コード例 #1
0
ファイル: Level.cs プロジェクト: King9999/MikesProjects
        private BlockType GetBlockLocation()
        {
            BlockType block = BlockType.None;

            foreach (Block b in blockList)
            {
                if ((input.CurrentGesturePosition(playArea).X >= b.Position().X&& input.CurrentGesturePosition(playArea).X <= b.Position().X + blockSize) &&
                    (input.CurrentGesturePosition(playArea).Y >= b.Position().Y&& input.CurrentGesturePosition(playArea).Y <= b.Position().Y + blockSize))
                {
                    block = b.BlockType();
                }
            }

            return(block);
        }
コード例 #2
0
        protected override void UpdateScreen(GameTime gameTime, DisplayOrientation screenOrientation)
        {
            //the food meter is constantly decreasing, even when not moving. It decreases faster when moving.
            //level.Play();

            if (!gameOver)
            {
                //death timer
                if (timerStarted)
                {
                    deathTimer.Tick(true);
                }
                else
                {
                    deathTimer.SetTimer(0, 0, DOOM_TIME);
                }

                //start playing music
                if (MediaPlayer.GameHasControl && !musicIsPlaying)
                {
                    MediaPlayer.Play(gameMusic);
                    MediaPlayer.IsRepeating = true;
                    musicIsPlaying          = true;
                }


                //check for player effects
                player.ReduceTimer();
                if (player.EffectEnded)
                {
                    player.SetMod(0);
                }

                //display food value number
                if (foodValueDisplayed)
                {
                    foodValuePos.Y -= 1;
                    float distance = (foodValuePos.Y - player.Position().Y) * (foodValuePos.Y - player.Position().Y);
                    if (distance > 3000)
                    {
                        foodValueDisplayed = false;
                    }
                }

                if (levelUpDisplayed)
                {
                    levelUpMsgPos.Y -= 1;
                    float dist = (levelUpMsgPos.Y - player.Position().Y) * (levelUpMsgPos.Y - player.Position().Y);
                    if (dist > 6000)
                    {
                        levelUpDisplayed = false;
                    }
                }



                if (foodList.Count != DROP_LIMIT)
                {
                    dropTimer += 0.1f;
                    int foodX = foodPos.Next(Screen.ScreenWidth - 30);
                    if (dropTimer > MAX_TIMER)
                    {
                        dropTimer = 0;
                        foodItem  = foodManager.GenerateFood(new Vector2(foodX, -50));
                        foodList.Add(foodItem);
                    }
                }

                if (BackButtonPressed())
                {
                    //reset game
                    Reset();

                    //stop music
                    if (MediaPlayer.GameHasControl)
                    {
                        MediaPlayer.Stop();
                    }
                }

                //jump button action
                if (input.IsPressed(jumpButtonPressed) && !playerIsJumping)
                {
                    playerIsJumping = true;
                    vy -= JUMP_VEL;
                }

                //foodItem.ActivateSpecial(player);
                if (input.IsPressed(screenTapped))
                {
                    //set the tapped location. The tapped location uses a circle to indicate where the creature is moving.
                    tapLocation.X  = input.CurrentGesturePosition(screenTapped).X;
                    tapLocation.Y  = input.CurrentGesturePosition(screenTapped).Y;
                    friction       = 1;
                    playerIsMoving = true;
                }



                //update player position
                float playerX = player.Position().X;

                if (playerIsMoving)
                {
                    //increase food meter burn rate
                    foodMeter.SetCurrentRate(1.0f);
                    friction = 1;

                    float distance = (tapLocation.X - playerX) * (tapLocation.X - playerX);   //(x2 - x1)^2
                    //move player to touch location.
                    if (playerX <= tapLocation.X)
                    {
                        if (distance > MAX_DISTANCE)
                        {
                            vx = PLAYER_TURBO_SPEED + player.MoveMod();
                            foodMeter.SetCurrentRate(1.5f);
                        }
                        else
                        {
                            vx = PLAYER_MOVE_SPEED + player.MoveMod();
                        }
                    }
                    else if (playerX > tapLocation.X)
                    {
                        if (distance > MAX_DISTANCE)
                        {
                            vx = -PLAYER_TURBO_SPEED - player.MoveMod();
                            foodMeter.SetCurrentRate(1.5f);
                        }
                        else
                        {
                            vx = -PLAYER_MOVE_SPEED - player.MoveMod();
                        }
                    }

                    //TODO: Figure out how to prevent player from moving in opposite direction when tapping
                    //on same point as player's current position.

