Esempio n. 1
0
        public Game(string Path, uint _minLen, uint _maxLen)
        {
            player = new Player[2];
            player[0] = new Player();
            player[1] = new Player();
            minLen = _minLen;
            maxLen = _maxLen;
            words = Input.ReadWords(Path);
            CurrentPlayer = 0;
            if (words.Count == 0)
                throw new Exception("No words!");

            words.Sort(new WordComparerLen());
            // Унифицировать слова в словаре (маЛо Ли чТо там Будет)
            for (int i = 0; i < words.Count; ++i)
                words[i] = words[i].ToUpper();

            UsedWord = new bool[words.Count];

            if (words.Count > 0)
            {
                for (int i = 0; i < words.Count; ++i)
                    UsedWord[i] = false;
                CurrentWordID = GetRandomWordID();
                if (CurrentWordID < 0)
                {
                    throw new Exception("No such words!");
                }
                else
                    UsedWord[CurrentWordID] = true;
            }
        }
Esempio n. 2
0
        /// <summary>
        /// Passes method to block.
        /// </summary>
        /// <returns>
        /// The action.
        /// </returns>
        /// <param name='p'>
        /// If set to <c>true</c> p.
        /// </param>
        /// <param name='l'>
        /// If set to <c>true</c> l.
        /// </param>
        /// <param name='l2'>
        /// If set to <c>true</c> l2.
        /// </param>
        public IPlace AutomaticAction(Player p)
        {
            if (Script == null)
                this.Block = Block.AutomaticAction(p);
            else
            {
                ThisGame.lua["map"] = ThisGame.dungeon;
                ThisGame.lua["block"] = Block;
                ThisGame.lua.DoFile(ThisGame.filePath + "luascripts/dungeons/" + ThisGame.player.currentDungeon + "/" + Script);
                Block = (IPlace)ThisGame.lua["out"];
                bool keepScript = (bool)ThisGame.lua["keepscript"];
                string message = (string)ThisGame.lua["message"];
                if (message != "null")
                    ThisGame.messageLog.Enqueue(message);
                if (!keepScript)
                {
                    if ((string)ThisGame.lua["newscript"] == "null")
                        Script = null;
                    else
                        Script = (string)ThisGame.lua["newscript"];
                }
                UpdateSymbol();
                ThisGame.lua["block"] = null;
                ThisGame.lua["out"] = null;
                ThisGame.lua["keepscript"] = null;
                ThisGame.lua["newscript"] = null;
                ThisGame.lua["message"] = null;
            }

            return this;
        }
Esempio n. 3
0
 // constructeur
 public Afficheur()
 {
     localplayer = new Player();
     enemy = new Enemy();
     affichemenu = new MainMenu();
     scrolling = new Scroll();
 }
Esempio n. 4
0
 public void endGame()
 {
     //we're letting garabage collector clean up memory
     condition = new ReadyCondition(); //Change state
     correct_elevator = null;
     wrong_elevator = null;
     floors = null;
     player = null;
 }
Esempio n. 5
0
 public override void Create(CharData charData, ViewMap viewMap)
 {
     _viewMap = viewMap;
     gameObj = new Player();
     gameObj.Init(charData, viewMap.LogicMap);
     gameGo = GameObject.CreatePrimitive(PrimitiveType.Cube);
     gameGo.name = charData.name;
     gameTrans = gameGo.transform;
 }
Esempio n. 6
0
        public int AddPlayer()
        {
            if (!_canAddPlayers)
                throw new InvalidOperationException("You cannot add players after the game is started.");

            var playerId = _players.Count + 1;
            _players[playerId] = new Player(playerId);
            return playerId;
        }
Esempio n. 7
0
 public HauntedBuilding()
 {
     condition = new ReadyCondition();
     difficulty = 0; //Maybe part of GameCondition?
     title = "Welcome to Haunted Building\n";
     floors = null;
     player = null;
     correct_elevator = null;
     wrong_elevator = null;
 }
Esempio n. 8
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            player = new Player();
            Window.Title = "GETREKT!";

            colliderList = new ArrayList();

            base.Initialize();
        }
Esempio n. 9
0
        public void LoadSkillNew(Game.CharacterStats character, Game.CharacterStats.SkillType skillToLoad, int trainerMaxRank)
        {
            this.m_trainFailReason = string.Empty;
            this.m_skillType       = skillToLoad;
            this.LblName.text      = Game.GUIUtils.GetSkillTypeString(this.m_skillType);
            bool  flag = false;
            float skillPerRankMultiplier = StatsData.Instance.GetSkillPerRankMultiplier(this.m_skillType);
            int   skillRank = character.GetSkillRank(this.m_skillType);

            this.m_skillXP               = character.SkillXP[(int)this.m_skillType];
            this.m_nextRankXP            = Game.CharacterStats.ExperienceNeededForNextSkillRank(skillRank, skillPerRankMultiplier);
            this.LblRank.text            = string.Format(SDK.GUIUtils.GetText(291), skillRank, trainerMaxRank);
            this.LblRank.color           = UIGlobalColor.FetchColor(UIGlobalColor.ColorLookupID.TEXT_NORMAL_DEFAULT);
            this.ProgressRank.fillAmount = (float)this.m_skillXP / (float)this.m_nextRankXP;
            if (skillRank + 1 > trainerMaxRank)
            {
                this.m_trainFailReason = string.Format(SDK.GUIUtils.GetText(2129), trainerMaxRank);
                this.LblRank.color     = UIGlobalColor.FetchColor(UIGlobalColor.ColorLookupID.TEXT_UNAFFORDABLE);
                flag = true;
            }
            if (character.SkillsTrainedThisLevel >= character.Level * 5)
            {
                this.m_trainFailReason = SDK.GUIUtils.GetText(2132);
            }
            int num = Game.CharacterStats.CopperCostToTrainSkillToNextRank(skillRank + 1);

