Esempio n. 1
0
        public Game()
            : base(640, 480, new OpenTK.Graphics.GraphicsMode(32, 24, 0, 8))
        {
            Title        = "";
            slevel       = "menu";
            WindowBorder = WindowBorder.Fixed;
            if (SoundManager.volume == -1)
            {
                SoundManager.volume = 0.1f;
            }
            DialogBox.cd = intro[0].color;
            DialogBox.LoadString(intro[0].msg);
            GL.Enable(EnableCap.Texture2D);
            GL.Enable(EnableCap.Blend);
            //Set how the alpha blending function works
            GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
            ObjectHandler.Load();

            Input.Initialize(this);
            view = new View(Vector2.Zero, 1f, 0.0);
        } //Window initializer
Esempio n. 2
0
        public Level(string filePath)
        {
            this.filePath = filePath;

            try
            {
                if (Path.GetExtension(filePath).ToLower() == ".xml" || Path.GetExtension(filePath).ToLower() == ".tmx")
                {
                    #region Loading XML
                    using (FileStream stream = new FileStream(filePath, FileMode.Open, FileAccess.Read))
                    {
                        XmlDocument doc = new XmlDocument();
                        doc.Load(stream);

                        int width  = int.Parse(doc.DocumentElement.GetAttribute("width"));
                        int height = int.Parse(doc.DocumentElement.GetAttribute("height"));

                        this.grid           = new Block[width, height];
                        this.filePath       = filePath;
                        this.playerStartPos = new Point(1, 1);

                        XmlNode     tileLayer = doc.DocumentElement.SelectSingleNode("layer[@name='Tile Layer 1']");
                        XmlNode     data      = tileLayer.SelectSingleNode("data");
                        XmlNodeList tiles     = data.SelectNodes("tile");

                        int x = 0, y = 0;
                        for (int i = 0; i < tiles.Count; i++)
                        {
                            int gid = int.Parse(tiles[i].Attributes["gid"].Value);

                            switch (gid)
                            {
                            case 0:     //Empty space
                                grid[x, y] = new Block(BlockType.Empty, x, y, (((gid - 1) % 12) * 72), (int)Math.Floor((float)(gid - 1) / 12) * 72);
                                break;

                            case 26:     //Torch
                                grid[x, y] = new Block(BlockType.Empty, x, y, (((gid - 1) % 12) * 72), (int)Math.Floor((float)(gid - 1) / 12) * 72);
                                break;

                            case 44:     //WaterBody
                                grid[x, y] = new Block(BlockType.Empty, x, y, (((gid - 1) % 12) * 72), (int)Math.Floor((float)(gid - 1) / 12) * 72);
                                break;

                            case 103:     //WaterHead
                                grid[x, y] = new Block(BlockType.Empty, x, y, (((gid - 1) % 12) * 72), (int)Math.Floor((float)(gid - 1) / 12) * 72);
                                break;

                            case 8:     //LavaBody
                                grid[x, y] = new Block(BlockType.Empty, x, y, (((gid - 1) % 12) * 72), (int)Math.Floor((float)(gid - 1) / 12) * 72);
                                break;

                            case 151:     //LavaLadder
                                grid[x, y] = new Block(BlockType.Ladder, x, y, (((gid - 1) % 12) * 72), (int)Math.Floor((float)(gid - 1) / 12) * 72);
                                break;

                            case 139:     //LavaHead
                                grid[x, y] = new Block(BlockType.Empty, x, y, (((gid - 1) % 12) * 72), (int)Math.Floor((float)(gid - 1) / 12) * 72);
                                break;

                            case 25:     //FireflowerBlock
                                grid[x, y] = new Block(BlockType.FlowerBlock, x, y, (((gid - 1) % 12) * 72), (int)Math.Floor((float)(gid - 1) / 12) * 72);
                                break;

                            case 20:     //LadderTop
                                grid[x, y] = new Block(BlockType.Ladder, x, y, (((gid - 1) % 12) * 72), (int)Math.Floor((float)(gid - 1) / 12) * 72);
                                break;

                            case 32:     //LadderMid
                                grid[x, y] = new Block(BlockType.Ladder, x, y, (((gid - 1) % 12) * 72), (int)Math.Floor((float)(gid - 1) / 12) * 72);
                                break;

