Esempio n. 1
0
        protected override bool CheckActvationEvent(GameTime gameTime, Rectangle playerBoundingBox, int timeLeft, Quadtree quadtree, SGame stateGame)
        {
            camera = stateGame.Camera;
            playerPos = new Vector2(playerBoundingBox.Center.X, playerBoundingBox.Center.Y);
            bool activation = Enabled;
            List<Tile> killtiles = quadtree.GetCollision(playerBoundingBox);
            foreach (Tile tile in killtiles)
            {
                if (tile.TileType == TileType.Spike)
                {
                    Rectangle rect = tile.get_rect;
                    rect.Y += 12;
                    rect.Height -= 12;
                    if (playerBoundingBox.Intersects(rect))
                    {
                        activation = true;

                        if (!traceEffect.Enabled)
                        {
                            ActivateEffect();
                        }
                        break;
                    }
                }
            }
            return activation;
        }
Esempio n. 2
0
 protected override bool CheckActvationEvent(GameTime gameTime, Rectangle playerBoundingBox, int timeLeft, Quadtree quadtree, SGame stateGame)
 {
     bool activation;
     if (Enabled == false)
     {
         if (playerBoundingBox.Intersects(exit))
         {
             activation = true;
             backcolor = new Color(0, 0, 0, 0);
         }
         else
         {
             activation = false;
         }
     }
     else
     {
         activation = Enabled;
     }
     return activation;
 }
Esempio n. 3
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        private void AICollision(Quadtree quadtree, float elapsed, int numThread)
        {
            canJump = false;
            Vector2 newpos = new Vector2();
            newpos = pos + speed * elapsed;
            Rectangle collisionrect = new Rectangle(
                orgcollisionrect.X + (int)pos.X + orgcollisionrect.Width/2,
                orgcollisionrect.Y + (int)pos.Y+ orgcollisionrect.Height / 2,
                orgcollisionrect.Width - orgcollisionrect.Width / 2,
                orgcollisionrect.Height - orgcollisionrect.Height / 2);
            Rectangle newcollisionrect = new Rectangle(
                orgcollisionrect.X + (int)newpos.X,
                orgcollisionrect.Y + (int)newpos.Y,
                orgcollisionrect.Width,
                orgcollisionrect.Height);
            List<Tile> leveltiles;
            leveltiles = quadtree.GetEnemyCollision(newcollisionrect, numThread);
            foreach (Tile tile in leveltiles)
            {
                if (tile.TileColission_Type != TileCollision.Event)
                {
                    //newpos = pos + speed * elapsed;
                    //BottomCollision
                    if (collisionrect.Bottom <= tile.get_rect.Y &&
                        newcollisionrect.Bottom >= tile.get_rect.Y)
                    {
                        if (newcollisionrect.Right >= tile.get_rect.X && (int)(newcollisionrect.Left) <= tile.get_rect.Right)
                        {
                            animations.CurrentAnimation = Anims.Walk;
                            newpos.Y -= speed.Y * elapsed;
                            speed.Y = 0;
                            gravity = new Vector2();
                            jumping = false;
                            jumpSpeed = new Vector2();
                            canJump = true;
                            break;
                        }
                    }
                    if (tile.TileColission_Type == TileCollision.Impassable)
                    {
                        //RightCollision
                        if (tile.get_rect.X >= collisionrect.Right && newcollisionrect.Right > tile.get_rect.X)
                        {
                            if (newcollisionrect.Bottom > tile.get_rect.Y && newcollisionrect.Top < tile.get_rect.Bottom)
                            {
                                if (!pathfound)
                                    rundirection = StandardDirection.Left;
                                speed.X = 0;
                                //continue;
                            }
                        }
                        //LeftCollision
                        else if (collisionrect.Left > tile.get_rect.Right && newcollisionrect.Left <= tile.get_rect.Right)
                        {
                            if (newcollisionrect.Bottom >= tile.get_rect.Y && newcollisionrect.Top <= tile.get_rect.Bottom)
                            {
                                if (!pathfound)
                                    rundirection = StandardDirection.Right;
                                speed.X = 0;
                                //continue;

