コード例 #1
0
ファイル: Transition.cs プロジェクト: au7is7icr4bbi/Vatadoom
 // called when the transition waypoint is touched by the player
 public void movePlayer(Player player)
 {
     for (int i = 0; i < 3; i++)
     {
         if (layers[i].containsTransition(id))
         {
             // move the player to the new layer, at the location of the transition block
             player.BoundingRectangle.Min = new Vector3(srcx * 60, srcy * 40, layers[i].depth);
             player.BoundingRectangle.Max = new Vector3(srcx * 60 + 60, srcy * 40 + 80, layers[i].depth);
         }
     }
 }
コード例 #2
0
ファイル: Vehicle.cs プロジェクト: au7is7icr4bbi/Vatadoom
 public Vehicle(Game game, Player p, VehicleType type, Vector2 pos, Level curr)
 {
     g = game;
     player = p;
     Type = type;
     switch (Type)
     {
         case VehicleType.Spinner:
             texture = g.Content.Load<Texture2D>("Vehicles/spinner");
             break;
         case VehicleType.Jeep:
             texture = g.Content.Load<Texture2D>("Vehicles/jeep");
             break;
         case VehicleType.Minecart:
             texture = g.Content.Load<Texture2D>("Vehicles/minecart");
             break;
         case VehicleType.Rocket:
             texture = g.Content.Load<Texture2D>("Vehicles/rocket");
             break;
         case VehicleType.Lift:
             texture = g.Content.Load<Texture2D>("Vehicles/lift");
             break;
     }
     physics = new Physics();
     physics.Velocity = 200.0f;
     // create the bounding rectangle in world space
     if (Type != VehicleType.Lift)
     {
         BoundingRectangle = new BoundingBox(new Vector3(pos.X, pos.Y, 0.0f), new Vector3(pos.X + 60, pos.Y + 40, 0.0f));
         texRect = new Rectangle((int)pos.X, (int)pos.Y, 60, 40);
     }
     else
     {
         BoundingRectangle = new BoundingBox(new Vector3(pos.X, pos.Y - 40, 0.0f), new Vector3(pos.X + 300, pos.Y, 0.0f));
         texRect = new Rectangle((int)pos.X, (int)pos.Y - 40, 300, 40);
     }
     level = curr;
 }
コード例 #3
0
ファイル: Level.cs プロジェクト: au7is7icr4bbi/Vatadoom
 /// <summary>
 /// Load the current level from the text file
 /// </summary>
 /// <param name="reader">The level file stream (after width and height have been read in)</param>
 private void loadLevel(StreamReader reader)
 {
     int currentTile = 0;
     currentTile = reader.Read();
     bool swap = true;
     int x = 0;
     int y = 0;
     player = new Player(Game, new Vector2(x * 60, y * 40), this);
     while (!reader.EndOfStream)
     {
         switch (currentTile)
         {
             case 'w':
                 // waypoint
                 tiles[x][y] = new Tile(new Vector2(x * 60.0f, y * 40), Tile.TileType.Waypoint, 0.0f);
                 break;
             case 'p':
                 // player tile. Spawn the player here
                 tiles[x][y] = new Tile(new Vector2(x * 60, y * 40), Tile.TileType.Player, 0.0f);
                 spawn = new Point(x, y);
                 break;
             case 'P':
                 // platform
                 tiles[x][y] = new Tile(new Vector2(x * 60.0f, y * 40), Tile.TileType.Platform, 0.0f);
                 break;
             case 'W':
                 tiles[x][y] = new Tile(textures["sewerWall"], new Vector2(x * 60.0f, y * 40), Tile.TileType.SewerWall, 0.0f);
                 break;
             case 'S':
                 tiles[x][y] = new Tile(textures["sewerInterior"], new Vector2(x * 60.0f, y * 40), Tile.TileType.SewerInterior, 0.0f);
                 break;
             case 'V':
                 tiles[x][y] = new Tile(new Vector2(x * 60.0f, y * 40.0f), Tile.TileType.Waypoint, 0.0f);
                 waypoints.Add("spinner", new Waypoint(Waypoint.WaypointType.Spinner, player, new Vector2(x * 60, y * 40), 0.0f));
                 vehicle = new Vehicle(Game, player, Vehicle.VehicleType.Spinner, new Vector2(x * 60, y * 40), this);