                            case 34:     //LadderwithPlatform
                                grid[x, y] = new Block(BlockType.LadderPlatform, x, y, (((gid - 1) % 12) * 72), (int)Math.Floor((float)(gid - 1) / 12) * 72);
                                break;

                            case 121:     //CoinBlock
                                grid[x, y] = new Block(BlockType.CoinBlock, x, y, (((gid - 1) % 12) * 72), (int)Math.Floor((float)(gid - 1) / 12) * 72);
                                break;

                            case 125:     //Bridge
                                grid[x, y] = new Block(BlockType.Platform, x, y, (((gid - 1) % 12) * 72), (int)Math.Floor((float)(gid - 1) / 12) * 72);
                                break;

                            case 41:     //Sign
                                grid[x, y] = new Block(BlockType.Empty, x, y, (((gid - 1) % 12) * 72), (int)Math.Floor((float)(gid - 1) / 12) * 72);
                                break;

                            default:     //Everything else not defined here is solid
                                grid[x, y] = new Block(BlockType.Block1, x, y, (((gid - 1) % 12) * 72), (int)Math.Floor((float)(gid - 1) / 12) * 72);
                                break;
                            }

                            x++;
                            if (x >= width)
                            {
                                x = 0;
                                y++;
                            }
                        }

                        XmlNode     objectsLayer = doc.DocumentElement.SelectSingleNode("objectgroup[@name='Objects']");
                        XmlNodeList objects = objectsLayer.SelectNodes("object");
                        for (int i = 0; i < objects.Count; i++)
                        {
                            switch (objects[i].Attributes["name"].Value)
                            {
                            case "playerStartPos":
                                int posX = int.Parse(objects[i].Attributes["x"].Value);
                                int posY = int.Parse(objects[i].Attributes["y"].Value);
                                this.playerStartPos = new Point((int)(posX / 70), (int)(posY / 70));
                                break;

                            case "slime":
                                int xx = int.Parse(objects[i].Attributes["x"].Value);
                                int yy = int.Parse(objects[i].Attributes["y"].Value);
                                Game.enemies.Add(new Enemy(new Slime(new Vector2(xx / 70 + 0.5f, yy / 70 + 0.5f) * 48, new Vector2(0, 0.5f)), 0));
                                break;

                            case "snail":
                                int xxx = int.Parse(objects[i].Attributes["x"].Value);
                                int yyy = int.Parse(objects[i].Attributes["y"].Value);
                                Game.enemies.Add(new Enemy(new Snail(new Vector2(xxx / 70 + 0.5f, yyy / 70 + 0.5f) * 48, new Vector2(0, 0.5f)), 1));
                                break;

                            case "ghost":
                                int x2 = int.Parse(objects[i].Attributes["x"].Value);
                                int y2 = int.Parse(objects[i].Attributes["y"].Value);
                                Game.enemies.Add(new Enemy(new Ghost(new Vector2(x2 / 70 + 0.5f, y2 / 70 + 0.5f) * 48, new Vector2(0, 0.5f)), 3));
                                break;

                            case "eventghost":
                                int x3 = int.Parse(objects[i].Attributes["x"].Value);
                                int y3 = int.Parse(objects[i].Attributes["y"].Value);
                                Game.enemies.Add(new Enemy(new EventGhost(new Vector2(x3 / 70 + 0.5f, y3 / 70 + 0.5f) * 48, new Vector2(0, 0.5f)), 4));
                                break;

                            case "coin":
                                int     xxxx = int.Parse(objects[i].Attributes["x"].Value);
                                int     yyyy = int.Parse(objects[i].Attributes["y"].Value);
                                Vector2 po   = new Vector2(xxxx / 70, yyyy / 70) * 48;
                                ObjectHandler.AddObject(ObjectHandler.ObjectType.StandingCoin, po);
                                break;

                            case "grass":
                                int xxxxx = int.Parse(objects[i].Attributes["x"].Value);
                                int yyyyy = int.Parse(objects[i].Attributes["y"].Value);
                                Game.enemies.Add(new Enemy(new GrassBlock(new Vector2(xxxxx / 70 + 0.5f, yyyyy / 70 + 0.5f) * 48, new Vector2(0, 0.5f)), 2));
                                break;

                            case "piranha":
                                int x5 = int.Parse(objects[i].Attributes["x"].Value);
                                int y5 = int.Parse(objects[i].Attributes["y"].Value);
                                Game.enemies.Add(new Enemy(new Piranha(new Vector2(x5 / 70 + 0.5f, y5 / 70 + 0.5f) * 48, new Vector2(0, 0.5f)), 5));
                                break;

