コード例 #1
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);
 }
コード例 #2
0
ファイル: Player.cs プロジェクト: au7is7icr4bbi/Vatadoom
        /// <summary>
        /// Tests if the player is colliding with the supplied block
        /// </summary>
        /// <param name="tile">The block to test for collisions</param>
        /// <param name="side">The side where the collision is meant to occur</param>
        /// <param name="gameTime">The current game time. Used for arresting motion, or for calculating gravitational effects when the player is not colliding with a block below them</param>
        public void testCollisions(Tile tile, int side, GameTime gameTime)
        {
            if (BoundingRectangle.Intersects(tile.BoundingRectangle))
            {
                // collision detected, process it
                if (tile.collisionType == Tile.CollisionType.Solid)
                {
                    if (tile.tileType == Tile.TileType.Waypoint)
                    {
                        for (int i = 0; i < currentLevel.waypoints.Count; i++)
                            currentLevel.waypoints.ElementAt(i).Value.handleEvent();
                    }

                    else if (tile.tileType == Tile.TileType.Ladder)
                    {
                        canClimb = true;
                    }
                        // else if (tile.tileType == Tile.TileType.Bullet)
                        // damage the player

                    else
                    {
                        if (canClimb)
                            canClimb = !canClimb;
                        // block movement through the block
                        // colliding with a block to your right
                        if (side == 0)
                        {
                            BoundingRectangle.Min.X = tile.BoundingRectangle.Min.X - 60;
                            BoundingRectangle.Max.X = tile.BoundingRectangle.Min.X;
                            texRect.Location = new Point((int)BoundingRectangle.Min.X, (int)BoundingRectangle.Min.Y);
                        }

                        // colliding with a block to your left
                        else if (side == 1)
                        {
                            BoundingRectangle.Min.X = tile.BoundingRectangle.Max.X;
                            BoundingRectangle.Max.X = BoundingRectangle.Min.X + 60;
                            texRect.Location = new Point((int)BoundingRectangle.Min.X, (int)BoundingRectangle.Min.Y);
                        }

                        // hitting a solid block from beneath, so block movement
                        else if (side == 2)
                        {
                            BoundingRectangle.Min.Y = tile.BoundingRectangle.Max.Y;
                            BoundingRectangle.Max.Y = BoundingRectangle.Min.Y + 80;
                            texRect.Location = new Point((int)BoundingRectangle.Min.X, (int)BoundingRectangle.Min.Y);
                            if (Physics.Velocity > 0.0f)
                                Physics.Velocity = 0.0f;
                        }