            Game.Player s_playerCharacter = Game.GameState.s_playerCharacter;
            if (s_playerCharacter == null)
            {
                return;
            }
            Game.PlayerInventory component = s_playerCharacter.GetComponent <Game.PlayerInventory>();
            if (component == null)
            {
                return;
            }
            bool flag2 = component.currencyTotalValue >= (float)num;

            this.CostView.ShowCost(num, flag2);
            if (!flag2)
            {
                this.m_trainFailReason = SDK.GUIUtils.GetText(2128);
            }
            this.ButtonMain.IsEnabled = (this.m_trainFailReason.Length == 0);
            if (!flag && !this.ButtonMain.IsEnabled)
            {
                this.LblRank.color = UIGlobalColor.FetchColor(UIGlobalColor.ColorLookupID.TEXT_NORMAL_DISABLED);
            }
            if (this.m_isHovered && this.m_trainFailReason.Length != 0)
            {
                this.OnTrainSkillHovered(this.ButtonTrain.gameObject, true);
            }
        }
Esempio n. 10
0
        /// <summary>
        /// 指定された名前のJsonファイルを読みに行って、その中身をステージ上に出す
        /// </summary>
        /// <param name="stagename"></param>
        public static void Load(string stagename)
        {
            TextAsset asset = Resources.Load("StageJson/" + stagename) as TextAsset;
            if(asset == null)
            {
                Debug.Log("ステージ読み込めなかった(ステージ名:" + stagename + ")");
                return;
            }

            JsonNode json = JsonNode.Parse(asset.text);

            GameSetting.TimeLimit = (int)json["TimeLimit"].Get<long>();
            GameSetting.SlotCount = (int)json["SlotCount"].Get<long>();
            GameSetting.StageName = stagename;

            Transform parent;

            parent = (GameObject.Find("/Players") as GameObject).transform;
            foreach (var item in json["Players"])
            {
                GameObject g = new Player(item).Load();
                if (g != null) g.transform.SetParent(parent);
            }

            parent = (GameObject.Find("/Terrains") as GameObject).transform;
            foreach(var item in json["Terrains"])
            {
                GameObject g = new Terrain(item).Load();
                if (g != null) g.transform.SetParent(parent);
            }

            parent = (GameObject.Find("/Gimmicks") as GameObject).transform;
            foreach (var item in json["Gimmicks"])
            {
                GameObject g = new Gimmick(item).Load();
                if (g != null) g.transform.SetParent(parent);
            }

            parent = (GameObject.Find("/Flags") as GameObject).transform;
            foreach (var item in json["Flags"])
            {
                GameObject g = new Flag(item).Load();
                if (g != null) g.transform.SetParent(parent);
            }

            parent = (GameObject.Find("/Items") as GameObject).transform;
            foreach (var item in json["Items"])
            {
                GameObject g = new Item(item).Load();
                if (g != null) g.transform.SetParent(parent);
            }
        }
Esempio n. 11
0
        public void Start()
        {
            m_animator = GetComponent<Animator>();
            m_collider = GetComponent<Collider2D>();
            m_renderer = GetComponent<SpriteRenderer>();

            if (m_animator != null)
                m_isCollectedHash = Animator.StringToHash("isCollected");

            if (m_renderer != null)
                m_initialSprite = m_renderer.sprite;

            mPlayer = Player.Get();

            mCoreNumber = ++mCoreCounter;
        }
        public void teleport(Player player)
        {
            if (player == null || mTeleportTarget == null || mState == STATE.INACTIVE)
                return;

            // Woohoo! Lambda functions!
            GameManager.Get().delayFunction(() =>
                {
                    mCanTeleport = false;

                    mCollider.size = new Vector2(mBaseSize.x, mBaseSize.y * 2);
                    mCollider.offset = new Vector2(mBaseOffset.x, mBaseOffset.y + mBaseSize.y / 2);

                    player.transform.position = getSpawnPosition();
                });
        }
Esempio n. 13
0
public void Start()
	{
		Player ___p100;
		___p100 = new Player(0);
		SpawnAmount = 2f;
		ScoreText = new CnvText("Text/Score",true);
		Players = (

(new Cons<Player>(___p100,(new Empty<Player>()).ToList<Player>())).ToList<Player>()).ToList<Player>();
		GameReady = false;
		GameOverText = new CnvText("Text/GameOver",false);
		GameOver = false;
		CurrentPlayer = ___p100;
		Asteroids = (

Enumerable.Empty<Asteroid>()).ToList<Asteroid>();
		
}
Esempio n. 14
0
File: Map.cs Progetto: janoskaz/game
        // calculate visibility - how far does the player see?
        public void CalculateVisibility(Player p, int visibility)
        {
            int x = p.X;
            int y = p.Y;
            double dist;

