コード例 #1
0
ファイル: Room.cs プロジェクト: WonkySpecs/afewlives
 public Room(Color fgTint,
             RoomBackground bg,
             Dictionary <RectangleF, CameraAim> cameraZones = null, CameraAim?defaultCameraAim = null)
 {
     this.defaultCameraAim = defaultCameraAim ?? new CameraAim(1.5f);
     this.cameraZones      = cameraZones ?? new Dictionary <RectangleF, CameraAim>();
     this.fgTint           = fgTint;
     this.bg = bg;
 }
コード例 #2
0
ファイル: Room.cs プロジェクト: WonkySpecs/afewlives
        public Room Room1(RoomBackground bg)
        {
            var cameraZones = new Dictionary <RectangleF, CameraAim>();

            cameraZones.Add(new RectangleF(500, 100, 150, 200), new CameraAim(0.5f));
            cameraZones.Add(new RectangleF(200, 100, 100, 200), new CameraAim(5f, new Vector2(0, 100)));
            Room    room      = new Room(Color.DarkBlue, bg, cameraZones);
            Vector2 hWallSize = new Vector2(1500, 300);

            room.walls.Add(entityFactory.Wall(new Vector2(-100, -100), hWallSize));
            room.walls.Add(entityFactory.Wall(new Vector2(-100, 800), hWallSize));

            Vector2 vWallSize = new Vector2(300, 1200);

            room.walls.Add(entityFactory.Wall(new Vector2(-200, -100), vWallSize));
            room.walls.Add(entityFactory.Wall(new Vector2(1000, -100), vWallSize));

            Vector2 pitSideSize = new Vector2(250, 100);

            room.walls.Add(entityFactory.Wall(new Vector2(0, 750), pitSideSize));
            room.walls.Add(entityFactory.Wall(new Vector2(700, 750), pitSideSize));

            var rightPlatform = entityFactory.Wall(new Vector2(900, 500), new Vector2(200, 300));

            room.walls.Add(rightPlatform);

            List <RetractableWall> someRetractables = new List <RetractableWall>();

            for (int y = 300; y <= 750; y += 50)
            {
                someRetractables.Add(entityFactory.RetractableWall(new Vector2(250, y), new Vector2(0, 20), new Vector2(450, 20), y / 50));
            }
            someRetractables.Add(entityFactory.RetractableWall(new Vector2(150, 450), new Vector2(20, 50), new Vector2(20, 350), 100));
            room.walls.AddRange(someRetractables);
            List <Activatable> leverTargets = new List <Activatable>(someRetractables);

            room.spikes.Add(entityFactory.Spikes(new Vector2(250, 750), new Vector2(450, 50)));

            List <Vector2> path = new List <Vector2>()
            {
                new Vector2(100, 300),
                new Vector2(500, 300),
                new Vector2(200, 600),
            };
            MovingPlatform platform = entityFactory.MovingPlatform(path, new Vector2(50, 50));

            room.platforms.Add(platform);
            leverTargets.Add(platform);

            room.interactables.Add(entityFactory.Lever(new Vector2(200, 742), leverTargets));

            room.doors.Add(entityFactory.Door(new Vector2(rightPlatform.Pos.X + 50, rightPlatform.Pos.Y - 16), room));

            room.walls.Add(entityFactory.SpiritWall(new Vector2(750, 300), new Vector2(100, 100)));
            room.PartitionThings();
            return(room);
        }
コード例 #3
0
ファイル: Room.cs プロジェクト: WonkySpecs/afewlives
        public Room Room2(RoomBackground bg)
        {
            Room room          = new Room(new Color(140, 0, 100), bg);
            int  topGap        = 150;
            int  pitWidth      = 450;
            int  pitHeight     = 400;
            var  roof          = entityFactory.Wall(new Vector2(-100, -500), new Vector2(1500, 500));
            var  leftWall      = entityFactory.Wall(new Vector2(-800, -500), new Vector2(700, 2000));
            var  leftPlatform  = entityFactory.Wall(new Vector2(-100, roof.Hitbox.Bottom + topGap), new Vector2(200, 800));
            var  rightPlatform = entityFactory.Wall(new Vector2(leftPlatform.Hitbox.Right + pitWidth,
                                                                leftPlatform.Pos.Y),
                                                    new Vector2(topGap, 800));
            var rightWall = entityFactory.Wall(new Vector2(rightPlatform.Hitbox.Right, -500), new Vector2(700, 2000));
            var pitFloor  = entityFactory.Wall(new Vector2(-500, leftPlatform.Pos.Y + pitHeight), new Vector2(2000, 500));
            var leftDoor  = entityFactory.RetractableWall(new Vector2(leftPlatform.Pos.X + 100, 0),
                                                          new Vector2(10, 0), new Vector2(10, topGap),
                                                          50);
            var rightDoor = entityFactory.RetractableWall(new Vector2(rightPlatform.Pos.X + 50, 0),
                                                          new Vector2(10, 0), new Vector2(10, topGap),
                                                          50, false, true);

            room.walls.AddRange(new List <Obstacle>()
            {
                roof, leftWall, leftPlatform, rightPlatform, rightWall, pitFloor,
                leftDoor, rightDoor
            });

            room.interactables.Add(entityFactory.Lever(new Vector2(leftPlatform.Pos.X + 50, leftPlatform.Pos.Y - 8),
                                                       new List <Activatable>()
            {
                leftDoor
            }, true));

            room.interactables.Add(entityFactory.Lever(new Vector2(rightPlatform.Pos.X + 20, rightPlatform.Pos.Y - 8),
                                                       new List <Activatable>()
            {
                rightDoor
            }));

