コード例 #1
0
        /// <summary>
        /// press space to start or pause, Escape to switch in game over mode
        /// </summary>
        /// <param name="key"></param>
        public void KeyPressed(PacmanKey key)
        {
            // Gestion des flèches pour le déplacement du pacman

            if (key == PacmanKey.Pause)
            {
                // touche Pause ou P
                Paused = !Paused;
            }
            else if (key == PacmanKey.Space && ((GameMode.GAME_OVER_DEATH == Status) || (GameMode.GAME_OVER_ESC == Status)))
            {
                SetMode(GameMode.READY);
            }
            else if (key == PacmanKey.Escape)
            {
                SetMode(GameMode.GAME_OVER_ESC);
            }
            else if (key == PacmanKey.NextLevel)
            {
                Labyrinth.getCurrent().RemainingPills = 0;
            }
            else
            if (_Pacman != null)
            {
                _cfg.play.Add(new GameRecord(oturn + 1, key));
            }
        }
コード例 #2
0
ファイル: Game.cs プロジェクト: pgourlain/pacman
        /// <summary>
        /// press space to start or pause, Escape to switch in game over mode
        /// </summary>
        /// <param name="key"></param>
        public void KeyPressed(PacmanKey key)
        {
            // Gestion des flèches pour le déplacement du pacman

            if (key == PacmanKey.Pause)
            {
                // touche Pause ou P
                Paused = !Paused;
            }

            if (_Pacman != null)
            {
                switch (key)
                {
                case PacmanKey.Left:
                    _Pacman.Left();
                    break;

                case PacmanKey.Right:
                    _Pacman.Right();
                    break;

                case PacmanKey.Down:
                    _Pacman.Down();
                    break;

                case PacmanKey.Up:
                    _Pacman.Up();
                    break;
                }
            }

            if (key == PacmanKey.Space && GameMode.GAME_OVER == Status)
            {
                // passe en mode de jeu READY
                numLaby = 0;
                Level   = 1;
                SetLabyrinth(numLaby);
                // initialisation du score, des vies, ...
                Lives     = 3;
                LifeScore = 5000;
                Score     = 0;
                SetMode(GameMode.READY);
                if (Audio != null)
                {
                    Audio.PlayIntro();
                }
            }
            else if (key == PacmanKey.Escape)
            {
                SetMode(GameMode.GAME_OVER);
            }
            else if (key == PacmanKey.NextLevel)
            {
                Labyrinth.getCurrent().RemainingPills = 0;
            }
        }
コード例 #3
0
ファイル: GamePresenter.cs プロジェクト: prog76/Pacman
 void _CurrentGame_PropertyChanged(object sender, System.ComponentModel.PropertyChangedEventArgs e)
 {
     if (e.PropertyName == "CurrentLabyrinth")
     {
         if (_Labyrinth != null)
         {
             _Labyrinth.PillEated -= new PillEatedDelegate(_Labyrinth_PillEated);
             _Labyrinth.PillUpdated -= new PillEatedDelegate(_Labyrinth_PillUpdated);
         }
         _Labyrinth = _CurrentGame.CurrentLabyrinth;
         if (_Labyrinth != null)
         {
             _Labyrinth.PillEated += new PillEatedDelegate(_Labyrinth_PillEated);
             _Labyrinth.PillUpdated += new PillEatedDelegate(_Labyrinth_PillUpdated);
         }
         ConstructWallAndPills(_CurrentGame.CurrentLabyrinth);
     }
     else if (e.PropertyName == "Status")
     {
         NotifyPropertyChanged("IsReady");
         NotifyPropertyChanged("IsGameOver");
     }
     else if (e.PropertyName == "userTypeSpeed")
     {
         if ((_CurrentGame.freqList.freqsSum == 0) && (_CurrentGame.userTypeSpeed > CurrentGame.userMinTypeSpeed))
         {
             _CurrentGame.taskBox.tskProvider.incTskCount();
             _CurrentGame.setGhostsState(GhostState.REST);
             _CurrentGame.Audio.PlayGhostScared();
         }
     }
 }
コード例 #4
0
ファイル: GamePresenter.cs プロジェクト: prog76/Pacman
        private WallSide GetSide(int i, int j, Labyrinth laby)
        {
            //first column
            if (i == 0)
            {
                if (j == 0)
                    return WallSide.InnerTopLeft;
                if (j == Labyrinth.HEIGHT - 1)
                    return WallSide.InnerBottomLeft;
                if (laby[i + 1, j] == 5 && laby[i, j - 1] == 5 && laby[i + 1, j - 1] != 5)
                    return WallSide.InnerBottomLeft;
                if (laby[i + 1, j] == 5 && laby[i, j + 1] == 5 && laby[i + 1, j + 1] != 5)
                    return WallSide.InnerTopLeft;
                if (laby[i, j - 1] == 5 && laby[i, j + 1] == 5 && (laby[i + 1, j] == 5 || laby[i + 1, j] == 4 || laby[i + 1, j] == 0))
                    return WallSide.None;
                return WallSide.Right;
            }
            //last column
            else if (i == Labyrinth.WIDTH - 1)
            {
                if (j == 0)
                    return WallSide.InnerTopRight;
                if (j == Labyrinth.HEIGHT - 1)
                    return WallSide.InnerBottomRight;
                if (laby[i - 1, j] == 5 && laby[i, j - 1] == 5 && laby[i - 1, j - 1] != 5)
                    return WallSide.InnerBottomRight;
                if (laby[i - 1, j] == 5 && laby[i, j + 1] == 5 && laby[i - 1, j + 1] != 5)
                    return WallSide.InnerTopRight;

