コード例 #1
0
ファイル: RoadStrip.cs プロジェクト: bmill8681/DeathFogDash
    public void SetWord()
    {
        int min_length = Mathf.Clamp(Mathf.FloorToInt(GameController.instance.block_multiplier / 8f) - 1, 3, slots.Length - 1);
        int max_length = Mathf.Clamp(Mathf.FloorToInt(GameController.instance.block_multiplier / 8f) + 2, 3, slots.Length - 1);
        int level      = (int)GameController.instance.level;

        word   = WordHandler.instance.RandomWord(Random.Range(min_length, max_length));
        offset = Random.Range(0, slots.Length - word.Length);
        for (int i = 0; i < word.Length; i++)
        {
            if (word[i] == Tile.question_mark || word[i] == Tile._)
            {
                Chasm chasm = Instantiate(GameController.instance.ChasmPrefab, slots[i + offset].position, transform.rotation).GetComponent <Chasm>();
                chasm.full_word        = this;
                chasm.this_index       = i;
                chasm.transform.parent = slots[i + offset].parent;
                slots[i + offset].gameObject.SetActive(false);
                items[i + offset] = chasm.transform;
            }
            else
            {
                Transform letter_holder = Instantiate(WordHandler.instance.LetterPrefab, slots[i + offset].position, transform.rotation).transform;
                mr = letter_holder.GetComponent <MeshRenderer>();
                mr.material.SetTexture("_MainTex", WordHandler.instance.lettertile_textures[(int)word[i]]);
                letter_holder.parent = slots[i + offset].parent;
                slots[i + offset].gameObject.SetActive(false);
                items[i + offset] = letter_holder;
            }
        }
    }
コード例 #2
0
ファイル: Hero.cs プロジェクト: zvinch/SharpDungeon
        private bool GetCloser(int target)
        {
            if (Rooted)
            {
                return(false);
            }

            var step = -1;

            if (Level.Adjacent(pos, target))
            {
                if (FindChar(target) == null)
                {
                    if (Level.pit[target] && !Flying && !Chasm.JumpConfirmed)
                    {
                        Chasm.HeroJump(this);
                        Interrupt();
                        return(false);
                    }

                    if (Level.passable[target] || Level.avoid[target])
                    {
                        step = target;
                    }
                }
            }
            else
            {
                const int len      = Level.Length;
                var       p        = Level.passable;
                var       v        = Dungeon.Level.visited;
                var       m        = Dungeon.Level.mapped;
                var       passable = new bool[len];
                for (var i = 0; i < len; i++)
                {
                    passable[i] = p[i] && (v[i] || m[i]);
                }

                step = Dungeon.FindPath(this, pos, target, passable, Level.fieldOfView);
            }

            if (step == -1)
            {
                return(false);
            }

            var oldPos = pos;

            Move(step);
            Sprite.Move(oldPos, pos);

            Spend(1 / Speed());

            return(true);
        }
コード例 #3
0
ファイル: GameScene.cs プロジェクト: zvinch/SharpDungeon
        public override void Create()
        {
            Music.Instance.Play(Assets.TUNE, true);
            Music.Instance.Volume(1f);

            PixelDungeon.LastClass(Dungeon.Hero.heroClass.Ordinal());

            base.Create();
            Camera.Main.ZoomTo(defaultZoom + PixelDungeon.Zoom());

            Scene = this;

            _terrain = new Group();
            Add(_terrain);

            _water = new SkinnedBlock(levels.Level.Width * DungeonTilemap.Size, Level.Height * DungeonTilemap.Size, Dungeon.Level.WaterTex());
            _terrain.Add(_water);

            _ripples = new Group();
            _terrain.Add(_ripples);

            _tiles = new DungeonTilemap();
            _terrain.Add(_tiles);

            Dungeon.Level.AddVisuals(this);

            _plants = new Group();
            Add(_plants);

            foreach (var plant in Dungeon.Level.plants.Values)
            {
                AddPlantSprite(plant);
            }

            _heaps = new Group();
            Add(_heaps);

            foreach (var heap in Dungeon.Level.heaps.Values)
            {
                AddHeapSprite(heap);
            }

            _emitters = new Group();
            _effects  = new Group();
            _emoicons = new Group();

            _mobs = new Group();
            Add(_mobs);

            foreach (var mob in Dungeon.Level.mobs)
            {
                AddMobSprite(mob);
                if (Statistics.AmuletObtained)
                {
                    mob.Beckon(Dungeon.Hero.pos);
                }
            }

            Add(_emitters);
            Add(_effects);

            _gases = new Group();
            Add(_gases);

            foreach (var blob in Dungeon.Level.Blobs.Values)
            {
                blob.Emitter = null;
                AddBlobSprite(blob);
            }

            _fog = new FogOfWar(Level.Width, Level.Height);
            _fog.UpdateVisibility(Dungeon.Visible, Dungeon.Level.visited, Dungeon.Level.mapped);
            Add(_fog);

