コード例 #1
0
 /// <summary>
 /// Initializes a new instance of the <see cref="LevelManager"/> class.
 /// </summary>
 /// <param name="gameDisplayResolution">The resolution the game is set to render at.</param>
 /// <param name="frameTime">The frame time set for the game.</param>
 public LevelManager(Vector2 gameDisplayResolution, float frameTime)
 {
     this.startText             = new RenderableText();
     this.Complete              = false;
     this.physicsWorld          = null;
     this.gameDisplayResolution = gameDisplayResolution;
     this.frameTime             = frameTime;
     this.physicsWorld          = null;
     this.spriteBatch           = null;
     this.floorSprite           = new Sprite();
     this.contentManager        = null;
     this.levelLoader           = null;
     this.floorEdges            = new List <Body>();
     this.visualFloorEdges      = new List <VisualEdge>();
     this.platforms             = new List <Platform>();
     this.interactiveEntities   = new List <InteractiveEntity>();
     this.stickman              = null;
     this.exit             = null;
     this.scrollingDeath   = null;
     this.mineCart         = null;
     this.cartSwitch       = null;
     this.scrollStartTimer = 0.0f;
     this.background       = new Background(this.gameDisplayResolution, 0.8f);
     this.maxScore         = 0.0f;
 }
コード例 #2
0
ファイル: LevelFactory.cs プロジェクト: K-Cully/SticKart
 /// <summary>
 /// Creates the bonuses, obstacles and power ups contained in a level.
 /// </summary>
 /// <param name="interactiveEntityDescriptions">A list of interactive entity descriptions.</param>
 /// <param name="physicsWorld">The physics world to create the entities in.</param>
 /// <param name="interactiveEntities">An empty list to store the interactive entities in.</param>
 /// <param name="mineCart">The mine cart entity.</param>
 /// <param name="cartSwitch">The switch entity.</param>
 /// <param name="spriteBatch">The sprite batch to use for rendering.</param>
 /// <param name="contentManager">The game's content manager.</param>
 public static void CreateInteractiveEntities(List<InteractiveEntityDescription> interactiveEntityDescriptions, ref World physicsWorld, ref List<InteractiveEntity> interactiveEntities, ref MineCart mineCart, ref Switch cartSwitch, SpriteBatch spriteBatch, ContentManager contentManager)
 {
     if (interactiveEntities.Count == 0)
     {
         foreach (InteractiveEntityDescription description in interactiveEntityDescriptions)
         {
             if (EntityConstants.PowerUpNames.Contains(description.Name))
             {
                 interactiveEntities.Add(new PowerUp(ref physicsWorld, spriteBatch, contentManager, description, EntitySettingsLoader.GetPowerUpSettings(description.Name)));
             }
             else if (EntityConstants.BonusNames.Contains(description.Name) || EntityConstants.ObstacleNames.Contains(description.Name))
             {
                 interactiveEntities.Add(new BonusOrObstacle(ref physicsWorld, spriteBatch, contentManager, description, EntitySettingsLoader.GetObstacleOrBonusSetting(description.Name)));
             }
             else if (description.Name == EntityConstants.CartBody)
             {
                 mineCart = new MineCart(spriteBatch, contentManager, ref physicsWorld, description.Position, 100.0f, 240.0f, 350.0f, 80.0f, -80.0f);
             }
             else if (description.Name == EntityConstants.Switch)
             {
                 cartSwitch = new Switch(spriteBatch, contentManager, ref physicsWorld, description.Position, mineCart);
             }
         }
     }
 }
コード例 #3
0
 /// <summary>
 /// Creates the bonuses, obstacles and power ups contained in a level.
 /// </summary>
 /// <param name="interactiveEntityDescriptions">A list of interactive entity descriptions.</param>
 /// <param name="physicsWorld">The physics world to create the entities in.</param>
 /// <param name="interactiveEntities">An empty list to store the interactive entities in.</param>
 /// <param name="mineCart">The mine cart entity.</param>
 /// <param name="cartSwitch">The switch entity.</param>
 /// <param name="spriteBatch">The sprite batch to use for rendering.</param>
 /// <param name="contentManager">The game's content manager.</param>
 public static void CreateInteractiveEntities(List <InteractiveEntityDescription> interactiveEntityDescriptions, ref World physicsWorld, ref List <InteractiveEntity> interactiveEntities, ref MineCart mineCart, ref Switch cartSwitch, SpriteBatch spriteBatch, ContentManager contentManager)
 {
     if (interactiveEntities.Count == 0)
     {
         foreach (InteractiveEntityDescription description in interactiveEntityDescriptions)
         {
             if (EntityConstants.PowerUpNames.Contains(description.Name))
             {
                 interactiveEntities.Add(new PowerUp(ref physicsWorld, spriteBatch, contentManager, description, EntitySettingsLoader.GetPowerUpSettings(description.Name)));
             }
             else if (EntityConstants.BonusNames.Contains(description.Name) || EntityConstants.ObstacleNames.Contains(description.Name))
             {
                 interactiveEntities.Add(new BonusOrObstacle(ref physicsWorld, spriteBatch, contentManager, description, EntitySettingsLoader.GetObstacleOrBonusSetting(description.Name)));
             }
             else if (description.Name == EntityConstants.CartBody)
             {
                 mineCart = new MineCart(spriteBatch, contentManager, ref physicsWorld, description.Position, 100.0f, 240.0f, 350.0f, 80.0f, -80.0f);
             }
             else if (description.Name == EntityConstants.Switch)
             {
                 cartSwitch = new Switch(spriteBatch, contentManager, ref physicsWorld, description.Position, mineCart);
             }
         }
     }
 }
コード例 #4
0
ファイル: Switch.cs プロジェクト: K-Cully/SticKart
 /// <summary>
 /// Initializes a new instance of the <see cref="Switch"/> class.
 /// </summary>
 /// <param name="spriteBatch">The sprite batch to render sprites with.</param>
 /// <param name="contentManager">The content manager to load assets with.</param>
 /// <param name="physicsWorld">The game's physics world.</param>
 /// <param name="position">The position of the switch.</param>
 /// <param name="mineCart">The mine cart to activate.</param>
 public Switch(SpriteBatch spriteBatch, ContentManager contentManager, ref World physicsWorld, Vector2 position, MineCart mineCart)
 {
     this.sprite = new AnimatedSprite();
     this.activated = false;
     this.mineCart = mineCart;
     this.InitializeAndLoadSprites(spriteBatch, contentManager);
     this.SetUpPhysics(ref physicsWorld, position);
 }
コード例 #5
0
ファイル: Day13.cs プロジェクト: TobbenTM/AdventOfCode
            public MineTracks(string[] input)
            {
                var parsedInput = input.Select(l => l.ToCharArray()).ToArray();

