Esempio n. 1
0
        public void Draw(WorldObject obj)
        {
            Vector2 objPosInCameraSpace = obj.PositionInWorldSpace - Position;

            objPosInCameraSpace = new Vector2(objPosInCameraSpace.X * (float)Math.Cos(-Rotation) -
                                              objPosInCameraSpace.Y * (float)Math.Sin(-Rotation),
                                              objPosInCameraSpace.X * (float)Math.Sin(-Rotation) +
                                              objPosInCameraSpace.Y * (float)Math.Cos(-Rotation));
            objPosInCameraSpace *= Zoom;

            Vector2 objPosInScreenSpace = objPosInCameraSpace + new Vector2(Game1.Width / 2, Game1.Height / 2);

            float rotationInScreenSpace = obj.RotationInWorldSpace - Rotation;

            if(obj.isAnimated)
                mSpriteBatch.Draw(obj.Texture, objPosInScreenSpace,
                                new Rectangle(obj.animatedObject.mCurrentFrame * obj.animatedObject.Width, 0,
                                    obj.animatedObject.Width, obj.animatedObject.mTexture.Height),
                                        obj.color, Rotation, obj.TextureOrigin, Zoom, SpriteEffects.None, 0);
            else if(obj.spEffect == SpriteEffects.None)
                mSpriteBatch.Draw(obj.Texture, objPosInScreenSpace, null, obj.color, rotationInScreenSpace, obj.TextureOrigin, Zoom, SpriteEffects.None, 0);
            else
                mSpriteBatch.Draw(obj.Texture, objPosInScreenSpace, null, obj.color, rotationInScreenSpace, obj.TextureOrigin, Zoom, obj.spEffect, 0);

            if (textTime < 3500 && obj.isTalking)
            {

                mSpriteBatch.DrawString(sFont, obj.DialogueText.Replace("@", System.Environment.NewLine),
                                            new Vector2(objPosInScreenSpace.X + 20, objPosInScreenSpace.Y - 70),
                                            Color.White, 0, Vector2.Zero, 0.2f, SpriteEffects.None, 0);
            }
            else
            {
                obj.isTalking = false;
            }
        }
Esempio n. 2
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        private void LoadWorld(ContentManager content, String wordFile)
        {
            using (XmlReader reader = XmlReader.Create(new StreamReader(wordFile)))
            {
                XDocument xml = XDocument.Load(reader);
                XElement root = xml.Root;
                foreach (XElement elem in root.Elements())
                {
                    WorldObject obj = new WorldObject();
                    foreach (XElement innerElem in elem.Elements())
                    {
                        XMLParse.AddValueToClassInstance(innerElem, obj);
                    }

                    obj.setTexture(content.Load<Texture2D>(obj.TextureName));
                    if (obj.CanFall) obj.color = Color.Black;
                    if (obj.DoesWalk)
                    {
                        obj.setWalkTexture(content.Load<Texture2D>(obj.WalkingTextureName));
                        obj.walkAnimList = new List<Texture2D>();
                        obj.walkAnimList.Add(obj.Texture);
                        obj.walkAnimList.Add(obj.WalkingTexture);
                    }
                    worldObjectList.Add(obj);
                }
            }
        }
Esempio n. 3
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        /// <summary>
        /// Checks if sprite is it collides with other objects
        /// </summary>
        /// <param name="playerObj"></param>
        /// <param name="position"></param>
        /// <returns></returns>
        public bool checkFalling(WorldObject playerObj, ref Vector2 position)
        {
            bool falling = true;
            foreach (WorldObject obj in mWorld.worldObjectList)
            {
                if (playerObj.Collides(obj) && !obj.IsTransparent)
                {
                    if (obj.DoesHurt)
                    {
                        position = playerData[0].startingPoint;

                    }
                    else if (obj.CanFall)
                    {
                        obj.isFalling = true;
                        obj.color = Color.Blue;
                        falling = false;
                    }
                    else
                    {
                        if (playerObj.PositionInWorldSpace.Y <= obj.PositionInWorldSpace.Y - obj.TextureOrigin.Y)
                        {
                            if (obj.IsMoving)
                            {
                                //position = obj.PositionInWorldSpace - obj.WorldSpaceToObjectSpace(position);
                                position.X += 1f * obj.direction;
                            }
                            falling = false;
                        }
                    }
                }
                else
                {
                    obj.color = Color.White;
                }
            }
            return falling;
        }
Esempio n. 4
0
        public Vector2 playerFall(GameTime gameTime, WorldObject playerObj)
        {
            Vector2 place = playerInWorld.PositionInWorldSpace;
            place.Y += jumpSpeed;
            float distToTravel = jumpSpeed;

