private static void RespondToTerrainCollision(AbstractTerrain terrain, AbstractCharacter character)
 {
     /*if (terrain is LavaTerrain)
      * {
      *  character.DamageCharacter(((LavaTerrain)terrain).Damage);
      * }*/
 }
Esempio n. 2
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        private Color GetPowerupColor(AbstractCharacter character)
        {
            Color color = Color.White;

            if (character.CurrentPowerup is InvincibilityStar)
            {
                if (invincibilityStarSequence < 10)
                {
                    color = Color.Red;
                }
                else if (invincibilityStarSequence >= 10 && invincibilityStarSequence <= 20)
                {
                    color = Color.AntiqueWhite;
                }
                else if (invincibilityStarSequence >= 20)
                {
                    color = Color.Blue;
                }

                if (invincibilityStarSequence > 30)
                {
                    invincibilityStarSequence = 0;
                }

                invincibilityStarSequence++;
            }

            return(color);
        }
Esempio n. 3
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        public HUD(AbstractCharacter character)
        {
            this.character       = character;
            this.maxHealth       = character.HealthLevel;
            this.vertOffset      = 2;
            this.vertOffsetScore = 8;
            this.horizOffset     = new int[maxHealth + 3];
            this.heartEmpty      = new AbstractAnimatedSprite[maxHealth];
            this.heartFull       = new AbstractAnimatedSprite[maxHealth];

            for (int i = 0; i < maxHealth; i++)
            {
                this.horizOffset[i] = 2 + 18 * i;
                this.heartEmpty[i]  = SpriteFactory.GetHeartEmptySprite();
                this.heartFull[i]   = SpriteFactory.GetHeartFullSprite();
            }

            this.horizOffset[maxHealth]     = this.horizOffset[maxHealth - 1] + 34;
            this.horizOffset[maxHealth + 1] = this.horizOffset[maxHealth] + 34;
            this.horizOffset[maxHealth + 2] = this.horizOffset[maxHealth + 1] + 200;

            this.powerUpViewer = SpriteFactory.GetPowerUpViewerSprite();

            this.waterMeter0p   = SpriteFactory.GetWaterMeter0pSprite();
            this.waterMeter25p  = SpriteFactory.GetWaterMeter25pSprite();
            this.waterMeter50p  = SpriteFactory.GetWaterMeter50pSprite();
            this.waterMeter75p  = SpriteFactory.GetWaterMeter75pSprite();
            this.waterMeter100p = SpriteFactory.GetWaterMeter100pSprite();

            this.sunscreen         = SpriteFactory.GetSunscreenSprite();
            this.invincibilityStar = SpriteFactory.GetInvincibilityStarSprite();
            this.bubbleShield      = SpriteFactory.GetBubbleShieldSprite();
        }
 //Handle what happens to the collidable when it collides with an item
 private static void RespondToIEnemyCollision(IEnemy enemy, AbstractCharacter character)
 {
     if (enemy.IsAlive)
     {
         character.ChangeHealthLevel(enemy.Power);
     }
 }
        private static void HandleCollectableCollisions(AbstractCharacter character, Vector2 newPosition)
        {
            List <ICollectable> collectableList = CollisionDetector.GetObjectsAtPosition <ICollectable>(character, newPosition);

            foreach (ICollectable collectable in collectableList)
            {
                RespondToICollectableCollision(collectable, character);
            }
        }
 private static void HandleTerrainCollisions(AbstractCharacter character, Vector2 newPosition)
 {
     /*List<LavaTerrain> terrainList = CollisionDetector.GetObjectsAtPosition<LavaTerrain>(character, newPosition);
      *
      * foreach (LavaTerrain terrain in terrainList)
      * {
      *  RespondToTerrainCollision(terrain, character);
      * }*/
 }
        private static void HandleEnemyCollisions(AbstractCharacter character, Vector2 newPosition)
        {
            List <IEnemy> enemyList = CollisionDetector.GetObjectsAtPosition <IEnemy>(character, newPosition);

            foreach (IEnemy enemy in enemyList)
            {
                RespondToIEnemyCollision(enemy, character);
            }
        }
        private static void HandleItemCollisions(AbstractCharacter character, Vector2 newPosition)
        {
            List <IItem> itemList = CollisionDetector.GetObjectsAtPosition <IItem>(character, newPosition);