                _width  = parsedInput[0].Length;
                _height = parsedInput.Length;
                _tracks = new char[_width, _height];
                for (var y = 0; y < _height; y++)
                {
                    for (var x = 0; x < _width; x++)
                    {
                        var entity = parsedInput[y][x];
                        if (_cartTypes.Contains(entity))
                        {
                            var cart = new MineCart(entity, x, y);
                            entity = cart.ToTrack();
                            _carts.Add(cart);
                        }
                        _tracks[x, y] = entity;
                    }
                }
            }
コード例 #6
0
ファイル: LevelFactory.cs プロジェクト: K-Cully/SticKart
        /// <summary>
        /// Disposes of the interactive entities and clears the list.
        /// </summary>
        /// <param name="physicsWorld">The physics world containing the entities' bodies.</param>
        /// <param name="interactiveEntities">the list of interactive entities.</param>
        /// <param name="mineCart">The mine cart.</param>
        /// <param name="cartSwitch">The switch entity.</param>
        public static void DisposeOfInteractiveEntities(ref World physicsWorld, ref List<InteractiveEntity> interactiveEntities, ref MineCart mineCart, ref Switch cartSwitch)
        {
            if (mineCart != null)
            {
                mineCart.Dispose(ref physicsWorld);
                mineCart = null;
                cartSwitch.Dispose(ref physicsWorld);
                cartSwitch = null;
            }

            foreach (InteractiveEntity entity in interactiveEntities)
            {
                entity.Dispose(ref physicsWorld);
            }