                            case "door":
                                int     x1 = int.Parse(objects[i].Attributes["x"].Value);
                                int     y1 = int.Parse(objects[i].Attributes["y"].Value);
                                Vector2 p1 = new Vector2(x1 / 70, y1 / 70) * 48;
                                ObjectHandler.AddObject(ObjectHandler.ObjectType.Door, p1);
                                break;

                            case "init_ghostevent":
                                int x4 = int.Parse(objects[i].Attributes["x"].Value);
                                int y4 = int.Parse(objects[i].Attributes["y"].Value);
                                for (int t = 0; t < 13; t++)
                                {
                                    Game.enemies.Add(new Enemy(new EventGhost(new Vector2(x4 / 70 + 0.5f, y4 / 70 + 0.5f) * 48, new Vector2(0, 0.5f)), 4));
                                }
                                break;

                            case "logo":
                                int     xy1 = int.Parse(objects[i].Attributes["x"].Value);
                                int     yy1 = int.Parse(objects[i].Attributes["y"].Value);
                                Vector2 py1 = new Vector2((new Vector2(xy1 / 70, yy1 / 70) * 48).X - 15, (new Vector2(xy1 / 70, yy1 / 70) * 48).Y);
                                ObjectHandler.AddObject(ObjectHandler.ObjectType.Logo, py1);
                                break;

                            case "cursor":
                                ObjectHandler.AddObject(ObjectHandler.ObjectType.Cursor, new Vector2(300, 460));
                                break;

                            case "play":
                                ObjectHandler.AddObject(ObjectHandler.ObjectType.Play, new Vector2(336, 460));
                                break;

                            case "options":
                                ObjectHandler.AddObject(ObjectHandler.ObjectType.Options, new Vector2(336, 508));
                                break;

                            case "spongesad":
                                ObjectHandler.AddObject(ObjectHandler.ObjectType.SadSponge, new Vector2(350, 706));
                                break;

                            case "thebones":
                                ObjectHandler.AddObject(ObjectHandler.ObjectType.TheBones, new Vector2(513, 741));
                                break;

                            case "man_of_mystery":
                                ObjectHandler.AddObject(ObjectHandler.ObjectType.RedBrother, new Vector2(550, 600));
                                break;

                            case "shadow":
                                ObjectHandler.AddObject(ObjectHandler.ObjectType.Shadow, new Vector2(72, 380));
                                break;

                            default:
                                Console.WriteLine("Unknown object: {0}", objects[i].Attributes["name"].Value);
                                break;
                            }
                        }
                    }
                    #endregion
                }
                else
                {
                    #region Loading Level
                    using (StreamReader reader = new StreamReader(filePath))
                    {
                        string line = reader.ReadLine();

                        int width  = int.Parse(line.Substring(0, line.IndexOf(',')));
                        int height = int.Parse(line.Substring(line.IndexOf(',') + 1,
                                                              line.Length - 1 - line.IndexOf(',')));

                        playerStartPos = new Point(1, 1);
                        grid           = new Block[width, height];
                        line           = reader.ReadLine();

                        for (int y = 0; y < height; y++)
                        {
                            for (int x = 0; x < width; x++)
                            {
                                char current = line[x];

                                switch (current)
                                {
                                case '@':
                                    grid[x, y] = new Block(BlockType.Block1, x, y, x, y);
                                    break;

                                case '-':
                                    grid[x, y] = new Block(BlockType.Platform, x, y, x, y);
                                    break;

                                case '#':
                                    grid[x, y] = new Block(BlockType.Ladder, x, y, x, y);
                                    break;

                                case '=':
                                    grid[x, y] = new Block(BlockType.LadderPlatform, x, y, x, y);
                                    break;

                                case '&':
                                    grid[x, y]     = new Block(BlockType.Empty, x, y, x, y);
                                    playerStartPos = new Point(x, y);
                                    break;

                                default:
                                    grid[x, y] = new Block(BlockType.Empty, x, y, x, y);

                                    break;
                                }
                            }

                            line = reader.ReadLine();
                        }
                    }
                    #endregion
                }
            }
            catch (Exception e)
            {
                Console.WriteLine("Something went wrong while loading '{0}'.", filePath);
                Console.WriteLine("Exception was: '{0}'", e);

