コード例 #1
0
ファイル: Skilltree.cs プロジェクト: settrbrg/ethanolpunk
        public Skilltree(Player playerInfo, Game1 game)
        {
            activeSkills = new ActiveSkills();

            this.fireRate = 0;
            this.projectileSpeed = 0.039f;
            this.damage = 0;
            this.playerInfo = playerInfo;
            this.playerLevel = playerInfo.playerLevel;

            this.maxHp = 100;               //Set Hp and Athyl on player
            this.maxAthyl = 500;
            //this.playerMaxAthyl = this.maxAthyl;
            //this.playerMaxHP = this.maxHp;

            firebreathPoint = AtkSpdPoint = AtkDmgPoint = DodgePoint = 0;           //Close talentpoints
            FireBurstPoint = FastShotPoint = AthylPoint = PassthroughPoint = 0;     //Mid talentpoints
            ShieldPoint = KevlarPoint = AimPoint = ShieldCDPoint = 0;                   //Long talentpoints

            DodgePoint = PassthroughPoint = KevlarPoint = AimPoint = ShieldCDPoint = 5;             //Skills that are still under construction!

            //Set default values for melee
            meleeFireRate = 0.3f;
            meleeMoveSpd = 1.4f;
            meleeDmg = 75;
            meleeJmpHeight = new Vector2(0, -28.0f);
            meleeEthanolConsumption = 0;
            meleePlayerDmg = 0.5f;
            meleeMaxAthyl = maxAthyl;

            //Set default values for melee
            midFireRate = 0.13f;
            midMoveSpd = 1.4f;
            midDmg = 50;
            midJmpHeight = new Vector2(0, -26.6f);
            midEthanolConsumption = 2;
            midPlayerDmg = 0.75f;
            midMaxAthyl = maxAthyl;

            //Set default values for melee
            longFireRate = 0.7f;
            longMoveSpd = 0.8f;
            longDmg = 200;
            longJmpHeight = new Vector2(0, -23.1f);
            longEthanolConsumption = 10;
            longPlayerDmg = 1.0f;
            longMaxAthyl = maxAthyl;
        }
コード例 #2
0
ファイル: Game1.cs プロジェクト: settrbrg/ethanolpunk
        /// <summary>
        /// Handle all input
        /// </summary>
        private void Input()
        {
            keyboardState = Keyboard.GetState();
            MouseState mouse = Mouse.GetState();

            //leave /Timmo
            //flying debug!
            /*if(keyboardState.IsKeyDown(Keys.Up))
                player.torso.body.ApplyForce(new Vector2(0, -21.0f));
            if (keyboardState.IsKeyDown(Keys.Down))
                player.torso.body.ApplyForce(new Vector2(0, 21));
            if(keyboardState.IsKeyDown(Keys.Right))
                player.torso.body.ApplyForce(new Vector2(21, 0));
            if (keyboardState.IsKeyDown(Keys.Left))
                player.torso.body.ApplyForce(new Vector2(-21, 0));*/

            //Debug
            /*if (keyboardState.IsKeyDown(Keys.M) && !prevKeyboardState.IsKeyDown(Keys.M))
            {
                endOfMapSpawn = endOfMapSpawn ? false : true;
            }*/

            //Jump (jumpKey)
            if (keyboardState.IsKeyDown(InputClass.jumpKey) && !prevKeyboardState.IsKeyDown(InputClass.jumpKey))
            {
                player.Jump();
            }
            //Shoot (shootKey)
            if (keyboardState.IsKeyDown(InputClass.shootKey))
            {
                player.useWeapon(world);
            }
            //Use stuff ex.lifting stuff (useKey)
            if (keyboardState.IsKeyDown(InputClass.useKey))
            {
                if (player.Stance == Player.Stances.LongRange && prevKeyboardState.IsKeyUp(InputClass.useKey) && player.playerAthyl > 150 && player.skillTree.ShieldPoint > 0)
                {
                    if (activeSkills != null)
                    {
                       world.RemoveBody(activeSkills.shieldGfx.body);
                    }