            interactiveEntities.Clear();
        }
コード例 #7
0
ファイル: LevelManager.cs プロジェクト: K-Cully/SticKart
 /// <summary>
 /// Initializes a new instance of the <see cref="LevelManager"/> class.
 /// </summary>
 /// <param name="gameDisplayResolution">The resolution the game is set to render at.</param>
 /// <param name="frameTime">The frame time set for the game.</param>
 public LevelManager(Vector2 gameDisplayResolution, float frameTime)
 {
     this.startText = new RenderableText();
     this.Complete = false;
     this.physicsWorld = null;
     this.gameDisplayResolution = gameDisplayResolution;
     this.frameTime = frameTime;
     this.physicsWorld = null;
     this.spriteBatch = null;
     this.floorSprite = new Sprite();
     this.contentManager = null;
     this.levelLoader = null;
     this.floorEdges = new List<Body>();
     this.visualFloorEdges = new List<VisualEdge>();
     this.platforms = new List<Platform>();
     this.interactiveEntities = new List<InteractiveEntity>();
     this.stickman = null;
     this.exit = null;
     this.scrollingDeath = null;
     this.mineCart = null;
     this.cartSwitch = null;
     this.scrollStartTimer = 0.0f;
     this.background = new Background(this.gameDisplayResolution, 0.8f);
     this.maxScore = 0.0f;
 }
コード例 #8
0
ファイル: PlayScene.cs プロジェクト: travis134/WordMine
        public void randomizeCart(MineCart mineCart, Boolean usedTNT)
        {
            mineCart.fontColor = Color.White;
            mineCart.contents = randomLetter().ToUpper();

            if ((alphabet[mineCart.contents.ToLower()] >= 0f / 3f) && (alphabet[mineCart.contents.ToLower()] < 1f / 3f))
            {
                mineCart.mineCartType = MineCartType.Gold1;
            }
            else if ((alphabet[mineCart.contents.ToLower()] >= 1f / 3f) && (alphabet[mineCart.contents.ToLower()] < 2f / 3f))
            {
                mineCart.mineCartType = MineCartType.Gold2;
            }
            else if (alphabet[mineCart.contents.ToLower()] >= 2f / 3f)
            {
                mineCart.mineCartType = MineCartType.Gold3;
            }

            if (!usedTNT)
            {
                if ((numberOfTNT < maxNumberOfTNT) && (rand.NextDouble() < tntChance))
                {
                    if (mineCart.y >= 3)
                    {
                        numberOfTNT++;
                        mineCart.mineCartType = MineCartType.TNT;
                        mineCartsTNT.Add(mineCart);
                    }
                }
            }
        }
コード例 #9
0
ファイル: PlayScene.cs プロジェクト: travis134/WordMine
        public override void LoadContent(ContentManager content)
        {
            if (this.options != null)
            {
                this.options.TryGetValue("language", out this.language);
            }

            try
            {
                this.alphabet = content.Load<Dictionary<String, Double>>("data/alphabet_" + this.language);
                this.dictionary = content.Load<List<String>>("data/dictionary_" + this.language);
                if (this.language == "english")
                {
                    bonusEnglish.Add(new bonusword(
                    "adjective"
                    , "able"
                    , "capable"
                    , "capable"
                ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "agile"
                        , "active"
                        , "nimble, spry, quick"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "aloof"
                        , "reserved"
                        , "distant"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "amber"
                        , "chromatic"
                        , "yellowish"
                    ));

