Esempio n. 1
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 public void BuildGameMap(Player player, GameLevel level)
 {
     this.level = level;
     BuildMap(null);
     CentreCamera();
     BuildContent(null);
     BuildPlayerAvatar(player, null);
     BuildNPC(level);
     BuildAffector(null);
 }
Esempio n. 2
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 public void BuildGameMap(Player player, JsonSavedGame savedGame)
 {
     this.level = savedGame.Level;
     BuildMap(savedGame.Map);
     CentreCamera();
     BuildContent(savedGame.Map);
     BuildPlayerAvatar(player, savedGame.Player);
     BuildNPC(level, savedGame.NPCList);
     BuildAffector(savedGame.Map.DrugAffect);
 }
Esempio n. 3
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        public override void LoadContent()
        {
            _font = Resources.GetFont(Resources.FontResources.NinaB);

              var tempSheet = Resources.GetBitmap(Resources.BitmapResources.pacman);
              _spriteSheet = new Bitmap(tempSheet.Width, tempSheet.Height);
              _spriteSheet.DrawImage(0, 0, tempSheet, 0, 0, tempSheet.Width, tempSheet.Height);
              _spriteSheet.MakeTransparent(Microsoft.SPOT.Presentation.Media.Color.Black);

              _maze = new Maze();
              _maze.Draw(Surface, Host);

              _pacman = new Player(_spriteSheet, _maze);

              #region Initialize Bonus Point Sprites
              _bonus200 = new Sprite(new AnimationSequence(_spriteSheet, 0,
            new Rect[] { new Rect(80, 104, 16, 8) }));

              _bonus400 = new Sprite(new AnimationSequence(_spriteSheet, 0,
            new Rect[] { new Rect(96, 104, 16, 8) }));

              _bonus800 = new Sprite(new AnimationSequence(_spriteSheet, 0,
            new Rect[] { new Rect(112, 104, 16, 8) }));

              _bonus1600 = new Sprite(new AnimationSequence(_spriteSheet, 0,
            new Rect[] { new Rect(128, 104, 16, 8) }));

              _bonus100 = new Sprite(new AnimationSequence(_spriteSheet, 0,
            new Rect[] { new Rect(0, 112, 16, 8) }));

              _bonus300 = new Sprite(new AnimationSequence(_spriteSheet, 0,
            new Rect[] { new Rect(16, 112, 16, 8) }));

              _bonus500 = new Sprite(new AnimationSequence(_spriteSheet, 0,
            new Rect[] { new Rect(32, 112, 16, 8) }));

              _bonus700 = new Sprite(new AnimationSequence(_spriteSheet, 0,
            new Rect[] { new Rect(48, 112, 16, 8) }));

              _bonus1000 = new Sprite(new AnimationSequence(_spriteSheet, 0,
            new Rect[] { new Rect(64, 112, 20, 8) }));

              _bonus2000 = new Sprite(new AnimationSequence(_spriteSheet, 0,
            new Rect[] { new Rect(84, 112, 20, 8) }));

              _bonus3000 = new Sprite(new AnimationSequence(_spriteSheet, 0,
            new Rect[] { new Rect(106, 112, 20, 8) }));

              _bonus5000 = new Sprite(new AnimationSequence(_spriteSheet, 0,
            new Rect[] { new Rect(128, 112, 16, 8) }));
              #endregion

              #region Initialize Ghosts
              _blinky = new Ghost(_spriteSheet, _maze, _pacman, 16,
            new Personality()
            {
              ScatterX = 13 * 16,
              ScatterY = -2 * 16,
              TargetOffsetX = 0,
              TargetOffsetY = 0,
              HouseX = 7 * 16,
              HouseY = 7 * 16,
              StartX = 7 * 16,
              StartY = 5 * 16
            });
              _blinky.CurrentDirection = Direction.Left;

              _pinky = new Ghost(_spriteSheet, _maze, _pacman, 32,
            new Personality()
            {
              ScatterX = 1 * 16,
              ScatterY = -2 * 16,
              TargetOffsetX = 4 * 16,
              TargetOffsetY = 0,
              HouseX = 6 * 16,
              HouseY = 7 * 16,
              StartX = 6 * 16,
              StartY = 7 * 16
            });
              _pinky.CurrentDirection = Direction.Left;

              _inky = new Ghost(_spriteSheet, _maze, _pacman, 48,
            new Personality()
            {
              ScatterX = 14 * 16,
              ScatterY = 15 * 16,
              TargetOffsetX = -3 * 16,
              TargetOffsetY = 0,
              HouseX = 7 * 16,
              HouseY = 7 * 16,
              StartX = 7 * 16,
              StartY = 7 * 16
            });
              _inky.CurrentDirection = Direction.Left;

              _clyde = new Ghost(_spriteSheet, _maze, _pacman, 64,
            new Personality()
            {
              ScatterX = 0 * 16,
              ScatterY = 15 * 16,
              TargetOffsetX = 0,
              TargetOffsetY = -2 * 16,
              HouseX = 8 * 16,
              HouseY = 7 * 16,
              StartX = 8 * 16,
              StartY = 7 * 16
            });
              _clyde.CurrentDirection = Direction.Left;
              #endregion

              _pacman.Enemies = new Ghost[]
              {
            _blinky, _pinky, _inky, _clyde
              };

