public void load() { int AINum = mWorld.level < 3 ? 10 : 20; for (int i = 0; i < AINum; i++) { WorldObject bug = new WorldObject(AITexture); mAI.Add(bug); } mWorld.SetAIComponent(mAI); }
public bool Intersects(WorldObject wo) { if ((wo.Right > Left && Right > wo.Left) && wo.Top < Bottom && Top < wo.Bottom) { return true; } return false; }
private bool addPlatform(WorldObject newPlatform) { lastXPlatform += rand.Next(150, 300); int randYGap = rand.Next(90, 200); if (lastXPlatform > 10000) return false; mPlatform.Add(newPlatform); newPlatform.Position = new Vector2(lastXPlatform, lastYPlatform); addCoin(lastXPlatform, lastYPlatform, newPlatform.Width); bool up; if (lastYPlatform - randYGap < -mWorld.towerBounds.Bottom / 6) { up = false; } else if (lastYPlatform + randYGap > mWorld.towerBounds.Bottom * 5 / 6 - mWorld.groundHeight) { up = true; } else { up = rand.Next(0, 2) == 0; } randYGap = up ? -randYGap : randYGap; lastYPlatform += randYGap; return true; }
private void addCoin(int x, int y, int width) { WorldObject newCoin = new WorldObject(coinTexture); newCoin.Position = new Vector2(x + width/2 - newCoin.Width/2, y - 80); coins.Add(newCoin); }
private bool landed(List<WorldObject> platformList) { foreach (WorldObject platform in platformList) { if (mPlayer.Middle >= platform.Left && mPlayer.Middle <= platform.Right) { if (platform.above && mPlayer.Bottom >= platform.Top) { mCurrentPlatform = platform; platform.above = false; landSound.Play(); mPlayer.Position = new Vector2(mPlayer.Position.X, platform.Top - mPlayer.Height); return true; } else if (mPlayer.Bottom <= platform.Top) { platform.above = true; } } if (mPlayer.Bottom >= platform.Top) { platform.above = false; } } return false; }
protected override void LoadContent() { mSpriteBatch = new SpriteBatch(Game.GraphicsDevice); font = Game.Content.Load<SpriteFont>(mConstants.ScoreFont); coinSound = Game.Content.Load<SoundEffect>("Bleep"); landSound = Game.Content.Load<SoundEffect>("Click01"); dieSound = Game.Content.Load<SoundEffect>("claps"); fallSound = Game.Content.Load<SoundEffect>("bomb"); // hills = Game.Content.Load<Texture2D>("hills"); ground = Game.Content.Load<Texture2D>("ground"); groundHeight = ground.Height; endTexture = Game.Content.Load<Texture2D>("house"); endSpot = new WorldObject(endTexture); endSpot.Position = new Vector2(9000 - endSpot.Width, towerBounds.Bottom - ground.Height - endSpot.Height); // endSpot.Position = new Vector2(400, towerBounds.Bottom - ground.Height - endSpot.Height); load(); }
internal void SetPlayerComponent(WorldObject player) { mPlayer = player; mPlayer.Position = new Vector2(80, towerBounds.Bottom - ground.Height - mPlayer.Height); blood.Position = mPlayer.Position; }
public void load() { background = new List<Texture2D>(); mainFrame = new List<Rectangle>(); mainFrameGround = new List<Rectangle>(); background.Add(Game.Content.Load<Texture2D>("1")); background.Add(Game.Content.Load<Texture2D>("2")); background.Add(Game.Content.Load<Texture2D>("3")); background.Add(Game.Content.Load<Texture2D>("4")); background.Add(Game.Content.Load<Texture2D>("5")); bloodTexture = Game.Content.Load<Texture2D>("blood"); blood = new WorldObject(bloodTexture); for (int i = 0; i < frames; i++) { mainFrame.Add(new Rectangle(2000 * i, topOfBackGround, 2000, 2000)); mainFrameGround.Add(new Rectangle(2000 * i, towerBounds.Bottom - ground.Height, 1293, 98)); } die = false; die2 = false; mCurrentPlatform = new WorldObject(); base.LoadContent(); }