                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "ample"
                        , "large"
                        , "sizable, capacious"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "arrogant"
                        , "proud"
                        , "self-important"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "astonishing"
                        , "impressive"
                        , "astounding, staggering"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "bad"
                        , "evil"
                        , "immoral, evil"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "bad"
                        , "inferior"
                        , "below average in quality"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "bad"
                        , "stale"
                        , "spoiled, spoilt, capable of harming"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "bald"
                        , "hairless"
                        , "lacking hair"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "bitter"
                        , "resentful"
                        , "acrimonious, resentful"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "bitter"
                        , "tasty"
                        , "bitter-tasting"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "black"
                        , "undiluted"
                        , "without cream or sugar"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "bland"
                        , "tasteless"
                        , "tasteless, insipid, flavorless"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "blank"
                        , "empty"
                        , "empty, not filled in"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "brown"
                        , "chromatic"
                        , "having a brown color"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "charismatic"
                        , "attractive"
                        , "possessing a magnetic personality"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "childish"
                        , "immature"
                        , "infantile"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "common"
                        , "shared"
                        , "mutual"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "constant"
                        , "continuous"
                        , "unending, incessant"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "critical"
                        , "indispensable"
                        , "vital urgently needed"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "crude"
                        , "early"
                        , "primitive"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "cruel"
                        , "inhumane"
                        , "brutal, barbarous"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "cute"
                        , "attractive"
                        , "attractive"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "deadly"
                        , "fatal"
                        , "lethal"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "decorative"
                        , "nonfunctional"
                        , "cosmetic, ornamental"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "delicate"
                        , "breakable"
                        , "fragile, frail, easily broken, sensitive"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "articulate"
                        , "articulate"
                        , "eloquent, well-spoken"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "eternal"
                        , "permanent"
                        , "everlasting, perpetual, unending"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "ethnic"
                        , "social"
                        , "cultural"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "exotic"
                        , "foreign"
                        , "foreign, alien"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "exotic"
                        , "strange"
                        , "unusual, strikingly strange"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "express"
                        , "fast"
                        , "without unnecessary stops"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "finished"
                        , "destroyed"
                        , "ruined"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "flat"
                        , "horizontal"
                        , "horizontally level"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "flawed"
                        , "imperfect"
                        , "imperfect, blemished, faulty"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "frank"
                        , "direct"
                        , "candid, blunt, forthright"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "free"
                        , "unpaid"
                        , "complimentary, costless, gratis"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "free"
                        , "unoccupied"
                        , "not occupied"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "fresh"
                        , "forward"
                        , "insolent, impertinent, impudent, sassy"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "frozen"
                        , "unmelted"
                        , "unthawed"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "full"
                        , "nourished"
                        , "replete, filled to satisfaction with food"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "funny"
                        , "humorous"
                        , "amusing, laughable"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "good"
                        , "healthful"
                        , "beneficial, salutary"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "good"
                        , "righteous"
                        , "just, upright, virtuous"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "grand"
                        , "rich"
                        , "luxurious, opulent, sumptuous"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "graphic"
                        , "explicit"
                        , "explicit, descriptive"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "graphic"
                        , "realistic"
                        , "pictorial, lifelike, vivid"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "great"
                        , "important"
                        , "outstanding, very valuable"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "great"
                        , "large"
                        , "large in size, number or extent"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "handy"
                        , "convenient"
                        , "easy to use"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "helpless"
                        , "powerless"
                        , "incapacitated"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "hilarious"
                        , "humorous"
                        , "uproarious"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "huge"
                        , "large"
                        , "immense, vast"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "ignorant"
                        , "uneducated"
                        , "lacking basic knowledge, naive, unsophisticated"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "immune"
                        , "unsusceptible"
                        , "resistant"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "incapable"
                        , "inadequate"
                        , "incompetent"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "jealous"
                        , "desirous"
                        , "covetous, envious"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "last"
                        , "closing"
                        , "concluding, final, terminal"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "late"
                        , "unpunctual"
                        , "belated, tardy"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "latest"
                        , "fashionable"
                        , "newest, up-to-date"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "lazy"
                        , "idle"
                        , "indolent, otiose, slothful, work-shy"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "lonely"
                        , "unaccompanied"
                        , "alone, lone, solitary"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "depressed"
                        , "dejected"
                        , "blue"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "main"
                        , "important"
                        , "chief, primary, principal"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "miserable"
                        , "contemptible"
                        , "abject, scummy, contemptible"
                    ));

                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "monstrous"
                        , "evil"
                        , "atrocious, heinous"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "monstrous"
                        , "ugly"
                        , "grotesque"
                    ));