            for (int i = Math.Max(x-visibility,0); i <= Math.Min(x+visibility,this.Width-1); i++)
            {
                for (int j = Math.Max(y-visibility,0); j <= Math.Min(y+visibility,this.Heigth-1); j++)
                {
                    dist = Math.Sqrt((i-x)*(i-x) + (j-y)*(j-y));
                    if (dist < visibility)
                    {
                        location[i,j].Visible = true;
                    }
                }
            }
        }
Esempio n. 15
0
 public Game(string Path, int minL, int maxL)
 {
     Players = new Player[2];
     Players[0] = new Player();
     Players[1] = new Player();
     CurrentPlayer = 0;
     minLen = minL;
     maxLen = maxL;
     Words = new List<string>();
     ReadWords(Path);
     UsedWord = new bool[Words.Count];
     if (Words.Count > 0)
     {
         for (int i = 0; i < Words.Count; ++i)
             UsedWord[i] = false;
         CurrentWordID = GetRandomWordID();
         UsedWord[CurrentWordID] = true;
     }
 }
Esempio n. 16
0
 public static void NewGame(Player currentplayer, bool singleplayer, Size gamesize)
 {
     if (InGame)
     {
         QuitGame();
         return;
     }
     CurrentPlayer = currentplayer;
     SingplePlayer = singleplayer;
     GameSize = gamesize;
     var rand = new Random();
     if (SingplePlayer)
     {
         for (int i = 0; i < 5; i++)
         {
             Players.Add(new Player(new Point(rand.Next(GameSize.Width), rand.Next(GameSize.Height)), "Bot" + (i + 1), null));
         }
     }
 }
Esempio n. 17
0
        public static Player CreateNewPlayer()
        {
            // Pick name
            Console.WriteLine("What is your name?");
            string name = Console.ReadLine().Trim();
            // lets egyptize the name
            int choice = 0;
            string userInput = "";
            string[] names = {(name.ToLower() + "nefer").ToUpperFirstLetter(), (name.ToLower() + "hotep").ToUpperFirstLetter(), "Ptah" + name.ToLower() + "tep", "Nefe" + name.ToLower() + "bet",
                "Ankh" + name.ToLower() + "amun", "Iset" + name.ToLower() + "rure", "Neb" + name.ToLower() + "kare"};
            while (choice < 1 || choice > 7)
            {
                Console.WriteLine("That sounds just bad. What about:");
                for (int i=0; i<names.Length; i++)
                    Console.WriteLine("\t{0}: {1}", i+1, names[i]);
                userInput = Console.ReadLine();
                int.TryParse(userInput, out choice );
            }
            // create new name
            string newname = names[choice-1];

            Characteristics ch = new Characteristics(10,2,1,0);
            Characteristics ch2 = new Characteristics(10,2,1,0);
            Player p = new Player(newname, ch, ch2, 100, 2, 2);

            p.SetCurrentDungeon("dungeon1");

            Item amulet = new Item("Amulet with crocodile");
            p.PickItem(amulet);

            Console.Clear();
            Console.WriteLine("You wake up.");
            Console.WriteLine("Your head is spinning and you feel throbbing pain on the back of your head.");
            Console.WriteLine("There is pitch dark all around you, not a single ray of light. And who are you, anyway?");
            Console.ReadKey();
            Console.WriteLine("Oh yes, your name is {0} and you were building the tomb for Khasekhemre, pharaohs chief accountant.", newname);
            Console.WriteLine("And thats the last thing you remember");
            Console.ReadKey();
            Console.WriteLine("You should probably find out what happened.");
            Console.ReadKey();
            return p;
        }
Esempio n. 18
0
 public void DrawPlayer(Player player, bool clear)
 {
     if (player.Avatar == null)
         Gr.FillRectangle((clear) ? Brushes.Black : Brushes.Blue, player.Position.X - Game.CurrentPlayer.Position.X - AvatarSize,
             player.Position.Y - Game.CurrentPlayer.Position.Y - AvatarSize, 2 * AvatarSize, 2 * AvatarSize);
     else
     {
         if (!clear)
             Gr.DrawImage(player.Avatar, new Point
             {
                 X = player.Position.X - Game.CurrentPlayer.Position.X - player.Avatar.Width,
                 Y = player.Position.Y - Game.CurrentPlayer.Position.Y - player.Avatar.Height
             });
         else
             Gr.FillRectangle(Brushes.Black,
                 player.Position.X - Game.CurrentPlayer.Position.X - player.Avatar.Width,
                 player.Position.Y - Game.CurrentPlayer.Position.Y - player.Avatar.Height,
                 player.Avatar.Width, player.Avatar.Height);
     }
 }
Esempio n. 19
0
        public Game(DungeonVandal.MenuForm form,string player_name)
        {
            Form = form;

            graphics = new GraphicsDeviceManager(this)
            {
                PreferredBackBufferWidth = Form.ViewportSize.Width,
                PreferredBackBufferHeight = Form.ViewportSize.Height
            };
            player = new Player(player_name);
            Form.setPlayerName(player.Name);
            graphics.PreparingDeviceSettings += graphics_PreparingDeviceSettings;
            System.Windows.Forms.Control.FromHandle(Window.Handle).VisibleChanged += MainGame_VisibleChanged;
            System.Windows.Forms.Control.FromHandle(Form.Handle).KeyUp += new System.Windows.Forms.KeyEventHandler(Game_KeyUp);
            System.Windows.Forms.Control.FromHandle(Form.Handle).KeyDown += new System.Windows.Forms.KeyEventHandler(Game_Key);
               // System.Windows.Forms.Control.FromHandle(Form.Handle).KeyPress += new System.Windows.Forms.KeyPressEventHandler(Game_KeyPress);
               Content.RootDirectory = "Content";

            IsMouseVisible = true;
        }
Esempio n. 20
0
        private void ArmorsAvaliableForSell(Player customer)
        {
            var listOfArmorNames = armorsToSell.Keys.ToList();
            var listOfArmorPrices = armorsToSell.Values.ToList();
            int choice;
            bool parseSuccessfull;
            do
            {
                ;
                PrintDesign.WriteLineInGreen($"\nGold in wallet: {customer.Gold}");
                PrintDesign.PrintShop(armorsToSell);
                Console.Write("Number: ");

                parseSuccessfull = int.TryParse(Console.ReadLine(), out choice);

                if (choice <= 0)
                {
                    Console.Clear();
                    PrintDesign.WriteLineInRed("Chosen number to small!");
                }
                else if (parseSuccessfull == false)
                {
                    Console.Clear();
                    PrintDesign.WriteLineInRed("Something went wrong!");
                }
                else if (choice >= 4)
                {
                    Console.Clear();
                    PrintDesign.WriteLineInRed("Chosen number to high!");
                }