            HandlePushing(character, newPosition, itemList);
            foreach (IItem item in itemList)
            {
                RespondToIItemCollision(item, character);
            }
        }
Esempio n. 9
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        private static void GetLevel()
        {
            currentLevel.StopMusic();

            if (levelIndex > Constants.MAX_NUM_OF_LEVELS)
            {
                Finished = true;
            }
            else
            {
                currentLevel = LevelFactory.GetLevel(controllers, levelIndex);
                character    = (AbstractCharacter)currentLevel.characterList[0];
            }
        }
        private static void RespondToICollectableCollision(ICollectable powerUp, AbstractCharacter character)
        {
            if (!powerUp.HasBeenConsumed)
            {
                SoundFactory.PlayCollectibleCollectedSound();
                powerUp.SetCharacter(character);

                if (character.CurrentPowerup != null)
                {
                    ICollectable current = character.CurrentPowerup;
                    current.Destroy();
                }

                character.CurrentPowerup = powerUp;
                powerUp.Consume();
            }
        }
        //Handle what happens to the collidable when it collides with the item

        private static void RespondToIItemCollision(IItem item, AbstractCharacter character)
        {
            if (item is Door)
            {
                Door door = (Door)item;

                if (door.MessageToReceivers.Equals(Constants.NORM_LEVEL_STRING) && character.CurrentItem is PickupItem)
                {
                    door.HandleCollisionWithCharacter();
                    LevelManager.SendEvent(EventFactory.GetDefaultLevelCompleteEvent());
                }
                else if (door.MessageToReceivers.Equals(Constants.SUB_LEVEL_STRING))
                {
                    door.HandleCollisionWithCharacter();
                    LevelManager.SendEvent(EventFactory.GetDefaultSubLevelTransitionEvent());
                }
            }
        }
 private static void HandlePushing(AbstractCharacter character, Vector2 newPosition, List <IItem> pushList)
 {
     if (character.StateManager.IsInAir || character.CurrentItem != null)
     {
         return;
     }
     foreach (IItem item in pushList)
     {
         if (item.IsItemPushable() && character.Position.Y + character.Size.Y > item.Position.Y)
         {
             Vector2 oldItemVelocity = item.Velocity;
             item.Velocity = character.Velocity;
             IItemCollisionManager.HandleMovement(item);
             item.Velocity = oldItemVelocity;
             character.StateManager.IsCollidingWithPushableObject = true;
         }
     }
 }
Esempio n. 13
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 public void SetCharacter(AbstractCharacter player)
 {
     character = player;
 }
Esempio n. 14
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 public CharacterDrawingManager(AbstractCharacter character)
 {
     this.character = character;
     this.hud       = new HUD(character);
 }
        public static void HandleMovementAndCollisions(AbstractCharacter character)
        {
            character.Velocity = new Vector2(character.Velocity.X, character.Velocity.Y + Constants.G_CONST);
            Vector2 newPosition   = new Vector2(character.Position.X + character.Velocity.X, character.Position.Y + character.Velocity.Y);
            Vector2 finalPosition = newPosition;

            Vector2 itemNewPosition;
            Vector2 itemFinalPosition;

            List <ICollidable> ignoreList;

            ignoreList = new List <ICollidable>();
            if (character.CurrentItem != null)
            {
                ignoreList.Add(character);
                ignoreList.Add(character.CurrentItem);
            }

            if (CollisionDetector.IsPositionFree(character, new Vector2(character.Position.X, character.Position.Y + 1)))
            {
                character.GoToAir();
            }

            Vector2 testPosition = new Vector2(newPosition.X, character.Position.Y);

            HandleItemCollisions(character, testPosition);
            HandleCollectableCollisions(character, testPosition);
            HandleEnemyCollisions(character, testPosition);
            HandleTerrainCollisions(character, newPosition);

            if (!CollisionDetector.IsPositionFree(character, newPosition, ignoreList))
            {
                finalPosition = CollisionHelper.GetNewPosition(character, newPosition, ignoreList);

                if (finalPosition.Y < newPosition.Y)
                {
                    character.LandOnGround();
                }
                if (finalPosition.Y > newPosition.Y)
                {
                    character.HitBlockFromBelow();
                }
            }


            if (character.CurrentItem != null)
            {
                itemNewPosition   = Vector2.Add(character.CurrentItem.Position, Vector2.Subtract(finalPosition, character.Position));
                itemFinalPosition = itemNewPosition;
                if (!CollisionDetector.IsPositionFree(character.CurrentItem, itemNewPosition, ignoreList))
                {
                    itemFinalPosition = CollisionHelper.GetNewPosition(character.CurrentItem, itemNewPosition, ignoreList);

                    if (itemFinalPosition.Y < itemNewPosition.Y)
                    {
                        character.LandOnGround();
                    }
                    if (itemFinalPosition.Y > itemNewPosition.Y)
                    {
                        character.HitBlockFromBelow();
                    }
                }

                float itemDistance      = Vector2.Distance(itemFinalPosition, character.CurrentItem.Position);
                float characterDistance = Vector2.Distance(finalPosition, character.Position);
                if (characterDistance > itemDistance)
                {
                    finalPosition = Vector2.Add(character.Position, Vector2.Subtract(itemFinalPosition, character.CurrentItem.Position));
                }
            }

            character.Position = finalPosition;
            character.UpdateItemPosition();
        }
Esempio n. 16
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 public static void Start()
 {
     currentLevel    = LevelFactory.GetLevel(controllers, levelIndex);
     character       = (AbstractCharacter)currentLevel.characterList[0];
     levelHasStarted = true;
 }