                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "nervous"
                        , "excitable"
                        , "skittish"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "new"
                        , "unaccustomed"
                        , "unfamiliar"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "notorious"
                        , "disreputable"
                        , "ill-famed, infamous"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "obese"
                        , "fat"
                        , "overweight"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "obscure"
                        , "inglorious"
                        , "unknown"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "paralyzed"
                        , "ill"
                        , "paralytic, unable to move"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "particular"
                        , "fastidious"
                        , "finicky, fussy"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "particular"
                        , "specific"
                        , "peculiar, special"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "premature"
                        , "early"
                        , "untimely"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "private"
                        , "personal"
                        , "concerning things personal"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "rare"
                        , "infrequent"
                        , "infrequent, uncommon"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "real"
                        , "true"
                        , "actual, genuine"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "reckless"
                        , "bold"
                        , "foolhardy"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "restless"
                        , "unquiet"
                        , "antsy, itchy, fidgety"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "retired"
                        , "inactive"
                        , "no longer active in your work"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "romantic"
                        , "loving"
                        , "amatory, amorous"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "rotten"
                        , "unsound"
                        , "decayed, rotted"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "rotten"
                        , "bad"
                        , "crappy, lousy, shitty, stinking, stinky"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "satisfied"
                        , "mitigated"
                        , "quenched, slaked"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "secular"
                        , "profane"
                        , "laic, lay"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "shallow"
                        , "superficial"
                        , "lacking depth of intellect or knowledge or feeling"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "shy"
                        , "unconfident"
                        , "timid, diffident"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "single"
                        , "unshared"
                        , "individual, separate"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "sticky"
                        , "adhesive"
                        , "gluey, glutinous, gummy"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "muggy"
                        , "wet"
                        , "sticky, steamy"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "still"
                        , "nonmoving"
                        , "inactive, motionless, static"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "strong"
                        , "alcoholic"
                        , "hard, having a high alcoholic content"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "strong"
                        , "forceful"
                        , "firm"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "strong"
                        , "invulnerable"
                        , "secure, unattackable"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "stunning"
                        , "beautiful"
                        , "strikingly beautiful or attractive"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "supplementary"
                        , "secondary"
                        , "auxiliary, subsidiary"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "talkative"
                        , "voluble"
                        , "chatty, gabby, garrulous"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "terminal"
                        , "last"
                        , "endmost"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "thoughtful"
                        , "considerate"
                        , "considerate, showing concern"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "transparent"
                        , "thin"
                        , "see-through, sheer"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "trivial"
                        , "ordinary"
                        , "banal, commonplace"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "unanimous"
                        , "accordant"
                        , "in complete agreement"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "unique"
                        , "incomparable"
                        , "unequaled, unparalleled"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "global"
                        , "comprehensive"
                        , "universal, worldwide"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "unlawful"
                        , "illegal"
                        , "illegitimate, illicit"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "vain"
                        , "proud"
                        , "self-conceited, swollen-headed"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "viable"
                        , "possible"
                        , "feasible, practicable, workable"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "vigorous"
                        , "robust"
                        , "strong physically or mentally"
                    ));
                    bonusEnglish.Add(new bonusword(
                        "adjective"
                        , "young"
                        , "young"
                        , "youthful"
                    ));

                }
                else
                    this.bonus = content.Load<List<String>>("data/bonus_" + this.language);
            }
            catch (ContentLoadException e)
            {
                Console.Out.WriteLine("Error: " + e.Message + "\nDefaulting to english");
                this.alphabet = content.Load<Dictionary<String, Double>>("data/alphabet_english");
                this.dictionary = content.Load<List<String>>("data/dictionary_english");
                this.bonusEnglish = content.Load<List<bonusword>>("data/bonus_english");
            }

            newBonusWord();

            this.popupScoreScene.LoadContent(content);
            this.popupMenuScene.LoadContent(content);
            this.popupLoseScene.LoadContent(content);
            this.popupBonusScene.LoadContent(content);
            this.popupQuizScene.LoadContent(content);

            for (int i = 0; i < CART_COLUMNS; i++)
            {
                for (int j = 0; j < CART_MAX_ROWS; j++)
                {
                    if (((i % 2) == 0) && (j >= CART_MIN_ROWS))
                    {
                        mineCarts[i, j] = null;
                    }
                    else
                    {
                        mineCarts[i, j] = new MineCart();
                    }

                    if (mineCarts[i, j] != null)
                    {
                        mineCarts[i, j].x = i;
                        mineCarts[i, j].y = j;

                        mineCarts[i, j].position.X = CART_OFFSET_X + (i * CART_SPACING_X);
                        mineCarts[i, j].position.Y = -CART_OFFSET_Y;

