Esempio n. 1
0
        public RoomNew PreviuosRoom(RoomNew room)
        {
            int c = room.roomIndex;


            if (c != 0)
            {
                c = System.Threading.Interlocked.Decrement(ref c);
            }
            else if (c == 0)
            {
                c = System.Threading.Interlocked.Increment(ref c);
            }


            foreach (RoomNew r in rooms)
            {
                if (r.roomIndex == c)
                {
                    return(r);
                }
            }


            return(blockRoom);
        }
Esempio n. 2
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        public Chomper(RoomNew room, ContentManager Content, Enumeration.TileType tileType, Enumeration.StateTile state, Enumeration.TileType NextTileType__1)
        {
            base.room = room;

            nextTileType = NextTileType__1;
            System.Xml.Serialization.XmlSerializer ax = new System.Xml.Serialization.XmlSerializer(tileSequence.GetType());

            Stream txtReader = Microsoft.Xna.Framework.TitleContainer.OpenStream(PrinceOfPersiaGame.CONFIG_PATH_CONTENT + PrinceOfPersiaGame.CONFIG_PATH_SEQUENCES + tileType.ToString().ToUpper() + "_sequence.xml");

            tileSequence = (List<Sequence>)ax.Deserialize(txtReader);

            foreach (Sequence s in tileSequence)
            {
                s.Initialize(Content);
            }

            //Search in the sequence the right type
            //Sequence result = tileSequence.Find((Sequence s) => s.name.ToUpper() == state.ToString().ToUpper());
            Sequence result = tileSequence.Find((Sequence s) => s.name == state.ToString().ToUpper());

            if (result != null)
            {
                result.frames[0].SetTexture(Content.Load<Texture2D>(PrinceOfPersiaGame.CONFIG_TILES[0] + result.frames[0].value));

                collision = result.collision;
                Texture = result.frames[0].texture;
            }
            Type = tileType;

            //change statetile element
            tileState.Value().state = state;
            tileAnimation.PlayAnimation(tileSequence, tileState.Value());
        }
Esempio n. 3
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        public RoomNew UpRoom(RoomNew room)
        {
            int x = room.roomX;
            int y = room.roomY;
            int z = room.roomZ;

            if (y != levels[z].rows.Count() - 1)
            {
                y = System.Threading.Interlocked.Decrement(ref y);
            }
            else
            {
                return(blockRoom);
            }
            //return new RoomNew(this, PrinceOfPersiaGame.CONFIG_PATH_CONTENT + PrinceOfPersiaGame.CONFIG_PATH_ROOMS + "MAP_blockroom.xml");

            foreach (RoomNew r in rooms)
            {
                if (r.roomX == x & r.roomY == y & r.roomZ == z)
                {
                    return(r);
                }
            }
            return(blockRoom);
            //return new RoomNew(this, PrinceOfPersiaGame.CONFIG_PATH_CONTENT + PrinceOfPersiaGame.CONFIG_PATH_ROOMS + "MAP_blockroom.xml");
        }
Esempio n. 4
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        public Chomper(RoomNew room, ContentManager Content, Enumeration.TileType tileType, Enumeration.StateTile state, Enumeration.TileType NextTileType__1)
        {
            base.room = room;

            nextTileType = NextTileType__1;
            System.Xml.Serialization.XmlSerializer ax = new System.Xml.Serialization.XmlSerializer(tileSequence.GetType());

            Stream txtReader = Microsoft.Xna.Framework.TitleContainer.OpenStream(PrinceOfPersiaGame.CONFIG_PATH_CONTENT + PrinceOfPersiaGame.CONFIG_PATH_SEQUENCES + tileType.ToString().ToUpper() + "_sequence.xml");

            tileSequence = (List <Sequence>)ax.Deserialize(txtReader);

            foreach (Sequence s in tileSequence)
            {
                s.Initialize(Content);
            }

            //Search in the sequence the right type
            //Sequence result = tileSequence.Find((Sequence s) => s.name.ToUpper() == state.ToString().ToUpper());
            Sequence result = tileSequence.Find((Sequence s) => s.name == state.ToString().ToUpper());

            if (result != null)
            {
                result.frames[0].SetTexture(Content.Load <Texture2D>(PrinceOfPersiaGame.CONFIG_TILES[0] + result.frames[0].value));

                collision = result.collision;
                Texture   = result.frames[0].texture;
            }
            Type = tileType;


            //change statetile element
            tileState.Value().state = state;
            tileAnimation.PlayAnimation(tileSequence, tileState.Value());
        }
Esempio n. 5
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        /// <summary>
        /// Constructors a new player.
        /// </summary>
        public Guard(RoomNew room, Vector2 position, GraphicsDevice GraphicsDevice__1, SpriteEffects spriteEffect)
        {
            graphicsDevice = GraphicsDevice__1;
            m_spriteRoom = room;
            LoadContent();

            //TAKE PLAYER Position
            Reset(position, spriteEffect);
        }
Esempio n. 6
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        public Tile(RoomNew room, ContentManager Content, Enumeration.TileType tileType, Enumeration.StateTile state, Enumeration.Items eitem, Enumeration.TileType NextTileType__1)
        {
            this.room    = room;
            nextTileType = NextTileType__1;

            System.Xml.Serialization.XmlSerializer ax = new System.Xml.Serialization.XmlSerializer(m_tileSequence.GetType());

