コード例 #1
0
        /// <summary>
        /// Generates DestroyableWallSprite that is ready to be placed on board.
        /// </summary>
        /// <returns></returns>
        private Sprite GenerateDestroyableWall()
        {
            var position = GenerateNewPosition();

            while (!IsPositionValid(position) && !IsPositionEmpty(position) && Math.Abs(position.X - Player.Position.X) < 3 && Math.Abs(position.Y - Player.Position.Y) < 3)
            {
                position = GenerateNewPosition();
            }

            var wall = new DestroyableWallSprite(_destroyableWallTexture, position, this);

            return(wall);
        }
コード例 #2
0
        /// <summary>
        /// Takes user input and moves player accordingly.
        /// Picks up all PowerUps and handles bomb planting.
        /// Decreases hunger for player.
        /// </summary>
        /// <param name="gameTime"></param>
        public override void Update(GameTime gameTime)
        {
            if (Delay == 0)
            {
                var newPosition = new Point(Position.X + Direction.X, Position.Y + Direction.Y);
                newPosition = board.AdjustToBoardSize(newPosition);

                if (Life < 0 || Hunger < 0)
                {
                    board.GameOver();
                }
                if (board.Fields[newPosition.X, newPosition.Y].Sprite is PowerUp)
                {
                    var powerup = board.Fields[newPosition.X, newPosition.Y].Sprite as PowerUp;
                    if (powerup is MedpackPowerUp)
                    {
                        if (Life < MaxLife)
                        {
                            Life++;
                        }
                    }
                    else if (powerup is FoodPowerUp)
                    {
                        Hunger = Math.Min(Hunger + 20, 150);
                    }
                    else if (powerup is DebrisPowerUp)
                    {
                        if (PowerUp is DebrisPowerUp)
                        {
                            var playerDebris = PowerUp as DebrisPowerUp;
                            playerDebris.IncreaseDebris();
                        }
                        else
                        {
                            var debrisPowerUp = powerup as DebrisPowerUp;
                            debrisPowerUp.DebrisCount = 1;
                            PowerUp = debrisPowerUp;
                        }
                    }
                    else
                    {
                        PowerUp = powerup;
                    }

                    board.RemoveObject(powerup);
                }

                Keys[] key = Keyboard.GetState().GetPressedKeys();
                if (key.Contains(Keys.X) && PowerUp is DebrisPowerUp) // plant wall
                {
                    var debris = PowerUp as DebrisPowerUp;
                    if (debris.DebrisCount > 1)
                    {
                        var wallPos = new Point();
                        if (key.Contains(Keys.Left))
                        {
                            wallPos = new Point(Position.X - 1, Position.Y);
                            if (board.IsPositionValid(wallPos))
                            {
                                var destroyableWall = new DestroyableWallSprite(_destroyableWallTexture, wallPos, board);
                                board.AddObject(destroyableWall);
                                debris.DebrisCount -= 2;
                                if (debris.DebrisCount == 0)
                                {
                                    PowerUp = null;
                                }
                            }
                        }
                        if (key.Contains(Keys.Right))
                        {
                            wallPos = new Point(Position.X + 1, Position.Y);
                            if (board.IsPositionValid(wallPos))
                            {
                                var destroyableWall = new DestroyableWallSprite(_destroyableWallTexture, wallPos, board);
                                board.AddObject(destroyableWall);
                                debris.DebrisCount -= 2;
                                if (debris.DebrisCount == 0)
                                {
                                    PowerUp = null;
                                }
                            }
                        }
                        if (key.Contains(Keys.Up))
                        {
                            wallPos = new Point(Position.X, Position.Y - 1);
                            if (board.IsPositionValid(wallPos))
                            {
                                var destroyableWall = new DestroyableWallSprite(_destroyableWallTexture, wallPos, board);
                                board.AddObject(destroyableWall);
                                debris.DebrisCount -= 2;
                                if (debris.DebrisCount == 0)
                                {
                                    PowerUp = null;
                                }
                            }
                        }
                        if (key.Contains(Keys.Down))
                        {
                            wallPos = new Point(Position.X, Position.Y + 1);
                            if (board.IsPositionValid(wallPos))
                            {
                                var destroyableWall = new DestroyableWallSprite(_destroyableWallTexture, wallPos, board);
                                board.AddObject(destroyableWall);
                                debris.DebrisCount -= 2;
                                if (debris.DebrisCount == 0)
                                {
                                    PowerUp = null;
                                }
                            }
                        }
                    }
                }
                if (board.IsPositionValid(newPosition))
                {
                    Point oldPosition = Position;
                    Position = newPosition;
                    board.ChangePosition(oldPosition, this);
                }