                    activeSkills = new ActiveSkills(world, this, player, player.direction);
                    activeSkills.UseShield(player);
                    activeSkills.shieldActivate = true;
                    activeSkills.shieldGfx.body.OnCollision += activeSkills.makeShieldStatic;
                    player.playerAthyl -= 150;
                }
                else if (player.Stance == Player.Stances.CloseRange && player.skillTree.firebreathPoint > 0)
                {
                    player.UseFirebreath(world);
                }
                else if (player.Stance == Player.Stances.MidRange && player.skillTree.FireBurstPoint > 0)
                {
                    player.UseFireburst(world);
                }
            }

            if (keyboardState.IsKeyUp(InputClass.useKey))

            //change stances (closeKey, middleKey, longKey)
            if (keyboardState.IsKeyDown(InputClass.closeKey))
            {
                player.Stance = Player.Stances.CloseRange;
                if (activeSkills != null)
                {
                    world.RemoveBody(activeSkills.shieldGfx.body);
                    activeSkills = null;
                }
            }
            else if (keyboardState.IsKeyDown(InputClass.middleKey))
            {
                player.Stance = Player.Stances.MidRange;
                if (activeSkills != null)
                {
                    world.RemoveBody(activeSkills.shieldGfx.body);
                    activeSkills = null;
                }
            }
            else if (keyboardState.IsKeyDown(InputClass.longKey))
            {
                player.Stance = Player.Stances.LongRange;
            }

            //Movement keys (leftKey, UuKey, downKey, rightKey, crouchKey)
            //Left
            if (keyboardState.IsKeyDown(InputClass.leftKey))
            {
                player.Move(Player.Movement.Left);
                if (keyboardState.IsKeyDown(InputClass.upKey))
                {
                    player.direction = Player.Direction.Upleft;
                }

                else if (keyboardState.IsKeyDown(InputClass.downKey) && !player.Crouching)
                {
                    player.direction = Player.Direction.Downleft;
                }
            }
            //Right
            else if (keyboardState.IsKeyDown(InputClass.rightKey))
            {
                player.Move(Player.Movement.Right);
                if (keyboardState.IsKeyDown(InputClass.upKey))
                {
                    player.direction = Player.Direction.Upright;
                }

                else if (keyboardState.IsKeyDown(InputClass.downKey) && !player.Crouching)
                {
                    player.direction = Player.Direction.Downright;
                }
            }
            //Up
            else if (keyboardState.IsKeyDown(InputClass.upKey))
            {
                player.direction = Player.Direction.Up;
                player.Move(Player.Movement.Stop);
            }
            //crouch
            else if (keyboardState.IsKeyUp(InputClass.crouchKey) && prevKeyboardState.IsKeyDown(InputClass.crouchKey))
            {
                player.Crouching = false;
            }
            else if (keyboardState.IsKeyDown(InputClass.crouchKey))
            {
                player.Crouching = true;
            }

            else if (!player.OnGround)
            {
                player.Move(Player.Movement.Stop);
            }
            else
            {
                player.Move(Player.Movement.Stop);
                player.Crouching = false;
                //Vänder riktningen åt rätt håll ifall man har skjutit diagonalt, upp eller ner
                if (player.lastDirection)
                    player.direction = Player.Direction.Left;
                else
                    player.direction = Player.Direction.Right;
            }

