Esempio n. 1
0
        private static List <Pellet> GetPellets()
        {
            var pellets            = new List <Pellet>();
            int visiblePelletCount = int.Parse(Console.ReadLine()); // all pellets in sight

            for (int i = 0; i < visiblePelletCount; i++)
            {
                var inputs = Console.ReadLine().Split(' ');
                var pellet = new Pellet
                {
                    Coordinates = new Coordinates
                    {
                        Abscissa = int.Parse(inputs[0]),
                        Ordinate = int.Parse(inputs[1])
                    },
                    NumberOfEarnedPoints = int.Parse(inputs[2]) // amount of points this pellet is worth
                };
                pellets.Add(pellet);
            }
            return(pellets);
        }
Esempio n. 2
0
        /// <summary>
        /// Static method that returns a mapped gamestate instance by reading a specified file
        /// </summary>
        /// <param name="string">File path of the game file</param>
        /// <returns>GameState instance</returns>
        public static GameState Parse(string fileContent)
        {
            GameState g    = new GameState();
            Maze      maze = new Maze();

            g.maze = maze;
            Pen pen = new Pen();

            g.pen = pen;
            GhostPack gp = new GhostPack();

            g.ghostpack   = gp;
            g.score       = new ScoreAndLives(g);
            g.score.Lives = 3;
            Pacman pac = new Pacman(g);

            g.pacman = pac;

            g.Pacman.Position = new Vector2(11, 17);
            Ghost assistant = null;
            Ghost gh;

            string[][] parse = getElements(fileContent);

            Tile[,] array = new Tile[parse[0].Length, parse.Length];

            for (int y = 0; y < parse.Length; y++)
            {
                for (int x = 0; x < parse[0].Length; x++)
                {
                    switch (parse[y][x])
                    {
                    case "ew":
                        array[x, y] = new Wall(x, y, WallType.EmtpyWall);
                        break;

                    case "w":
                        array[x, y] = new Wall(x, y, WallType.Horizontal);
                        break;

                    case "ww":
                        array[x, y] = new Wall(x, y, WallType.Vertical);
                        break;

                    case "cur":
                        array[x, y] = new Wall(x, y, WallType.CornerUR);
                        break;

                    case "cul":
                        array[x, y] = new Wall(x, y, WallType.CornerUL);
                        break;

                    case "cdr":
                        array[x, y] = new Wall(x, y, WallType.CornerDR);
                        break;

                    case "cdl":
                        array[x, y] = new Wall(x, y, WallType.CornerDL);
                        break;

                    case "cr":
                        array[x, y] = new Wall(x, y, WallType.ClosedR);
                        break;

                    case "cl":
                        array[x, y] = new Wall(x, y, WallType.ClosedL);
                        break;

                    case "cu":
                        array[x, y] = new Wall(x, y, WallType.ClosedU);
                        break;

                    case "cd":
                        array[x, y] = new Wall(x, y, WallType.ClosedD);
                        break;

                    case "tr":
                        array[x, y] = new Wall(x, y, WallType.ConnectorR);
                        break;

                    case "tl":
                        array[x, y] = new Wall(x, y, WallType.ConnectorL);
                        break;

                    case "td":
                        array[x, y] = new Wall(x, y, WallType.ConnectorD);
                        break;

                    case "tu":
                        array[x, y] = new Wall(x, y, WallType.ConnectorU);
                        break;

                    case "p":
                        Pellet p = new Pellet(10);
                        p.Collision += g.score.IncrementScore;
                        array[x, y]  = new Path(x, y, p);
                        break;

                    case "e":
                        Energizer e = new Energizer(g.Ghostpack, 100);
                        e.Collision += g.score.IncrementScore;
                        array[x, y]  = new Path(x, y, e);
                        break;

                    case "m":
                        array[x, y] = new Path(x, y, null);
                        break;

                    case "x":
                        array[x, y] = new PenPath(x, y);
                        g.pen.AddTile(array[x, y]);
                        break;

                    case "P":
                        array[x, y]           = new Path(x, y, null);
                        g.pacman.Position     = new Vector2(x, y);
                        g.pacman.initPosition = new Vector2(x, y);
                        break;

                    case "1":

                        gh                    = new Ghost(g, x, y, GhostState.Chase, new Color(255, 0, 0), GhostName.Blinky);
                        assistant             = gh;
                        pen.Entrance          = new Vector2(x, y);
                        gh.Points             = 200;
                        Ghost.ReleasePosition = new Vector2(x, y);
                        gh.Collision         += g.score.IncrementScore;
                        gh.PacmanDied        += g.score.DeadPacman;
                        g.ghostpack.Add(gh);
                        array[x, y] = new Path(x, y, null);
                        break;

                    case "2":
                        gh             = new Ghost(g, x, y, GhostState.Chase, new Color(255, 192, 203), GhostName.Speedy);
                        gh.Points      = 200;
                        gh.Collision  += g.score.IncrementScore;
                        gh.PacmanDied += g.score.DeadPacman;
                        g.ghostpack.Add(gh);
                        array[x, y] = new Path(x, y, null);
                        g.pen.AddTile(array[x, y]);
                        g.pen.AddToPen(gh);
                        break;

                    case "3":
                        gh = new Ghost(g, x, y, GhostState.Chase, new Color(64, 224, 208), GhostName.Inky);
                        gh.GhostAssistant = assistant;
                        gh.Points         = 200;
                        gh.Collision     += g.score.IncrementScore;
                        gh.PacmanDied    += g.score.DeadPacman;
                        g.ghostpack.Add(gh);
                        array[x, y] = new Path(x, y, null);
                        g.pen.AddTile(array[x, y]);
                        g.pen.AddToPen(gh);
                        break;

                    case "4":
                        gh = new Ghost(g, x, y, GhostState.Chase, new Color(255, 165, 0), GhostName.Clyde);

                        gh.Points      = 200;
                        gh.Collision  += g.score.IncrementScore;
                        gh.PacmanDied += g.score.DeadPacman;
                        g.ghostpack.Add(gh);
                        array[x, y] = new Path(x, y, null);
                        g.pen.AddTile(array[x, y]);
                        g.pen.AddToPen(gh);
                        break;
                    }
                }
            }
            g.maze.SetTiles(array);

            //sets home positions for scatter mode
            foreach (Ghost ghost in g.ghostpack)
            {
                switch (ghost.Name)
                {
                case GhostName.Blinky:
                    ghost.HomePosition = new Vector2(g.maze.Length - 2, 1);
                    break;

                case GhostName.Speedy:
                    ghost.HomePosition = new Vector2(1, 1);
                    break;

                case GhostName.Inky:
                    ghost.HomePosition = new Vector2(g.maze.Length - 2, g.maze.Height - 2);
                    break;

                case GhostName.Clyde:
                    ghost.HomePosition = new Vector2(1, g.maze.Height - 2);
                    break;
                }
            }
            g.maze.PacmanWon += g.Score.IncrementScore;
            g.pacman.SubToGhosts();
            g.Score.Pause += g.Ghostpack.Pause;
            g.Score.Pause += g.Pen.Pause;
            return(g);
        }