            Stream txtReader = Microsoft.Xna.Framework.TitleContainer.OpenStream(PrinceOfPersiaGame.CONFIG_PATH_CONTENT + PrinceOfPersiaGame.CONFIG_PATH_SEQUENCES + tileType.ToString().ToUpper() + "_sequence.xml");

            //TextReader txtReader = File.OpenText(PrinceOfPersiaGame.CONFIG_PATH_CONTENT + PrinceOfPersiaGame.CONFIG_PATH_SEQUENCES + tileType.ToString().ToUpper() + "_sequence.xml");


            m_tileSequence = (List <Sequence>)ax.Deserialize(txtReader);

            foreach (Sequence s in m_tileSequence)
            {
                s.Initialize(Content);
            }

            //Search in the sequence the right type
            Sequence result = m_tileSequence.Find((Sequence s) => s.name == state.ToString().ToUpper());

            if (result != null)
            {
                //AMF to be adjust....
                result.frames[0].SetTexture(Content.Load <Texture2D>(PrinceOfPersiaGame.CONFIG_TILES[0] + result.frames[0].value));

                collision = result.collision;
                Texture   = result.frames[0].texture;
            }
            Type = tileType;


            //change statetile element
            StateTileElement stateTileElement = new StateTileElement();

            stateTileElement.state = state;
            tileState.Add(stateTileElement);
            tileAnimation.PlayAnimation(m_tileSequence, tileState.Value());

            //load item
            switch (eitem)
            {
            case Enumeration.Items.flask:
                item = new Flask(Content);
                break;     // TODO: might not be correct. Was : Exit Select

            case Enumeration.Items.flaskbig:
                item = new FlaskBig(Content);
                break;     // TODO: might not be correct. Was : Exit Select

            case Enumeration.Items.sword:
                item = new Sword(Content);
                break;     // TODO: might not be correct. Was : Exit Select
            }
        }
Esempio n. 7
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        /// <summary>
        /// Constructors a new player.
        /// </summary>
        public Skeleton(RoomNew room, Vector2 position, GraphicsDevice GraphicsDevice__1, SpriteEffects spriteEffect)
        {
            graphicsDevice = GraphicsDevice__1;
            m_spriteRoom   = room;
            LoadContent();


            //TAKE PLAYER Position
            Reset(position, spriteEffect);
        }
Esempio n. 8
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        /// <summary>
        /// Constructors a new player.
        /// </summary>
        public Player(RoomNew room, Vector2 position, Point roomcoords, GraphicsDevice GraphicsDevice__1, SpriteEffects spriteEffect)
        {
            graphicsDevice = GraphicsDevice__1;
            SpriteRoom = room;
            _roomcord = roomcoords;
            LoadContent();

            //TAKE PLAYER Position
            Reset(position, spriteEffect);
        }
Esempio n. 9
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        private void DrawDebug(RoomNew room)
        {
            //if (room.player.sprite.sequence == null)
            //    return;

            Rectangle titleSafeArea = GraphicsDevice.Viewport.TitleSafeArea;
            Vector2   hudLocation   = new Vector2(titleSafeArea.X, titleSafeArea.Y);

            hudLocation.X = hudLocation.X + 180;
            hudLocation.Y = hudLocation.Y + 380;

            if (CONFIG_DEBUG == true)
            {
                var CurrentLvl = maze.CurrentLevel();

                if (CurrentLvl != null)
                {
                    DrawShadowedString(hudFont, "LEVEL NAME=" + CurrentLvl.levelIndex + "-" + CurrentLvl.levelName + "-" + maze.levelindex, hudLocation, Color.White);
                }
                hudLocation.Y = hudLocation.Y + 10;


                //DrawShadowedString(hudFont, "FRAME RATE=" + AnimationSequence.frameRate.ToString(), hudLocation, Color.White);

                //hudLocation.Y = hudLocation.Y + 10;

                if (maze.player != null)
                {
                    int CoordX = maze.player.RoomCoord.X;
                    int CoordY = maze.player.RoomCoord.Y;

                    DrawShadowedString(hudFont, "ROOM NAME=" + maze.player.SpriteRoom.roomName, hudLocation, Color.White);
                    hudLocation.Y = hudLocation.Y + 10;

                    DrawShadowedString(hudFont, "POSTION X=" + maze.player.Position.X + " Y=" + maze.player.Position.Y + " TILE= " + maze.player.SpriteRoom.GetTile(CoordX, CoordY).Type.ToString(), hudLocation, Color.White);
                    hudLocation.Y = hudLocation.Y + 10;

                    Rectangle playerBound = maze.player.Position.Bounding;
                    Rectangle tileBounds  = maze.player.SpriteRoom.GetBounds(maze.player.RealPosition.X, maze.player.RealPosition.Y);
                    Vector2   depth       = RectangleExtensions.GetIntersectionDepth(playerBound, tileBounds);
                    DrawShadowedString(hudFont, "PLAYER BOUNDS =" + "X = " + depth.X.ToString() + " Y = " + depth.Y.ToString(), hudLocation, Color.White);
                }

                hudLocation.Y = hudLocation.Y + 10;
                if (maze.player.sprite.sequence != null)
                {
                    DrawShadowedString(hudFont, "PLAYER STATE=" + Convert.ToString(maze.player.spriteState.Value().state) + " SEQUENCE CountOffset=" + Convert.ToString(maze.player.sprite.sequence.CountOffSet), hudLocation, Color.White);
                }
            }