            } while (choice >= 4 || choice <= 0 || parseSuccessfull == false);

            if (listOfArmorPrices[choice - 1] > customer.Gold)
            {
                Console.Clear();
                PrintDesign.WriteLineInRed($"You dont have enough money to buy {listOfArmorNames[choice - 1]}!");
            }

            else if (customer.Armor.Contains(listOfArmorNames[choice - 1]))
            {
                Console.Clear();
                PrintDesign.WriteLineInRed($"You already {listOfArmorNames[choice - 1]}!");
            }
            else
            {
                PrintDesign.WriteLineInGreen($"\n{listOfArmorNames[choice - 1]} bought and equipped!");
                customer.Armor = listOfArmorNames[choice - 1];
                customer.Gold -= listOfArmorPrices[choice - 1];

                if (choice == 1)
                {
                    customer.MaxBlock -= ExtraDefenceFromArmor; // tar bort nuvarande bonusen från armor
                    ExtraDefenceFromArmor = 3;
                    customer.MaxBlock += ExtraDefenceFromArmor; // addrar bonusen från den nyköpta armor
                }
                if (choice == 2)
                {
                    customer.MaxBlock -= ExtraDefenceFromArmor;
                    ExtraDefenceFromArmor = 5;
                    customer.MaxBlock += ExtraDefenceFromArmor;
                }
                if (choice == 3)
                {
                    customer.MaxBlock -= ExtraDefenceFromArmor;
                    ExtraDefenceFromArmor = 7;
                    customer.MaxBlock += ExtraDefenceFromArmor;
                }

            }
        }
Esempio n. 21
0
 public void Kill(Player killer)
 {
     KillEvent(this, new PlayerKillEventArgs(this, killer));
     Game.Players.Remove(this);
 }
Esempio n. 22
0
        private void SpecialItemsAvaliableForSell(Player customer)
        {

            var listOfItemNames = specialItemsToSell.Keys.ToList();  // hämmtar namnet på special item till salu
            var listOfItemPrices = specialItemsToSell.Values.ToList(); // hämtar värdet på special item till salu.
            int choice;
            bool parseSuccessfull;
            do
            {
                
                PrintDesign.WriteLineInGreen($"\nGold in wallet: {customer.Gold}");
                PrintDesign.PrintShop(specialItemsToSell);
                Console.Write("Number: ");

                parseSuccessfull = int.TryParse(Console.ReadLine(), out choice);

                if (choice < 0)
                {
                    PrintDesign.WriteLineInRed("Chosen number to small!");
                }
                else if (parseSuccessfull == false)
                {
                    PrintDesign.WriteLineInRed("Something went wrong!");
                }
                else if (choice > 4)
                {
                    PrintDesign.WriteLineInRed("Chosen number to high!");
                }

            } while (choice >= 4 || choice <= 0 || parseSuccessfull == false);

            if (listOfItemPrices[choice - 1] > customer.Gold)
            {
                Console.Clear();
                PrintDesign.WriteLineInRed($"You dont have enough money to buy {listOfItemNames[choice - 1]}!");
            }

            else if (customer.SpecialItem == listOfItemNames[choice - 1])
            {
                Console.Clear();
                PrintDesign.WriteLineInRed($"You already own {listOfItemNames[choice - 1]}!");
            }
            else
            {
                Console.Clear();
                PrintDesign.WriteLineInGreen($"\n{listOfItemNames[choice - 1]} bought and equipped!");
                customer.SpecialItem = listOfItemNames[choice - 1]; // adderar special item till spelaren
                customer.Gold -= listOfItemPrices[choice - 1]; // tar bort det antal guld från spelaren som den köpta varan kostar.

                if (choice == 1)
                {
                    customer.Health -= ExtraHealthFromItems;
                    ExtraHealthFromItems = 1;
                    customer.Health += ExtraHealthFromItems;
                }
                if (choice == 2)
                {
                    customer.Health -= ExtraHealthFromItems;
                    ExtraHealthFromItems = 2;
                    customer.Health += ExtraHealthFromItems;
                }
                if (choice == 3)
                {
                    customer.Health -= ExtraHealthFromItems;
                    ExtraHealthFromItems = 3;
                    customer.Health += ExtraHealthFromItems;
                }

            }
        }
Esempio n. 23
0
File: Map.cs Progetto: janoskaz/game
        public void Draw(Player p)
        {
            int w = Console.WindowWidth;
            int h = ThisGame.mapHeight;

            int diffx = (int)Math.Ceiling((double)(w/2)) - p.X;
            int diffy = (int)Math.Ceiling((double)(h/2)) - p.Y;