                            }
                        }
                        //UpCollision
                        else if (collisionrect.Y >= tile.get_rect.Bottom && newcollisionrect.Top < tile.get_rect.Bottom)
                        {
                            if (newcollisionrect.Right >= tile.get_rect.X && newcollisionrect.Left <= tile.get_rect.Right)
                            {
                                speed.Y *= -1;
                                jumping = false;
                                jumpSpeed = new Vector2();
                                continue;
                            }
                        }
                    }
                }

            }
        }
Esempio n. 4
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 private void Collision(Quadtree quadtree,float elapsed,int numThread)
 {
     if (usesKI)
         AICollision(quadtree, elapsed, numThread);
     else
         switch (collision)
         {
             case EnemyCollision.Normal:
                 NormalCollision(quadtree, elapsed, numThread);
                 break;
             case EnemyCollision.NoSuicide:
                 NormalCollision(quadtree, elapsed, numThread);
                 break;
             default:
                 NormalCollision(quadtree, elapsed, numThread);
                 break;
         }
 }
Esempio n. 5
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 public void Update(GameTime gameTime, Quadtree quadtree, Vector2 playerPos,Rectangle playerRect,Tile[,] map,Matrix matrix)
 {
     this.map = map;
     this.gameTime = gameTime;
     this.quadtree = quadtree;
     this.playerPos = playerPos;
     CheckIntersection(playerRect,matrix);
     ClearEnemies();
     for (int i = 0; i < updater.Length;i++)
     {
         //thread = new Thread(new ParameterizedThreadStart(UpdateThread));
         if (updater[i].ThreadState == ThreadState.Unstarted)
             updater[i].Start(i);
         if (updater[i].ThreadState == ThreadState.Suspended)
             updater[i].Resume();
     }
 }
Esempio n. 6
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 private void ChecEventActivation(GameTime gameTime, Rectangle playerBoundingBox, Quadtree quadtree, SGame stateGame)
 {
     foreach (GameEvent gamevent in events)
     {
         gamevent.CheckActivation(gameTime, playerBoundingBox, timeLeft,quadtree,stateGame);
     }
 }
Esempio n. 7
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        public List<EventAction> Update(GameTime gameTime, Rectangle playerBoundingBox, Quadtree quadtree, List<Enemy.Enemy> enemies, SGame stateGame)
        {
            List<EventAction> actions = new List<EventAction>();

            ChecEventActivation(gameTime, playerBoundingBox,quadtree,stateGame);
            UpdateEvents(gameTime, playerBoundingBox, ref actions, enemies);

            return actions;
        }
Esempio n. 8
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        protected void UpdateEnemy(GameTime gameTime, Quadtree quadtree,Vector2 playerPos,int numThread,Tile[,] map)
        {
            if (!alive)
            {
                timeTillDeath += (float)gameTime.ElapsedGameTime.TotalSeconds;
                if (timeTillDeath > 10)
                    removable = true;
                //particleManager.Update(gameTime);
                wave.Update(gameTime, pos);
            }
            else
            {

