コード例 #1
0
        public Ghost(SpriteSheet spriteSheet, SpriteSheet runSpriteSheet, Level level, Pacman pacman, GhostBehaviour behaviour) : base(spriteSheet, level)
        {
            this.pacman    = pacman;
            this.direction = new Vector2(0, -1);

            this.behaviour          = behaviour;
            this.behaviour.Ghost    = this;
            this.runBehaviour       = new GhostRunAwayBehaviour(pacman, level);
            this.runBehaviour.Ghost = this;
            this.speed = 2;

            this.defaultSpriteSheet = spriteSheet;
            this.runSpriteSheet     = runSpriteSheet;
        }
コード例 #2
0
ファイル: InGameState.cs プロジェクト: Ploxie/Pacman
        public void SetLevel(Level level)
        {
            currentLevel     = level;
            hud.CurrentLevel = level;


            int oldScore = 0;

            if (pacman != null)
            {
                oldScore = pacman.Score;
            }

            SpriteSheet pacmanSheet = new SpriteSheet(characterSheet.Texture, Vector2.Zero, new Vector2(80, 16), new Vector2(16, 16));

            pacman       = new Pacman(pacmanSheet, level, 5);
            pacman.Score = oldScore;

            Tile pacmanSpawnTile = level.GetTile(1, 1);

            if (level.PacmanSpawn != null)
            {
                pacmanSpawnTile = level.PacmanSpawn;
            }

            pacman.Position = pacmanSpawnTile.Position + new Vector2(level.TileSize / 2);

            hud.Pacman         = pacman;
            this.levelPosition = new Vector2((window.ClientBounds.Width / 2) - (level.PixelWidth / 2), (window.ClientBounds.Height / 2) - (level.PixelHeight / 2));



            ghosts.Clear();
            int ghostBehaviourIndex = 0;

            foreach (Tile spawn in level.GhostSpawns)
            {
                SpriteSheet redGhostSheet    = new SpriteSheet(characterSheet.Texture, new Vector2(0, 16), new Vector2(128, 16), new Vector2(16, 16));
                SpriteSheet pinkGhostSheet   = new SpriteSheet(characterSheet.Texture, new Vector2(0, 32), new Vector2(128, 16), new Vector2(16, 16));
                SpriteSheet blueGhostSheet   = new SpriteSheet(characterSheet.Texture, new Vector2(0, 48), new Vector2(128, 16), new Vector2(16, 16));
                SpriteSheet orangeGhostSheet = new SpriteSheet(characterSheet.Texture, new Vector2(0, 64), new Vector2(128, 16), new Vector2(16, 16));
                SpriteSheet runGhostSheet    = new SpriteSheet(characterSheet.Texture, new Vector2(0, 80), new Vector2(64, 16), new Vector2(16, 16));

                GhostBehaviour behaviour        = null;
                SpriteSheet    ghostSpritesheet = null;
                switch (ghostBehaviourIndex)
                {
                case 0:
                    behaviour        = new GhostPatrolling(pacman, level);
                    ghostSpritesheet = blueGhostSheet;
                    break;

                case 1:
                    behaviour        = new GhostPathfinding(pacman, level);
                    ghostSpritesheet = orangeGhostSheet;
                    break;

                default:
                    behaviour        = new GhostFullyRandom(pacman, level);
                    ghostSpritesheet = redGhostSheet;
                    break;
                }

                Ghost ghost = new Ghost(ghostSpritesheet, runGhostSheet, level, pacman, behaviour);
                ghost.Position = spawn.Position + new Vector2(level.TileSize / 2);
                ghosts.Add(ghost);
                ghostBehaviourIndex++;
                ghostBehaviourIndex %= 3;
            }
        }