            for (int i = 3; i<w-2; i++)
            {
                for (int j = 2; j<h-1; j++)
                {
                    try
                    {
                        Console.CursorLeft = i;
                        Console.CursorTop = j;
                        if (this.location[i-diffx,j-diffy].Visible)
                            Console.Write(this.location[i-diffx,j-diffy].Symbol());
                        else
                            Console.Write('?');
                    }
                    catch
                    {
                        Console.Write('?');
                    }
                }
            }
            for (int i = 0; i<w; i++)
            {
                Console.CursorLeft = i;
                Console.CursorTop = h;
                Console.Write('=');
            }
        }
Esempio n. 24
0
 /// <summary>
 /// Konstruktor �aduj�cy zapisan� gr�
 /// </summary>
 /// <param name="player">Instancja gracza</param>
 /// <param name="game_state_data_to_load">Dane stany gry do �adowania</param>
 /// <param name="data_index">Indeks danych w tablicy stan�w gry</param>
 public void SavedGame(Player player, GameState.GameStateData game_state_data_to_load, int data_index)
 {
     this.player = player;
     data_to_load = game_state_data_to_load;
     if (data_to_load.Count != 0)
         game_map = new Map.Map(tile_size, map_width, map_height, data_to_load.GameMaps[data_index], this.Content, player);
     music = Content.Load<Song>("Audio\\background_music");
     MediaPlayer.IsRepeating = true;
     MediaPlayer.Play(music);
     if (!player.AudioSettings.IsMuted)
         MediaPlayer.Volume = (float)player.AudioSettings.MusicVolume;
     else MediaPlayer.Volume = 0;
     MediaPlayer.Volume = (float)player.AudioSettings.MusicVolume;
     this.data_index = data_index;
     this.player.Dynamite = data_to_load.Dynamites[data_index];
     this.player.Points = data_to_load.Points[data_index];
     this.player.Rackets = data_to_load.Rackets[data_index];
     totalMinutes = data_to_load.TotalMinutes[data_index];
     totalSeconds = data_to_load.TotalSeconds[data_index];
     Form.Invoke(new Action(() => Form.game_panel.playerName.Text = player.Name));
     graphics.PreparingDeviceSettings += graphics_PreparingDeviceSettings;
     System.Windows.Forms.Control.FromHandle(Window.Handle).VisibleChanged += MainGame_VisibleChanged;
     System.Windows.Forms.Control.FromHandle(Form.Handle).KeyUp += new System.Windows.Forms.KeyEventHandler(Game_KeyUp);
     System.Windows.Forms.Control.FromHandle(Form.Handle).KeyPress += new System.Windows.Forms.KeyPressEventHandler(Game_KeyPress);
     System.Windows.Forms.Control.FromHandle(Form.Handle).KeyDown += new System.Windows.Forms.KeyEventHandler(Game_Key);
     System.Windows.Forms.Control.FromHandle(Form.Handle).PreviewKeyDown += new System.Windows.Forms.PreviewKeyDownEventHandler(Game_PreviewKeyDown);
     IsMouseVisible = true;
     isStarted = true;
 }
Esempio n. 25
0
 public IPlace AutomaticAction(Player p)
 {
     // there always will be a script to handle interaction of player and another being
     return this;
 }
Esempio n. 26
0
 public Game(Rectangle boundaries)
 {
     this.boundaries = boundaries;
     player = new Player(this, new Point(boundaries.Left + 10, boundaries.Top + 70), boundaries);
 }
Esempio n. 27
0
        /// <summary>
        /// Initialization of the static class
        /// </summary>
        /// <param name="form_insert"></param>
        /// <param name="Brick_Width"></param>
        /// <param name="Brick_Height"></param>
        /// <param name="seed"></param>
        public static void Init(GameWindow form_insert, int Brick_Width, int Brick_Height, Menu m, int seed = -1)
        {
            StateSaver.Reset();
            StateSaver.SetGameState(StateSaver.GameStates.BricksAlive);
            form = form_insert;
            menu = m;

            if (ReplaySaver.IsReplay)
            {
                seed = ReplaySaver.seed;
            }

            //If there is a given seed, use that one (debug reasons)
            if (seed == -1)
                random = new Random();
            else
                random = new Random(seed);

            Console.WriteLine("Seed " + seed);
            ReplaySaver.seed = seed;

            //boundingbox
            gameField = new RectangleF(
                GameSettings.GamefieldOffsetWidth,
                GameSettings.GamefieldOffsetHeight,
                GameSettings.BrickOffsetWidth * 2 + Brick_Width * (GameSettings.BrickSpacingWidth + GameSettings.BrickSizeWidth),
                GameSettings.BrickOffsetHeight + 100 + Brick_Height * (GameSettings.BrickSpacingHeight + GameSettings.BrickSizeHeight));

            //Fill bricks
            Debug.Print("" + seed);
            bricks = new Brick[Brick_Width, Brick_Height];
            FillBricks();
            numberOfBricks = Brick_Width * Brick_Height;

            //reset score etc.
            score = 0;
            numberOfLives = maxNumberOfLives;

            player = new Player(new Point((int)gameField.Left, (int)gameField.Bottom - 40));
        }
Esempio n. 28
0
 private void NextLevel()
 {
     while (Data.NextMaps.Count == 0)
         Thread.Sleep(100);
     map = Data.NextMaps.Dequeue();
     player = new Player();
     camera = new Camera(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);
     this.camera.Zoom = (float)(Data.Windowsize / 256f);
     Data.Levels++;
 }
Esempio n. 29
0
 private void Load()
 {
     Data.Load(); ;
     int blocks = (Data.BlockPerLevel + (Data.Levels / 10) * 25) * Data.Levels;
     map = new Map(Data.LastSeed, Data.BlockPerLevel + blocks, Data.Levels);
     Data.NextMaps.Clear();
     player = new Player();
     camera = new Camera(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);
     Data.Levels++;
 }
Esempio n. 30
0
        void HandlePetActionHelper(Unit pet, ObjectGuid guid1, uint spellid, ActiveStates flag, ObjectGuid guid2, float x, float y, float z)
        {
            CharmInfo charmInfo = pet.GetCharmInfo();

            if (charmInfo == null)
            {
                Log.outError(LogFilter.Network, "WorldSession.HandlePetAction(petGuid: {0}, tagGuid: {1}, spellId: {2}, flag: {3}): object (GUID: {4} Entry: {5} TypeId: {6}) is considered pet-like but doesn't have a charminfo!",
                             guid1, guid2, spellid, flag, pet.GetGUID().ToString(), pet.GetEntry(), pet.GetTypeId());
                return;
            }

            switch (flag)
            {
            case ActiveStates.Command:                                       //0x07
                switch ((CommandStates)spellid)
                {
                case CommandStates.Stay:                                  //flat=1792  //STAY
                    pet.StopMoving();
                    pet.GetMotionMaster().Clear(false);
                    pet.GetMotionMaster().MoveIdle();
                    charmInfo.SetCommandState(CommandStates.Stay);