            Brightness(PixelDungeon.Brightness());

            _spells = new Group();
            Add(_spells);

            _statuses = new Group();
            Add(_statuses);

            Add(_emoicons);

            _hero = new HeroSprite();
            _hero.Place(Dungeon.Hero.pos);
            _hero.UpdateArmor();
            _mobs.Add(_hero);


            Add(new HealthIndicator());

            Add(_cellSelector = new CellSelector(_tiles));

            var sb = new StatusPane();

            sb.Camera = uiCamera;
            sb.SetSize(uiCamera.CameraWidth, 0);
            Add(sb);

            _toolbar        = new Toolbar();
            _toolbar.Camera = uiCamera;
            _toolbar.SetRect(0, uiCamera.CameraHeight - _toolbar.Height, uiCamera.CameraWidth, _toolbar.Height);
            Add(_toolbar);

            var attack = new AttackIndicator();

            attack.Camera = uiCamera;
            attack.SetPos(uiCamera.CameraWidth - attack.Width, _toolbar.Top() - attack.Height);
            Add(attack);

            _log        = new GameLog();
            _log.Camera = uiCamera;
            _log.SetRect(0, _toolbar.Top(), attack.Left(), 0);
            Add(_log);

            if (Dungeon.Depth < Statistics.DeepestFloor)
            {
                GLog.Information(TxtWelcomeBack, Dungeon.Depth);
            }
            else
            {
                GLog.Information(TxtWelcome, Dungeon.Depth);
                Sample.Instance.Play(Assets.SND_DESCEND);
            }

            switch (Dungeon.Level.feeling)
            {
            case Level.Feeling.CHASM:
                GLog.Warning(TxtChasm);
                break;

            case Level.Feeling.WATER:
                GLog.Warning(TxtWater);
                break;

            case Level.Feeling.GRASS:
                GLog.Warning(TxtGrass);
                break;
            }

            if (Dungeon.Level is RegularLevel && ((RegularLevel)Dungeon.Level).SecretDoors > pdsharp.utils.Random.IntRange(3, 4))
            {
                GLog.Warning(TxtSecrets);
            }

            if (Dungeon.NightMode && !Dungeon.BossLevel())
            {
                GLog.Warning(TxtNightMode);
            }

            _busy        = new BusyIndicator();
            _busy.Camera = uiCamera;
            _busy.X      = 1;
            _busy.Y      = sb.Bottom() + 1;
            Add(_busy);

            switch (InterlevelScene.mode)
            {
            case InterlevelScene.Mode.RESURRECT:
                WandOfBlink.Appear(Dungeon.Hero, Dungeon.Level.entrance);
                new Flare(8, 32).Color(0xFFFF66, true).Show(_hero, 2f);
                break;

            case InterlevelScene.Mode.RETURN:
                WandOfBlink.Appear(Dungeon.Hero, Dungeon.Hero.pos);
                break;

            case InterlevelScene.Mode.FALL:
                Chasm.HeroLand();
                break;

            case InterlevelScene.Mode.DESCEND:
                switch (Dungeon.Depth)
                {
                case 1:
                    WndStory.ShowChapter(WndStory.ID_SEWERS);
                    break;

                case 6:
                    WndStory.ShowChapter(WndStory.ID_PRISON);
                    break;

                case 11:
                    WndStory.ShowChapter(WndStory.ID_CAVES);
                    break;

                case 16:
                    WndStory.ShowChapter(WndStory.ID_METROPOLIS);
                    break;

                case 22:
                    WndStory.ShowChapter(WndStory.ID_HALLS);
                    break;
                }

                if (Dungeon.Hero.IsAlive && Dungeon.Depth != 22)
                {
                    Badge.ValidateNoKilling();
                }

                break;
            }

            Camera.Main.Target = _hero;

            //var m = new string[Level.Width];
            //var b = new StringBuilder();
            //for (var i = 0; i < Level.passable.Length; i++)
            //{
            //    var cx = i % Level.Width;
            //    var cy = i / Level.Width;
            //    if (i == Dungeon.Hero.pos)
            //    {
            //        m[cx] += "H";
            //        continue;
            //    }

            //    if (Level.passable[i])
            //        m[cx] += ".";
            //    else
            //        m[cx] += "#";
            //}
            //foreach (var s in m)
            //    b.AppendLine(s);
            //Debug.WriteLine(b);

            //for (var i = 0; i < Dungeon.Level.mapped.Length; i++)
            //    Dungeon.Level.mapped[i] = true;

