コード例 #1
0
ファイル: Level.cs プロジェクト: ripark/Kinetic-Camp
 public Level(Entity player, Texture2D map, Entity[] npcs, GameObject[] objects)
 {
     this.player = player;
     this.map = map;
     this.npcs = new List<Entity>(npcs.Length);
     this.npcs.AddRange(npcs);
     this.objects = new List<GameObject>(objects.Length);
     this.objects.AddRange(objects);
     projectiles = new List<Projectile>();
     this.selectedObject = null;
 }
コード例 #2
0
ファイル: InputManager.cs プロジェクト: ripark/Kinetic-Camp
 public InputManager(Game1 game, Entity player, Level level, List<Screen> screens)
 {
     this.game = game;
     this.player = player;
     this.selectedObject = null;
     this.level = level;
     collisionManager = new CollisionManager(player, level);
     screenManager = new ScreenManager(screens[1], screens);
     stepSize = game.getStepSize();
     midX = game.getMidX();
     midY = game.getMidY();
 }
コード例 #3
0
ファイル: Level.cs プロジェクト: ripark/Kinetic-Camp
 public void setSelectedObject(int index)
 {
     this.selectedObject = objects[index];
 }
コード例 #4
0
ファイル: InputManager.cs プロジェクト: ripark/Kinetic-Camp
        /*
         * Handles all user input to the game, depending on the keyboard/mouse states and the screen's state.
         */
        public void update(GameTime time)
        {
            KeyboardState kbs = Keyboard.GetState();
            Vector2 destination;

            /* Normal gameplay (player has control of character's movement*/
            if (screenManager.getActiveScreen().getName() == "Normal")
            {
                if (kbs.IsKeyDown(Keys.Escape))
                {
                    game.Exit();
                }
                else if (kbs.IsKeyDown(Keys.W))
                {
                    Console.WriteLine("player: " + player.getLocation().ToString());
                    player.setDirection(Direction.NORTH);
                    destination = new Vector2(player.getLocation().X, player.getLocation().Y - stepSize);
                    if (player.getLocation().Y + stepSize > 0 && collisionManager.isValid(destination, player))
                    {
                        player.deriveY(-stepSize);
                    }
                    else
                    {
                        Console.WriteLine("u wanna go north? nty");
                    }
                }
                else if (kbs.IsKeyDown(Keys.S))
                {
                    Console.WriteLine("player: " + player.getLocation().ToString());
                    player.setDirection(Direction.SOUTH);
                    destination = new Vector2(player.getLocation().X, player.getLocation().Y + stepSize);
                    if (player.getLocation().Y + stepSize < midY * 2 && collisionManager.isValid(destination, player))
                    {
                        player.deriveY(stepSize);
                    }
                    else
                    {
                        Console.WriteLine("u wanna go south? nty");
                    }
                }
                else if (kbs.IsKeyDown(Keys.A))
                {
                    Console.WriteLine("player: " + player.getLocation().ToString());
                    player.setDirection(Direction.WEST);
                    destination = new Vector2(player.getLocation().X - stepSize, player.getLocation().Y);
                    if (player.getLocation().X + stepSize > 0 && collisionManager.isValid(destination, player))
                    {
                        player.deriveX(-stepSize);
                    }
                    else
                    {
                        Console.WriteLine("u wanna go west? nty");
                    }
                }
                else if (kbs.IsKeyDown(Keys.D))
                {
                    Console.WriteLine("player: " + player.getLocation().ToString());
                    player.setDirection(Direction.EAST);
                    destination = new Vector2(player.getLocation().X + stepSize, player.getLocation().Y);
                    if (player.getLocation().X + stepSize < midX * 2 && collisionManager.isValid(destination, player))
                    {
                        player.deriveX(stepSize);
                    }
                    else
                    {
                        Console.WriteLine("u wanna go east? nty");
                    }
                }
                if (kbs.IsKeyDown(Keys.Space))
                {
                    double totalMilliseconds = time.TotalGameTime.TotalMilliseconds;
                    if (player.getLastFired() == -1 || totalMilliseconds - player.getLastFired() >= player.getProjectile().getCooldown())
                    {
                        level.addProjectile(player.createProjectile(totalMilliseconds));
                    }
                    /*foreach (Entity e in level.getNpcs()) {
                        if (e != null) {
                            npc.deriveHealth(-50);
                            // handle projectile interaction with npcs
                            // if hit, derive npc health by -1 * skilltree power
                            Console.WriteLine("Health: " + npc.getHealth());
                        }
                    }*/
                }
                else if (kbs.IsKeyDown(Keys.X))
                {
                    //switch to telekinesis-select mode (player clicks a liftable object to select it)
                    screenManager.setActiveScreen(2);
                    Console.WriteLine("Entered telekinesis mode!");
                }
            }

            /* Just entered telekinesis mode (player uses mouse to select a liftable object)*/
            else if (screenManager.getActiveScreen().getName() == "Telekinesis-Select")
            {
                lastState = state;
                state = Mouse.GetState().LeftButton;
                if (lastState.Equals(ButtonState.Pressed) && state.Equals(ButtonState.Released))
                {
                    foreach (GameObject obj in level.getObjects())
                    {
                        if (obj != null && obj.isLiftable())
                        {
                            Point p = new Point(Mouse.GetState().X, Mouse.GetState().Y);
                            if (p != null && obj.getBounds().Contains(p))
                            {
                                //select object
                                obj.setSelected(true);
                                selectedObject = obj;
                                //switch screen state to telekinesis-move (control over selected object)
                                screenManager.setActiveScreen(3);
                                Console.WriteLine("obj contains mouse!");
                            }
                        }
                    }
                    Console.WriteLine("Mouse pressed");
                }
                else if (kbs.IsKeyDown(Keys.X))
                {
                    //switch to telekinesis-select mode (player clicks a liftable object to select it)
                    screenManager.setActiveScreen(1);
                    Console.WriteLine("Entered telekinesis mode!");
                }
            }