                    charmInfo.SetIsCommandAttack(false);
                    charmInfo.SetIsAtStay(true);
                    charmInfo.SetIsCommandFollow(false);
                    charmInfo.SetIsFollowing(false);
                    charmInfo.SetIsReturning(false);
                    charmInfo.SaveStayPosition();
                    break;

                case CommandStates.Follow:                                //spellid=1792  //FOLLOW
                    pet.AttackStop();
                    pet.InterruptNonMeleeSpells(false);
                    pet.GetMotionMaster().MoveFollow(GetPlayer(), SharedConst.PetFollowDist, pet.GetFollowAngle());
                    charmInfo.SetCommandState(CommandStates.Follow);

                    charmInfo.SetIsCommandAttack(false);
                    charmInfo.SetIsAtStay(false);
                    charmInfo.SetIsReturning(true);
                    charmInfo.SetIsCommandFollow(true);
                    charmInfo.SetIsFollowing(false);
                    break;

                case CommandStates.Attack:                                //spellid=1792  //ATTACK
                {
                    // Can't attack if owner is pacified
                    if (GetPlayer().HasAuraType(AuraType.ModPacify))
                    {
                        // @todo Send proper error message to client
                        return;
                    }

                    // only place where pet can be player
                    Unit TargetUnit = Global.ObjAccessor.GetUnit(GetPlayer(), guid2);
                    if (!TargetUnit)
                    {
                        return;
                    }

                    Unit owner = pet.GetOwner();
                    if (owner)
                    {
                        if (!owner.IsValidAttackTarget(TargetUnit))
                        {
                            return;
                        }
                    }

                    pet.ClearUnitState(UnitState.Follow);
                    // This is true if pet has no target or has target but targets differs.
                    if (pet.GetVictim() != TargetUnit || (pet.GetVictim() == TargetUnit && !pet.GetCharmInfo().IsCommandAttack()))
                    {
                        if (pet.GetVictim())
                        {
                            pet.AttackStop();
                        }

                        if (!pet.IsTypeId(TypeId.Player) && pet.ToCreature().IsAIEnabled)
                        {
                            charmInfo.SetIsCommandAttack(true);
                            charmInfo.SetIsAtStay(false);
                            charmInfo.SetIsFollowing(false);
                            charmInfo.SetIsCommandFollow(false);
                            charmInfo.SetIsReturning(false);

                            pet.ToCreature().GetAI().AttackStart(TargetUnit);

                            //10% chance to play special pet attack talk, else growl
                            if (pet.IsPet() && pet.ToPet().getPetType() == PetType.Summon && pet != TargetUnit && RandomHelper.IRand(0, 100) < 10)
                            {
                                pet.SendPetTalk(PetTalk.Attack);
                            }
                            else
                            {
                                // 90% chance for pet and 100% chance for charmed creature
                                pet.SendPetAIReaction(guid1);
                            }
                        }
                        else                                            // charmed player
                        {
                            if (pet.GetVictim() && pet.GetVictim() != TargetUnit)
                            {
                                pet.AttackStop();
                            }

                            charmInfo.SetIsCommandAttack(true);
                            charmInfo.SetIsAtStay(false);
                            charmInfo.SetIsFollowing(false);
                            charmInfo.SetIsCommandFollow(false);
                            charmInfo.SetIsReturning(false);

                            pet.Attack(TargetUnit, true);
                            pet.SendPetAIReaction(guid1);
                        }
                    }
                    break;
                }

                case CommandStates.Abandon:                               // abandon (hunter pet) or dismiss (summoned pet)
                    if (pet.GetCharmerGUID() == GetPlayer().GetGUID())
                    {
                        GetPlayer().StopCastingCharm();
                    }
                    else if (pet.GetOwnerGUID() == GetPlayer().GetGUID())
                    {
                        Cypher.Assert(pet.IsTypeId(TypeId.Unit));
                        if (pet.IsPet())
                        {
                            if (pet.ToPet().getPetType() == PetType.Hunter)
                            {
                                GetPlayer().RemovePet(pet.ToPet(), PetSaveMode.AsDeleted);
                            }
                            else
                            {
                                //dismissing a summoned pet is like killing them (this prevents returning a soulshard...)
                                pet.setDeathState(DeathState.Corpse);
                            }
                        }
                        else if (pet.HasUnitTypeMask(UnitTypeMask.Minion))
                        {
                            ((Minion)pet).UnSummon();
                        }
                    }
                    break;

                case CommandStates.MoveTo:
                    pet.StopMoving();
                    pet.GetMotionMaster().Clear(false);
                    pet.GetMotionMaster().MovePoint(0, x, y, z);
                    charmInfo.SetCommandState(CommandStates.MoveTo);

                    charmInfo.SetIsCommandAttack(false);
                    charmInfo.SetIsAtStay(true);
                    charmInfo.SetIsFollowing(false);
                    charmInfo.SetIsReturning(false);
                    charmInfo.SaveStayPosition();
                    break;

                default:
                    Log.outError(LogFilter.Network, "WORLD: unknown PET flag Action {0} and spellid {1}.", flag, spellid);
                    break;
                }
                break;

            case ActiveStates.Reaction:                                      // 0x6
                switch ((ReactStates)spellid)
                {
                case ReactStates.Passive:                                 //passive
                    pet.AttackStop();
                    goto case ReactStates.Defensive;

                case ReactStates.Defensive:                               //recovery
                case ReactStates.Aggressive:                              //activete
                    if (pet.IsTypeId(TypeId.Unit))
                    {
                        pet.ToCreature().SetReactState((ReactStates)spellid);
                    }
                    break;
                }
                break;

            case ActiveStates.Disabled:                                      // 0x81    spell (disabled), ignore
            case ActiveStates.Passive:                                       // 0x01
            case ActiveStates.Enabled:                                       // 0xC1    spell
            {
                Unit unit_target = null;

                if (!guid2.IsEmpty())
                {
                    unit_target = Global.ObjAccessor.GetUnit(GetPlayer(), guid2);
                }