            room.doors.Add(entityFactory.Door(new Vector2(leftPlatform.Pos.X + 20, leftPlatform.Pos.Y - 16), room));
            room.doors.Add(entityFactory.Door(new Vector2(rightWall.Pos.X - 20, rightPlatform.Pos.Y - 16), room));

            room.PartitionThings();
            return(room);
        }
コード例 #4
0
        public World(EntityFactory entityFactory, RoomBackground rb, ParticleEmitterFactory emitterFactory)
        {
            this.entityFactory  = entityFactory;
            this.emitterFactory = emitterFactory;
            var  roomFactory = new RoomFactory(entityFactory);
            Room room1       = roomFactory.Room1(rb);
            Room room2       = roomFactory.Room2(rb);
            Room room3       = roomFactory.Room3(rb);

            rooms.Add(room1);
            rooms.Add(room2);
            rooms.Add(room3);
            LinkDoors(room1.doors[0], room2.doors[0]);
            LinkDoors(room2.doors[1], room3.doors[0]);
            ActiveRoom = rooms[0];
            ActiveRoom.particleEffects.Add(emitterFactory.Flame(new Vector2(200, 700)));
            player = entityFactory.Player(new Vector2(200, 800));
        }
コード例 #5
0
ファイル: Room.cs プロジェクト: WonkySpecs/afewlives
        public Room Room3(RoomBackground bg)
        {
            Room    room     = new Room(Color.DarkGoldenrod, bg);
            Vector2 topLeft  = new Vector2(-500, -500);
            var     gapWidth = 150;

            // Solid walls
            var ceiling         = entityFactory.Wall(topLeft, new Vector2(1600, 500));
            var leftWall        = entityFactory.Wall(topLeft, new Vector2(500, 1400));
            var floor           = entityFactory.Wall(new Vector2(topLeft.X, leftWall.Hitbox.Bottom - 500), new Vector2(1600, 500));
            var rightWall       = entityFactory.Wall(new Vector2(ceiling.Hitbox.Right - 500, topLeft.Y), new Vector2(500, 1600));
            var middleFloorLeft = entityFactory.Wall(new Vector2(topLeft.X + leftWall.Hitbox.Width,
                                                                 (ceiling.Pos.Y + ceiling.Hitbox.Height + floor.Pos.Y) / 3),
                                                     new Vector2(150, 200));
            var rx = middleFloorLeft.Pos.X + middleFloorLeft.Hitbox.Width + gapWidth;
            var middleFloorRight = entityFactory.Wall(new Vector2(rx, middleFloorLeft.Pos.Y),
                                                      new Vector2(rightWall.Pos.X - rx, 50));
            // Doors
            var sideDoor = entityFactory.RetractableWall(new Vector2(middleFloorLeft.Pos.X + middleFloorLeft.Hitbox.Width - 50,
                                                                     middleFloorLeft.Pos.Y + middleFloorLeft.Hitbox.Height),
                                                         new Vector2(25, 0), new Vector2(25, 66), 10);

            var ceilingBottom   = ceiling.Pos.Y + ceiling.Hitbox.Height;
            var doorBlockHeight = middleFloorRight.Pos.Y - ceilingBottom;
            var doorBlockLeft   = entityFactory.RetractableWall(new Vector2(middleFloorRight.Pos.X + 20, ceilingBottom),
                                                                new Vector2(20, 20), new Vector2(20, doorBlockHeight), 10, true);
            var doorBlockRight = entityFactory.RetractableWall(new Vector2(middleFloorRight.Pos.X + 50, ceilingBottom),
                                                               new Vector2(20, 20), new Vector2(20, doorBlockHeight), 10, true);

            var gapStart = middleFloorLeft.Pos.X + middleFloorLeft.Hitbox.Width;
            var elevator = entityFactory.MovingPlatform(new List <Vector2>()
            {
                new Vector2(gapStart, floor.Pos.Y),
                new Vector2(gapStart, middleFloorLeft.Pos.Y)
            },
                                                        new Vector2(gapWidth, 10), 3, false);

            room.platforms.Add(elevator);
            room.walls.AddRange(new List <Obstacle>()
            {
                ceiling, leftWall, floor, rightWall, middleFloorLeft, middleFloorRight,
                sideDoor, doorBlockLeft, doorBlockRight,
            });

            room.doors.Add(entityFactory.Door(new Vector2(rightWall.Pos.X - 100, floor.Pos.Y - 16), room));
            room.doors.Add(entityFactory.Door(new Vector2(rightWall.Pos.X - 100, middleFloorRight.Pos.Y - 16), room));

            // Levers
            room.interactables.Add(entityFactory.Lever(new Vector2(middleFloorLeft.Pos.X + 20, middleFloorLeft.Pos.Y - 8),
                                                       new List <Activatable>()
            {
                sideDoor, doorBlockLeft
            }, true));
            room.interactables.Add(entityFactory.Lever(new Vector2(sideDoor.Pos.X - 20, floor.Pos.Y - 8),
                                                       new List <Activatable>()
            {
                elevator, doorBlockLeft
            }));
            var elevatorLever = entityFactory.Lever(new Vector2(elevator.Pos.X + gapWidth / 2, elevator.Pos.Y - 8),
                                                    new List <Activatable>()
            {
                elevator, doorBlockRight
            });

            room.interactables.Add(elevatorLever);
            elevator.Attach(elevatorLever);

            //TODO: Revifier

            room.PartitionThings();
            return(room);
        }