            //Använder M som snabbknapp för att kunna spawna fiender.
            /*if (keyboardState.IsKeyDown(Keys.M) && prevKeyboardState.IsKeyDown(Keys.M))
            {

                theAI.Add(new AI(world, enemyTexture, new Vector2(42, 90), new Vector2(50, 1300), 100, 20, this, AI.Behavior.Patrol, "enemy"));

                for (int i = 0; i < theAI.Count; i++)
                {
                    for (int j = 0; j < theAI.Count; j++)
                    {
                        theAI[i].torso.body.IgnoreCollisionWith(theAI[j].torso.body);
                        theAI[i].wheel.body.IgnoreCollisionWith(theAI[j].wheel.body);
                        theAI[i].torso.body.IgnoreCollisionWith(theAI[j].wheel.body);
                        theAI[i].wheel.body.IgnoreCollisionWith(theAI[j].torso.body);

                    }
                }
            }*/

            prevKeyboardState = keyboardState;
        }
コード例 #3
0
ファイル: Game1.cs プロジェクト: settrbrg/ethanolpunk
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            menu.UpdateMenu(gameTime, this, player);
            keyboardState = Keyboard.GetState();
            /*if (keyboardState.IsKeyDown(Keys.R))
            {
                map.currentLevel = 1;
                Restart();
            }*/

            if (player != null && player.Dead)
            {

                player.UpdatePlayer();

            }
            else if (player != null)
            {
                if (menu.gameState == Menu.GameState.Paused)
                {
                    timer.Stop();
                    // menu.StartMenu(this);
                }

                else if (menu.gameState == Menu.GameState.Skilltree)
                {
                    timer.Stop();

                }

                else if (menu.gameState == Menu.GameState.Playing)
                {
                    if (!timer.Enabled)
                    {
                        timer.Start();
                    }

                    Input();

                    if (SpawnEnemies() == 1)
                    {
                        for (int i = 0; i < theAI.Count; i++)
                        {
                            for (int j = 0; j < theAI.Count; j++)
                            {
                                theAI[i].torso.body.IgnoreCollisionWith(theAI[j].torso.body);
                                theAI[i].wheel.body.IgnoreCollisionWith(theAI[j].wheel.body);
                                theAI[i].torso.body.IgnoreCollisionWith(theAI[j].wheel.body);
                                theAI[i].wheel.body.IgnoreCollisionWith(theAI[j].torso.body);

                            }
                        }
                    }

                    foreach (AI ai in theAI)
                    {
                        ai.UpdateEnemy(player, world, drops);

                    }

                    player.UpdatePlayer();
                    Damage();

                    camera.UpdateCamera(player);

                    removedDropsList.Clear();

                    foreach (var d in drops)
                    {
                        if (d.ethanolDrop)
                        {
                            removedDropsList.Add(d);
                        }

                        else if (d.hpDrop)
                        {
                            removedDropsList.Add(d);
                        }
                    }

                    try
                    {

                        for (int i = 0; i < removedDropsList.Count; i++)
                        {
                            world.RemoveBody(removedDropsList[i].hpBox.body);
                            world.RemoveBody(removedDropsList[i].ethanolBox.body);
                            drops.Remove(removedDropsList[i]);
                        }
                    }
                    catch (Exception ex)
                    {
                        logger.Fatal(ex.Message + "  " + ex.TargetSite +  "  " + ex.StackTrace);
                    }

                    Fixture fixture = world.TestPoint(ConvertUnits.ToSimUnits(new Vector2(player.torso.Position.X + player.torso.Size.X, player.torso.Position.Y)));

                    if (fixture != null && fixture.Body.FixtureList[0].UserData.ToString() == "goal")
                    {
                        map.currentLevel++;

                        if (map.currentLevel > 3)
                            map.currentLevel = 1;