            FadeIn();
        }
コード例 #4
0
        public virtual void MobPress(Mob mob)
        {
            int cell = mob.pos;

            if (pit[cell] && !mob.Flying)
            {
                Chasm.MobFall(mob);
                return;
            }

            bool trap = true;

            switch (map[cell])
            {
            case Terrain.TOXIC_TRAP:
                ToxicTrap.Trigger(cell, mob);
                break;

            case Terrain.FIRE_TRAP:
                FireTrap.Trigger(cell, mob);
                break;

            case Terrain.PARALYTIC_TRAP:
                ParalyticTrap.Trigger(cell, mob);
                break;

            case Terrain.POISON_TRAP:
                PoisonTrap.Trigger(cell, mob);
                break;

            case Terrain.ALARM_TRAP:
                AlarmTrap.Trigger(cell, mob);
                break;

            case Terrain.LIGHTNING_TRAP:
                LightningTrap.Trigger(cell, mob);
                break;

            case Terrain.GRIPPING_TRAP:
                GrippingTrap.Trigger(cell, mob);
                break;

            case Terrain.SUMMONING_TRAP:
                SummoningTrap.Trigger(cell, mob);
                break;

            case Terrain.DOOR:
                Door.Enter(cell);

                goto default;

            default:
                trap = false;
                break;
            }

            if (trap)
            {
                if (Dungeon.Visible[cell])
                {
                    Sample.Instance.Play(Assets.SND_TRAP);
                }

                Set(cell, Terrain.INACTIVE_TRAP);
                GameScene.UpdateMap(cell);
            }

            var plant = plants[cell];

            if (plant != null)
            {
                plant.Activate(mob);
            }
        }
コード例 #5
0
        public virtual void Press(int cell, actors.Character ch)
        {
            if (pit[cell] && ch == Dungeon.Hero)
            {
                Chasm.HeroFall(cell);
                return;
            }

            var trap = false;

            switch (map[cell])
            {
            case Terrain.SECRET_TOXIC_TRAP:
                GLog.Information(TXT_HIDDEN_PLATE_CLICKS);
                goto case Terrain.TOXIC_TRAP;

            case Terrain.TOXIC_TRAP:
                trap = true;
                ToxicTrap.Trigger(cell, ch);
                break;

            case Terrain.SECRET_FIRE_TRAP:
                GLog.Information(TXT_HIDDEN_PLATE_CLICKS);
                goto case Terrain.FIRE_TRAP;

            case Terrain.FIRE_TRAP:
                trap = true;
                FireTrap.Trigger(cell, ch);
                break;

            case Terrain.SECRET_PARALYTIC_TRAP:
                GLog.Information(TXT_HIDDEN_PLATE_CLICKS);
                goto case Terrain.PARALYTIC_TRAP;

            case Terrain.PARALYTIC_TRAP:
                trap = true;
                ParalyticTrap.Trigger(cell, ch);
                break;

            case Terrain.SECRET_POISON_TRAP:
                GLog.Information(TXT_HIDDEN_PLATE_CLICKS);
                goto case Terrain.POISON_TRAP;

            case Terrain.POISON_TRAP:
                trap = true;
                PoisonTrap.Trigger(cell, ch);
                break;

            case Terrain.SECRET_ALARM_TRAP:
                GLog.Information(TXT_HIDDEN_PLATE_CLICKS);
                goto case Terrain.ALARM_TRAP;

            case Terrain.ALARM_TRAP:
                trap = true;
                AlarmTrap.Trigger(cell, ch);
                break;

            case Terrain.SECRET_LIGHTNING_TRAP:
                GLog.Information(TXT_HIDDEN_PLATE_CLICKS);
                goto case Terrain.LIGHTNING_TRAP;

            case Terrain.LIGHTNING_TRAP:
                trap = true;
                LightningTrap.Trigger(cell, ch);
                break;

            case Terrain.SECRET_GRIPPING_TRAP:
                GLog.Information(TXT_HIDDEN_PLATE_CLICKS);
                goto case Terrain.GRIPPING_TRAP;

            case Terrain.GRIPPING_TRAP:
                trap = true;
                GrippingTrap.Trigger(cell, ch);
                break;

            case Terrain.SECRET_SUMMONING_TRAP:
                GLog.Information(TXT_HIDDEN_PLATE_CLICKS);
                goto case Terrain.SUMMONING_TRAP;

            case Terrain.SUMMONING_TRAP:
                trap = true;
                SummoningTrap.Trigger(cell, ch);
                break;

            case Terrain.HIGH_GRASS:
                HighGrass.Trample(this, cell, ch);
                break;

            case Terrain.WELL:
                WellWater.AffectCell(cell);
                break;

            case Terrain.ALCHEMY:
                if (ch == null)
                {
                    Alchemy.Transmute(cell);
                }
                break;

            case Terrain.DOOR:
                Door.Enter(cell);
                break;
            }

            if (trap)
            {
                Sample.Instance.Play(Assets.SND_TRAP);

                if (ch == Dungeon.Hero)
                {
                    Dungeon.Hero.Interrupt();
                }

                Set(cell, Terrain.INACTIVE_TRAP);
                GameScene.UpdateMap(cell);
            }

            var plant = plants[cell];

            if (plant != null)
            {
                plant.Activate(ch);
            }
        }