                #region Create Empty Room
                //We'll create an empty level with size 20,20
                this.grid      = new Block[20, 20];
                playerStartPos = new Point(10, 18);

                for (int x = 0; x < 20; x++)
                {
                    for (int y = 0; y < 20; y++)
                    {
                        if (x == 0 || y == 0 || x == 19 || y == 19)
                        {
                            this.grid[x, y] = new Block(BlockType.Block1, x, y, x, y);
                        }
                        else
                        {
                            this.grid[x, y] = new Block(BlockType.Empty, x, y, x, y);
                        }
                    }
                }
                #endregion
            }
        }
Esempio n. 3
0
        private void ResolveCollisions(ref Level level)
        {
            int minX = (int)Math.Floor((this.position.X - this.size.X / 2f) / Game.GRIDSIZE);
            int minY = (int)Math.Floor((this.position.Y - this.size.Y / 2f) / Game.GRIDSIZE);
            int maxX = (int)Math.Ceiling((this.position.X + this.size.X / 2f) / Game.GRIDSIZE);
            int maxY = (int)Math.Ceiling((this.position.Y + this.size.Y / 2f) / Game.GRIDSIZE);

            this.grounded = false;
            this.onLadder = false;
            for (int x = minX; x <= maxX; x++)
            {
                for (int y = minY; y <= maxY; y++)
                {
                    RectangleF blockRec = new RectangleF(x * Game.GRIDSIZE, y * Game.GRIDSIZE, Game.GRIDSIZE, Game.GRIDSIZE);

                    if (level[x, y].IsSolid && this.ColRec.IntersectsWith(blockRec))
                    {
                        if ((level[x, y].posY + 1) * 48 < this.position.Y && !grounded && this.position.X >= 48 * level[x, y].posX && this.position.X < 48 * (level[x, y].posX + 1))
                        {
                            if (level[x, y].IsCoin)
                            {
                                ObjectHandler.AddObject(ObjectHandler.ObjectType.Coin, new Vector2(level[x, y].posX * 48, (level[x, y].posY - 1) * 48));
                                Block b = new Block(BlockType.Block1, level[x, y].posX, level[x, y].posY, 0, 648);
                                level[x, y] = b;
                                SoundManager.sounds[2].Play();
                                View.Coins += 1;
                            }
                            else if (level[x, y].IsFlower)
                            {
                                ObjectHandler.AddObject(ObjectHandler.ObjectType.Fireflower, new Vector2(level[x, y].posX * 48, (level[x, y].posY - 1) * 48));
                                Block b = new Block(BlockType.Block1, level[x, y].posX, level[x, y].posY, 0, 72);
                                level[x, y] = b;
                            }
                            else if (level[x, y].tileX == 0)
                            {
                                SoundManager.sounds[1].Play();
                            }
                        }

                        #region Resolve
                        float[] depths = new float[4]
                        {
                            blockRec.Right - ColRec.Left, //PosX
                            blockRec.Bottom - ColRec.Top, //PosY
                            ColRec.Right - blockRec.Left, //NegX
                            ColRec.Bottom - blockRec.Top  //NegY
                        };

                        if (level[x + 1, y].IsSolid)
                        {
                            depths[0] = -1;
                        }
                        if (level[x, y + 1].IsSolid || level[x, y].IsPlatform)
                        {
                            depths[1] = -1;
                        }
                        if (level[x - 1, y].IsSolid)
                        {
                            depths[2] = -1;
                        }
                        if (level[x, y - 1].IsSolid)
                        {
                            depths[3] = -1;
                        }

                        float   min          = float.MaxValue;
                        Vector2 minDirection = Vector2.Zero;
                        for (int i = 0; i < 4; i++)
                        {
                            if (depths[i] >= 0 && depths[i] < min)
                            {
                                min = depths[i];
                                switch (i)
                                {
                                case 0:
                                    minDirection = new Vector2(1, 0);
                                    break;

                                case 1:
                                    minDirection = new Vector2(0, 1);
                                    break;

                                case 2:
                                    minDirection = new Vector2(-1, 0);
                                    break;

                                default:
                                    minDirection = new Vector2(0, -1);
                                    break;
                                }
                            }
                        }

