Esempio n. 1
0
        /// <summary>
        /// Note, the different symbols in the .txt files correspond to various levels.
        /// We have: 0-Nothing/Sky,1-Ground,2-Hero,3-Enemy,4-StoneRed,5-StoneBlue, 6-StoneYellow, 7-Treasure, 8-Ladder
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            foodCount = 0;
            TheMatrix = MatrixInit();

            level = LevelRead("level" + levelCounter + ".txt");
            
            player = new hero(this, new Vector2(525, 525), new Vector2(525, 525));
            for (int i = 0; i < TheMatrix.Length; i++)
            {
                switch (level[i])
                {
                    case 0: // Sky
                        Components.Add(
                            myWorld[i] = new Ground(this, TheMatrix[i], level[i])
                            );
                        break;
                    case 1: // Ground
                        Components.Add(
                            myWorld[i] = new Ground(this, TheMatrix[i], level[i])
                            );
                        break;
                    case 2: // Player

                        Components.Add(myWorld[i] = player);
                        break;
                    case 3: // Enemy
                        Components.Add(myWorld[i] = new Enemy(this, TheMatrix[i], player, random.Next(0, 3), 100));
                        break;
                    case 4: // Ladder
                        Components.Add(myWorld[i] = new Ground(this, TheMatrix[i], level[i]));
                        break;

                    case 5: //Red Stone
                        Components.Add(myWorld[i] = new stone(1, 1, this, TheMatrix[i]));
                        break;

                    case 6: // Blue Stone
                        Components.Add(myWorld[i] = new stone(2, 1, this, TheMatrix[i]));
                        break;

                    case 7: // Yellow Stone
                        Components.Add(myWorld[i] = new stone(3, 1, this, TheMatrix[i]));
                        break;

                    case 8: // Treasure/Food
                        Components.Add(myWorld[i] = new treasure(1, random.Next(0, 27), this, TheMatrix[i]));
                        foodCount++;
                        break;
                    case 9:
                        // Add portal
                        Components.Add(myWorld[i] = new Portal(this, player, TheMatrix[i]));
                        break;
                }

            }


            base.Initialize();
        }
Esempio n. 2
0
        /// <summary>
        /// Note, the different symbols in the .txt files correspond to various levels.
        /// We have: 0-Nothing/Sky,1-Ground,2-Hero,3-Enemy,4-StoneRed,5-StoneBlue, 6-StoneYellow, 7-Treasure, 8-Ladder
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            foodCount = 0;
            TheMatrix = MatrixInit();

            level = LevelRead("level" + levelCounter + ".txt");

            player = new hero(this, new Vector2(525, 525), new Vector2(525, 525));
            for (int i = 0; i < TheMatrix.Length; i++)
            {
                switch (level[i])
                {
                case 0:     // Sky
                    Components.Add(
                        myWorld[i] = new Ground(this, TheMatrix[i], level[i])
                        );
                    break;

                case 1:     // Ground
                    Components.Add(
                        myWorld[i] = new Ground(this, TheMatrix[i], level[i])
                        );
                    break;

                case 2:     // Player

                    Components.Add(myWorld[i] = player);
                    break;

                case 3:     // Enemy
                    Components.Add(myWorld[i] = new Enemy(this, TheMatrix[i], player, random.Next(0, 3), 100));
                    break;

                case 4:     // Ladder
                    Components.Add(myWorld[i] = new Ground(this, TheMatrix[i], level[i]));
                    break;

                case 5:     //Red Stone
                    Components.Add(myWorld[i] = new stone(1, 1, this, TheMatrix[i]));
                    break;

                case 6:     // Blue Stone
                    Components.Add(myWorld[i] = new stone(2, 1, this, TheMatrix[i]));
                    break;

                case 7:     // Yellow Stone
                    Components.Add(myWorld[i] = new stone(3, 1, this, TheMatrix[i]));
                    break;

                case 8:     // Treasure/Food
                    Components.Add(myWorld[i] = new treasure(1, random.Next(0, 27), this, TheMatrix[i]));
                    foodCount++;
                    break;

                case 9:
                    // Add portal
                    Components.Add(myWorld[i] = new Portal(this, player, TheMatrix[i]));
                    break;
                }
            }


            base.Initialize();
        }
Esempio n. 3
0
        public override void Update(GameTime gameTime)
        {
            if (lives == 0)
            {
                Game1.Screen = Game1.GameState.GameOver;
            }
            float         elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds;
            KeyboardState k       = Keyboard.GetState();

            if (k.IsKeyDown(Keys.Space))
            {
                if (inventory.First != null)
                {
                    if (attacked == 0)
                    {
                        Attack a = new Attack(g, this.Position, inventory.First().type, lastWalk);
                        Game.Components.Add(a);
                        attacked = 1;
                    }
                }
            }
            if (k.IsKeyUp(Keys.Space))
            {
                attacked = 0;
            }



