Esempio n. 1
0
        public void LoadMap()
        {
            Blocks  = new List <Block>();
            Ladders = new List <Ladder>();
            Doors   = new List <Door>();
            Nodes   = new List <Node>();
            if (!KeyCollected)
            {
                stars = new List <Star>();
            }
            key = null;
            Block  Block;
            Ladder Ladder;
            Toilet Toilet;
            Star   Star;
            Door   Door;
            Key    Key;
            Block  Fence;
            Node   Node;

            for (int i = 0; i < ActiveMap.Map.GetLength(0); i++)
            {
                for (int j = 0; j < ActiveMap.Map.GetLength(1); j++)
                {
                    switch (ActiveMap.Map[i, j])
                    {
                    case 0:
                        break;

                    case 1:
                        Block = new Block(new Vector2(j * 50, i * 50));
                        if (i == 0)
                        {
                            Block.Texture = FloorTexture;
                        }
                        else if (ActiveMap.Map[i - 1, j] != 1)
                        {
                            Block.Texture = FloorTexture;
                            Node          = new Node(new Vector2(j * 50, (i - 1) * 50));
                            Nodes.Add(Node);
                        }
                        else
                        {
                            Block.Texture = WallTexture;
                        }
                        Blocks.Add(Block);
                        break;

                    case 2:
                        Ladder = new Ladder(new Vector2(j * 50, i * 50))
                        {
                            Texture = LadderTexture
                        };
                        Ladders.Add(Ladder);
                        Node = new Node(new Vector2(j * 50, i * 50));
                        Nodes.Add(Node);
                        if (ActiveMap.Map[i - 1, j] == 0)
                        {
                            Node = new Node(new Vector2(j * 50, (i - 1) * 50));
                            Nodes.Add(Node);
                        }
                        break;

                    case 3:     //toilet
                        Toilet = new Toilet(new Vector2(j * 50, i * 50))
                        {
                            Texture = toiletTexture
                        };
                        Goal = Toilet;
                        break;

                    case 4:     //end

                        break;

                    case 5:     //key
                        if (!KeyCollected)
                        {
                            Key = new Key(new Vector2(j * 50, i * 50))
                            {
                                Texture = keyTexture
                            };
                            key = Key;
                        }
                        break;

                    case 6:     //star
                        if (!KeyCollected)
                        {
                            Star = new Star(new Vector2(j * 50, i * 50))
                            {
                                Texture = starTexture
                            };
                            Stars.Add(Star);
                        }
                        break;

                    case 7:     //door
                        if (!KeyCollected)
                        {
                            if (ActiveMap.Map[i + 1, j] == 7)
                            {
                                Door = new Door(new Vector2(j * 50, i * 50))
                                {
                                    Texture = doorTextureTop
                                };
                            }
                            else
                            {
                                Door = new Door(new Vector2(j * 50, i * 50))
                                {
                                    Texture = doorTexture
                                };
                            }
                            Doors.Add(Door);
                        }
                        break;

                    case 8:
                        Flag = new Flag(new Vector2(j * 50, i * 50))
                        {
                            Texture = flagTexture
                        };
                        break;

                    case 9:
                        Fence = new Block(new Vector2(j * 50, i * 50))
                        {
                            Texture = fenceTexture
                        };
                        Fences.Add(Fence);
                        break;
                    }
                }
            }

            for (int i = 0; i < Nodes.Count; i++)
            {
                Debug.WriteLine(i + ". " + Nodes[i].Position);
            }

            for (int i = 0; i < Enemies.Count; i++)
            {
                Enemies[i].Texture = EnemyTexture;
            }
        }
Esempio n. 2
0
        /// <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)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }
            // TODO: Add your update logic here

            MouseState mouse = Mouse.GetState();

            switch (gameState)
            {
            case GameState.MainMenu:
                if (btnAzerty.click == true)
                {
                    player.Controls = new ControlsZQSD();
                    gameState       = GameState.Game;
                }
                if (btnQwerty.click == true)
                {
                    player.Controls = new ControlsWASD();
                    gameState       = GameState.Game;
                }
                btnAzerty.Update(mouse);
                btnQwerty.Update(mouse);

                if (Keyboard.GetState().IsKeyDown(Keys.E))
                {
                    gameState = GameState.Finished;
                }

                break;

            case GameState.Game:
                IsMouseVisible = false;

                if (Keyboard.GetState().IsKeyDown(Keys.F2))
                {
                    lives = 5;
                    NextLevel(0);
                }

                level.IssueCommands();

                player.Update(gameTime);
                if (player.CheckDeath(level.Enemies))
                {
                    if (lives == 0)
                    {
                        gameState = GameState.GameOver;
                    }
                    lives--;
                    player.Position = Respawn;
                }

                if (player.CheckItem(level.key))
                {
                    level.KeyCollected = true;
                    Respawn            = level.key.Position;
                    level.LoadMap();
                    collisionManager   = new CollisionManager(level.GetLevelCollision(), level.Ladders);
                    player.CollManager = collisionManager;
                }

                for (int i = 0; i < level.Stars.Count; i++)
                {
                    Star star = level.Stars[i];
                    if (player.CheckItem(star))
                    {
                        level.Stars.Remove(star);
                        starsCollected++;
                    }
                }

                if (player.CheckItem(level.Goal) && !level.GoalReached)
                {
                    level.GoalReached = true;
                    soundEffects[0].CreateInstance().Play();
                    Respawn = level.Goal.Position;
                }

                if (player.CheckItem(level.Flag) && level.GoalReached)
                {
                    if (starsCollected == starsTotal)
                    {
                        lives = lives + 5;
                    }
                    if (!levelCompleted)
                    {
                        NextLevel(1);
                        levelCompleted = true;
                    }
                    else
                    {
                        gameState = GameState.Finished;
                    }
                    soundEffects[1].CreateInstance().Play();
                }

                camera.Update(player.Position, level.Width, level.Height);
                foreach (Enemy enemy in level.Enemies)
                {
                    enemy.Update(gameTime);
                    if (level.GoalReached && ((enemy.Position.X % 2) == 0))
                    {
                        enemy.WalkSpeedx = 2;
                    }
                }
                break;

            case GameState.GameOver:
                if (Keyboard.GetState().IsKeyDown(Keys.F2))
                {
                    lives          = 5;
                    levelCompleted = false;
                    NextLevel(0);
                }
                break;
            }


            base.Update(gameTime);
        }