                return WallSide.Left;
            }
            //first row
            else if (j == 0)
            {
                if (laby[i + 1, j + 1] != 5 && laby[i, j + 1] == 5)
                    return WallSide.InnerTopLeft;
                if (laby[i - 1, j + 1] != 5 && laby[i, j + 1] == 5)
                    return WallSide.InnerTopRight;
                if (laby[i - 1, j] == 5 && laby[i + 1, j] == 5 && (laby[i, j + 1] == 5 || laby[i, j + 1] == 0))
                    return WallSide.None;

                return WallSide.Bottom;
            }
            //last row
            else if (j == Labyrinth.HEIGHT - 1)
            {
                if (laby[i - 1, j - 1] != 5 && laby[i, j - 1] == 5)
                    return WallSide.InnerBottomRight;
                if (laby[i + 1, j - 1] != 5 && laby[i, j - 1] == 5)
                    return WallSide.InnerBottomLeft;
                if (laby[i - 1, j] == 5 && laby[i + 1, j] == 5 && (laby[i, j - 1] == 5 || laby[i, j - 1] == 0))
                    return WallSide.None;
                return WallSide.Top;
            }
            else if (j > 0 && j < Labyrinth.HEIGHT - 1 && i > 0 && i < Labyrinth.WIDTH - 1)
            {
                //Corners
                if (laby[i - 1, j - 1] != 5 && laby[i - 1, j] != 5 && laby[i, j - 1] != 5)
                    return WallSide.TopLeft;
                if (laby[i + 1, j - 1] != 5 && laby[i + 1, j] != 5 && laby[i, j - 1] != 5)
                    return WallSide.TopRight;
                if (laby[i + 1, j + 1] != 5 && laby[i + 1, j] != 5 && laby[i, j + 1] != 5)
                    return WallSide.BottomRight;
                if (laby[i - 1, j + 1] != 5 && laby[i - 1, j] != 5 && laby[i, j + 1] != 5)
                    return WallSide.BottomLeft;
                //Top and Bottom
                if (laby[i, j - 1] != 5 && laby[i, j - 1] != 4)
                    return WallSide.Top;
                if (laby[i, j + 1] != 5)
                    return WallSide.Bottom;
                //Left and Right
                if (laby[i - 1, j] != 5 && laby[i - 1, j] != 4)
                    return WallSide.Left;
                if (laby[i + 1, j] != 5)
                    return WallSide.Right;
                //inner corners
                if (laby[i - 1, j - 1] != 5)
                    return WallSide.InnerBottomRight;
                if (laby[i + 1, j + 1] != 5)
                    return WallSide.InnerTopLeft;

                if (laby[i - 1, j + 1] != 5)
                    return WallSide.InnerTopRight;

                if (laby[i + 1, j - 1] != 5)
                    return WallSide.InnerBottomLeft;