            // Get the player's bounding rectangle and find neighboring tiles.
            Rectangle playerBounds = maze.player.Position.Bounding;
            Vector4   v4           = room.getBoundTiles(playerBounds);
        }
Esempio n. 10
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        /// <summary>
        /// Constructors a new player.
        /// </summary>
        public Splash(RoomNew room, Vector2 position, GraphicsDevice GraphicsDevice__1, SpriteEffects spriteEffect, bool player)
        {
            _player = player;
            graphicsDevice = GraphicsDevice__1;
            m_spriteRoom = room;
            LoadContent();

            //TAKE PLAYER Position

            Reset(position, spriteEffect);
        }
Esempio n. 11
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        private void PopNet()
        {
            DirectoryInfo files = new DirectoryInfo(PrinceOfPersiaGame.CONFIG_PATH_CONTENT + PrinceOfPersiaGame.CONFIG_PATH_LEVELS);

            foreach (FileInfo f in files.GetFiles())
            {
                //LOAD MXL CONTENT
                Stream txtReader = default(Stream);
                //#if ANDROID
                //txtReader = Game.Activity.Assets.Open(@PrinceOfPersiaGame.CONFIG_PATH_CONTENT + PrinceOfPersiaGame.CONFIG_PATH_LEVELS + "LEVEL_dungeon_prison.xml");
                //#endif
                txtReader = Microsoft.Xna.Framework.TitleContainer.OpenStream(Path.Combine(PrinceOfPersiaGame.CONFIG_PATH_CONTENT, PrinceOfPersiaGame.CONFIG_PATH_LEVELS, f.Name));
                System.Xml.Serialization.XmlSerializer ax = null;
                ax = new System.Xml.Serialization.XmlSerializer(typeof(Level));


                levels.Add((Level)ax.Deserialize(txtReader));
            }



            //Define and build a generic blockroom for usefull
            blockRoom = new RoomNew(this, Path.Combine(PrinceOfPersiaGame.CONFIG_PATH_CONTENT, PrinceOfPersiaGame.CONFIG_PATH_ROOMS, "MAP_blockroom.xml"), 1, 0);



            //load all room
            for (int z = 0; z <= levels.Count() - 1; z++)
            {
                //int newX = 1;
                for (int y = 0; y <= levels[z].rows.Count() - 1; y++)
                {
                    for (int x = 0; x <= levels[z].rows[y].columns.Count() - 1; x++)
                    {
                        if (levels[z].rows[y].columns[x].FilePath == string.Empty)
                        {
                            levels[z].rows[y].columns[x].FilePath = "MAP_blockroom.xml";
                        }

                        RoomNew room = new RoomNew(this, Path.Combine(PrinceOfPersiaGame.CONFIG_PATH_CONTENT, PrinceOfPersiaGame.CONFIG_PATH_ROOMS, levels[z].rows[y].columns[x].FilePath), levels[z].rows[y].columns[x].RoomIndex, levels[z].rows[y].columns[x].roomType);
                        //RoomNew room = new RoomNew(this, "Maze/"+ levels[z].rows[y].columns[x].FilePath);
                        room.roomStart = levels[z].rows[y].columns[x].RoomStart;
                        room.roomName  = levels[z].rows[y].columns[x].FilePath;
                        room.roomZ     = z;
                        room.roomX     = x;
                        room.roomY     = y;
                        //newX++;
                        rooms.Add(room);
                    }
                }
            }
        }
Esempio n. 12
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        /// <summary>
        /// Constructors a new player.
        /// </summary>
        public Splash(RoomNew room, Vector2 position, GraphicsDevice GraphicsDevice__1, SpriteEffects spriteEffect, bool player)
        {
            _player        = player;
            graphicsDevice = GraphicsDevice__1;
            m_spriteRoom   = room;
            LoadContent();

            //TAKE PLAYER Position



            Reset(position, spriteEffect);
        }
Esempio n. 13
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        public Gate(RoomNew room, ContentManager Content, Enumeration.TileType tileType, Enumeration.StateTile state, int switchButton, Enumeration.TileType NextTileType__1, float TimeOpen__2)
        {
            collision    = Enumeration.TileCollision.Platform;
            base.room    = room;
            nextTileType = NextTileType__1;
            timeOpen     = TimeOpen__2;

            this.switchButton = switchButton;
            System.Xml.Serialization.XmlSerializer ax = new System.Xml.Serialization.XmlSerializer(tileSequence.GetType());
            Stream txtReader = Microsoft.Xna.Framework.TitleContainer.OpenStream(PrinceOfPersiaGame.CONFIG_PATH_CONTENT + PrinceOfPersiaGame.CONFIG_PATH_SEQUENCES + tileType.ToString().ToUpper() + "_sequence.xml");

            //TextReader txtReader = File.OpenText(PrinceOfPersiaGame.CONFIG_PATH_CONTENT + PrinceOfPersiaGame.CONFIG_PATH_SEQUENCES + tileType.ToString().ToUpper() + "_sequence.xml");

            tileSequence = (List <Sequence>)ax.Deserialize(txtReader);

            foreach (Sequence s in tileSequence)
            {
                s.Initialize(Content);
            }

            if (state == Enumeration.StateTile.normal)
            {
                state = Enumeration.StateTile.closed;
            }

