/// <summary>
        /// Checks two GameObject's to see if they collide.
        /// </summary>
        /// <param name="obj1">The first object.</param>
        /// <param name="obj2">The second object.</param>
        /// <returns>True if there is a collision.  False otherwise.</returns>
        public static bool CheckBoundingBoxCollision(GameObject obj1, GameObject obj2)
        {
            if (((obj1.HitBox.X + obj1.HitBox.Width >= obj2.HitBox.X) && (obj1.HitBox.X <= obj2.HitBox.X + obj2.HitBox.Width)) &&
                ((obj1.HitBox.Y + obj1.HitBox.Height >= obj2.HitBox.Y) && (obj1.HitBox.Y <= obj2.HitBox.Y + obj2.HitBox.Height)))
                return true;

            return false;
        }
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        /// <summary>
        /// Creates a new Room object.
        /// </summary>
        /// <param name="roomName">The name of the room that is to be created.</param>
        /// <param name="content">The content manager to use for assets.</param>
        /// <param name="doorIndex">The index of the door to enter from.  If no index is specified, or the index is -1,
        /// the room's default spawn location will be used.</param>
        public Room(String name, int doorIndex)
        {
            roomName = name;
            Content = new ContentManager(GameResources.GameServices, "Content");
            soundEngine = new AudioEngine(Content, roomName);

            isLoaded = false;

            Load("Data/Rooms/" + roomName + ".txt", doorIndex);

            if (isPersistant)
                LoadRoomState();

            collisionMap = Content.Load<Texture2D>("Images/" + graphicsName + "Collisions");
            collisionColors = new Color[collisionMap.Width * collisionMap.Height];
            collisionMap.GetData<Color>(collisionColors);
            background = new GameObject(graphicsName, Content);
            background.Spawn(new Vector2(0, 0));
            if (hasLighting)
            {
                lightingMap = new GameObject(graphicsName + "LightingMap", Content);
                lightingMap.Spawn(new Vector2(0, 0));
            }
        }
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        /// <summary>
        /// Interacts with the given object and interaction type.
        /// </summary>
        /// <param name="otherObject">The object to interaction type.</param>
        /// <param name="interactionType">The type of interaction to take place.</param>
        public override InteractionActions InteractWith(GameObject otherObject, InteractionTypes interactionType)
        {
            if (otherObject.ItemType != ItemList.NullItem && interactionType == InteractionTypes.Collision)
            {
                PickUpItem(otherObject);
            }
            else
            {
                switch (otherObject.ObjectName)
                {
                    case "Door":
                        if (interactionType == InteractionTypes.PlayerAction)
                        {
                            Door door = (Door)otherObject;

                            if (!door.IsOpen)
                            {
                                if (!itemArray[(byte)door.LockType])
                                    hudCallback("This door is locked.", false, true);
                                else if (door.LinkedRoomName == "(unassigned)")
                                    hudCallback("This door appears to go nowhere.", false, true);
                                else
                                    door.Open();

                                return InteractionActions.None;
                            }
                        }
                        else if (!otherObject.IsSolid && interactionType == InteractionTypes.Collision)
                        {
                            Door door = (Door)otherObject;
                            if (door.IsRoomLoaded)
                                roomCallback(door.LinkedRoom);
                            else
                            {
                                loadingDoor = door;
                                GameManager.ToggleFreeze(true);
                                hudCallback("Loading room...", false, false);
                            }

                            if (door.Orientation == Door.DoorOrientations.FacingLeft)
                                ResetActionStates(XDirection.Right);
                            else
                                ResetActionStates(XDirection.Left);

                            return InteractionActions.None;
                        }
                        break;

                    case "SavePoint":
                        if (interactionType == InteractionTypes.PlayerAction)
                        {
                            currentHealth = maxHealth;
                            saveCallback();
                            return InteractionActions.None;
                        }
                        break;
                    case "Lever":
                        if (interactionType == InteractionTypes.PlayerAction)
                        {
                            otherObject.SwitchLever();
                            return InteractionActions.Lever;
                        }
                        break;
                    default:
                        return InteractionActions.None;
                }
            }
            return InteractionActions.None;
        }
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 /// <summary>
 /// Picks up the designated item, despawning it and adding it to the player's inventory.
 /// </summary>
 /// <param name="item">The item that was picked up.</param>
 private void PickUpItem(GameObject item)
 {
     itemArray[(byte)item.ItemType] = true;
     item.Despawn();
     if (item.IsKey)
         soundEngine.Play(AudioEngine.SoundEffects.KeyGet);
     else if (item.IsPowerup)
     {
         soundEngine.Play(AudioEngine.SoundEffects.ItemGet);
         string info = null;
         switch (item.ObjectName)
         {
             case "DashPowerup":
                 info = "You got the dash powerup!\nUse the triggers (or Q on a keyboard) to dash, even in midair.";
                 break;
         }
         if (info != null)
             hudCallback(info, true, true);
     }
 }
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 /// <summary>
 /// Searches the current room for the nearest valid interactable object and returns it if
 /// one is in range
 /// </summary>
 /// <returns>The nearest object</returns>
 private GameObject FindInteractionObject(GameObject initiator, InteractionTypes interactionType)
 {
     GameObject nearestObject = currentRoom.GetNearestObject(initiator.InteractionPoint, player.InteractionDistance, interactionType);
     return nearestObject;
 }
Esempio n. 6
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 /// <summary>
 /// Deals with object interactions between each other.
 /// </summary>
 /// <param name="otherObject">The other object to interact with.</param>
 public virtual InteractionActions InteractWith(GameObject otherObject, InteractionTypes interactionType)
 {
     // TODO: Add the interaction chart for each possible object interaction.
     // The owner of this method is considered the "initiator" of the interaction
     return InteractionActions.None;
 }