              #region Add objects to scene
              AddToScene(_showBonusCountDown);
              AddToScene(_showBonusScoreCountDown);
              AddToScene(_maze);
              AddToScene(_pacman);
              AddToScene(_blinky);
              AddToScene(_pinky);
              AddToScene(_inky);
              AddToScene(_clyde);
              #endregion

              _maze.LevelComplete += MazeLevelComplete;
              _showBonusCountDown.Expired += BonusCountDown_Expired;

              MessageService.Instance.Subscribe(typeof(Messages.PacmanDeadMessage), HandlePacmanDeadMessage);
              MessageService.Instance.Subscribe(typeof(Messages.PacmanAteGhostMessage), HandlePacmanAteGhostMessage);
              MessageService.Instance.Subscribe(typeof(Messages.AteBonusItemMessage), HandleAteBonusItem);

              base.LoadContent();

              Reset();
        }
Esempio n. 4
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 private Tile LoadPacman(int x, int y)
 {
     pacman = new Player(this, new Vector2(Tile.Width * x, Tile.Width * y));
     return LoadTile("Empty", TileCollision.Passable);
 }
Esempio n. 5
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 private void BuildPlayerAvatar(Player player, JsonPlayer? jsonPlayer)
 {
     singlePlayer = player;
     if (jsonPlayer == null)
         singlePlayer.Initialize();
     else
         singlePlayer.Initialize(jsonPlayer.Value);
 }
Esempio n. 6
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        public Ghost(Bitmap spriteSheet, Maze maze, Player player, int spriteSheetYOffset, Personality personality)
            : base(maze)
        {
            _game = (PacmanGame)GameManager.Game;

              Player = player;
              _personality = personality;

              // NB: The sequence of the animations must match the
              //     "Animation Selection Constants" defined above
              SetAnimationSequences(new AnimationSequence[]
              {
            // 0 - Left
            new AnimationSequence(spriteSheet, 6, new Rect[]
            {
              new Rect(0, spriteSheetYOffset, 16, 16),
              new Rect(16, spriteSheetYOffset, 16, 16),
            }),
            // 1 - Right
            new AnimationSequence(spriteSheet, 6, new Rect[]
            {
              new Rect(32, spriteSheetYOffset, 16, 16),
              new Rect(48, spriteSheetYOffset, 16, 16),
            }),
            // 2 - Up
            new AnimationSequence(spriteSheet, 6, new Rect[]
            {
              new Rect(64, spriteSheetYOffset, 16, 16),
              new Rect(80, spriteSheetYOffset, 16, 16),
            }),
            // 3 - Down
            new AnimationSequence(spriteSheet, 6, new Rect[]
            {
              new Rect(96, spriteSheetYOffset, 16, 16),
              new Rect(112, spriteSheetYOffset, 16, 16),
            }),

            // 4 - Frightened
            new AnimationSequence(spriteSheet, 6, new Rect[]
            {
              new Rect(128, 16, 16, 16),
              new Rect(144, 16, 16, 16),
            }),

            // 5 - Recovering
            new AnimationSequence(spriteSheet, 6, new Rect[]
            {
              new Rect(128, 16, 16, 16),
              new Rect(128, 32, 16, 16),
              new Rect(144, 16, 16, 16),
              new Rect(144, 32, 16, 16),
            }),
            // 6 - Left Dead
            new AnimationSequence(spriteSheet, 6, new Rect[]
            {
              new Rect(128, 48, 16, 16),
            }),
            // 7 - Right Dead
            new AnimationSequence(spriteSheet, 6, new Rect[]
            {
              new Rect(144, 48, 16, 16),
            }),
            // 8 - Up Dead
            new AnimationSequence(spriteSheet, 6, new Rect[]
            {
              new Rect(128, 64, 16, 16),
            }),
            // 9 - Down Dead
            new AnimationSequence(spriteSheet, 6, new Rect[]
            {
              new Rect(144, 64, 16, 16),
            }),
              });

              Reset();

              MessageService.Instance.Subscribe(typeof(Messages.AtePowerPillMessage), HandleAtePowerPillMessage);
              MessageService.Instance.Subscribe(typeof(Messages.PacmanDyingMessage), HandlePacmanDyingMessage);
              MessageService.Instance.Subscribe(typeof(Messages.PacmanDeadMessage), HandlePacmanDeadMessage);

              _stateCountDown.Expired += StateCountDown_Expired;
        }
Esempio n. 7
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        private Direction HuntTarget(Player player)
        {
            int tx = player.X;
              int ty = player.Y;

              switch (player.CurrentDirection)
              {
            case Direction.Left: tx -= _personality.TargetOffsetX; break;
            case Direction.Right: tx += _personality.TargetOffsetX; break;
            case Direction.Up: ty -= _personality.TargetOffsetY; break;
            case Direction.Down: ty += _personality.TargetOffsetY; break;
              }

              return HuntTarget(tx, ty);
        }
Esempio n. 8
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 public void OnObjectForSaveInstantiated(IJsonSerializable jsonObject)
 {
     switch (jsonObject.JsonType)
     {
         case JsonObjectType.Map:
             map = (GameMap)jsonObject;
             break;
         case JsonObjectType.Player:
             player = (Player)jsonObject;
             break;
         case JsonObjectType.NPC:
             npcList.Add((NonPlayerController)jsonObject);
             break;
     }
 }
Esempio n. 9
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 public void BindPlayer(Player player)
 {
     player.EventStateChanged = OnStateChanged;
 }