                speed = new Vector2();
                gravity.Y += GameParameters.Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds;
                UpdateRectangles(pos);
                speed.Y += gravity.Y;
                DoEnemyKI(gameTime, quadtree, playerPos, map);
                if (movementType == MovementType.Normal && !standXStill)
                {
                    if (rundirection == StandardDirection.Left)
                        speed.X = -maxSpeed;
                    else
                        speed.X = maxSpeed;
                }
                speed.Y += jumpSpeed.Y;
                if (jumping)
                    animations.CurrentAnimation = Anims.Jump;
                else
                    animations.CurrentAnimation = Anims.Walk;
                //#TODO : Speed
                Collision(quadtree, (float)gameTime.ElapsedGameTime.TotalSeconds, numThread);
                animations.Update(gameTime, !(rundirection == standardirection));
                pos += speed * (float)gameTime.ElapsedGameTime.TotalSeconds;
                UpdateRectangles(pos);
            }
        }
Esempio n. 9
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 public void Update(GameTime gameTime,Quadtree quadtree,Vector2 playerPos,int numThread,Tile[,] map)
 {
     //try
     {
         UpdateEnemy(gameTime, quadtree,playerPos,numThread,map);
     }
     //catch (Exception e)
     {
         //errorMessage = ("Couldn't Update Enemy: " + e.Message);
     }
 }
Esempio n. 10
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        /// <summary>
        /// Initializes the KillAnimation
        /// </summary>
        public void Kill(Quadtree quadtree,Matrix matrix)
        {
            alive = false;
            particleManager.SpawnPos = pos;
            //particleManager.UseTimedAlpha = true;
            //particleManager.Alpha = 1;
            DebugManager.AddItem("Enemy #" + myNumber + " killed", this.ToString(), new System.Diagnostics.StackTrace());
            particleManager.UseMinSpeed = true;
            particleManager.MinSpeed = new Vector2(300);
            if (speed.X < 0)
                particleManager.MaxSpeed = new Vector2(500, 500);
            else
                particleManager.MaxSpeed = new Vector2(-500, 500);
            Rectangle particlerect = new Rectangle((int)pos.X - 150, (int)pos.Y - 150, (int)pos.X + 300, (int)pos.Y + 300);
            List<Tile> collisions = quadtree.GetEnemyCollision(particlerect, numThread);
            Collisions = collisions;
            foreach (Tile collision in collisions)
                if (collision.TileColission_Type != TileCollision.Passable && collision.Standable)
                    particleManager.AddCollisionRect(collision.get_rect);
            particleManager.StartExplosion();
            wave.Enabled = true;

            wave.StartResetEffect();
            wave.CenterCoord = Vector2.Transform(pos, matrix);
            wave.Disortion = 0.1f;
            wave.DistortionChange = -0.2f;
            wave.RadiusChange = 0.5f;
            wave.SizeChange = 0f;
            wave.MaxRadius = 0.2f;
            wave.Size = 0.02f;
        }
Esempio n. 11
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        /// <summary>
        /// Initializes a Level
        /// </summary>
        /// <param name="daten">The Content of the LevelFile</param>
        /// <returns>if it was successfull</returns>
        private bool LoadLevel(string daten)
        {
            bool level_loaded = false;
            //try
            {

                Dictionary<string, string> config = new Dictionary<string, string>();
                //Split Lines
                string[] zeilen = daten.Split(new char[] { ';' });
                foreach (string zeile in zeilen)
                {
                    //Splite Key and Value
                    string[] temp = zeile.Split(new char[] { '=' });
                    if (temp.Length > 1)
                    {
                        string config_name = temp[0];
                        string value = temp[1];

                        config_name = config_name.Trim();
                        value = value.Trim();

                        config[config_name] = value;
                    }
                }

                try
                {
                    //Load the LevelTiles
                    load_level_tiles(config["Level"]);
                }
                catch (Exception ex)
                {
                    error_messages.Add(ex.Message);
                }

                //Load LevelVariables
                levelvariables = new LevelVariables(daten,tiles);

                //Old Method für Loading Level (ByChar)
                #region CharLevel
               /*
                string[] temp_level_lines = config["Level"].Split(new char[] { ':' });
                level_lines = new string[temp_level_lines.Count()];
                for (int i = 0; i < temp_level_lines.Count(); i++)
                {
                    level_lines[i] = temp_level_lines[i].Trim();
                }

                int max_width = level_lines[0].Length;
                foreach (string lines in level_lines)
                {
                    if (lines.Length > max_width)
                    {
                        max_width = lines.Length;
                    }
                }
                tiles = new Tile[level_lines.Count(), max_width];