            //Search in the sequence the right type
            Sequence result = tileSequence.Find((Sequence s) => s.name == state.ToString().ToUpper());

            if (result != null)
            {
                //AMF to be adjust....
                result.frames[0].SetTexture(Content.Load <Texture2D>(PrinceOfPersiaGame.CONFIG_TILES[0] + result.frames[0].value));

                collision = result.collision;
                Texture   = result.frames[0].texture;
            }
            Type = tileType;


            //change statetile element
            tileState.Value().state = state;
            tileAnimation.PlayAnimation(tileSequence, tileState.Value());
        }
Esempio n. 14
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        public Gate(RoomNew room, ContentManager Content, Enumeration.TileType tileType, Enumeration.StateTile state, int switchButton, Enumeration.TileType NextTileType__1, float TimeOpen__2)
        {
            collision = Enumeration.TileCollision.Platform;
            base.room = room;
            nextTileType = NextTileType__1;
            timeOpen = TimeOpen__2;

            this.switchButton = switchButton;
            System.Xml.Serialization.XmlSerializer ax = new System.Xml.Serialization.XmlSerializer(tileSequence.GetType());
            Stream txtReader = Microsoft.Xna.Framework.TitleContainer.OpenStream(PrinceOfPersiaGame.CONFIG_PATH_CONTENT + PrinceOfPersiaGame.CONFIG_PATH_SEQUENCES + tileType.ToString().ToUpper() + "_sequence.xml");

            //TextReader txtReader = File.OpenText(PrinceOfPersiaGame.CONFIG_PATH_CONTENT + PrinceOfPersiaGame.CONFIG_PATH_SEQUENCES + tileType.ToString().ToUpper() + "_sequence.xml");

            tileSequence = (List<Sequence>)ax.Deserialize(txtReader);

            foreach (Sequence s in tileSequence)
            {
            s.Initialize(Content);
            }

            if (state == Enumeration.StateTile.normal)
            {
            state = Enumeration.StateTile.closed;
            }

            //Search in the sequence the right type
            Sequence result = tileSequence.Find((Sequence s) => s.name == state.ToString().ToUpper());

            if (result != null)
            {
            //AMF to be adjust....
            result.frames[0].SetTexture(Content.Load<Texture2D>(PrinceOfPersiaGame.CONFIG_TILES[0] + result.frames[0].value));

            collision = result.collision;
            Texture = result.frames[0].texture;
            }
            Type = tileType;

            //change statetile element
            tileState.Value().state = state;
            tileAnimation.PlayAnimation(tileSequence, tileState.Value());
        }
Esempio n. 15
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        public RoomNew RoomGet(RoomNew room)
        {
            int c = room.roomIndex;



            if (c == 0)
            {
                c = 1;
            }


            foreach (RoomNew r in rooms)
            {
                if (r.roomIndex == c)
                {
                    return(r);
                }
            }


            return(blockRoom);
        }
Esempio n. 16
0
        public void HandleCollisionsNew()
        {
            isGround();



            Rectangle playerBounds = _position.Bounding;
            //Find how many tiles are near on the left
            Vector4 v4 = SpriteRoom.getBoundTiles(playerBounds);

            // For each potentially colliding Tile, warning the for check only the player row ground..W
            for (int y = Convert.ToInt32(Math.Truncate(v4.Z)); y <= Convert.ToInt32(Math.Truncate(v4.W)); y++)
            {
                for (int x = Convert.ToInt32(Math.Truncate(v4.X)); x <= Convert.ToInt32(Math.Truncate(v4.Y)); x++)
                {
                    Rectangle tileBounds = SpriteRoom.GetBounds(x, y);
                    Vector2   depth      = RectangleExtensions.GetIntersectionDepth(playerBounds, tileBounds);
                    Enumeration.TileCollision tileCollision = SpriteRoom.GetCollision(x, y);
                    Enumeration.TileType      tileType      = SpriteRoom.GetType(x, y);

                    switch (tileType)
                    {
                    case Enumeration.TileType.spikes:
                        if (IsAlive == false)
                        {
                            ((Spikes)SpriteRoom.GetTile(x, y)).Open();
                            return;
                        }

                        if (flip == SpriteEffects.FlipHorizontally)
                        {
                            if (depth.X < 10 & depth.Y >= Player.SPRITE_SIZE_Y)
                            {
                                ((Spikes)SpriteRoom.GetTile(x, y)).Open();

                                // if (depth.X <= -30 & depth.Y >= Player.SPRITE_SIZE_Y & ((Spikes)SpriteRoom.GetTile(x, y)).State == Enumeration.StateTile.open)
                                //   Impale();
                            }
                        }
                        else
                        {
                            if (depth.X > -10 & depth.Y >= Player.SPRITE_SIZE_Y)
                            {
                                ((Spikes)SpriteRoom.GetTile(x, y)).Open();

                                //if (depth.X >= 60 & depth.Y >= Player.SPRITE_SIZE_Y & ((Spikes)SpriteRoom.GetTile(x, y)).State == Enumeration.StateTile.open)
                                //  Impale();
                            }
                        }

                        break; // TODO: might not be correct. Was : Exit Select


                    case Enumeration.TileType.lava:
                        if (IsAlive == false)
                        {
                            ((Lava)SpriteRoom.GetTile(x, y)).Open();
                            return;
                        }