            /* Telekinetic lifting mode (player controls the selected object's movement)*/
            else if (screenManager.getActiveScreen().getName() == "Telekinesis-Move")
            {
                if (kbs.IsKeyDown(Keys.Escape))
                {
                    game.Exit();
                }
                else if (kbs.IsKeyDown(Keys.W))
                {
                    Console.WriteLine("selectedObject: " + selectedObject.getLocation().ToString());
                    selectedObject.setDirection(Direction.NORTH);
                    //destination = new Vector2(selectedObject.getLocation().X, selectedObject.getLocation().Y + stepSize);
                    if (selectedObject.getLocation().Y + stepSize > 0/* && collisionManager.isValid(destination)*/)
                    {
                        selectedObject.deriveY(-stepSize);
                    }
                    else
                    {
                        Console.WriteLine("u wanna go north? nty");
                    }
                }
                else if (kbs.IsKeyDown(Keys.S))
                {
                    Console.WriteLine("selectedObject: " + selectedObject.getLocation().ToString());
                    selectedObject.setDirection(Direction.SOUTH);
                    //destination = new Vector2(selectedObject.getLocation().X, selectedObject.getLocation().Y - stepSize);
                    if (selectedObject.getLocation().Y - stepSize < midY * 2/* && collisionManager.isValid(destination)*/)
                    {
                        selectedObject.deriveY(stepSize);
                    }
                    else
                    {
                        Console.WriteLine("u wanna go south? nty");
                    }
                }
                else if (kbs.IsKeyDown(Keys.A))
                {
                    Console.WriteLine("selectedObject: " + selectedObject.getLocation().ToString());
                    selectedObject.setDirection(Direction.WEST);
                    //destination = new Vector2(selectedObject.getLocation().X + stepSize, selectedObject.getLocation().Y);
                    if (selectedObject.getLocation().X + stepSize > 0/* && collisionManager.isValid(destination)*/)
                    {
                        selectedObject.deriveX(-stepSize);
                    }
                    else
                    {
                        Console.WriteLine("u wanna go west? nty");
                    }
                }
                else if (kbs.IsKeyDown(Keys.D))
                {
                    Console.WriteLine("selectedObject: " + selectedObject.getLocation().ToString());
                    selectedObject.setDirection(Direction.EAST);
                    //destination = new Vector2(selectedObject.getLocation().X - stepSize, selectedObject.getLocation().Y);
                    //Console.WriteLine("dest: " + destination.ToString());
                    if (selectedObject.getLocation().X - stepSize < midX * 2/* && collisionManager.isValid(destination)*/)
                    {
                        selectedObject.deriveX(stepSize);
                    }
                    else
                    {
                        Console.WriteLine("u wanna go east? nty");
                    }
                }
                if (kbs.IsKeyDown(Keys.Space))
                {

                }
                else if (kbs.IsKeyDown(Keys.X))
                {
                    //deselect object
                    selectedObject.setSelected(false);
                    selectedObject = null;
                    //switch back to normal screen state (control over character)
                    screenManager.setActiveScreen(1);
                    Console.WriteLine("Exited telekinesis mode.");
                }
            }
        }
コード例 #5
0
ファイル: Game1.cs プロジェクト: ripark/Kinetic-Camp
 /// <summary>
 /// LoadContent will be called once per game and is the place to load
 /// all of your content.
 /// </summary>
 protected override void LoadContent()
 {
     base.LoadContent();
     // Create a new SpriteBatch, which can be used to draw textures.
     spriteBatch = new SpriteBatch(GraphicsDevice);
     playerTexture = Content.Load<Texture2D>("player");
     midX = (graphics.PreferredBackBufferWidth - playerTexture.Width) / 2;
     midY = (graphics.PreferredBackBufferHeight - playerTexture.Height) / 2;
     player = new Entity(playerTexture, new Projectile(Content.Load<Texture2D>("bullet"), new Vector2(midX, midY), 7, 250, 0.5f), new Vector2(midX, midY), Direction.EAST, GraphicsDevice.Viewport.Bounds, 50, 5);
     npc = new Entity(Content.Load<Texture2D>("npc"), null, new Vector2(midX + 148, midY + 148), Direction.EAST, GraphicsDevice.Viewport.Bounds, 50, 5);
     obj = new GameObject(Content.Load<Texture2D>("sprite"), null, new Vector2(midX + 100, midY + 100), GraphicsDevice.Viewport.Bounds, true);
     level = new Level(player, Content.Load<Texture2D>("map"), new Entity[] { npc }, new GameObject[] { obj });
     // Initialize list of game screens, and add screens. Menu should be the first screen active.
     screens = new List<Screen>();
     screens.Add(new Screen("Menu", false));
     screens.Add(new Screen("Normal", true));
     screens.Add(new Screen("Telekinesis-Select", false));
     screens.Add(new Screen("Telekinesis-Move", false));
     inputManager = new InputManager(this, player, level, screens);
     cursor = Content.Load<Texture2D>("cursor");
     // TODO: use this.Content to load your game content here
 }