                        mineCarts[i, j].contents = randomLetter().ToUpper();

                        if ((alphabet[mineCarts[i, j].contents.ToLower()] >= 0f / 3f) && (alphabet[mineCarts[i, j].contents.ToLower()] < 1f / 3f))
                        {
                            mineCarts[i, j].mineCartType = MineCartType.Gold1;
                        }
                        else if ((alphabet[mineCarts[i, j].contents.ToLower()] >= 1f / 3f) && (alphabet[mineCarts[i, j].contents.ToLower()] < 2f / 3f))
                        {
                            mineCarts[i, j].mineCartType = MineCartType.Gold2;
                        }
                        else if (alphabet[mineCarts[i, j].contents.ToLower()] >= 2f / 3f)
                        {
                            mineCarts[i, j].mineCartType = MineCartType.Gold3;
                        }

                        mineCarts[i, j].zindex = 0.3f;

                        gameObjects.Add(mineCarts[i, j]);
                    }
                }
            }
            base.LoadContent(content);
        }
コード例 #10
0
ファイル: PlayScene.cs プロジェクト: travis134/WordMine
        private Boolean isMineCartAdjacent(MineCart lastMineCart, MineCart currentMineCart)
        {
            Boolean flag = false;

            if (currentMineCart.x == lastMineCart.x)
            {
                if ((currentMineCart.y == lastMineCart.y - 1) || (currentMineCart.y == lastMineCart.y + 1))
                {
                    flag = true;
                }
            }
            else if (currentMineCart.x == lastMineCart.x - 1)
            {
                if ((currentMineCart.x % 2) == 0)
                {
                    if ((currentMineCart.y == lastMineCart.y) || (currentMineCart.y == lastMineCart.y - 1))
                    {
                        flag = true;
                    }
                }
                else
                {
                    if ((currentMineCart.y == lastMineCart.y) || (currentMineCart.y == lastMineCart.y + 1))
                    {
                        flag = true;
                    }
                }
            }
            else if (currentMineCart.x == lastMineCart.x + 1)
            {
                if ((currentMineCart.x % 2) == 0)
                {
                    if ((currentMineCart.y == lastMineCart.y) || (currentMineCart.y == lastMineCart.y - 1))
                    {
                        flag = true;
                    }
                }
                else
                {
                    if ((currentMineCart.y == lastMineCart.y) || (currentMineCart.y == lastMineCart.y + 1))
                    {
                        flag = true;
                    }
                }
            }

            return flag;
        }
コード例 #11
0
ファイル: PlayScene.cs プロジェクト: travis134/WordMine
        private List<MineCart> getAdjacentMineCarts(MineCart currentMineCart)
        {
            List<MineCart> adjacentMineCarts = new List<MineCart>();

            if (currentMineCart.y > 0)
            {
                if (mineCarts[currentMineCart.x, currentMineCart.y - 1] != null)
                {
                    adjacentMineCarts.Add(mineCarts[currentMineCart.x, currentMineCart.y - 1]);
                }
            }

            if ((currentMineCart.x) % 2 == 0)
            {
                if (currentMineCart.y < CART_MIN_ROWS - 1)
                {
                    if (mineCarts[currentMineCart.x, currentMineCart.y + 1] != null)
                    {
                        adjacentMineCarts.Add(mineCarts[currentMineCart.x, currentMineCart.y + 1]);
                    }
                }

                if (currentMineCart.x > 0)
                {
                    if (mineCarts[currentMineCart.x - 1, currentMineCart.y] != null)
                    {
                        adjacentMineCarts.Add(mineCarts[currentMineCart.x - 1, currentMineCart.y]);
                    }
                    if (currentMineCart.y < CART_MAX_ROWS - 1)
                    {
                        if (mineCarts[currentMineCart.x - 1, currentMineCart.y + 1] != null)
                        {
                            adjacentMineCarts.Add(mineCarts[currentMineCart.x - 1, currentMineCart.y + 1]);
                        }
                    }
                }