                for (int x = 0; x < level_lines.Count(); x++)
                {
                    for (int y = 0; y < max_width; y++)
                    {
                        tiles[x, y] = new Tile(y, x);
                        if (y >= level_lines[x].Length)
                        {
                            tiles[x, y].load_tile('E');
                        }
                        else
                        {
                            tiles[x, y].load_tile(level_lines[x][y]);
                            if (tiles[x, y].get_TileType == TileType.Start)
                            {
                                startpos.X = tiles[x, y].get_rect.Location.X + Tile.TILE_SIZE / 2;
                                startpos.Y = tiles[x, y].get_rect.Location.Y + Tile.TILE_SIZE / 2;
                            }
                        }
                    }
                }
                */
               #endregion

                quadtree = new Quadtree(tiles, int.Parse(levelvariables.Dictionary[LV.QuadtreeLayerDepth]));
                level_loaded = true;
            }
            //catch (Exception e)
            {
              //  error_messages.Add(e.Message);
            }

            return level_loaded;
        }
Esempio n. 12
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 public void CheckActivation(GameTime gameTime, Rectangle playerBoundingBox, int timeLeft, Quadtree quadtree, SGame stateGame)
 {
     enabled = CheckActvationEvent(gameTime, playerBoundingBox, timeLeft,quadtree,stateGame);
 }
Esempio n. 13
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 protected abstract bool CheckActvationEvent(GameTime gameTime, Rectangle playerBoundingBox, int timeLeft,Quadtree quadtree,SGame stateGame);
Esempio n. 14
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 private void DoEnemyKI(GameTime gameTime, Quadtree quadtree, Vector2 playerPos,Tile[,] map)
 {
     switch (tracking)
     {
         case PlayerTracking.NotTracking:
             break;
         case PlayerTracking.Tracking:
             TrackPlayer((float)gameTime.ElapsedGameTime.TotalSeconds,playerPos);
             CliffJump((float)gameTime.ElapsedGameTime.TotalSeconds, map);
             break;
     }
 }
Esempio n. 15
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        public List<CollisionType> Update(GameTime gametime,Vector2 new_aim,
            Quadtree quadtree,List<Input.InputKeys> inputkeys,List<Input.InputKeys> oldinputkeys,
            Input.RunDirection rundirection,float run_factor,Vector2 applyingForce)
        {
            List<CollisionType> cur_collission = new List<CollisionType>();
            List<CollisionType> return_collission = new List<CollisionType>() ;
            prev_pos = pos;
            new_aim.Y = pos.Y;
            speed = new_aim - pos;
            speed += apply_physics(gametime);
            breath_animation(gametime);
            update_hand_animation(gametime);
            speed += apply_jump(gametime, inputkeys,oldinputkeys,run_factor);
            speed += applyingForce;
            run_factor = MathHelper.Clamp(run_factor, 1.0f, 1.5f);

            Vector2 temp_pos = pos;
            update_positions(gametime, temp_pos);
            //collission = Collission_Type.NoCollission;
            if (quadtree.GetCollision(bounding_box) != null)
            {
                List<Tile> collisionTiles = quadtree.GetCollision(bounding_box);
                foreach (Tile tile in collisionTiles)
                {
                    cur_collission = collision(tile, ref cur_speed, ref temp_pos, rundirection);

                    foreach(CollisionType coltype in cur_collission)
                    {
                        return_collission.Add(coltype);
                    }
                    update_positions(gametime, temp_pos);
                }
            }
            collission = return_collission;
            if (collission.Contains(CollisionType.StandsOnIt) || is_jumping)
                physics.Y = 0;
            cur_speed.X = MathHelper.Clamp(speed.X, -MAX_SPEED, MAX_SPEED);
            cur_speed.Y = MathHelper.Clamp(speed.Y, - MAX_SPEED, MAX_SPEED);
            pos.X += speed.X * (float)gametime.ElapsedGameTime.TotalSeconds * 5;
            pos.Y += speed.Y * (float)gametime.ElapsedGameTime.TotalSeconds * 5;

            if (collission.Count != 0)
            {
                walk_animation(gametime);
                update_hand_walk_animation(gametime);
            }
            difference = pos - prev_pos;
            return return_collission;
        }