                 vehicleSpawn = new Point(x, y);
                 break;
             case '.':
                 // air
                 tiles[x][y] = new Tile(new Vector2(x * 60.0f, y * 40), Tile.TileType.Air, 0.0f);
                 break;
             case 'x':
                 // road
                 // swap between the two different textures
                 if (swap)
                     tiles[x][y] = new Tile(textures["road0"], new Vector2(x * 60.0f, y * 40), Tile.TileType.Road, 0.0f);
                 else
                     tiles[x][y] = new Tile(textures["road1"], new Vector2(x * 60.0f, y * 40), Tile.TileType.Road, 0.0f);
                 break;
             case 'X':
                 tiles[x][y] = new Tile(new Vector2(x * 60.0f, y * 40), Tile.TileType.Waypoint, 0.0f);
                 waypoints.Add("X", new Waypoint(Waypoint.WaypointType.EndRide, vehicle, new Vector2(x * 60, y * 40), 0.0f));
                 break;
             case 'c':
                 tiles[x][y] = new Tile(textures["concrete"], new Vector2(x * 60.0f, y * 40), Tile.TileType.Concrete, 0.0f);
                 break;
             case 's':
                 tiles[x][y] = new Tile(new Vector2(x * 60.0f, y * 40), Tile.TileType.Waypoint, 0.0f);
                 waypoints.Add("s", new Waypoint(Waypoint.WaypointType.SavePoint, this, new Vector2(x * 60, y * 40), 0.0f));
                 break;
             case 'e':
                 tiles[x][y] = new Tile(new Vector2(x * 60.0f, y * 40), Tile.TileType.Waypoint, 0.0f);
                 waypoints.Add("e", new Waypoint(Waypoint.WaypointType.EndLevel, this, new Vector2(x * 60, y * 40), 0.0f));
                 break;
             case 'E':
                 tiles[x][y] = new Tile(new Vector2(x * 60, y * 40), Tile.TileType.Boss, 0.0f);
                 boss = new Boss(Game, x * 60, y * 40, this);
                 break;
             case 'B':
                 tiles[x][y] = new Tile(textures["buildingInterior"], new Vector2(x * 60.0f, y * 40), Tile.TileType.BuildingInterior, 0.0f);
                 break;
             case 'b':
                 tiles[x][y] = new Tile(textures["buildingWall"], new Vector2(x * 60.0f, y * 40), Tile.TileType.BuildingWall, 0.0f);
                 break;
             case '-':
                 tiles[x][y] = new Tile(textures["buildingPlatform"], new Vector2(x * 60.0f, y * 40), Tile.TileType.Platform, 0.0f);
                 break;
             case '|':
                 tiles[x][y] = new Tile(textures["ladder"], new Vector2(x * 60.0f, y * 40), Tile.TileType.Ladder, 0.0f);
                 break;
             case 'l':
                 tiles[x][y] = new Tile(textures["powerline"], new Vector2(x * 60.0f, y * 40.0f), Tile.TileType.Powerline, 0.0f);
                 break;
             case 'L':
                 tiles[x][y] = new Tile(textures["buildingInterior"], new Vector2(x * 60.0f, y * 40.0f), Tile.TileType.Waypoint, 0.0f);
                 vehicle = new Vehicle(Game, player, Vehicle.VehicleType.Lift, new Vector2(x * 60, (y + 1) * 40), this);
                 waypoints.Add("lift", new Waypoint(Waypoint.WaypointType.Lift, player, new Vector2(x * 60, y * 40), 0.0f));
                 if (waypoints["X"] != null)
                     waypoints["X"].handler = vehicle;
                 vehicleSpawn = new Point(x, y);
                 break;
             case '\n':
                 // newline or EOF, reset the x value and increment the y value
                 y++;
                 x = -1;
                 break;
             default:
                 // carriage return, reset the x-value once more
                 x = -1;
                 break;
         }
         x++;
         swap = !swap;
         currentTile = reader.Read();
     }
     player.resetRectangle(spawn);
 }