                        if (flip == SpriteEffects.FlipHorizontally)
                        {
                            if (depth.X < 10 & depth.Y >= Skeleton.SPRITE_SIZE_Y)
                            {
                                ((Lava)SpriteRoom.GetTile(x, y)).Open();

                                // if (depth.X <= -30 & depth.Y >= Player.SPRITE_SIZE_Y & ((Spikes)SpriteRoom.GetTile(x, y)).State == Enumeration.StateTile.open)
                                //   Impale();
                            }
                        }
                        else
                        {
                            if (depth.X > -10 & depth.Y >= Skeleton.SPRITE_SIZE_Y)
                            {
                                ((Lava)SpriteRoom.GetTile(x, y)).Open();

                                //if (depth.X >= 60 & depth.Y >= Player.SPRITE_SIZE_Y & ((Spikes)SpriteRoom.GetTile(x, y)).State == Enumeration.StateTile.open)
                                //  Impale();
                            }
                        }

                        break; // TODO: might not be correct. Was : Exit Select



                    case Enumeration.TileType.loose:
                        if (flip == SpriteEffects.FlipHorizontally)
                        {
                            if (depth.X < (-Tile.PERSPECTIVE - PLAYER_R_PENETRATION))
                            {
                                ((Loose)SpriteRoom.GetTile(x, y)).Press();
                                //else
                                //isLoosable();
                            }
                        }
                        else
                        {
                            if (depth.X > (Tile.PERSPECTIVE + PLAYER_L_PENETRATION))
                            {
                                //45
                                ((Loose)SpriteRoom.GetTile(x, y)).Press();
                                //else
                                //isLoosable();
                            }
                        }
                        break; // TODO: might not be correct. Was : Exit Select



                    case Enumeration.TileType.pressplate:
                        ((PressPlate)SpriteRoom.GetTile(x, y)).Press();
                        break; // TODO: might not be correct. Was : Exit Select

                    case Enumeration.TileType.gate:
                    case Enumeration.TileType.block:
                        if (tileType == Enumeration.TileType.gate)
                        {
                            if (((Gate)SpriteRoom.GetTile(x, y)).State == Enumeration.StateTile.opened)
                            {
                                break; // TODO: might not be correct. Was : Exit Select
                            }
                        }
                        //if player are raised then not collide..


                        //if sx wall i will penetrate..for perspective design
                        if (flip == SpriteEffects.FlipHorizontally)
                        {
                            //only for x pixel
                            if (depth.X < (-Tile.PERSPECTIVE - PLAYER_R_PENETRATION))
                            {
                                if (spriteState.Value().state != Enumeration.State.freefall & spriteState.Value().state != Enumeration.State.highjump & spriteState.Value().state != Enumeration.State.hang & spriteState.Value().state != Enumeration.State.hangstraight & spriteState.Value().state != Enumeration.State.hangdrop & spriteState.Value().state != Enumeration.State.hangfall & spriteState.Value().state != Enumeration.State.jumphangMed & spriteState.Value().state != Enumeration.State.jumphangLong & spriteState.Value().state != Enumeration.State.climbup & spriteState.Value().state != Enumeration.State.climbdown)
                                {
                                    //if (sprite.sequence.raised == false)
                                    //    Bump(Enumeration.PriorityState.Force);
                                    //else
                                    //    RJumpFall(Enumeration.PriorityState.Force);
                                    //return;
                                    _position.Value = new Vector2(_position.X + (depth.X - (-Tile.PERSPECTIVE - PLAYER_R_PENETRATION)), _position.Y);
                                }
                            }
                            else
                            {
                                if (sprite.sequence.raised == true)
                                {
                                    _position.Value = new Vector2(_position.X, _position.Y);
                                }
                                else
                                {
                                    _position.Value = new Vector2(_position.X, _position.Y);
                                }
                            }
                        }
                        else
                        {
                            if (depth.X > (Tile.PERSPECTIVE + PLAYER_L_PENETRATION))
                            {
                                //45
                                //if(sprite.sequence.raised == false)

                                if (spriteState.Value().state != Enumeration.State.freefall & spriteState.Value().state != Enumeration.State.highjump & spriteState.Value().state != Enumeration.State.hang & spriteState.Value().state != Enumeration.State.hangstraight & spriteState.Value().state != Enumeration.State.hangdrop & spriteState.Value().state != Enumeration.State.hangfall & spriteState.Value().state != Enumeration.State.jumphangMed & spriteState.Value().state != Enumeration.State.jumphangLong & spriteState.Value().state != Enumeration.State.climbup & spriteState.Value().state != Enumeration.State.climbdown)
                                {
                                    _position.Value = new Vector2(_position.X + (depth.X - (Tile.PERSPECTIVE + PLAYER_L_PENETRATION)), _position.Y);
                                    //Bump(Enumeration.PriorityState.Force);
                                    return;
                                }
                            }
                            else if (sprite.sequence.raised == true)
                            {
                                _position.Value = new Vector2(_position.X, _position.Y);
                            }
                            else
                            {
                                _position.Value = new Vector2(_position.X, _position.Y);
                            }
                        }
                        playerBounds = BoundingRectangle;
                        break; // TODO: might not be correct. Was : Exit Select



                    default:
                        _position.Value = new Vector2(_position.X, tileBounds.Bottom);
                        playerBounds    = BoundingRectangle;
                        break;
                    }
                }
            }
            //???
            //previousBottom = playerBounds.Bottom;
            //check if out room
            if (_position.Y > RoomNew.BOTTOM_LIMIT + 10)
            {
                RoomNew room = Maze.DownRoom(SpriteRoom);
                SpriteRoom  = room;
                _position.Y = RoomNew.TOP_LIMIT + 27;
                // Y=77
                //For calculate height fall from damage points calculations..


