public static WorldState CreateNewWorldState(int width, int height, int maxRockets, int aliensWidth, int aliensHeight, int initialLives) { GameConfigState gameConfigState = new GameConfigState(width, height, maxRockets, aliensWidth, aliensHeight); PlayerState playerState = new PlayerState(width / 2); AliensState aliensState = CreateNewAliensState(width, height, aliensWidth, aliensHeight); AliensMovementState aliensMovementState = new AliensMovementState(AliensMovementState.MovementDirection.Right); RocketsState rocketsState = new RocketsState(new List <Vector2i>()); BombsState bombsState = new BombsState(new List <Vector2i>()); GameProgressState gameProgressState = new GameProgressState(0, initialLives, false); WorldState worldState = new WorldState(gameConfigState, playerState, aliensState, aliensMovementState, rocketsState, bombsState, gameProgressState); return(worldState); }
public WorldState(GameConfigState gameConfigState, PlayerState playerState, AliensState aliensState, AliensMovementState aliensMovementState, RocketsState rocketsState, BombsState bombsState, GameProgressState gameProgressState) { GameConfigState = gameConfigState; PlayerState = playerState; AliensState = aliensState; AliensMovementState = aliensMovementState; RocketsState = rocketsState; BombsState = bombsState; GameProgressState = gameProgressState; }
public static WorldState Tick(WorldState worldState, PlayerInput playerInput) { PlayerState newPlayerState = TickPlayer(worldState.GameConfigState, worldState.PlayerState, playerInput); AliensState newAliensState; AliensMovementState newAliensMovementState; AliensFiringInput newAliensFiringInput; bool createNewAliens = (worldState.AliensState.RelativePositions.Count == 0); if (createNewAliens) { newAliensState = CreateNewAliensState(worldState.GameConfigState.Width, worldState.GameConfigState.Height, worldState.GameConfigState.AliensWidth, worldState.GameConfigState.AliensHeight); newAliensMovementState = new AliensMovementState(AliensMovementState.MovementDirection.Right); newAliensFiringInput = new AliensFiringInput(false, 0); } else { TickAliens(worldState.GameConfigState, worldState.AliensState, worldState.AliensMovementState, out newAliensState, out newAliensMovementState, out newAliensFiringInput); } RocketsState newRocketsState = TickRockets(worldState.GameConfigState, worldState.RocketsState, worldState.PlayerState, playerInput); BombsState newBombsState = TickBombs(worldState.GameConfigState, worldState.BombsState, worldState.PlayerState, worldState.AliensState, newAliensFiringInput); List <Tuple <int, int> > alienRocketCollisions = FindAlienRocketCollisions(newAliensState, newRocketsState); List <int> playerBombCollisions = FindPlayerBombCollisions(worldState.GameConfigState, newBombsState, newPlayerState); AliensState newAliensState2 = ResolveAlienCollisions(newAliensState, alienRocketCollisions); RocketsState newRocketsState2 = ResolveRocketCollisions(newRocketsState, alienRocketCollisions); GameProgressState newGameProgressState = TickGameProgress(worldState.GameConfigState, worldState.GameProgressState, newAliensState2, alienRocketCollisions.Count, playerBombCollisions.Count != 0); return(new WorldState(worldState.GameConfigState, newPlayerState, newAliensState2, newAliensMovementState, newRocketsState2, newBombsState, newGameProgressState)); }
public static GameProgressState TickGameProgress(GameConfigState gameConfigState, GameProgressState gameProgressState, AliensState aliensState, int aliensKilled, bool playerCollidedWithBomb) { Vector2i topLeft, bottomRight; aliensState.GetAbsoluteBoundingBox(out topLeft, out bottomRight); int newScore = gameProgressState.Score + aliensKilled; int newLives = Math.Max(gameProgressState.Lives - (playerCollidedWithBomb ? 1 : 0), 0); bool newGameOver = gameProgressState.GameOver || (newLives == 0 || (bottomRight.Y >= gameConfigState.Height)); return(new GameProgressState(newScore, newLives, newGameOver)); }