; i++)
                {
                    for (int j = 0; j < PuzzleDimensions.Y; j++)
                    {
                        Walls.Add(new Rectangle(xMargin + LineWidth * (i + 1) + BlockWidth * i, yMargin + LineWidth * (j + 1) + BlockWidth * j, BlockWidth, BlockWidth));
                    }
                }

                // Creating walls for broken edges
                var brokenEdges = panel.Edges.Where(x => x.State == EdgeState.Broken);
                foreach (Edge edge in brokenEdges)
                {
                    Point nodeA  = NodeIdToPoint(edge.Id % 100).Multiply(NodePadding) + margins;
                    Point nodeB  = NodeIdToPoint(edge.Id / 100).Multiply(NodePadding) + margins;
                    Point middle = (nodeA + nodeB).Divide(2);
                    Walls.Add(new Rectangle(middle, new Point(LineWidth)));
                }

                // Creating hitboxes for starting nodes
                foreach (Point start in GetStartNodes())
                {
                    StartPoints.Add(new Rectangle(xMargin + start.X * NodePadding - LineWidth, yMargin + start.Y * NodePadding - LineWidth, LineWidth * 3, LineWidth * 3));
                }

                // Generate textures for tetris rules
                CreateTetrisRuleTextures();

                #region === Inner methods region ===
                // Returns a coef k: Total free space in pixels * k = puzzle size in pixels
                float PuzzleSpaceRatio(float puzzleDimension) => (float)(-0.0005 * Math.Pow(puzzleDimension, 4) + 0.0082 * Math.Pow(puzzleDimension, 3) - 0.0439 * Math.Pow(puzzleDimension, 2) + 0.1011 * puzzleDimension + 0.6875);

                // Returns a coef k: Puzzle size in pixels * k = block size in pixels
                float BlockSizeRatio(float puzzleDimension) => (float)(0.8563 * Math.Pow(puzzleDimension, -1.134));

                // Returns a coef k: Puzzle size in pixels * k = line width in pixels
                float LineSizeRatio(float puzzleDimension) => - 0.0064f * puzzleDimension + 0.0859f;

                IEnumerable <Point> GetStartNodes() => panel.Nodes.Where(x => x.State == NodeState.Start).Select(x => NodeIdToPoint(x.Id));

                IEnumerable <Point> GetEndNodesTop()
                {
                    for (int i = 1; i < panel.Width; i++)
                    {
                        if (panel.Nodes[i].State == NodeState.Exit)
                        {
                            yield return(new Point(i, 0));
                        }
                    }
                }

                IEnumerable <Point> GetEndNodesBot()
                {
                    for (int i = 1; i < panel.Width; i++)
                    {
                        int index = panel.Height * (panel.Width + 1) + i;
                        if (panel.Nodes[index].State == NodeState.Exit)
                        {
                            yield return(new Point(i, panel.Height));
                        }
                    }
                }

                IEnumerable <Point> GetEndNodesLeft()
                {
                    for (int j = 0; j < panel.Height + 1; j++)
                    {
                        int index = j * (panel.Width + 1);
                        if (panel.Nodes[index].State == NodeState.Exit)
                        {
                            yield return(new Point(0, j));
                        }
                    }
                }

                IEnumerable <Point> GetEndNodesRight()
                {
                    for (int j = 0; j < panel.Height + 1; j++)
                    {
                        int index = j * (panel.Width + 1) + panel.Width;
                        if (panel.Nodes[index].State == NodeState.Exit)
                        {
                            yield return(new Point(panel.Width, j));
                        }
                    }
                }

                void CreateHorizontalWalls(bool isBottom)
                {
                    int yStartPoint = isBottom ? yMargin + puzzleHeight : 0;
                    var ends        = isBottom ? GetEndNodesBot() : GetEndNodesTop();

                    if (ends.Count() == 0)
                    {
                        Walls.Add(new Rectangle(0, yStartPoint, width, yMargin));
                    }
                    else
                    {
                        Walls.Add(new Rectangle(0, yStartPoint + (isBottom ? endAppendixLength : 0), width, yMargin - endAppendixLength));