                PositionFall = new Vector2(Position.X, (PrinceOfPersiaGame.CONFIG_SCREEN_HEIGHT - RoomNew.BOTTOM_LIMIT - PositionFall.Y));
            }
            else if (_position.X >= RoomNew.RIGHT_LIMIT)
            {
                RoomNew room = Maze.RightRoom(SpriteRoom);
                SpriteRoom  = room;
                _position.X = RoomNew.LEFT_LIMIT + 10;
            }
            else if (_position.X <= RoomNew.LEFT_LIMIT)
            {
                RoomNew room = Maze.LeftRoom(SpriteRoom);
                SpriteRoom  = room;
                _position.X = RoomNew.RIGHT_LIMIT - 10;
            }
            else if (_position.Y < RoomNew.TOP_LIMIT - 10)
            {
                RoomNew room = Maze.UpRoom(SpriteRoom);
                SpriteRoom = room;
                //Y=270
                _position.Y = RoomNew.BOTTOM_LIMIT - 24;
            }
        }
Esempio n. 17
0
        private void DrawDebug(RoomNew room)
        {
            //if (room.player.sprite.sequence == null)
            //    return;

            Rectangle titleSafeArea = GraphicsDevice.Viewport.TitleSafeArea;
            Vector2 hudLocation = new Vector2(titleSafeArea.X, titleSafeArea.Y);
            hudLocation.X = hudLocation.X + 180;
            hudLocation.Y = hudLocation.Y + 380;

            if (CONFIG_DEBUG == false)
            {
                return;
            }

            DrawShadowedString(hudFont, "LEVEL NAME=" + maze.CurrentLevel().levelIndex + "-" + maze.CurrentLevel().levelName + "-" + maze.levelindex, hudLocation, Color.White);
            hudLocation.Y = hudLocation.Y + 10;

            //DrawShadowedString(hudFont, "FRAME RATE=" + AnimationSequence.frameRate.ToString(), hudLocation, Color.White);

            //hudLocation.Y = hudLocation.Y + 10;

            if (maze.player != null)
                {

                    int CoordX = maze.player.RoomCoord.X;
                    int CoordY = maze.player.RoomCoord.Y;

                    DrawShadowedString(hudFont, "ROOM NAME=" + maze.player.SpriteRoom.roomName, hudLocation, Color.White);
                    hudLocation.Y = hudLocation.Y + 10;

                    DrawShadowedString(hudFont, "POSTION X=" + maze.player.Position.X + " Y=" + maze.player.Position.Y + " TILE= " + maze.player.SpriteRoom.GetTile(CoordX, CoordY).Type.ToString(), hudLocation, Color.White);
                    hudLocation.Y = hudLocation.Y + 10;

                Rectangle playerBound = maze.player.Position.Bounding;
                Rectangle tileBounds = maze.player.SpriteRoom.GetBounds(maze.player.RealPosition.X, maze.player.RealPosition.Y);
                Vector2 depth = RectangleExtensions.GetIntersectionDepth(playerBound, tileBounds);
                DrawShadowedString(hudFont, "PLAYER BOUNDS =" + "X = " + depth.X.ToString() + " Y = " + depth.Y.ToString(), hudLocation, Color.White);

                }

            hudLocation.Y = hudLocation.Y + 10;
            if (maze.player.sprite.sequence != null)
                DrawShadowedString(hudFont, "PLAYER STATE=" + Convert.ToString(maze.player.spriteState.Value().state) + " SEQUENCE CountOffset=" + Convert.ToString(maze.player.sprite.sequence.CountOffSet), hudLocation, Color.White);

            // Get the player's bounding rectangle and find neighboring tiles.
            Rectangle playerBounds = maze.player.Position.Bounding;
            Vector4 v4 = room.getBoundTiles(playerBounds);
        }
Esempio n. 18
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        public void HandleCollision()
        {
            if (this.Type == Enumeration.TileType.loose)
            {
                if (this.tileState.Value().state != Enumeration.StateTile.loosefall)
                {
                    return;
                }

                Rectangle r          = new Rectangle(Convert.ToInt32(Math.Truncate(Position.X)), Convert.ToInt32(Math.Truncate(Position.Y)), Tile.WIDTH, Tile.HEIGHT);
                Vector4   v          = room.getBoundTiles(r);
                Rectangle tileBounds = room.GetBounds(Convert.ToInt32(Math.Truncate(v.X)), Convert.ToInt32(Math.Truncate(v.W)));

