Esempio n. 1
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 /// <summary>
 /// Construcs a player object, that can live in a physical realm
 /// </summary>
 /// <param name="content">Content manager for the game</param>
 /// <param name="name">Name of the image resource for the player</param>
 /// <param name="initialPosition">Initial posisition in the level</param>
 /// <param name="scalingFactors">Factor for the image resource(i.e. half the size would be (.5,.5))</param>
 /// <param name="controlScheme">Controller scheme for the player(Controller or keyboard)</param>
 public Player(ContentManager content, String name, Vector2 scalingFactors, 
     Vector2 initialPosition,ref PhysicsEnvironment environment, IControlScheme controlScheme)
     : base(content, name, scalingFactors, initialPosition,ref environment)
 {
     mControls = controlScheme;
     mSpawnPoint = initialPosition;
 }
Esempio n. 2
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        /// <summary>
        /// Constructs a PhysicsObject; Loads the required info from the content pipeline, and defines its size and location
        /// </summary>
        /// <param name="content">Content pipeline</param>
        /// <param name="spriteBatch">The drawing canvas of the game. Used for collision detection with the level</param>
        /// <param name="name">Name of the physics object so that it can be loaded</param>
        /// <param name="scalingFactors">Factor for the image resource(i.e. half the size would be (.5,.5)</param>
        /// <param name="initialPosition">Position of where this object starts in the level</param>
        public PhysicsObject(ContentManager content, String name, Vector2 scalingFactors, Vector2 initialPosition, ref PhysicsEnvironment environment)
        {
            mName = name;
            Load(content, name);
            mEnvironment = environment;

            mPosition = initialPosition;
            mSize = new Vector2(mTexture.Width * scalingFactors.X, mTexture.Height * scalingFactors.Y);

            UpdateBoundingBoxes();
        }
Esempio n. 3
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        /// <summary>
        /// Construcs a player object, that can live in a physical realm
        /// </summary>
        /// <param name="content">Content manager for the game</param>
        /// <param name="name">Name of the image resource for the player</param>
        /// <param name="initialPosition">Initial posisition in the level</param>
        /// <param name="controlScheme">Controller scheme for the player(Controller or keyboard)</param>
        public Player(ContentManager content, ref PhysicsEnvironment environment, IControlScheme controlScheme, float friction, EntityInfo entity)
            : base(content, ref environment,friction, entity)
        {
            mControls = controlScheme;
            mSpawnPoint = mPosition;
            mRotation = 0.0f;
            mGoalRotation = 0.0f;

            mFaceGoalRotation = 0.0f;
            mFaceRotation = 0.0f;

            ID = entity.mId;

            PlayerFaces.Load(content);

            mCurrentTexture = PlayerFaces.FromString("Smile");
            mSize = new Vector2(mCurrentTexture.Width, mCurrentTexture.Height);
            mPreviousDirection = GravityDirections.Down;
        }
Esempio n. 4
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        /// <summary>
        /// Constructs a PhysicsObject; Loads the required info from the content pipeline, and defines its size and location
        /// </summary>
        /// <param name="content">Content pipeline</param>
        /// <param name="spriteBatch">The drawing canvas of the game. Used for collision detection with the level</param>
        /// <param name="name">Name of the physics object so that it can be loaded</param>
        /// <param name="scalingFactors">Factor for the image resource(i.e. half the size would be (.5,.5)</param>
        /// <param name="initialPosition">Position of where this object starts in the level</param>
        public PhysicsObject(ContentManager content, ref PhysicsEnvironment environment, float friction, EntityInfo entity)
            : base(content, friction, entity)
        {
            mEnvironment = environment;
            mVelocity = new Vector2(0, 0);
            mOriginalPosition = mOriginalInfo.mLocation;
            mIsRail = mOriginalInfo.mProperties.ContainsKey(XmlKeys.RAIL);

            if (mIsRail)
                if (mOriginalInfo.mProperties[XmlKeys.RAIL] == XmlKeys.RAIL_X)
                {
                    mHiBound = GridSpace.GetDrawingCoord(mOriginalPosition).X + (int.Parse(mOriginalInfo.mProperties[XmlKeys.LENGTH]) * 64);
                    mLowBound = GridSpace.GetDrawingCoord(mOriginalPosition).X;
                    mAxis = GridSpace.GetDrawingCoord(mOriginalPosition).Y;
                }
                else
                {
                    mHiBound = GridSpace.GetDrawingCoord(mOriginalPosition).Y + (int.Parse(mOriginalInfo.mProperties[XmlKeys.LENGTH]) * 64);
                    mLowBound = GridSpace.GetDrawingCoord(mOriginalPosition).Y;
                    mAxis = GridSpace.GetDrawingCoord(mOriginalPosition).X;
                }
            else
                mHiBound = mLowBound = mAxis = 0;