                        int lastXPoint = 0;
                        foreach (Point endPoint in ends)
                        {
                            int x = xMargin + endPoint.X * (NodePadding);
                            Walls.Add(new Rectangle(lastXPoint, isBottom ? yStartPoint : (yMargin - endAppendixLength), x - lastXPoint, endAppendixLength));
                            EndPoints.Add(new EndPoint(new Rectangle(x, isBottom ? yStartPoint + endAppendixLength - LineWidth : (yMargin - endAppendixLength), LineWidth, LineWidth), isBottom ? Facing.Down : Facing.Up));
                            lastXPoint = x + LineWidth;
                        }
                        Walls.Add(new Rectangle(lastXPoint, isBottom ? yStartPoint : (yMargin - endAppendixLength), width - lastXPoint, endAppendixLength));
                    }
                }

                void CreateVerticalWalls(bool isRight)
                {
                    int xStartPoint = isRight ? xMargin + puzzleWidth : 0;
                    var ends        = isRight ? GetEndNodesRight() : GetEndNodesLeft();

                    if (ends.Count() == 0)
                    {
                        Walls.Add(new Rectangle(xStartPoint, 0, xMargin, height));
                    }
                    else
                    {
                        Walls.Add(new Rectangle(xStartPoint + (isRight ? endAppendixLength : 0), 0, xMargin - endAppendixLength, height));

                        int lastYPoint = 0;
                        foreach (Point endPoint in ends)
                        {
                            int y = yMargin + endPoint.Y * (NodePadding);
                            Walls.Add(new Rectangle(isRight ? xStartPoint : (xMargin - endAppendixLength), lastYPoint, endAppendixLength, y - lastYPoint));
                            EndPoints.Add(new EndPoint(new Rectangle(isRight ? xStartPoint + endAppendixLength - LineWidth : xMargin - endAppendixLength, y, LineWidth, LineWidth), isRight ? Facing.Right : Facing.Left));
                            lastYPoint = y + LineWidth;
                        }
                        Walls.Add(new Rectangle(isRight ? xStartPoint : (xMargin - endAppendixLength), lastYPoint, endAppendixLength, height - lastYPoint));
                    }
                }

                void CreateTetrisRuleTextures()
                {
                    // Render shape into texture for each tetris rule
                    var tetrisBlocks = panel.Blocks.Where(x => x.Rule is TetrisRule).ToList();

                    if (tetrisBlocks.Count > 0)
                    {
                        int maxDimension = tetrisBlocks.Select(x => x.Rule as TetrisRule).Select(x => Math.Max(x.Shape.GetLength(0), x.Shape.GetLength(1))).Max();
                        if (maxDimension < 3)
                        {
                            maxDimension++;
                        }
                        tetrisTextureSize = new Point((maxDimension + 1) * texTetris[0].Width);
                        foreach (Block block in tetrisBlocks)
                        {
                            TetrisRule rule = block.Rule as TetrisRule;
                            bool[,] shape = rule.Shape;
                            // If shape is rotatable, then rotate it randomly before render
                            if (rule is TetrisRotatableRule r)
                            {
                                shape = TetrisRotatableRule.RotateShapeCW(shape, rnd.Next(0, 4));
                            }
                            // Draw shape on a texture
                            RenderTarget2D texture = CreateTetrisTexture(shape, rule is TetrisRotatableRule, rule.IsSubtractive);
                            // Save it to the dictionary
                            renderedTetrisTextures.Add(block.Id, texture);
                        }
                    }
                }

                #endregion
                return(true);
            }
            return(false);
        }
Esempio n. 7
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        public void Start(TanksForm fm)
        {
            UnSubscribe();
            Apples.Clear();
            Tanks.Clear();
            Walls.Clear();
            ShotsKolobok.Clear();
            ShotsTanks.Clear();
            kolobok       = null;
            gameOver      = false;
            Score         = 0;
            Delta         = 30;
            DeltaShots    = 30;
            map           = fm.map;
            backgroundMap = new Bitmap(map.Width, map.Height);
            mapGraphics   = Graphics.FromImage(backgroundMap);
            mapGraphics.FillRectangle(Brushes.Black, 0, 0, map.Width, map.Height);
            for (int i = 0; i < example.Count(); i++)
            {
                for (int j = 0; j < example[i].Length; j++)
                {
                    if (example[i][j] == 'X')
                    {
                        Walls.Add(new Wall(j, i));
                        mapGraphics.DrawImage(Walls.Last().Img, Walls.Last().X *TanksForm.sizeCell, Walls.Last().Y *TanksForm.sizeCell, TanksForm.sizeCell, TanksForm.sizeCell);
                    }
                }
            }