            }
            return WallSide.None;
        }
コード例 #5
0
ファイル: GamePresenter.cs プロジェクト: prog76/Pacman
 private Geometry GetGeometry(int i, int j, int xScreen, int yScreen, Labyrinth laby)
 {
     if (i == 0 && j == 0)
     {
         PathGeometry path = new PathGeometry();
         PathFigure pf = new PathFigure() { IsClosed = true, IsFilled = true };
         path.Figures.Add(pf);
         pf.StartPoint = new Point(xScreen + Constants.GRID_WIDTH_2, yScreen + Constants.GRID_HEIGHT);
         pf.Segments.Add(new ArcSegment()
         {
             Size = new Size(Constants.GRID_WIDTH_2, Constants.GRID_WIDTH_2),
             Point = new Point(xScreen + Constants.GRID_WIDTH, yScreen + Constants.GRID_HEIGHT_2),
             SweepDirection = SweepDirection.Clockwise
         });
         pf.Segments.Add(new LineSegment() { Point = new Point(xScreen + Constants.GRID_WIDTH, yScreen + Constants.GRID_HEIGHT) });
         return path;
     }
     else
     {
         RectangleGeometry r;
         PathGeometry corner;
         PathFigure pf;
         int OffsetX;
         int OffsetY;
         WallSide side = GetSide(i, j, laby);
         switch (side)
         {
             case WallSide.InnerTopLeft:
             case WallSide.TopLeft:
                 OffsetX = side == WallSide.InnerTopLeft ? Constants.GRID_WIDTH_2 : 0;
                 OffsetY = side == WallSide.InnerTopLeft ? Constants.GRID_HEIGHT_2 : 0;
                 corner = new PathGeometry();
                 pf = new PathFigure() { IsClosed = true, IsFilled = true };
                 corner.Figures.Add(pf);
                 pf.StartPoint = new Point(xScreen + OffsetX, yScreen + Constants.GRID_HEIGHT_2 + OffsetY);
                 pf.Segments.Add(new ArcSegment()
                 {
                     Size = new Size(Constants.GRID_WIDTH_2, Constants.GRID_WIDTH_2),
                     Point = new Point(xScreen + Constants.GRID_WIDTH_2 + OffsetX, yScreen + OffsetY),
                     SweepDirection = SweepDirection.Clockwise
                 });
                 if (side == WallSide.InnerTopLeft)
                 {
                     pf.Segments.Add(new LineSegment() { Point = new Point(xScreen + Constants.GRID_WIDTH, yScreen + Constants.GRID_HEIGHT) });
                 }
                 else
                 {
                     pf.Segments.Add(new LineSegment() { Point = new Point(xScreen + Constants.GRID_WIDTH, yScreen) });
                     pf.Segments.Add(new LineSegment() { Point = new Point(xScreen + Constants.GRID_WIDTH, yScreen + Constants.GRID_HEIGHT_2) });
                     pf.Segments.Add(new LineSegment() { Point = new Point(xScreen + Constants.GRID_WIDTH_2, yScreen + Constants.GRID_HEIGHT_2) });
                     pf.Segments.Add(new LineSegment() { Point = new Point(xScreen + Constants.GRID_WIDTH_2, yScreen + Constants.GRID_HEIGHT) });
                     pf.Segments.Add(new LineSegment() { Point = new Point(xScreen, yScreen + Constants.GRID_HEIGHT) });
                 }
                 return corner;
             case WallSide.InnerTopRight:
             case WallSide.TopRight:
                 OffsetX = side == WallSide.InnerTopRight ? -Constants.GRID_WIDTH_2 : 0;
                 OffsetY = side == WallSide.InnerTopRight ? Constants.GRID_HEIGHT_2 : 0;
                 corner = new PathGeometry();
                 pf = new PathFigure() { IsClosed = true, IsFilled = true };
                 corner.Figures.Add(pf);
                 pf.StartPoint = new Point(xScreen + Constants.GRID_WIDTH_2 + OffsetX, yScreen + OffsetY);
                 pf.Segments.Add(new ArcSegment()
                 {
                     Size = new Size(Constants.GRID_WIDTH_2, Constants.GRID_WIDTH_2),
                     Point = new Point(xScreen + Constants.GRID_WIDTH + OffsetX, yScreen + Constants.GRID_HEIGHT_2 + OffsetY),
                     SweepDirection = SweepDirection.Clockwise
                 });
                 if (side == WallSide.InnerTopRight)
                 {