            UpdateBoundingBoxes();
            mMass = 1;
        }
Esempio n. 5
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 /// <summary>
 /// Constructs a tile that reacts to gravity in the opposite direction
 /// </summary>
 /// <param name="content">The games content manager</param>
 /// <param name="name">Name of the Object("Images/{Type}/{Name}"</param>
 /// <param name="initialPosition">Starting position</param>
 /// <param name="friction">Friction that reacts to physics objects</param>
 /// <param name="isSquare">True if the object should behave like a square</param>
 /// <param name="isHazardous">True if the object should kill the player when touched</param>
 public ReverseTile(ContentManager content, ref PhysicsEnvironment environment, float friction, EntityInfo entity)
     : base(content, ref environment, friction, entity)
 {
     mBeingAnimated = false;
     mAnimationTexture = new AnimatedSprite();
 }
Esempio n. 6
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        /// <summary>
        /// Initializes a new instance of the <see cref="Level"/> class.
        /// </summary>
        /// <param name="name">The name of the level</param>
        /// <param name="controls">The controls scheme</param>
        /// <param name="viewport">The viewport for the cameras</param>
        public Level(String filepath, IControlScheme controls, Viewport viewport)
        {
            Filepath = filepath;
            mControls = controls;

            mCam = new Camera(viewport);

            mScreenRect = viewport.TitleSafeArea;

            mRails = new List<EntityInfo>();

            mObjects = new List<GameObject>();
            mCollected = new List<GameObject>();
            mRemoveCollected = new List<GameObject>();
            mActiveAnimations = new Dictionary<Vector2, AnimatedSprite>();
            mTrigger = new List<Trigger>();
            mPhysicsEnvironment = new PhysicsEnvironment();

            mTimerStar = mDeathStar = mTimerStar = 0;
        }
Esempio n. 7
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        /// <summary>
        /// Initializes a new instance of the <see cref="Level"/> class.
        /// </summary>
        /// <param name="name">The name of the level</param>
        /// <param name="controls">The controls scheme</param>
        /// <param name="viewport">The viewport for the cameras</param>
        public Level(String filepath, IControlScheme controls, Viewport viewport)
        {
            Filepath = filepath;
            mControls = controls;

            mCam = new Camera(viewport);

            mBounds = viewport.Bounds;
            mScreenRect = viewport.TitleSafeArea;

            mRails = new List<EntityInfo>();

            mObjects = new List<GameObject>();
            mCollected = new List<GameObject>();
            mRemoveCollected = new List<GameObject>();
            mActiveAnimations = new Dictionary<Vector2, AnimatedSprite>();
            mTrigger = new List<Trigger>();
            mPhysicsEnvironment = new PhysicsEnvironment();

            mTimerStar = mDeathStar = mTimerStar = 0;

            bw = new BackgroundWorker { WorkerReportsProgress = false, WorkerSupportsCancellation = false };
            bw.DoWork += UpdateParticles;
        }
Esempio n. 8
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 public GenericObject(ContentManager content, String name, Vector2 scalingFactors, Vector2 initialPosition, ref PhysicsEnvironment environment)
     : base(content, name, scalingFactors, initialPosition, ref environment)
 {
 }
        /// <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()
        {
            mGraphics.PreferredBackBufferWidth = mGraphics.GraphicsDevice.DisplayMode.Width;
            mGraphics.PreferredBackBufferHeight = mGraphics.GraphicsDevice.DisplayMode.Height;
            mGraphics.ToggleFullScreen();
            mGraphics.ApplyChanges();

            mObjects = new List<PhysicsObject>();
            mCurrentLevel = new Level();
            mPhysicsEnvironment = new PhysicsEnvironment();

            base.Initialize();
        }
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            KeyboardState keyboard = Keyboard.GetState();
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed
                || keyboard.IsKeyDown(Keys.Escape))
                this.Exit();

            Random rand = new Random();
            PhysicsEnvironment environment = new PhysicsEnvironment();
            environment.TerminalSpeed = rand.Next(100)+1;
            environment.GravityDirection = (GravityDirections)(rand.Next()%4);
            environment.GravityMagnitude = rand.Next(3)+1;
            if (keyboard.IsKeyDown(Keys.N))
            {
                if (rand.Next() % 3 == 0)
                    environment = mPhysicsEnvironment;
                mObjects.Add(new GenericObject(Content, "Player",
                        new Vector2(1, 1), new Vector2(rand.Next(), rand.Next()), ref environment));
            }

            foreach (PhysicsObject pObject in mObjects)
            {
                pObject.Update(gameTime);
                if (pObject is Player) ChangeValues((Player)pObject, keyboard);
                pObject.fixForBounds(mGraphics.PreferredBackBufferWidth, mGraphics.PreferredBackBufferHeight);
            }

            base.Update(gameTime);
        }