                Vector2 depth = RectangleExtensions.GetIntersectionDepth(tileBounds, r);
                Enumeration.TileType      tileType      = room.GetType(Convert.ToInt32(Math.Truncate(v.X)), Convert.ToInt32(Math.Truncate(v.W)));
                Enumeration.TileCollision tileCollision = room.GetCollision(Convert.ToInt32(Math.Truncate(v.X)), Convert.ToInt32(Math.Truncate(v.W)));
                //Tile tile = room.GetTile(new Vector2((int)v.X, (int)v.W));
                if (tileCollision == Enumeration.TileCollision.Platform)
                {
                    //if (tileType == Enumeration.TileType.floor)
                    if (depth.Y >= Tile.HEIGHT - Tile.PERSPECTIVE)
                    {
                        lock (room.tilesTemporaney)
                        {
                            room.tilesTemporaney.Remove(this);
                        }
                        //Vector2 vs = new Vector2(this.Position.X, this.Position.Y);
                        if (tileType == Enumeration.TileType.loose)
                        {
                            Loose l = (Loose)room.GetTile(Convert.ToInt32(Math.Truncate(v.X)), Convert.ToInt32(Math.Truncate(v.W)));
                            l.Fall(true);
                        }
                        else
                        {
                            ((SoundEffect)Maze.dContentRes[PrinceOfPersiaGame.CONFIG_SOUNDS + "tile crashing into the floor".ToUpper()]).Play();
                            room.SubsTile(Coordinates, Enumeration.TileType.rubble);
                        }
                    }
                }


                //if (_position.Y >= RoomNew.BOTTOM_LIMIT - Tile.HEIGHT - Tile.PERSPECTIVE)
                if (_position.Y >= RoomNew.BOTTOM_LIMIT - Tile.PERSPECTIVE)
                {
                    //remove tiles from tilesTemporaney
                    lock (room.tilesTemporaney)
                    {
                        room.tilesTemporaney.Remove(this);
                    }
                    //exit from DOWN room
                    RoomNew roomDown = room.maze.DownRoom(room);
                    room        = roomDown;
                    _position.Y = RoomNew.TOP_LIMIT - 10;

                    lock (room.tilesTemporaney)
                    {
                        room.tilesTemporaney.Add(this);
                    }
                }
            }
        }
Esempio n. 19
0
        public Tile(RoomNew room, ContentManager Content, Enumeration.TileType tileType, Enumeration.StateTile state, Enumeration.Items eitem, Enumeration.TileType NextTileType__1)
        {
            this.room = room;
            nextTileType = NextTileType__1;

            System.Xml.Serialization.XmlSerializer ax = new System.Xml.Serialization.XmlSerializer(m_tileSequence.GetType());

            Stream txtReader = Microsoft.Xna.Framework.TitleContainer.OpenStream(PrinceOfPersiaGame.CONFIG_PATH_CONTENT + PrinceOfPersiaGame.CONFIG_PATH_SEQUENCES + tileType.ToString().ToUpper() + "_sequence.xml");
            //TextReader txtReader = File.OpenText(PrinceOfPersiaGame.CONFIG_PATH_CONTENT + PrinceOfPersiaGame.CONFIG_PATH_SEQUENCES + tileType.ToString().ToUpper() + "_sequence.xml");

            m_tileSequence = (List<Sequence>)ax.Deserialize(txtReader);

            foreach (Sequence s in m_tileSequence)
            {
                s.Initialize(Content);
            }

            //Search in the sequence the right type
            Sequence result = m_tileSequence.Find((Sequence s) => s.name == state.ToString().ToUpper());

            if (result != null)
            {
                //AMF to be adjust....
                result.frames[0].SetTexture(Content.Load<Texture2D>(PrinceOfPersiaGame.CONFIG_TILES[0] + result.frames[0].value));

                collision = result.collision;
                Texture = result.frames[0].texture;
            }
            Type = tileType;

            //change statetile element
            StateTileElement stateTileElement = new StateTileElement();
            stateTileElement.state = state;
            tileState.Add(stateTileElement);
            tileAnimation.PlayAnimation(m_tileSequence, tileState.Value());

            //load item
            switch (eitem)
            {
                case Enumeration.Items.flask:
                    item = new Flask(Content);
                    break; // TODO: might not be correct. Was : Exit Select

                case Enumeration.Items.flaskbig:
                    item = new FlaskBig(Content);
                    break; // TODO: might not be correct. Was : Exit Select

                case Enumeration.Items.sword:
                    item = new Sword(Content);
                    break; // TODO: might not be correct. Was : Exit Select

            }
        }
Esempio n. 20
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 public void StartLevel(RoomNew room)
 {
     m_spriteRoom = room;
     LoadContent();
     Reset(startPosition, startFlip);
     Sword = true;
 }
Esempio n. 21
0
        public void HandleCollision()
        {
            if (this.Type == Enumeration.TileType.loose)
            {
                if (this.tileState.Value().state != Enumeration.StateTile.loosefall)
                {
                    return;
                }

                Rectangle r = new Rectangle(Convert.ToInt32(Math.Truncate(Position.X)), Convert.ToInt32(Math.Truncate(Position.Y)), Tile.WIDTH, Tile.HEIGHT);
                Vector4 v = room.getBoundTiles(r);
                Rectangle tileBounds = room.GetBounds(Convert.ToInt32(Math.Truncate(v.X)), Convert.ToInt32(Math.Truncate(v.W)));