                     pf.Segments.Add(new LineSegment() { Point = new Point(xScreen, yScreen + Constants.GRID_HEIGHT) });
                 }
                 else
                 {
                     pf.Segments.Add(new LineSegment() { Point = new Point(xScreen + Constants.GRID_WIDTH, yScreen + Constants.GRID_HEIGHT) });
                     pf.Segments.Add(new LineSegment() { Point = new Point(xScreen + Constants.GRID_WIDTH_2, yScreen + Constants.GRID_HEIGHT) });
                     pf.Segments.Add(new LineSegment() { Point = new Point(xScreen + Constants.GRID_WIDTH_2, yScreen + Constants.GRID_HEIGHT_2) });
                     pf.Segments.Add(new LineSegment() { Point = new Point(xScreen, yScreen + Constants.GRID_HEIGHT_2) });
                     pf.Segments.Add(new LineSegment() { Point = new Point(xScreen, yScreen) });
                 }
                 return corner;
             case WallSide.InnerBottomRight:
             case WallSide.BottomRight:
                 OffsetX = side == WallSide.InnerBottomRight ? -Constants.GRID_WIDTH_2 : 0;
                 OffsetY = side == WallSide.InnerBottomRight ? -Constants.GRID_HEIGHT_2 : 0;
                 corner = new PathGeometry();
                 pf = new PathFigure() { IsClosed = true, IsFilled = true };
                 corner.Figures.Add(pf);
                 pf.StartPoint = new Point(xScreen + Constants.GRID_WIDTH + OffsetX, yScreen + Constants.GRID_HEIGHT_2 + OffsetY);
                 pf.Segments.Add(new ArcSegment()
                 {
                     Size = new Size(Constants.GRID_WIDTH_2, Constants.GRID_WIDTH_2),
                     Point = new Point(xScreen + Constants.GRID_WIDTH_2 + OffsetX, yScreen + Constants.GRID_HEIGHT + OffsetY),
                     SweepDirection = SweepDirection.Clockwise
                 });
                 if (side == WallSide.InnerBottomRight)
                 {
                     pf.Segments.Add(new LineSegment() { Point = new Point(xScreen, yScreen) });
                 }
                 else
                 {
                     pf.Segments.Add(new LineSegment() { Point = new Point(xScreen, yScreen + Constants.GRID_HEIGHT) });
                     pf.Segments.Add(new LineSegment() { Point = new Point(xScreen, yScreen + Constants.GRID_HEIGHT_2) });
                     pf.Segments.Add(new LineSegment() { Point = new Point(xScreen + Constants.GRID_WIDTH_2, yScreen + Constants.GRID_HEIGHT_2) });
                     pf.Segments.Add(new LineSegment() { Point = new Point(xScreen + Constants.GRID_WIDTH_2, yScreen) });
                     pf.Segments.Add(new LineSegment() { Point = new Point(xScreen + Constants.GRID_WIDTH, yScreen) });
                 }
                 return corner;
             case WallSide.InnerBottomLeft:
             case WallSide.BottomLeft:
                 OffsetX = side == WallSide.InnerBottomLeft ? Constants.GRID_WIDTH_2 : 0;
                 OffsetY = side == WallSide.InnerBottomLeft ? -Constants.GRID_HEIGHT_2 : 0;
                 corner = new PathGeometry();
                 pf = new PathFigure() { IsClosed = true, IsFilled = true };
                 corner.Figures.Add(pf);
                 pf.StartPoint = new Point(xScreen + Constants.GRID_WIDTH_2 + OffsetX, yScreen + Constants.GRID_HEIGHT + OffsetY);
                 pf.Segments.Add(new ArcSegment()
                 {
                     Size = new Size(Constants.GRID_WIDTH_2, Constants.GRID_WIDTH_2),
                     Point = new Point(xScreen + OffsetX, yScreen + Constants.GRID_HEIGHT_2 + OffsetY),
                     SweepDirection = SweepDirection.Clockwise
                 });
                 if (side == WallSide.InnerBottomLeft)
                 {
                     pf.Segments.Add(new LineSegment() { Point = new Point(xScreen + Constants.GRID_WIDTH, yScreen) });
                 }
                 else
                 {
                     pf.Segments.Add(new LineSegment() { Point = new Point(xScreen, yScreen) });
                     pf.Segments.Add(new LineSegment() { Point = new Point(xScreen + Constants.GRID_WIDTH_2, yScreen) });