            if (k.IsKeyDown(Keys.Left))
            {
                Position -= new Vector2(elapsed, 0) * 100;
                walked    = -1;
                lastWalk  = walked;
                if (step > 0) //if he was walking right or was climbing
                {
                    step = -1;
                }
            }
            if (k.IsKeyDown(Keys.Right))
            {
                Position += new Vector2(elapsed, 0) * 100;
                walked    = 1;
                lastWalk  = walked;
                if ((step < 0) || (step > 6)) //if he was walking left or was climbing
                {
                    step = 1;
                }
            }

            if (jumping == 1)
            {
                jump(gameTime);
            }

            IGameComponent removeMe  = null;
            IGameComponent removeMe2 = null;

            //Collision Detection (for stones)
            foreach (var c in Game.Components)
            {
                stone s = c as stone;

                if (s != null)
                {
                    if (boundingBox.Intersects(s.boundingBox))
                    {
                        pickUpStone(s);
                    }
                }

                Ground b = c as Ground;
                if (b != null)
                {
                    int diff = sprhei - 25; //25 = Ground height
                    if (boundingBox.Intersects(b.bb) && ((b.type == 1) || (b.type == 2) || (b.type == 3)))
                    {
                        if ((Position.Y > (b.bb.Top - diff)) && (Position.Y < (b.bb.Bottom - diff)))
                        // if the main player's position is between the top and the bottom of the bounding box
                        {
                            //it's a side collision.  check if position is to the left or right, and handle appropriately
                            if (Position.X < b.position.X) //it's on the left
                            {
                                Position = new Vector2(b.bb.Left - boundingBox.Width, Position.Y);
                            }
                            else
                            {
                                Position = new Vector2(b.bb.Right, Position.Y);
                            }
                        }
                        else if (Position.Y < b.bb.Top)
                        // if the position of the player is above the top of the box, it's an above collision
                        {
                            Position = new Vector2(Position.X, b.bb.Top - boundingBox.Height + 1);
                        }

                        else
                        {
                            Position = new Vector2(Position.X, b.bb.Bottom);
                        }
                        //else it hit the bottom, but this should never happen.
                    }

                    if (boundingBox.Top < 50)
                    {
                        Position = new Vector2(Position.X, 50);
                    }
                    if (boundingBox.Left < 25)
                    {
                        Position = new Vector2(25, Position.Y);
                    }
                    if (boundingBox.Right >= 775)
                    {
                        Position = new Vector2(725, Position.Y);
                    }
                    //if (boundingBox.Top < 40) Position = new Vector2(Position.X, 40 + boundingBox.Height / 2);
                    if ((boundingBox.Contains(b.bb) || (boundingBox.Intersects(b.bb))) && (b.type == 4))
                    //    if (boundingBox.Contains(b.bb) && (b.type == 4))
                    {
                        Position = new Vector2(Position.X, Position.Y - 2);
                        if (k.IsKeyDown(Keys.Up))
                        {
                            if ((step >= 0 && step <= 4) || (step < 0)) //if he had a walking sprite
                            {
                                step = 6;
                            }
                            Position -= new Vector2(0, elapsed) * 100;
                            climbed   = 1;
                        }
                        if (k.IsKeyDown(Keys.Down))
                        {
                            if ((step >= 0 && step <= 4) || (step < 0)) //if he had a walking sprite
                            {
                                step = 6;
                            }
                            Position += new Vector2(0, elapsed) * 80;
                            climbed   = 1;
                        }
                    }
                    if (boundingBox.Intersects(b.bb) && (b.type == 0) && (b.position.Y > (Position.Y - 64)))
                    {
                        Position += new Vector2(0, elapsed) * 80;
                    }
                }

                treasure t = c as treasure;

                if (t != null)
                {
                    if (boundingBox.Intersects(t.boundingBox))
                    {
                        score   += t.points;
                        removeMe = t;
                        Game1.foodCount--;
                    }
                }

                Enemy e = c as Enemy;
                if (e != null)
                {
                    if (boundingBox.Intersects(e.boundingBox))
                    {
                        removeMe2 = getHit();
                        removeMe  = e;
                    }
                }
                Portal p = c as Portal;

                if (p != null)
                {
                    if (Game1.foodCount <= 0)
                    {
                        p.SetActive(true);
                    }
                    if (p.IsUsed())
                    {
                        Game1.Screen = Game1.GameState.LevelComplete;
                    }
                }
            }


            if (removeMe != null)
            {
                Game.Components.Remove(removeMe);
                if (removeMe2 != null)
                {
                    Game.Components.Remove(removeMe2);
                }
            }
            base.Update(gameTime);
        }