                        if (minDirection == Vector2.Zero)
                        {
                            //Console.WriteLine("This shouldn't really happen...");
                        }
                        else
                        {
                            this.position += minDirection * min;
                            if (this.velocity.X * minDirection.X < 0)
                            {
                                this.velocity.X = 0;
                            }
                            if (this.velocity.Y * minDirection.Y < 0)
                            {
                                this.velocity.Y = 0;
                            }

                            if (minDirection == new Vector2(0, -1))
                            {
                                grounded = true;
                            }
                        }

                        #endregion
                    }
                    if (this.velocity.Y > 0 && (!Input.KeyDown(OpenTK.Input.Key.Down) && !Input.down) && level[x, y].IsPlatform && this.ColRec.IntersectsWith(blockRec))
                    {
                        if (this.position.Y - this.velocity.Y + this.size.Y / 2f <= blockRec.Top) //if we were above last frame
                        {
                            this.velocity.Y = 0;
                            this.position.Y = blockRec.Top - this.size.Y / 2f;
                            grounded        = true;
                        }
                    }
                    if (level[x, y].Isladder && this.ColRec.IntersectsWith(blockRec))
                    {
                        this.onLadder = true;
                    }
                }
            }
        }
Esempio n. 4
0
        private void HandleInput()
        {
            if (!onLadder)
            {
                climbing = false;
            }
            else if (Input.KeyDown(OpenTK.Input.Key.Up) || Input.up)
            {
                climbing = true;
            }

            if (grounded)
            {
                this.velocity.X *= 0.9f;
            }
            else if (climbing)
            {
                this.velocity.X *= 0.5f;
                this.velocity.Y  = 0f;
                if (Input.KeyDown(OpenTK.Input.Key.Up) || Input.up)
                {
                    this.velocity.Y -= 5f;
                }
                if (Input.KeyDown(OpenTK.Input.Key.Down) || Input.down)
                {
                    this.velocity.Y += 5f;
                }
            }

            if (grounded && !Input.KeyDown(OpenTK.Input.Key.Up) && !Input.up)
            {
                climbing = false;
            }
            if (Input.KeyDown(OpenTK.Input.Key.Right) || Input.right)
            {
                int run = 1;
                if (Input.KeyDown(OpenTK.Input.Key.X) || Input.B)
                {
                    run = 2;
                }
                if (climbing)
                {
                    this.velocity.X = 2f;
                }
                else if (grounded)
                {
                    this.velocity.X += 0.5f * run;
                }
                else
                {
                    this.velocity.X += 0.4f * run;
                }
                index += 1;
                if (index == 4)
                {
                    index = 0;
                }
                facingRight = true;
                if (!fireflower)
                {
                    sprite = walkAnimation[index];
                }
                else
                {
                    sprite = firewalkAnimation[index];
                }
            }
            else
            if (Input.KeyDown(OpenTK.Input.Key.Left) || Input.left)
            {
                int run = 1;
                if (Input.KeyDown(OpenTK.Input.Key.X) || Input.B)
                {
                    run = 2;
                }
                if (climbing)
                {
                    this.velocity.X = -2f;
                }
                else if (grounded)
                {
                    this.velocity.X -= 0.5f * run;
                }
                else
                {
                    this.velocity.X -= 0.4f * run;
                }
                index += 1;
                if (index == 4)
                {
                    index = 0;
                }
                facingRight = false;
                if (!fireflower)
                {
                    sprite = walkAnimation[index];
                }
                else
                {
                    sprite = firewalkAnimation[index];
                }
            }
            else
            {
                if (!fireflower)
                {
                    sprite = walkAnimation[0];
                }
                else
                {
                    sprite = firewalkAnimation[0];
                }
            }

            if ((Input.KeyDown(OpenTK.Input.Key.Z) || Input.A) && (grounded || climbing))
            {
                SoundManager.sounds[0].Play();
                this.velocity.Y = -16;
                this.climbing   = false;
            }
            if ((Input.KeyPress(OpenTK.Input.Key.X) || (Input.B && !Input.lastB)) && fireflower)
            {
                sprite = firespriteShoot;
                if (facingRight)
                {
                    ObjectHandler.AddObject(ObjectHandler.ObjectType.Fireball, new Vector2(position.X + size.X / 2, position.Y + 5));
                }
                else
                {
                    ObjectHandler.AddObject(ObjectHandler.ObjectType.Fireball, new Vector2(position.X, position.Y + 5), true);
                }
            }
        }