            SpawnApples();

            while (Tanks.Count < tanksCount)
            {
                Tanks.Add(new Tank());
                foreach (var item in Walls)
                {
                    if (Tanks.Last().CollidesWith(item))
                    {
                        Tanks.RemoveAt(Tanks.Count - 1);
                        break;
                    }
                }
            }

            for (int i = 0; i < Apples.Count; i++)
            {
                mapGraphics.DrawImage(Apples[i].Img, Apples[i].X * TanksForm.sizeCell, Apples[i].Y * TanksForm.sizeCell, TanksForm.sizeCell, TanksForm.sizeCell);
            }

            for (int i = 0; i < Tanks.Count; i++)
            {
                mapGraphics.DrawImage(Tanks[i].Img, Tanks[i].X * TanksForm.sizeCell, Tanks[i].Y * TanksForm.sizeCell, TanksForm.sizeCell, TanksForm.sizeCell);
            }

            while (true)
            {
                kolobok = new Kolobok();
                if (!kolobok.CollidesWithWalls(Walls))
                {
                    break;
                }
            }

            Subscribe();
            mapGraphics.DrawImage(kolobok.Img, kolobok.X * TanksForm.sizeCell, kolobok.Y * TanksForm.sizeCell, TanksForm.sizeCell, TanksForm.sizeCell);
            map.Image = backgroundMap;
        }
Esempio n. 8
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        public void LoadRoom(string roomName)
        {
            Enemies.Clear();
            Blocks.Clear();
            Items.Clear();
            NPCs.Clear();
            Doors.Clear();
            Walls.Clear();
            HiddenItems.Clear();
            Dialogue = "";

            CurrentRoom = roomName;

            //moves Link to the bottom of the map to avoid issues where blocks would spawn on top of him
            //mygame.player.Position = new Vector2(6 * XSCALE + XOFFSET, 7 * YSCALE + YOFFSET);

            addWalls();

            XElement roomFile = XElement.Load("../../../../Content/Rooms/" + roomName + ".xml");

            if (roomFile.Descendants("Background").Count() > 0)
            {
                Console.WriteLine(roomFile.Descendants("Background").Count());
                if (roomFile.Element("Asset").Element("Background").Value == "RoomBowBackground")
                {
                    Background = BlockSpriteFactory.Instance.RoomBowBackground;
                }
                else if (roomFile.Element("Asset").Element("Background").Value == "BlackWithWallBackground")
                {
                    Background = BlockSpriteFactory.Instance.BlackWithWallBackground;
                }
            }
            else
            {
                Background = floorBaseWithWalls;
            }

            IEnumerable <XElement> loadedEnvironmentObjects = from item in roomFile.Descendants("Item")
                                                              where (string)item.Element("ObjectType") == "Environment"
                                                              select item;

            foreach (XElement environmentObject in loadedEnvironmentObjects)
            {
                AddEnvironmentObject(environmentObject);
            }
            IEnumerable <XElement> loadedEnemies = from item in roomFile.Descendants("Item")
                                                   where (string)item.Element("ObjectType") == "Enemy"
                                                   select item;

            foreach (XElement enemyObject in loadedEnemies)
            {
                AddEnemy(enemyObject);
                Thread.Sleep(20); //used so the random number generator for enemies don't have the same seed. It's time based and without this they have the same seed.
            }
            IEnumerable <XElement> loadedItems = from item in roomFile.Descendants("Item")
                                                 where (string)item.Element("ObjectType") == "Item"
                                                 select item;

            foreach (XElement itemObject in loadedItems)
            {
                AddItem(itemObject, Items);
            }

            IEnumerable <XElement> loadedHiddenItems = from item in roomFile.Descendants("Item")
                                                       where (string)item.Element("ObjectType") == "HiddenItem"
                                                       select item;

            foreach (XElement itemObject in loadedHiddenItems)
            {
                AddItem(itemObject, HiddenItems);
            }

            IEnumerable <XElement> loadedNPCs = from item in roomFile.Descendants("Item")
                                                where (string)item.Element("ObjectType") == "NPC"
                                                select item;

            foreach (XElement NPCObject in loadedNPCs)
            {
                AddNPC(NPCObject);
            }
            IEnumerable <XElement> loadedDoors = from item in roomFile.Descendants("Door")
                                                 select item;

            foreach (XElement DoorObject in loadedDoors)
            {
                AddDoor(DoorObject);
            }
        }