            foreach (WorldObject obj in mWorld.worldObjectList)
            {
                if (playerObj.PositionInWorldSpace.Y <= obj.PositionInWorldSpace.Y - obj.TextureOrigin.Y)
                {
                    if (playerObj.Collides(obj) && !obj.IsTransparent)
                    {
                        isFalling = false;
                        //landSound.Play();
                        playerInWorld.Texture = playerTexture;
                        place.Y = obj.PositionInWorldSpace.Y - obj.TextureOrigin.Y;
                        if (!playerObj.Collides(obj)) place.Y = 100;
                        return playerObj.PositionInWorldSpace;
                    }
                }
            }
            return place;
        }
Esempio n. 5
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 public void objInteract(WorldObject playerObject)
 {
     foreach (WorldObject obj in mWorld.worldObjectList)
     {
         if (playerObject.Collides(obj))
         {
             if (obj.TextureName == "treasure") gameOver(1);
             if (obj.TextureName == "bottomPort")
             {
                 playerInWorld.PositionInWorldSpace = obj.PosToPort;
             }
             if (obj.DoesTalk)
             {
                 obj.isTalking = true;
                 camera.textTime = 0;
             }
         }
     }
 }
Esempio n. 6
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        public void LoadContent(ContentManager content)
        {
            playerData = content.Load<PlayerData[]>("PlayerSprite");
            playerTexture = content.Load<Texture2D>(playerData[0].spriteName);
            playerTexture.Name = "regular";
            playerTextureWalk = content.Load<Texture2D>(playerData[0].spriteWalking);
            playerJumpText = content.Load<Texture2D>(playerData[0].spriteJumping);
            playerTextureWalk.Name = playerData[0].spriteWalking;
            playerFlipped = content.Load<Texture2D>(playerData[0].spriteFlipped);

            jumpSound = content.Load<SoundEffect>(playerData[0].jumpSound);
            landSound = content.Load<SoundEffect>(playerData[0].landSound);
            mFont = content.Load<SpriteFont>("SpriteFont1");
            topSpeed = playerData[0].topSpeed;
            playerSpeed = playerData[0].speed;
            jumpSpeed = playerData[0].jumpSpeed;
            jumpDistance = playerData[0].jumpDistance;
            currentKeys = Keyboard.GetState();

            walkAnimList = new List<Texture2D>();
            walkAnimList.Add(playerTexture);
            walkAnimList.Add(playerTextureWalk);

            playerInWorld = new WorldObject(playerTexture, playerData[0].startingPoint);
            playerInWorld.TextureOrigin = playerData[0].center;
        }
Esempio n. 7
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        public bool Collides(WorldObject other)
        {
            Rectangle myAABB = AABB();
            Rectangle otherAABB = other.AABB();
            if (myAABB.Intersects(otherAABB))
            {
                // No rotation case
                if (RotationInWorldSpace == 0 && other.RotationInWorldSpace == 0)
                {

                    //   Find the top, left, bottom, and right of the rectangle defined by the
                    //   interesction of the two AABBs

                    int left = Math.Max(myAABB.Left, otherAABB.Left);
                    int top = Math.Max(myAABB.Top, otherAABB.Top);
                    int bottom = Math.Min(myAABB.Bottom, otherAABB.Bottom);
                    int right = Math.Min(myAABB.Right, otherAABB.Right);

                    // Go through every point in this intersection rectangle, and determine if the
                    // corresponding points in the other two textures are both non-transparent

                    for (int i = left; i < right; i++)
                    {
                        for (int j = top; j < bottom; j++)
                        {
                            int index1 = i - myAABB.Left + (j - myAABB.Top) * Texture.Width;
                            int index2 = i - otherAABB.Left + (j - otherAABB.Top) * other.Texture.Width;
                            if (data[index1].A > 0 && other.data[index2].A > 0)
                            {
                                return true;
                            }

                        }
                    }
                    return false;
                }
                // Rotation case
                else
                {
                    // First, find the 4 corners of the other object in my texture space
                    Vector2 upperLeft = WorldSpaceToTextureSpace(other.TextureSpaceToWorldSpace(new Vector2(0, 0)));
                    Vector2 upperRight = WorldSpaceToTextureSpace(other.TextureSpaceToWorldSpace(new Vector2(other.Texture.Width, 0)));
                    Vector2 lowerRight = WorldSpaceToTextureSpace(other.TextureSpaceToWorldSpace(new Vector2(other.Texture.Width, other.Texture.Height)));
                    Vector2 lowerLeft = WorldSpaceToTextureSpace(other.TextureSpaceToWorldSpace(new Vector2(0, other.Texture.Height)));

                    // Next, find the AABB that contains these points, in my texture space
                    int top = (int)min4(upperLeft.Y, upperRight.Y, lowerLeft.Y, lowerRight.Y);
                    int bottom = (int)max4(upperLeft.Y, upperRight.Y, lowerLeft.Y, lowerRight.Y);
                    int left = (int)min4(upperLeft.X, upperRight.X, lowerLeft.X, lowerRight.X);
                    int right = (int)max4(upperLeft.X, upperRight.X, lowerLeft.X, lowerRight.X);

                    // Next, find the intersection of this AABB and my texture in my texture space
                    int top2 = Math.Max(top, 0);
                    int bottom2 = Math.Min(bottom, Texture.Height);
                    int left2 = Math.Max(0, left);
                    int right2 = Math.Min(right, Texture.Width);

                    // Go though each point in this intersection AABB (which has been defined in *my* texture space),
                    // and find the corresponding point in the other texture.  Check if both points are non-transparent.
                    for (int i = left2; i < right2; i++)
                    {
                        for (int j = top2; j < bottom2; j++)
                        {
                            Vector2 pointInMyTextureSpace = new Vector2(i, j);
                            Vector2 pointInOtherTextureSpace = other.WorldSpaceToTextureSpace(TextureSpaceToWorldSpace(pointInMyTextureSpace));
                            if (nonTransparentPixel(pointInMyTextureSpace) &&
                                other.nonTransparentPixel(pointInOtherTextureSpace))
                            {
                                return true;
                            }

                        }
                    }
                    return false;
                }
            }
            return false;
        }