                    //slow down player when minimum distance is reached
                    playerIsMoving = (distance <= MIN_DISTANCE) ? false : true;
                }
                else
                {
                    foodMeter.SetCurrentRate(0);
                    friction = FRICTION;
                }


                //apply gravity to objects
                vx    *= friction;
                foodVy = FOOD_DROP_SPEED + GRAVITY;

                //only apply gravity when airborne
                if (playerIsJumping)
                {
                    vy += GRAVITY;
                }

                //drop food
                foreach (Food f in foodList)
                {
                    float y = f.Position().Y + foodVy;
                    if (y > GROUND_HEIGHT + f.FoodImage().Height)
                    {
                        y = GROUND_HEIGHT + f.FoodImage().Height;
                        f.Countdown();   //decays only when on the ground
                    }



                    f.SetPosition(new Vector2(f.Position().X, y));

                    if (f.IsDecayed())   //remove item if decayed
                    {
                        trashCan.Add(f);
                    }

                    //collision checking
                    else if (player.Collides(f))
                    {
                        //play sound
                        soundEffects.PlaySound(@"Sounds/foodpickup");

                        //destroy food and add its value to the meter
                        foodMeter.IncreaseMeter(f.FoodValue());

                        foodValueDisplayed = true;
                        foodValuePos       = new Vector2(player.Position().X, player.Position().Y - 25);
                        foodValue          = f.FoodValue();
                        effectMsg          = f.EffectMessage();
                        f.ActivateSpecial(player);   //use any special abilities on player.

                        lastItemPickup = f.FoodName() + "  " + f.FoodValue().ToString() + "pts.";
                        lastItemImg    = f.FoodImage();

                        trashCan.Add(f);
                        //Debug.WriteLine("Collided with food " + foodList.IndexOf(f));
                    }
                }
                playerX += vx;

                //boundary check
                if (playerX + playerImg.Width > Screen.ScreenWidth)
                {
                    playerX = Screen.ScreenWidth - playerImg.Width;
                }
                float playerY = player.Position().Y + vy;
                //check Y
                if (playerY > GROUND_HEIGHT)
                {
                    playerY         = GROUND_HEIGHT;
                    vy              = 0;
                    playerIsJumping = false;
                }

                player.SetPosition(new Vector2(playerX, playerY));

                foodMeter.Update();

                //check lose conditions
                if (foodMeter.CapacityExceeded() && !timerStarted)
                {
                    //start timer
                    timerStarted = true;
                }

                if (!foodMeter.CapacityExceeded() && timerStarted)
                {
                    //this should occur if at some point the player is not over capacity but didn't complete the level
                    //while the death timer was counting down.
                    timerStarted = false;
                    deathTimer.SetTimer(0, 0, DOOM_TIME);
                }

                if (foodMeter.IsEmpty() || deathTimer.TimeUp()) //don't let this happen!
                {
                    deathTimer.SetMilliseconds(0);              //this is here so that the player isn't fooled into thinking they had more time remaining.
                    gameOver = true;
                }

                //check win condition
                else if (foodMeter.LevelWon())
                {
                    levelUpMsg = "Capacity Clear! Level +1";
                    //raise level and change the capacity marker.
                    levelNum++;
                    timerStarted = false;
                    deathTimer.SetTimer(0, 0, DOOM_TIME);
                    foodMeter.ResetMeter();
                    if (foodMeter.MarkerAtMinCapacity())
                    {
                        //every time the level is beaten with the marker at min capacity, its position is reduced and
                        //the width is reset.  This increases the challenge over time, because the player is
                        //more likely to go over capacity and not be able to recover without eating the right food.
                        foodMeter.ResetCapacity();
                        levelUpMsg += "\nMarker Position Change";
                        foodMeter.ChangeMarkerPosition(-20);
                    }
                    else
                    {
                        foodMeter.DecreaseCapacity(10);
                    }

                    levelUpDisplayed = true;
                    levelUpMsgPos    = new Vector2(200, player.Position().Y - 20);
                }

                //garbage cleanup
                foreach (Food f in trashCan)
                {
                    foodList.Remove(f);
                }

                base.UpdateScreen(gameTime, screenOrientation);
            }
            else
            {
                Die();
                //if we're here, then game is over.  Set a timer before being kicked back to title screen.
                gameOverTimer.Tick(true);
                if (gameOverTimer.TimeUp())
                {
                    if (MediaPlayer.GameHasControl)
                    {
                        MediaPlayer.Stop();
                    }
                    Reset();
                    changeScreenDelegate(ScreenState.Title);
                }
            }
        }
コード例 #3
0
ファイル: Level.cs プロジェクト: King9999/MikesProjects
 /* The following code ensures that the ball will only move if the player taps the tile directly adjacent
  * to the ball.  They cannot tap a tile on a different row/column and have the ball move that way. */
 private bool TappedLeft()
 {
     return((input.CurrentGesturePosition(ActionLevel).X <= PlayerXPos() &&
             input.CurrentGesturePosition(ActionLevel).X >= PlayerXPos() - tileSize) &&
            (input.CurrentGesturePosition(ActionLevel).Y >= PlayerYPos() && input.CurrentGesturePosition(ActionLevel).Y <= PlayerYPos() + tileSize));
 }