                if (currentMineCart.x < CART_COLUMNS - 1)
                {
                    if (mineCarts[currentMineCart.x + 1, currentMineCart.y] != null)
                    {
                        adjacentMineCarts.Add(mineCarts[currentMineCart.x + 1, currentMineCart.y]);
                    }
                    if (currentMineCart.y < CART_MAX_ROWS - 1)
                    {
                        if (mineCarts[currentMineCart.x + 1, currentMineCart.y + 1] != null)
                        {
                            adjacentMineCarts.Add(mineCarts[currentMineCart.x + 1, currentMineCart.y + 1]);
                        }
                    }
                }
            }
            else
            {
                if (currentMineCart.y < CART_MAX_ROWS - 1)
                {
                    if (mineCarts[currentMineCart.x, currentMineCart.y + 1] != null)
                    {
                        adjacentMineCarts.Add(mineCarts[currentMineCart.x, currentMineCart.y + 1]);
                    }
                }

                if (currentMineCart.x > 0)
                {
                    if (mineCarts[currentMineCart.x - 1, currentMineCart.y] != null)
                    {
                        adjacentMineCarts.Add(mineCarts[currentMineCart.x - 1, currentMineCart.y]);
                    }
                    if (currentMineCart.y > 0)
                    {
                        if (mineCarts[currentMineCart.x - 1, currentMineCart.y - 1] != null)
                        {
                            adjacentMineCarts.Add(mineCarts[currentMineCart.x - 1, currentMineCart.y - 1]);
                        }
                    }
                }

                if (currentMineCart.x < CART_COLUMNS - 1)
                {
                    if (mineCarts[currentMineCart.x + 1, currentMineCart.y] != null)
                    {
                        adjacentMineCarts.Add(mineCarts[currentMineCart.x + 1, currentMineCart.y]);
                    }
                    if (currentMineCart.y > 0)
                    {
                        if (mineCarts[currentMineCart.x + 1, currentMineCart.y - 1] != null)
                        {
                            adjacentMineCarts.Add(mineCarts[currentMineCart.x + 1, currentMineCart.y - 1]);
                        }
                    }
                }
            }

            return adjacentMineCarts;
        }
コード例 #12
0
ファイル: PlayScene.cs プロジェクト: travis134/WordMine
        public void removeMineCart(MineCart temp, Boolean usedTNT)
        {
            mineCarts[temp.x, temp.y] = null;
            for (int k = temp.y + 1; k < CART_MAX_ROWS; k++)
            {
                if (mineCarts[temp.x, k] != null)
                {
                    mineCarts[temp.x, k - 1] = mineCarts[temp.x, k];
                    mineCarts[temp.x, k - 1].fontColor = Color.White;
                    mineCarts[temp.x, k - 1].x = temp.x;
                    mineCarts[temp.x, k - 1].y = k - 1;
                    mineCarts[temp.x, k] = null;
                }
            }

            temp.position.X = CART_OFFSET_X + (temp.x * CART_SPACING_X);
            temp.position.Y = -CART_OFFSET_Y - ((CART_MAX_ROWS - temp.y) * CART_SPACING_Y);

            if ((temp.x % 2) == 0)
            {
                temp.y = CART_MAX_ROWS - 2;
            }
            else
            {
                temp.y = CART_MAX_ROWS - 1;
            }

            randomizeCart(temp, usedTNT);

            mineCarts[temp.x, temp.y] = temp;
        }
コード例 #13
0
        /// <summary>
        /// Disposes of the interactive entities and clears the list.
        /// </summary>
        /// <param name="physicsWorld">The physics world containing the entities' bodies.</param>
        /// <param name="interactiveEntities">the list of interactive entities.</param>
        /// <param name="mineCart">The mine cart.</param>
        /// <param name="cartSwitch">The switch entity.</param>
        public static void DisposeOfInteractiveEntities(ref World physicsWorld, ref List <InteractiveEntity> interactiveEntities, ref MineCart mineCart, ref Switch cartSwitch)
        {
            if (mineCart != null)
            {
                mineCart.Dispose(ref physicsWorld);
                mineCart = null;
                cartSwitch.Dispose(ref physicsWorld);
                cartSwitch = null;
            }

            foreach (InteractiveEntity entity in interactiveEntities)
            {
                entity.Dispose(ref physicsWorld);
            }

            interactiveEntities.Clear();
        }