                // do not cast unknown spells
                SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(spellid);
                if (spellInfo == null)
                {
                    Log.outError(LogFilter.Network, "WORLD: unknown PET spell id {0}", spellid);
                    return;
                }

                foreach (SpellEffectInfo effect in spellInfo.GetEffectsForDifficulty(Difficulty.None))
                {
                    if (effect != null && (effect.TargetA.GetTarget() == Targets.UnitSrcAreaEnemy || effect.TargetA.GetTarget() == Targets.UnitDestAreaEnemy || effect.TargetA.GetTarget() == Targets.DestDynobjEnemy))
                    {
                        return;
                    }
                }

                // do not cast not learned spells
                if (!pet.HasSpell(spellid) || spellInfo.IsPassive())
                {
                    return;
                }

                //  Clear the flags as if owner clicked 'attack'. AI will reset them
                //  after AttackStart, even if spell failed
                if (pet.GetCharmInfo() != null)
                {
                    pet.GetCharmInfo().SetIsAtStay(false);
                    pet.GetCharmInfo().SetIsCommandAttack(true);
                    pet.GetCharmInfo().SetIsReturning(false);
                    pet.GetCharmInfo().SetIsFollowing(false);
                }

                Spell spell = new Spell(pet, spellInfo, TriggerCastFlags.None);

                SpellCastResult result = spell.CheckPetCast(unit_target);

                //auto turn to target unless possessed
                if (result == SpellCastResult.UnitNotInfront && !pet.isPossessed() && !pet.IsVehicle())
                {
                    Unit unit_target2 = spell.m_targets.GetUnitTarget();
                    if (unit_target)
                    {
                        pet.SetInFront(unit_target);
                        Player player = unit_target.ToPlayer();
                        if (player)
                        {
                            pet.SendUpdateToPlayer(player);
                        }
                    }
                    else if (unit_target2)
                    {
                        pet.SetInFront(unit_target2);
                        Player player = unit_target2.ToPlayer();
                        if (player)
                        {
                            pet.SendUpdateToPlayer(player);
                        }
                    }
                    Unit powner = pet.GetCharmerOrOwner();
                    if (powner)
                    {
                        Player player = powner.ToPlayer();
                        if (player)
                        {
                            pet.SendUpdateToPlayer(player);
                        }
                    }

                    result = SpellCastResult.SpellCastOk;
                }

                if (result == SpellCastResult.SpellCastOk)
                {
                    unit_target = spell.m_targets.GetUnitTarget();

                    //10% chance to play special pet attack talk, else growl
                    //actually this only seems to happen on special spells, fire shield for imp, torment for voidwalker, but it's stupid to check every spell
                    if (pet.IsPet() && (pet.ToPet().getPetType() == PetType.Summon) && (pet != unit_target) && (RandomHelper.IRand(0, 100) < 10))
                    {
                        pet.SendPetTalk(PetTalk.SpecialSpell);
                    }
                    else
                    {
                        pet.SendPetAIReaction(guid1);
                    }

                    if (unit_target && !GetPlayer().IsFriendlyTo(unit_target) && !pet.isPossessed() && !pet.IsVehicle())
                    {
                        // This is true if pet has no target or has target but targets differs.
                        if (pet.GetVictim() != unit_target)
                        {
                            if (pet.GetVictim())
                            {
                                pet.AttackStop();
                            }
                            pet.GetMotionMaster().Clear();
                            if (pet.ToCreature().IsAIEnabled)
                            {
                                pet.ToCreature().GetAI().AttackStart(unit_target);
                            }
                        }
                    }

                    spell.prepare(spell.m_targets);
                }
                else
                {
                    if (pet.isPossessed() || pet.IsVehicle())         // @todo: confirm this check
                    {
                        Spell.SendCastResult(GetPlayer(), spellInfo, spell.m_SpellVisual, spell.m_castId, result);
                    }
                    else
                    {
                        spell.SendPetCastResult(result);
                    }

                    if (!pet.GetSpellHistory().HasCooldown(spellid))
                    {
                        pet.GetSpellHistory().ResetCooldown(spellid, true);
                    }

                    spell.finish(false);
                    spell.Dispose();

                    // reset specific flags in case of spell fail. AI will reset other flags
                    if (pet.GetCharmInfo() != null)
                    {
                        pet.GetCharmInfo().SetIsCommandAttack(false);
                    }
                }
                break;
            }

            default:
                Log.outError(LogFilter.Network, "WORLD: unknown PET flag Action {0} and spellid {1}.", flag, spellid);
                break;
            }
        }
Esempio n. 31
0
        private void WeaponAvailableForSell(Player customer)
        {
            var listOfWeaponNames = weaponsToSell.Keys.ToList();
            var listOfWeaponPrices = weaponsToSell.Values.ToList();
            int choice;
            bool parseSuccessfull;

            Console.Clear();
            Console.WriteLine($"Weapons avaliable for the {customer.FightClass}:");
            do
            {
                
                PrintDesign.WriteLineInGreen($"\nGold in wallet: {customer.Gold}");
                PrintDesign.PrintShop(weaponsToSell);
                Console.Write("Number: ");

                parseSuccessfull = int.TryParse(Console.ReadLine(), out choice);

                if (choice <= 0)
                {
                    Console.Clear();
                    PrintDesign.WriteLineInRed("Chosen number to small!");
                }
                else if (parseSuccessfull == false)
                {
                    Console.Clear();
                    PrintDesign.WriteLineInRed("Something went wrong!");
                }
                else if (choice >= 4)
                {
                    Console.Clear();
                    PrintDesign.WriteLineInRed("Chosen number to high!");
                }