                if (key.Contains(Keys.Space))
                {
                    if (PowerUp is TntDetonatorPowerUp)
                    {
                        var tnt = PowerUp as TntDetonatorPowerUp;
                        if (tnt.IsPlanted)
                        {
                            tnt.Detonate();
                            PowerUp = null;
                        }
                        else
                        {
                            tnt.Plant(Position);
                        }
                    }
                    else
                    {
                        if (board.Bombs.Count(x => x.GetType() == typeof(Bomb)) < 2)
                        {
                            var bomb = new Bomb(BombTexture, Position, board);
                            board.Plant(bomb);
                        }
                    }
                }

                if (HungerDelay >= MaxHungerDelay)
                {
                    HungerDelay = 0;
                    Hunger--;
                }
                else
                {
                    HungerDelay++;
                }
            }
            if (PowerUp != null)
            {
                if (PowerUp is ChargingPowerUp)
                {
                    PowerUp.Life -= (int)gameTime.ElapsedGameTime.TotalMilliseconds;
                    if (PowerUp.Life <= 0)
                    {
                        PowerUp = null;
                    }
                }
            }
            Delay = (Delay + 1) % 5;
        }
コード例 #3
0
        /// <summary>
        /// Prepares new GameBoard for new game
        /// </summary>
        public void NewGame()
        {
            var normalEnemyTexture     = Game.Content.Load <Texture2D>(@"Enemies/normal");
            var hunterEnemyTexture     = Game.Content.Load <Texture2D>(@"Enemies/hunter");
            var shooterEnemyTexture    = Game.Content.Load <Texture2D>(@"Enemies/shooter");
            var tankEnemyTexture       = Game.Content.Load <Texture2D>(@"Enemies/tank");
            var bombfireTexture        = Game.Content.Load <Texture2D>(@"bombfire");
            var bombTexture            = Game.Content.Load <Texture2D>(@"bomb");
            var hungerTexture          = Game.Content.Load <Texture2D>(@"hungerbar");
            var foodTexture            = Game.Content.Load <Texture2D>(@"food");
            var medpackTexture         = Game.Content.Load <Texture2D>(@"medpack");
            var tntDetonatorTexture    = Game.Content.Load <Texture2D>(@"tntdetonator");
            var chargingTexture        = Game.Content.Load <Texture2D>(@"charging");
            var tntTexture             = Game.Content.Load <Texture2D>(@"tnt");
            var debrisTexture1         = Game.Content.Load <Texture2D>(@"debris1");
            var debrisTexture2         = Game.Content.Load <Texture2D>(@"debris2");
            var debrisTexture3         = Game.Content.Load <Texture2D>(@"debris3");
            var debrisTexture4         = Game.Content.Load <Texture2D>(@"debris4");
            var wallDestroyableTexture = Game.Content.Load <Texture2D>(@"wall_destroyable");

            gameBoard = new GameBoard(boardSize, 40, 40, 80, this, gameTimeFont, bombfireTexture,
                                      normalEnemyTexture, hunterEnemyTexture, shooterEnemyTexture, tankEnemyTexture, foodTexture,
                                      medpackTexture, tntDetonatorTexture, chargingTexture, tntTexture, bombTexture, debrisTexture1, debrisTexture2, debrisTexture3, debrisTexture4, wallDestroyableTexture);
            //Load the player sprite
            player = new UserControlledSprite(
                Game.Content.Load <Texture2D>(@"player_transparent"),
                new Point(0, 0), gameBoard, Game.Content.Load <Texture2D>(@"heart"),
                hungerTexture,
                Game.Content.Load <Texture2D>(@"player_transparent_yellow"),
                bombTexture,
                wallDestroyableTexture);

            gameBoard.AddObject(player);

            var r          = new Random();
            var wallSprite = Game.Content.Load <Texture2D>(@"wall");

            //generate random walls
            for (int i = 0; i < 30; i++)
            {
                int X        = r.Next(boardSize.X);
                int Y        = r.Next(boardSize.Y);
                var position = new Point(X, Y);
                if (gameBoard.IsPositionValid(position) && Math.Sqrt(position.X * position.X + position.Y * position.Y) >= 3)
                {
                    gameBoard.AddObject(new WallSprite(wallSprite, new Point(X, Y),
                                                       gameBoard));
                }
            }

            //generate random destroyable walls
            for (int i = 0; i < 50; i++)
            {
                int X        = r.Next(boardSize.X);
                int Y        = r.Next(boardSize.Y);
                var position = new Point(X, Y);
                if (gameBoard.IsPositionValid(position) && Math.Sqrt(position.X * position.X + position.Y * position.Y) >= 3)
                {
                    var destrWallSprite = new DestroyableWallSprite(wallDestroyableTexture,
                                                                    new Point(X, Y), gameBoard);
                    gameBoard.AddObject(destrWallSprite);
                }
            }
        }