                     pf.Segments.Add(new LineSegment() { Point = new Point(xScreen + Constants.GRID_WIDTH_2, yScreen + Constants.GRID_HEIGHT_2) });
                     pf.Segments.Add(new LineSegment() { Point = new Point(xScreen + Constants.GRID_WIDTH, yScreen + Constants.GRID_HEIGHT_2) });
                     pf.Segments.Add(new LineSegment() { Point = new Point(xScreen + Constants.GRID_WIDTH, yScreen + Constants.GRID_HEIGHT) });
                 }
                 return corner;
             case WallSide.Left:
                 r = new RectangleGeometry();
                 r.Rect = new Rect(xScreen, yScreen, Constants.GRID_WIDTH_2, Constants.GRID_HEIGHT);
                 return r;
             case WallSide.Right:
                 r = new RectangleGeometry();
                 r.Rect = new Rect(xScreen + Constants.GRID_WIDTH_2, yScreen, Constants.GRID_WIDTH_2, Constants.GRID_HEIGHT);
                 return r;
             case WallSide.Top:
                 r = new RectangleGeometry();
                 r.Rect = new Rect(xScreen, yScreen, Constants.GRID_WIDTH, Constants.GRID_HEIGHT_2);
                 return r;
             case WallSide.Bottom:
                 r = new RectangleGeometry();
                 r.Rect = new Rect(xScreen, yScreen + Constants.GRID_HEIGHT_2, Constants.GRID_WIDTH, Constants.GRID_HEIGHT_2);
                 return r;
             default:
                 return null;
         }
     }
 }
コード例 #6
0
ファイル: GamePresenter.cs プロジェクト: prog76/Pacman
 /// <summary>
 /// construct geometry of wall and pills for a specific level
 /// </summary>
 /// <param name="newValue"></param>
 private void ConstructWallAndPills(Labyrinth newValue)
 {
     this.Wall.Children.Clear();
     this.Pills.Children.Clear();
     CurrentGame._pillCoord.Clear();
     if (newValue == null)
         return;
     TPillGame.RemainingPills = 0;
     for (int xx = 0; xx < Labyrinth.WIDTH; xx++)
     {
         for (int yy = 0; yy < Labyrinth.HEIGHT; yy++)
         {
             UInt16 b = newValue[xx, yy];
             if (b == 0)
                 continue;
             double x, y;
             newValue.GetScreenCoord(xx, yy, out x, out y);
             switch (b)
             {
                 case 1://pill
                 case 2:
                     TPillGame pill = new TPillGame(this);
                     this.Pills.Children.Add(pill);
                     CurrentGame._pillCoord.Add(new Point(xx, yy), pill);
                     pill.Width = Constants.GRID_WIDTH*1.5;
                     pill.Height = Constants.GRID_HEIGHT*1.5;
                     pill.tsk = newValue.chars[xx, yy];
                     pill.center = new Point(x + Constants.GRID_WIDTH_2, y + Constants.GRID_HEIGHT_2);
                     pill.init();
                     pill.isBig = (b == 2);
                     break;
                 case 4: //gate of ghost's house
                     break;
                 case 5://wall
                     Geometry current = GetGeometry(xx, yy, (int)x, (int)y, newValue);
                     //if (current == null)
                     //{
                     //    RectangleGeometry r = new RectangleGeometry();
                     //    //if (i == 0)
                     //    //    r.Rect = new Rect(x + Constants.GRID_WIDTH_2, y, Constants.GRID_WIDTH_2, Constants.GRID_HEIGHT);
                     //    //else
                     //    r.Rect = new Rect(x, y, Constants.GRID_WIDTH, Constants.GRID_HEIGHT);
                     //    current = r;
                     //}
                     if (current != null)
                         this.Wall.Children.Add(current);
                     break;
             }
         }
     }
 }
コード例 #7
0
 private void SetLabyrinth(int numLaby)
 {
     Labyrinth.SetCurrent(numLaby);
     taskBox.lab = Labyrinth.getCurrent();
     DoPropertyChanged("CurrentLabyrinth");
 }
コード例 #8
0
        // Le jeu est dans l'état PLAY
        private void AnimatePlay()
        {
            GameRecord record;

