コード例 #1
0
ファイル: PlayerController.cs プロジェクト: icefallgames/LD48
    // True if the player actually moved
    public bool MovePlayer(GeneratedLevel generatedLevel, ref Constants constants, List <ObjectWithPosition> objects, bool[] moveWorker, out bool wasJump)
    {
        wasJump = false;
        int  x             = pos.X;
        int  y             = pos.Y;
        bool triedMove     = false;
        bool moveSucceeded = false;

        if (Input.GetButtonDown("Horizontal"))
        {
            x        += (Input.GetAxisRaw("Horizontal") < 0) ? -1 : 1;
            triedMove = true;
        }
        else if (Input.GetButtonDown("Vertical"))
        {
            int upDown = (Input.GetAxisRaw("Vertical") > 0) ? -1 : 1;
            y += upDown;
            if (upDown < 0) // Direction only when going up? Actually let's make water reset direction
            {
                wasJump = true;
                x      += pos.Direction;
            }
            triedMove = true;
        }
        else if (Input.GetButtonDown("Jump"))
        {
            y        -= 1;
            x        += pos.Direction;
            triedMove = true;
            wasJump   = true;
        }

        if (triedMove)
        {
            if (MoveHelper.CanMove_AndMaybePush(pos, x - pos.X, y - pos.Y, generatedLevel, objects, moveWorker))
            {
                moveSucceeded = true;
            }
            else
            {
                if ((x != pos.X) && (y != pos.Y)) // We failed a diagonal jump. Try just straight up.
                {
                    x = pos.X;
                    if (MoveHelper.CanMove_AndMaybePush(pos, x - pos.X, y - pos.Y, generatedLevel, objects, moveWorker))
                    {
                        moveSucceeded = true;
                    }
                }
            }

            if (moveSucceeded)
            {
                pos.Direction = x - pos.X; // Set a left/right direction!
                pos.X         = x;
                pos.Y         = y;
            }
            else
            {
                // If you didn't succeed in moving, but you tried to go left/right, change your direction and count as a move
                int direction = x - pos.X;
                if (direction != 0)
                {
                    pos.Direction = direction;
                    // ACTUALLY NO... for the second create puzzle this is needed.
                    //moveSucceeded = true;
                }
            }
        }
        return(moveSucceeded);
    }
コード例 #2
0
    // Handles falling.
    private MoveResult ProcessMoveResultsImmediately(PlayerController pc)
    {
        MoveResult result = MoveResult.None;

        // Add a new state frame
        levelState.AddFrame();

        // Can we descend the camera?
        DescendCamera(levelState.Current);

        // Player falls, maybe - unless they hit water?
        // This is a bit tricky, because we also need to push things down.
        ObjectWithPosition thePlayer = pc.GetComponent <ObjectWithPosition>();
        bool somethingMoved          = true;
        bool bail = false;

        foreach (ObjectWithPosition pos in levelState.Objects)
        {
            // Store the transitionary states so we can do nice lerping.
            pos.XIntermediate = pos.X;
            pos.YIntermediate = pos.Y;
        }

        int fallAmount = 0;

        while (somethingMoved && !bail)
        {
            somethingMoved = false;
            ClearMoveWorker();

            for (int i = 0; i < levelState.Objects.Count; i++)
            {
                ObjectWithPosition pos = levelState.Objects[i];

                Gravity gravity   = pos.GetComponent <Gravity>();
                int     direction = gravity ? gravity.Direction : 0;
                bool    isWater   = generatedLevel.IsWater(pos.X, pos.Y);
                if ((!isWater) && direction != 0) // Things float in water.
                {
                    int x = pos.X;
                    int y = pos.Y + direction;
                    //if (generatedLevel.IsBlocked(x, y))
                    if (MoveHelper.CanMove_AndMaybePush(pos, 0, 1, generatedLevel, levelState.Objects, moveWorker))
                    {
                        pos.Y          = y;
                        somethingMoved = true;
                    }
                }
                if (isWater)
                {
                    pos.Direction = 0; // Resets direction
                }

                if (thePlayer == pos)
                {
                    if ((GetBottomDeathRow() == pos.Y) || (pos.Y <= levelState.Current.YCamera))
                    {
                        result = MoveResult.Death;
                        bail   = true;
                        break; // They're gonna die.
                    }

                    if (Constants.Exit == generatedLevel.GetWorldPieceAt(pos.X, pos.Y))
                    {
                        result = MoveResult.Exit;
                        bail   = true;
                        break;
                    }

                    if (somethingMoved)
                    {
                        fallAmount++;
                        if (fallAmount > 3)
                        {
                            FallSound.Play();
                        }
                    }
                }
            }
        }

        levelState.SaveStates(); // Does that for the objects only, camera is already updated.

        return(result);
    }