                        else if (side == 3 && !ridingVehicle)
                        {
                            BoundingRectangle.Min.Y = tile.BoundingRectangle.Min.Y - 80;
                            BoundingRectangle.Max.Y = tile.BoundingRectangle.Min.Y;
                            texRect.Location = new Point((int)BoundingRectangle.Min.X, (int)BoundingRectangle.Min.Y);
                            Physics.Velocity = jumpSpeed;
                        }
                    }
                }
                // otherwise, the block is passable, so do not test any collisions for it
                else if (tile.collisionType == Tile.CollisionType.Platform)
                {
                    if (side == 3 && !ridingVehicle)
                    {
                        BoundingRectangle.Min.Y = tile.BoundingRectangle.Min.Y - 80;
                        BoundingRectangle.Max.Y = tile.BoundingRectangle.Min.Y;
                        texRect.Location = new Point((int)BoundingRectangle.Min.X, (int)BoundingRectangle.Min.Y);
                        Physics.Velocity = jumpSpeed;
                    }
                }
                else
                {
                    climbing = false;
                    canClimb = false;
                }
            }
        }
コード例 #3
0
ファイル: Level.cs プロジェクト: au7is7icr4bbi/Vatadoom
 protected override void LoadContent()
 {
     textures.Clear();
     waypoints.Clear();
     // using the level x, load the relevant textures into the texture list
     switch (levelx)
     {
         case 0:
             // highway
             textures.Add("road0", Game.Content.Load<Texture2D>("Tiles/road-0"));
             textures.Add("road1", Game.Content.Load<Texture2D>("Tiles/road-1"));
             textures.Add("concrete", Game.Content.Load<Texture2D>("Tiles/concrete"));
             break;
         case 1:
             // sewer
             textures.Add("sewerWall", Game.Content.Load<Texture2D>("Tiles/sewerWall"));
             textures.Add("sewerInterior", Game.Content.Load<Texture2D>("Tiles/sewerInterior"));
             //textures.Add("water", Game.Content.Load<Texture2D>("Tiles/water"));
             //textures.Add("cannon", Game.Content.Load<Texture2D>("Tiles/cannon")); // the cannon is a waypoint block with a texture
             textures.Add("concrete",Game.Content.Load<Texture2D>("Tiles/concrete"));
             break;
         case 2:
             // tower
             textures.Add("sewerWall", Game.Content.Load<Texture2D>("Tiles/sewerWall"));
             textures.Add("sewerInterior", Game.Content.Load<Texture2D>("Tiles/sewerInterior"));
             textures.Add("buildingWall", Game.Content.Load<Texture2D>("Tiles/buildingWall"));
             textures.Add("buildingInterior", Game.Content.Load<Texture2D>("Tiles/buildingInterior"));
             textures.Add("concrete", Game.Content.Load<Texture2D>("Tiles/concrete"));
             textures.Add("buildingPlatform", Game.Content.Load<Texture2D>("Tiles/buildingPlatform"));
             textures.Add("ladder", Game.Content.Load<Texture2D>("Tiles/ladder"));
             //textures.Add("cannon", Game.Content.Load<Texture2D>("Tiles/cannon"));
             break;
         case 3:
             // rooftops
             textures.Add("buildingWall", Game.Content.Load<Texture2D>("Tiles/buildingWall"));
             textures.Add("buildingInterior", Game.Content.Load<Texture2D>("Tiles/buildingInterior"));
             textures.Add("buildingPlatform", Game.Content.Load<Texture2D>("Tiles/buildingPlatform"));
             textures.Add("ladder", Game.Content.Load<Texture2D>("Tiles/ladder"));
             //textures.Add("cannon", Game.Content.Load<Texture2D>("Tiles/cannon"));
             break;
         case 4:
             // rooftops with spinner
             textures.Add("buildingWall", Game.Content.Load<Texture2D>("Tiles/buildingWall"));
             textures.Add("buildingInterior", Game.Content.Load<Texture2D>("Tiles/buildingInterior"));
             textures.Add("powerline", Game.Content.Load<Texture2D>("Tiles/powerline"));
             break;
         case 5: // case 5
             // boss level
             textures.Add("powerline",Game.Content.Load<Texture2D>("Tiles/powerline"));
             textures.Add("buildingWall", Game.Content.Load<Texture2D>("Tiles/buildingWall"));
             textures.Add("buildingInterior", Game.Content.Load<Texture2D>("Tiles/buildingInterior"));
             textures.Add("buildingPlatform", Game.Content.Load<Texture2D>("Tiles/buildingPlatform"));
             break;
         default:
             // end the game
             Game.Exit();
             break;
     }
     if (levelx < 6)
     {
         backingTrack = Game.Content.Load<Song>("Music/" + levelx);
         MediaPlayer.IsRepeating = true;
         MediaPlayer.Play(backingTrack);
         StreamReader reader = new StreamReader("Content/Levels/" + levelx + ".txt");
         width = int.Parse(reader.ReadLine());
         height = int.Parse(reader.ReadLine());
         tiles = new Tile[width][];
         for (int i = 0; i < width; i++)
             tiles[i] = new Tile[height];
         loadLevel(reader);
         base.LoadContent();
     }
 }
コード例 #4
0
ファイル: Vehicle.cs プロジェクト: au7is7icr4bbi/Vatadoom
        public void testCollisions(Tile tile, int side, GameTime gameTime)
        {
            if (player.ridingVehicle)
            {
                if (BoundingRectangle.Intersects(tile.BoundingRectangle))
                {
                    // collision detected, process it
                    if (tile.tileType == Tile.TileType.Waypoint)
                    {
                        for(int i = 0; i < level.waypoints.Values.Count; i++)
                        {
                            level.waypoints.ElementAt(i).Value.handleEvent();
                        }
                    }
                    if (tile.collisionType == Tile.CollisionType.Solid)
                    {
                        // if (tile.tileType == Tile.TileType.Bullet)
                        // damage the player
                        // block movement through the block
                        // colliding with a block to your right
                        if (side == 0)
                        {
                            BoundingRectangle.Min.X = tile.BoundingRectangle.Min.X - 60;
                            BoundingRectangle.Max.X = tile.BoundingRectangle.Min.X;
                            player.BoundingRectangle.Min.X = BoundingRectangle.Min.X;
                            player.BoundingRectangle.Max.X = BoundingRectangle.Max.X;
                            texRect.Location = new Point((int)BoundingRectangle.Min.X, (int)BoundingRectangle.Min.Y);
                            player.texRect.Location = new Point((int)player.BoundingRectangle.Min.X, (int)player.BoundingRectangle.Min.Y);
                            //BottomBoundingRectangle.Location = new Point(tile.BoundingRectangle.Left - 60, BottomBoundingRectangle.Location.Y);
                        }

                        // colliding with a block to your left
                        if (side == 1)
                        {
                            BoundingRectangle.Min.X = tile.BoundingRectangle.Max.X;
                            BoundingRectangle.Max.X = BoundingRectangle.Min.X + 60;
                            player.BoundingRectangle.Max.X = BoundingRectangle.Max.X;
                            player.BoundingRectangle.Min.X = BoundingRectangle.Min.X;
                            texRect.Location = new Point((int)BoundingRectangle.Min.X, (int)BoundingRectangle.Min.Y);
                            player.texRect.Location = new Point((int)player.BoundingRectangle.Min.X, (int)player.BoundingRectangle.Min.Y);
                        }

                        if (side == 3)
                        {
                            BoundingRectangle.Min.Y = tile.BoundingRectangle.Min.Y - 40;
                            BoundingRectangle.Max.Y = tile.BoundingRectangle.Min.Y;
                            player.BoundingRectangle.Min.Y = BoundingRectangle.Min.Y - 80;
                            player.BoundingRectangle.Max.Y = BoundingRectangle.Min.Y;
                            texRect.Location = new Point((int)BoundingRectangle.Min.X, (int)BoundingRectangle.Min.Y);
                            player.texRect.Location = new Point((int)player.BoundingRectangle.Min.X, (int)player.BoundingRectangle.Min.Y);
                            physics.Velocity = 200.0f;
                        }
                    }
                    else if (tile.collisionType == Tile.CollisionType.Platform)
                    {
                        if (side == 3)
                        {
                            BoundingRectangle.Min.Y = tile.BoundingRectangle.Min.Y - 40;
                            BoundingRectangle.Max.Y = tile.BoundingRectangle.Min.Y;
                            player.BoundingRectangle.Min.Y = BoundingRectangle.Min.Y - 80;
                            player.BoundingRectangle.Max.Y = BoundingRectangle.Min.Y;
                            texRect.Location = new Point((int)BoundingRectangle.Min.X, (int)BoundingRectangle.Min.Y);
                            player.texRect.Location = new Point((int)player.BoundingRectangle.Min.X, (int)player.BoundingRectangle.Min.Y);
                            physics.Velocity = 200.0f;
                        }
                    }
                }
            }
        }