                Vector2 depth = RectangleExtensions.GetIntersectionDepth(tileBounds, r);
                Enumeration.TileType tileType = room.GetType(Convert.ToInt32(Math.Truncate(v.X)), Convert.ToInt32(Math.Truncate(v.W)));
                Enumeration.TileCollision tileCollision = room.GetCollision(Convert.ToInt32(Math.Truncate(v.X)), Convert.ToInt32(Math.Truncate(v.W)));
                //Tile tile = room.GetTile(new Vector2((int)v.X, (int)v.W));
                if (tileCollision == Enumeration.TileCollision.Platform)
                {
                    //if (tileType == Enumeration.TileType.floor)
                    if (depth.Y >= Tile.HEIGHT - Tile.PERSPECTIVE)
                    {
                        lock (room.tilesTemporaney)
                        {
                            room.tilesTemporaney.Remove(this);
                        }
                        //Vector2 vs = new Vector2(this.Position.X, this.Position.Y);
                        if (tileType == Enumeration.TileType.loose)
                        {
                            Loose l = (Loose)room.GetTile(Convert.ToInt32(Math.Truncate(v.X)), Convert.ToInt32(Math.Truncate(v.W)));
                            l.Fall(true);
                        }
                        else
                        {
                            ((SoundEffect)Maze.dContentRes[PrinceOfPersiaGame.CONFIG_SOUNDS + "tile crashing into the floor".ToUpper()]).Play();
                            room.SubsTile(Coordinates, Enumeration.TileType.rubble);
                        }

                    }
                }

                //if (_position.Y >= RoomNew.BOTTOM_LIMIT - Tile.HEIGHT - Tile.PERSPECTIVE)
                if (_position.Y >= RoomNew.BOTTOM_LIMIT - Tile.PERSPECTIVE)
                {
                    //remove tiles from tilesTemporaney
                    lock (room.tilesTemporaney)
                    {
                        room.tilesTemporaney.Remove(this);
                    }
                    //exit from DOWN room
                    RoomNew roomDown = room.maze.DownRoom(room);
                    room = roomDown;
                    _position.Y = RoomNew.TOP_LIMIT - 10;

                    lock (room.tilesTemporaney)
                    {
                        room.tilesTemporaney.Add(this);
                    }

                }
            }
        }
Esempio n. 22
0
        public void isGround()
        {
            if (IsAlive == false)
            {
                return;
            }

            m_isOnGround = false;

            RoomNew   room         = null;
            Rectangle playerBounds = _position.Bounding;
            Vector2   v2           = SpriteRoom.getCenterTile(playerBounds);
            Rectangle tileBounds   = SpriteRoom.GetBounds(Convert.ToInt32(Math.Truncate(v2.X)), Convert.ToInt32(Math.Truncate(v2.Y)));

            //Check if kid outside Room
            if (v2.X < 0)
            {
                room = Maze.LeftRoom(SpriteRoom);
            }
            else
            {
                room = SpriteRoom;
            }

            if (v2.Y > 2)
            {
                m_isOnGround = false;
            }
            else if (v2.Y < 0)
            {
                m_isOnGround = false;
            }
            else
            {
                if (room.GetCollision(Convert.ToInt32(Math.Truncate(v2.X)), Convert.ToInt32(Math.Truncate(v2.Y))) != Enumeration.TileCollision.Passable)
                {
                    if (playerBounds.Bottom >= tileBounds.Bottom)
                    {
                        m_isOnGround = true;
                    }
                }
            }


            if (m_isOnGround == false)
            {
                if (sprite.sequence.raised == false)
                {
                    if (spriteState.Value().state == Enumeration.State.runjump)
                    {
                        spriteState.Add(Enumeration.State.rjumpfall, Enumeration.PriorityState.Force);
                        sprite.PlayAnimation(spriteSequence, spriteState.Value());
                    }
                    else
                    {
                        if (spriteState.Previous().state == Enumeration.State.runjump)
                        {
                            spriteState.Add(Enumeration.State.stepfall, Enumeration.PriorityState.Force, new Vector2(20, 15));
                        }
                        else if (spriteState.Value().state != Enumeration.State.freefall)
                        {
                            spriteState.Add(Enumeration.State.stepfall, Enumeration.PriorityState.Force);
                        }
                    }
                    //SpriteRoom.LooseShake();
                    //and for upper room...
                    SpriteRoom.maze.UpRoom(SpriteRoom).LooseShake();
                }
                return;
            }


            //IS ON GROUND!
            if (spriteState.Value().state == Enumeration.State.freefall)
            {
                //Align to tile x
                _position.Y = tileBounds.Bottom - _position._spriteRealSize.Y;

                //CHECK IF LOOSE ENERGY...
                int Rem = 0;
                Rem = Convert.ToInt32(Math.Truncate(Math.Abs(Position.Y - PositionFall.Y))) / Tile.REALHEIGHT;

                if (Rem == 0)
                {
                    ((SoundEffect)Maze.dContentRes["Sounds/dos/falling echo".ToUpper()]).Play();
                }
                else if (Rem >= 1 & Rem < 3)
                {
                    ((SoundEffect)Maze.dContentRes["Sounds/dos/loosing a life falling".ToUpper()]).Play();
                }
                else
                {
                    ((SoundEffect)Maze.dContentRes["Sounds/dos/falling".ToUpper()]).Play();
                    //you should dead!!!
                    DeadFall();
                }
                Energy = Energy - Rem;
                spriteState.Add(Enumeration.State.crouch, Enumeration.PriorityState.Force, false);
                SpriteRoom.LooseShake();
            }
        }