            } while (choice >= 4 || choice <= 0 || parseSuccessfull == false);

            if (listOfWeaponPrices[choice - 1] > customer.Gold)
            {
                Console.Clear();
                PrintDesign.WriteLineInRed($"You dont have enough money to buy {listOfWeaponNames[choice - 1]}!");
            }

            else if (customer.Weapon == listOfWeaponNames[choice - 1])
            {
                Console.Clear();
                PrintDesign.WriteLineInRed($"You already own {listOfWeaponNames[choice - 1]}!");
            }
            else
            {
                Console.Clear();
                PrintDesign.WriteLineInGreen($"\n{listOfWeaponNames[choice - 1]} bought and equipped!");
                customer.Weapon = listOfWeaponNames[choice - 1];
                customer.Gold -= listOfWeaponPrices[choice - 1];

                if (choice == 1)
                {
                    customer.MaxDmg -= ExtraDamageFromWeapons;
                    ExtraDamageFromWeapons = 3;
                    customer.MaxDmg += ExtraDamageFromWeapons;
                }
                if (choice == 2)
                {
                    customer.MaxDmg -= ExtraDamageFromWeapons;
                    ExtraDamageFromWeapons = 5;
                    customer.MaxDmg += ExtraDamageFromWeapons;
                }
                if (choice == 3)
                {
                    customer.MaxDmg -= ExtraDamageFromWeapons;
                    ExtraDamageFromWeapons = 7;
                    customer.MaxDmg += ExtraDamageFromWeapons;
                }
            }
        }
Esempio n. 32
0
 public virtual void VoluntaryAction(Player p)
 {
 }
Esempio n. 33
0
 /// <summary>
 /// Performs the action. If user has coorect key, opens the door, else - tells him he needs a key.
 /// </summary>
 /// <returns>
 /// The action.
 /// </returns>
 /// <param name='p'>
 /// If set to <c>true</c> p.
 /// </param>
 /// <param name='l'>
 /// If set to <c>true</c> l.
 /// </param>
 /// <param name='msg'>
 /// If set to <c>true</c> message.
 /// </param>
 /// <param name='l2'>
 /// If set to <c>true</c> l2.
 /// </param>
 public override IPlace AutomaticAction(Player p)
 {
     // this wont happen, every door has a key
     return this;
 }
Esempio n. 34
0
        /// <summary>
        /// Konstruktor ³aduj¹cy zapisan¹ grê
        /// </summary>
        /// <param name="form"> WskaŸnik do okna gry</param>
        /// <param name="player">Instancja gracza</param>
        /// <param name="game_state_data_to_load">Dane stany gry do ³adowania</param>
        /// <param name="data_index">Indeks danych w tablicy stanów gry</param>
        public Game(DungeonVandal.MenuForm form, Player player, GameState.GameStateData game_state_data_to_load, int data_index)
        {
            Form = form;
            graphics = new GraphicsDeviceManager(this)
            {
                PreferredBackBufferWidth = Form.ViewportSize.Width,
                PreferredBackBufferHeight = Form.ViewportSize.Height
            };

            data_to_load = game_state_data_to_load;
            this.data_index = data_index;
            this.player = player;
            this.player.Dynamite = data_to_load.Dynamites[data_index];
            this.player.Points = data_to_load.Points[data_index];
            this.player.Rackets = data_to_load.Rackets[data_index];
            totalMinutes = data_to_load.TotalMinutes[data_index];
            totalSeconds = data_to_load.TotalSeconds[data_index];
            Form.setPlayerName(player.Name);
            graphics.PreparingDeviceSettings += graphics_PreparingDeviceSettings;
            System.Windows.Forms.Control.FromHandle(Window.Handle).VisibleChanged += MainGame_VisibleChanged;
            System.Windows.Forms.Control.FromHandle(Form.Handle).KeyUp += new System.Windows.Forms.KeyEventHandler(Game_KeyUp);
            System.Windows.Forms.Control.FromHandle(Form.Handle).KeyPress += new System.Windows.Forms.KeyPressEventHandler(Game_KeyPress);
            System.Windows.Forms.Control.FromHandle(Form.Handle).KeyDown += new System.Windows.Forms.KeyEventHandler(Game_Key);
            System.Windows.Forms.Control.FromHandle(Form.Handle).PreviewKeyDown += new System.Windows.Forms.PreviewKeyDownEventHandler(Game_PreviewKeyDown);

            Content.RootDirectory = "Content";

            IsMouseVisible = true;
        }
Esempio n. 35
0
 /// <summary>
 /// Konstruktor dla nowej gry
 /// </summary>
 /// <param name="player">Instancja gracza</param>
 public void NewGame(Player player)
 {
     this.player = player;
     game_map = new Map.Map(tile_size, map_width, map_height, this.Content, player, Form.ChoosenLevel);
     music = Content.Load<Song>("Audio\\background_music");
     MediaPlayer.IsRepeating = true;
     MediaPlayer.Play(music);
     if (!player.AudioSettings.IsMuted)
         MediaPlayer.Volume = (float)player.AudioSettings.MusicVolume;
     else MediaPlayer.Volume = 0;
     Form.setPlayerName(player.Name);
     graphics.PreparingDeviceSettings += graphics_PreparingDeviceSettings;
     System.Windows.Forms.Control.FromHandle(Window.Handle).VisibleChanged += MainGame_VisibleChanged;
     System.Windows.Forms.Control.FromHandle(Form.Handle).KeyUp += new System.Windows.Forms.KeyEventHandler(Game_KeyUp);
     System.Windows.Forms.Control.FromHandle(Form.Handle).KeyPress += new System.Windows.Forms.KeyPressEventHandler(Game_KeyPress);
     System.Windows.Forms.Control.FromHandle(Form.Handle).KeyDown += new System.Windows.Forms.KeyEventHandler(Game_Key);
     IsMouseVisible = true;
     isStarted = true;
 }