            while (_cfg.play.Count > 0)
            {
                record = _cfg.play[0];
                if (record.tim > oturn)
                {
                    break;
                }
                _cfg.play.RemoveAt(0);
                _cfg.playerCfg.record.Add(record);
                if (record.tim == oturn)
                {
                    if (record.isKey)
                    {
                        switch (record.key)
                        {
                        case PacmanKey.Back:
                        {
                            TXYList xyList = _Pacman.xyList;
                            if (!xyList.empty)
                            {
                                xyList.deAdd();
                            }
                        }
                        break;

                        case PacmanKey.Left:
                            _Pacman.Left();
                            break;

                        case PacmanKey.Right:
                            _Pacman.Right();
                            break;

                        case PacmanKey.Down:
                            _Pacman.Down();
                            break;

                        case PacmanKey.Up:
                            _Pacman.Up();
                            break;
                        }
                    }
                    else
                    {
                        intProcessKey(record.tsk);
                    }
                }
            }

            if (Labyrinth.getCurrent().RemainingPills <= 0)
            {
                // toutes les pastilles ont été mangées, changement de niveau
                // accélère un peu le jeu
                Level++;
                SleepTime -= 1;
                numLaby    = (numLaby + 1) % 4;
                SetLabyrinth(numLaby);
                SetMode(GameMode.READY);
            }
            else
            {
                int        i;
                int        xp, yp;
                GhostState state;

                EraseSprites();
                ErasePoints();

                // testes de collisions
                xp = _Pacman.X;
                yp = _Pacman.Y;
                // collisions avec les fantomes
                foreach (Ghost ghost in _Ghosts)
                {
                    state = ghost.State;
                    // teste si le Pacman est en collision avec le Fantome i
                    if (_Pacman.HasCollision(ghost))
                    {
                        if (state.isHunt() || state.isRandom())
                        {
                            // Perdu une vie
                            SetMode(GameMode.DEATH);
                            return;
                        }
                        else if (state.isFlee())
                        {
                            // le fantome est mangé
                            ghost.setState(GhostState.EYE);
                            AddScore(_GhostScore);
                            FantScore *= 2;
                            AddPoints(_GhostScore);
                            if (Audio != null)
                            {
                                Audio.PlayEatGhost();
                            }
                        }
                    }
                }
                // collisions avec le bonus
                if (CurrentBonus != null)
                {
                    // le bonus existe
                    if (_Pacman.HasCollision(CurrentBonus))
                    {
                        int points = Math.Min(1600, Level * 100);
                        AddScore(points);
                        AddPoints(points);
                        CurrentBonus = null;
                        if (Audio != null)
                        {
                            Audio.PlayBonus();
                        }
                    }
                    if (CurrentBonus != null && CurrentBonus.animate() <= 0)
                    {
                        // le bonus est en fin de vie
                        CurrentBonus = null;
                    }
                }
                else
                {
                    // pas de bonus
                    if (Game.GetRandom(1000) < 5)
                    {
                        CurrentBonus = new Bonus(Level - 1);
                    }
                }

                // animate pacman
                if (speedCheck(Config.SpeedPacman))
                {
                    i = _Pacman.animate();
                    if (i == 1)
                    {
                        // une pastille est mangée
                        AddScore(10);
                        Audio.PlayPill();
                    }
                    else if (i == 2)
                    {
                        FantScore = 100;
                        // Les fantomes qui chasse deviennent fuyards
                        AddScore(50);
                        Audio.PlayBigPill();
                        setGhostsState(GhostState.FLEE);
                    }
                }
                // animate fantomes
                //      bool siren = false;

                foreach (Ghost ghost in _Ghosts)
                {
                    switch (ghost.State.ToEnum())
                    {
                    case GhostStateEnum.FLEE:
                        ghost.speedDevider = Config.GhostSpeedFlee;
                        break;

                    case GhostStateEnum.EYE:
                        ghost.speedDevider = Config.GhostSpeedEye;
                        break;

                    default:
                        if (Math.Sqrt((_Pacman.xLaby - ghost.xLaby) ^ 2 + (_Pacman.yLaby - ghost.yLaby) ^ 2) < Config.SafeRadius)
                        {
                            if (ghost.State.isHunt())
                            {
                                if (GetRandom(Config.GhostSpeedSwitchTime) == 2)
                                {
                                    if (GetRandom(1) == 1)
                                    {
                                        ghost.speedDevider = Config.GhostSpeedHunt;
                                    }
                                    else
                                    {
                                        ghost.speedDevider = Config.GhostSpeedHuntPulse;
                                    }
                                }
                            }
                            else
                            {
                                ghost.speedDevider = Config.GhostSpeed;
                            }
                        }
                        else
                        {
                            ghost.speedDevider = Config.GhostSpeedOutSafe;
                        }
                        break;
                    }

                    if (!speedCheck(ghost.speedDevider))
                    {
                        ghost.timers();
                        continue;
                    }
                    ghost.setPacmanCoor(xp, yp);
                    ghost.animate();
                    //        if (!siren && ghosts[i].getState().isHunt()) {
                    //          siren = true;
                    //          Audio.playSiren();
                    //        }
                }