                        //Restart();
                        RestartMapWon();
                    }
                    world.Step(0.033333f);
                }
            }
            if (activeSkills != null)
            {
                activeSkills.Update(world, gameTime);

                if (activeSkills.removeShield)
                {
                    activeSkills = null;
                }
            }

            base.Update(gameTime);
        }
コード例 #4
0
ファイル: Game1.cs プロジェクト: settrbrg/ethanolpunk
        public void RestartMapWon()
        {
            try
            {
                if (activeSkills != null)
                {
                    world.RemoveBody(activeSkills.shieldGfx.body);
                    activeSkills = null;
                }

                foreach (AI ai in theAI)
                {
                    ai.projectile.Clear(world);
                    world.RemoveBody(ai.wheel.body);
                    world.RemoveBody(ai.torso.body);
                }
                theAI.Clear();

                if (drops.Count > 0)
                {
                    foreach (Drops d in drops)
                    {
                        world.RemoveBody(d.hpBox.body);
                        world.RemoveBody(d.ethanolBox.body);
                    }
                }

                if (player != null)
                    player.projectile.Clear(world);

                //player.torso.Position = new Vector2(60, 1300);
                player.MovePlayer(new Vector2(60, 1300));
                if (map != null)
                {
                    map.InializeMap();
                }

                //reset spawnpoints
                foreach (Spawn sp in spawnpoints)
                {
                    if (sp.Visited)
                        sp.Visited = false;
                }

                drops.Clear();

                menu.totalTime = 0f;

                runTime = 0;
                player.torso.Position = new Vector2(60, 1300);
                player.wheel.Position = new Vector2(60, 1300);
                camera = new Camera(graphics.GraphicsDevice.Viewport);
                camera.UpdateCamera(player);

                /*
                            if (quest != null)
                            {
                                world.RemoveBody(quest.boulder.body);
                            }

                            quest = new Quests(world, this);
                            if (map != null)
                                map.button.body.OnCollision += quest.InteractWithQuestItems;
                 * */

            }
            catch (Exception ex)
            {
                logger.Fatal("Restart: " + ex.Message + "  " + ex.TargetSite + "  " + ex.StackTrace);
            }
        }
コード例 #5
0
ファイル: Game1.cs プロジェクト: settrbrg/ethanolpunk
        /// <summary>
        /// Restart the game
        /// </summary>
        public void Restart()
        {
            try
            {
                if (activeSkills != null)
                {
                    world.RemoveBody(activeSkills.shieldGfx.body);
                    activeSkills = null;
                }

                foreach (AI ai in theAI)
                {
                    ai.projectile.Clear(world);
                    world.RemoveBody(ai.wheel.body);
                    world.RemoveBody(ai.torso.body);
                }
                theAI.Clear();

                if (player != null)
                {
                    world.RemoveBody(player.torso.body);
                    world.RemoveBody(player.wheel.body);
                }

                if (drops.Count > 0)
                {
                    foreach (Drops d in drops)
                    {
                        world.RemoveBody(d.hpBox.body);
                        world.RemoveBody(d.ethanolBox.body);

                    }
                }

                if (player != null)
                    player.projectile.Clear(world);

                player = null;

                //starta i slutet av banan (låt va kvar /Timmo)
                if (endOfMapSpawn)
                    player = new Player(world, playerTexture, new Vector2(42, 90), 10.0f, new Vector2(8385, 1000), this, "player");
                else
                    player = new Player(world, playerTexture, new Vector2(60, 88), 10.0f, new Vector2(60, 1300), this, "player");

                if (map != null)
                {
                    map.InializeMap();
                }

                //reset spawnpoints
                foreach (Spawn sp in spawnpoints)
                {
                    if (sp.Visited)
                        sp.Visited = false;
                }

                drops.Clear();

                menu.totalTime = 0f;

                runTime = 0;

                camera = new Camera(graphics.GraphicsDevice.Viewport);
                camera.UpdateCamera(player);

                /*
                            if (quest != null)
                            {
                                world.RemoveBody(quest.boulder.body);
                            }

                            quest = new Quests(world, this);
                            if (map != null)
                                map.button.body.OnCollision += quest.InteractWithQuestItems;
                 * */

                skilltree = new Skilltree(player, this);

            }
            catch (Exception ex)
            {
                logger.Fatal("Restart: " + ex.Message + "  " + ex.TargetSite + "  " +  ex.StackTrace);
            }
        }