コード例 #1
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            SpriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            MyGraphics.Setup(this);

            ImageTable = new Dictionary<string, Texture2D>();
            foreach (var name in imageNames)
            {
                ImageTable[name] = Content.Load<Texture2D>(name);
            }
            ImageTable[""] = null;

            Camera = new Camera();
            Camera.Origin = new Vector2(320, 240);
            this.Components.Add(Camera);

            Field = new Field();
            this.Components.Add(Field);

            MyProgram1 = new MyProgram(Color.MediumSeaGreen);
            MyProgram1.Position = new Vector2(10, 20);
            this.Components.Add(MyProgram1);

            MyProgram2 = new MyProgram(Color.Red);
            MyProgram2.Position = new Vector2(10, 200);
            this.Components.Add(MyProgram2);

            var posX1 = new CodePosition(CodePosition.PositionType.X);
            var posX2 = new CodePosition(CodePosition.PositionType.X);
            var posY3 = new CodePosition(CodePosition.PositionType.Y);
            var posY4 = new CodePosition(CodePosition.PositionType.Y);

            var sp1_1 = new CodeSpeed(CodeSpeed.SpeedType.Speed05);
            var sp1_2 = new CodeSpeed(CodeSpeed.SpeedType.Speed01);
            var sp1_3 = new CodeSpeed(CodeSpeed.SpeedType.Speed05);
            var sp1_4 = new CodeSpeed(CodeSpeed.SpeedType.Speed05);

            var sub1 = new CodeCAO(CodeCAO.CAOType.Sub);
            var add2 = new CodeCAO(CodeCAO.CAOType.Add);
            var sub3 = new CodeCAO(CodeCAO.CAOType.Sub);
            var add4 = new CodeCAO(CodeCAO.CAOType.Add);

            var left = new CodeEventTrigger(CodeEventTrigger.EventType.LeftKey);
            var right = new CodeEventTrigger(CodeEventTrigger.EventType.RightKey);
            var up = new CodeEventTrigger(CodeEventTrigger.EventType.UpKey);
            var down = new CodeEventTrigger(CodeEventTrigger.EventType.DownKey);

            this.Components.Add(posX1);
            this.Components.Add(posX2);
            this.Components.Add(posY3);
            this.Components.Add(posY4);

            this.Components.Add(sp1_1);
            this.Components.Add(sp1_2);
            this.Components.Add(sp1_3);
            this.Components.Add(sp1_4);

            this.Components.Add(sub1);
            this.Components.Add(add2);
            this.Components.Add(sub3);
            this.Components.Add(add4);

            this.Components.Add(left);
            this.Components.Add(right);
            this.Components.Add(up);
            this.Components.Add(down);

            this.FieldCodeList = new List<GameObject>();

            Player = new Player();
            Player.Position = new Vector2(0, 0);
            this.Components.Add(Player);
            this.FieldCodeList.Add(Player);

            var factoryTable = new Dictionary<int, Func<GameObject>>();
            factoryTable[0] = () => new CodeEventTrigger(CodeEventTrigger.EventType.LeftKey);
            factoryTable[1] = () => new CodeEventTrigger(CodeEventTrigger.EventType.RightKey);
            factoryTable[2] = () => new CodeEventTrigger(CodeEventTrigger.EventType.UpKey);
            factoryTable[3] = () => new CodeEventTrigger(CodeEventTrigger.EventType.DownKey);

            factoryTable[4] = () => new CodeCAO(CodeCAO.CAOType.Add);
            factoryTable[5] = () => new CodeCAO(CodeCAO.CAOType.Sub);

            factoryTable[6] = () => new CodePosition(CodePosition.PositionType.X);
            factoryTable[7] = () => new CodePosition(CodePosition.PositionType.Y);

            factoryTable[8] = () => new CodeSpeed(CodeSpeed.SpeedType.Speed01);
            factoryTable[9] = () => new CodeSpeed(CodeSpeed.SpeedType.Speed05);
            factoryTable[10] = () => new CodeSpeed(CodeSpeed.SpeedType.Speed10);

            var statementList = new List<CodeStatement>();
            var variableList = new List<CodeVariable>();

            for (int i = 0; i < 10; i++)
            {
                int type = i;// random.Next(factoryTable.Count);
                var code = factoryTable[type]();
                code.Position = GetRandomPosition();
                this.FieldCodeList.Add(code);
                this.Components.Add(code);

                if (type < 6) statementList.Add((CodeStatement)code);
                else variableList.Add((CodeVariable)code);
            }

            this.SnapManager = new SnapManager(this);
            SnapManager.StatementList = statementList;
            SnapManager.VariableList = variableList;
            this.Components.Add(SnapManager);

            CollisionManager = new CollisionManager();
            CollisionManager.Field = Field;
            CollisionManager.Player = Player;
            CollisionManager.FieldObjectList = FieldCodeList;
            this.Components.Add(CollisionManager);

            GameObject.Setup(this);

            for (int i = 0; i < Components.Count; i++)
            {
                Components[i].Initialize();
            }

            sub1.Left = posX1;
            sub1.Right = sp1_1;
            left.Next = sub1;
            MyProgram1.Add(left);

            add2.Left = posX2;
            add2.Right = sp1_2;
            right.Next = add2;
            MyProgram2.Add(right);

            sub3.Left = posY3;
            sub3.Right = sp1_3;
            up.Next = sub3;
            MyProgram1.Add(up);

            add4.Left = posY4;
            add4.Right = sp1_4;
            down.Next = add4;
            MyProgram1.Add(down);

            Player.MyProgram = MyProgram2;
            Player.StatementList = statementList;
        }
コード例 #2
0
 private void CheckFieldPlayerLimit(Player player)
 {
     var position = player.Position;
     var bounding = player.BoundingBox;
     if (bounding.Min.X < Field.Left) position.X += (Field.Left - bounding.Min.X);
     if (bounding.Max.X > Field.Right) position.X -= (bounding.Max.X - Field.Right);
     if (bounding.Min.Y < Field.Top) position.Y += (Field.Top - bounding.Min.Y);
     if (bounding.Max.Y > Field.Bottom) position.Y -= (bounding.Max.Y - Field.Bottom);
     player.Position = position;
 }