                // animate points
                foreach (FlyingScore pt in _FlyingScores)
                {
                    pt.animate();
                }

                DrawSprites();
                DrawPoints();
                DrawScore();
                DrawLives();
                //if (DEBUG)
                //{
                //    foreach(Ghost ghost in _Ghosts)
                //    {
                //        //draw.drawDebugString(4, 12 + i * 12, 12, ghosts[i].toString());
                //    }
                //}
            }
        }
コード例 #9
0
        bool intProcessKey(TTsk keyTsk)
        {
            bool speedOk = true;

            if (lastKeyTurn > 0)
            {
                Double speed;
                if (lastKeyTurn == turn)
                {
                    speed = lastSpeed + lastMomentSpeed;
                }
                else
                {
                    speed           = 1000.0 * 60 / SleepTime / (turn - lastKeyTurn);
                    lastMomentSpeed = speed;
                }
                lastSpeed = speed;
                if (speed > fUserTypeSpeed)
                {
                    userTypeSpeed    = Config.FilterSpeedUp * speed + (1 - Config.FilterSpeedUp) * fUserTypeSpeed;
                    userMinTypeSpeed = Config.FilterAvgSpeedUp * speed + (1 - Config.FilterAvgSpeedUp) * fUserMinTypeSpeed;
                }
                else
                {
                    userTypeSpeed    = Config.FilterSpeedDown * speed + (1 - Config.FilterSpeedDown) * fUserTypeSpeed;
                    userMinTypeSpeed = Config.FilterAvgSpeedDown * speed + (1 - Config.FilterAvgSpeedDown) * fUserMinTypeSpeed;
                }
                speedOk = (speed > userMinTypeSpeed);
            }
            lastKeyTurn = turn;

            UInt16 x, y;

            if (keyTsk.tskNo < 1)
            {
                return(false);
            }
            if (_Pacman == null)
            {
                return(false);
            }
            TPillPoint xy = _Pacman.xyList.head;

            x = xy.x;
            y = xy.y;

            foreach (TXYDir dir in xyDirs)
            {
                dir.x    = x;
                dir.y    = y;
                dir.skip = false;
            }
            int dirCnt = xyDirs.Length;

            do
            {
                foreach (TXYDir xyDir in xyDirs)
                {
                    if (xyDir.skip)
                    {
                        continue;
                    }
                    Labyrinth.translate(ref xyDir.x, ref xyDir.y, xyDir.dir);
                    if (!Labyrinth.outBound(xyDir.x, xyDir.y))
                    {
                        if (CurrentLabyrinth.laby[xyDir.y][xyDir.x] == 0)
                        {
                            foreach (Direction dir in Direction.directions)
                            {
                                if (dir.Opposite == xyDir.dir)
                                {
                                    continue;
                                }
                                if (dir == xyDir.dir)
                                {
                                    continue;
                                }

                                int xx = xyDir.x;
                                int yy = xyDir.y;
                                Labyrinth.translate(ref xx, ref yy, dir);
                                if (chkKey(keyTsk, speedOk, xx, yy))
                                {
                                    return(true);
                                }
                            }
                            continue;
                        }
                        else
                        {
                            if (chkKey(keyTsk, speedOk, xyDir.x, xyDir.y))
                            {
                                double halfSpeed = userMinTypeSpeed / 2;
                                Audio.PlayGoodPill(Math.Max(Math.Min((userTypeSpeed - halfSpeed) / halfSpeed, 1), 0));
                                return(true);
                            }
                        }
                    }
                    dirCnt--;
                    xyDir.skip = true;
                }
            } while (dirCnt > 0);
            taskBox.tskProvider.tskBad(keyTsk);
            if (Audio != null)
            {
                Audio.PlayWrongPill();
            }
            return(false);
        }
コード例 #10
0
 public static void SetCurrent(int num)
 {
     instance = new Labyrinth(num);
 }
コード例 #11
0
ファイル: Game.cs プロジェクト: pgourlain/pacman
 private void SetLabyrinth(int numLaby)
 {
     Labyrinth.SetCurrent(numLaby);
     DoPropertyChanged("CurrentLabyrinth");
 }
コード例 #12
0
ファイル: Game.cs プロジェクト: pgourlain/pacman
        // Le jeu est dans l'état PLAY
        private void AnimatePlay()
        {
            if (Labyrinth.getCurrent().RemainingPills <= 0)
            {
                // toutes les pastilles ont été mangées, changement de niveau
                // accélère un peu le jeu
                Level++;
                SleepTime -= 1;
                numLaby    = (numLaby + 1) % 4;
                SetLabyrinth(numLaby);
                SetMode(GameMode.READY);
            }
            else
            {
                int        i;
                int        xp, yp;
                GhostState state;

                EraseSprites();
                ErasePoints();

                // testes de collisions
                xp = _Pacman.X;
                yp = _Pacman.Y;
                // collisions avec les fantomes
                foreach (Ghost ghost in _Ghosts)
                {
                    state = ghost.State;
                    // teste si le Pacman est en collision avec le Fantome i
                    if (_Pacman.HasCollision(ghost))
                    {
                        if (state.isHunt() || state.isRandom())
                        {
                            // Perdu une vie
                            SetMode(GameMode.DEATH);
                            if (Audio != null)
                            {
                                Audio.PlayDeath();
                            }
                            //Audio.playDeath();
                            return;
                        }
                        else if (state.isFlee())
                        {
                            // le fantome est mangé
                            ghost.setState(GhostState.EYE);
                            AddScore(_GhostScore);
                            FantScore *= 2;
                            AddPoints(_GhostScore);
                            if (Audio != null)
                            {
                                Audio.PlayEatGhost();
                            }
                            //Audio.playEatGhost();
                        }
                    }
                }
                // collisions avec le bonus
                if (CurrentBonus != null)
                {
                    // le bonus existe
                    if (_Pacman.HasCollision(CurrentBonus))
                    {
                        int points = Math.Min(1600, Level * 100);
                        AddScore(points);
                        AddPoints(points);
                        CurrentBonus = null;
                        if (Audio != null)
                        {
                            Audio.PlayBonus();
                        }
                        //Audio.playBonus();
                    }
                    if (CurrentBonus != null && CurrentBonus.animate() <= 0)
                    {
                        // le bonus est en fin de vie
                        CurrentBonus = null;
                    }
                }
                else
                {
                    // pas de bonus
                    if (Game.GetRandom(1000) < 5)
                    {
                        CurrentBonus = new Bonus(Level - 1);
                    }
                }

                // animate pacman
                i = _Pacman.animate();
                if (i == 1)
                {
                    // une pastille est mangée
                    AddScore(10);
                    if (Audio != null)
                    {
                        Audio.PlayPill();
                    }
                    //Audio.playPil();
                }
                else if (i == 2)
                {
                    FantScore = 100;
                    // Les fantomes qui chasse deviennent fuyards
                    AddScore(50);
                    foreach (Ghost ghost in _Ghosts)
                    {
                        ghost.setState(GhostState.FLEE);
                    }
                }
                // animate fantomes
                //      bool siren = false;
                foreach (Ghost ghost in _Ghosts)
                {
                    ghost.setPacmanCoor(xp, yp);
                    ghost.animate();
                    //        if (!siren && ghosts[i].getState().isHunt()) {
                    //          siren = true;
                    //          Audio.playSiren();
                    //        }
                }
                // animate points
                foreach (FlyingScore pt in _FlyingScores)
                {
                    pt.animate();
                }

                DrawSprites();
                DrawPoints();
                DrawScore();
                DrawLives();
                //if (DEBUG)
                //{
                //    foreach(Ghost ghost in _Ghosts)
                //    {
                //        //draw.drawDebugString(4, 12 + i * 12, 12, ghosts[i].toString());
                //    }
                //}
            }
        }
コード例 #13
0
ファイル: Labyrinth.cs プロジェクト: prog76/Pacman
 public TChars(Labyrinth laby)
 {
     fLaby = laby;
 }
コード例 #14
0
ファイル: Labyrinth.cs プロジェクト: prog76/Pacman
 public static void SetCurrent(int num)
 {
     instance = new Labyrinth(num);
 }
コード例 #15
0
ファイル: Labyrinth.cs プロジェクト: prog76/Pacman
 public TChars(Labyrinth laby)
 {
     fLaby = laby;
 }