public Level4(GSPlay gsPlay) : base(gsPlay) { levelDataTexture = gsPlay.LoadTexture("Levels/level4Data"); player1Pos = GridToPosition(15, 10); player2Pos = GridToPosition(17, 10); //player1Pos = GridToPosition(197, 43); //player2Pos = player1Pos; portalPos = GridToPosition(232, 48); pItemPos = GridToPosition(194, 48); renderCollision = false; SetupLevel(); for (int x = 1; x <= 8; x++) { for (int y = 1; y <= 3; y++) { string bgName = "LevelTiles/Cave/caveCoolBG" + x + "x" + y; if (File.Exists("Content/" + bgName + ".xnb")) { SpriteIMG bg = gsPlay.AddBackFGTile(gsPlay.LoadTexture(bgName), new Vector2(1024 * (x - 1), 1024 * (y - 1))); bg.origin = Vector2.Zero; bg.SetPlayerMode(PlayerObjectMode.Two); } } } for (int x = 1; x <= 8; x++) { for (int y = 1; y <= 3; y++) { string bgName = "LevelTiles/Cave/caveWarmBG" + x + "x" + y; if (File.Exists("Content/" + bgName + ".xnb")) { SpriteIMG bg = gsPlay.AddBackFGTile(gsPlay.LoadTexture(bgName), new Vector2(1024 * (x - 1), 1024 * (y - 1))); bg.origin = Vector2.Zero; bg.SetPlayerMode(PlayerObjectMode.One); } } } rightLimit = levelWidth - 32; Vector2 bgPosition = new Vector2(-400, -300); for (int x = 0; x < 2; x++) { SpriteIMG bg1 = new SpriteIMG(gsPlay.LoadTexture("BGs/caveBackdropBase1"), bgPosition); bg1.SetPlayerMode(PlayerObjectMode.One); gsPlay.AddParallax(bg1, .1f); SpriteIMG bg2 = new SpriteIMG(gsPlay.LoadTexture("BGs/caveBackdropBase2"), bgPosition); bg2.SetPlayerMode(PlayerObjectMode.Two); gsPlay.AddParallax(bg2, .1f); bgPosition.X += 1024; } bgPosition = new Vector2(-400, -300); for (int x = 0; x < 3; x++) { SpriteIMG bg1 = new SpriteIMG(gsPlay.LoadTexture("BGs/caveBackdropOverlay1"), bgPosition); bg1.SetPlayerMode(PlayerObjectMode.One); gsPlay.AddParallax(bg1, .2f); SpriteIMG bg2 = new SpriteIMG(gsPlay.LoadTexture("BGs/caveBackdropOverlay2"), bgPosition); bg2.SetPlayerMode(PlayerObjectMode.Two); gsPlay.AddParallax(bg2, .2f); bgPosition.X += 1024; } bgPosition = new Vector2(-300, -300); for (int x = 0; x < 5; x++) { for (int y = 0; y < 2; y++) { SpriteIMG bg1 = new SpriteIMG(gsPlay.LoadTexture("BGs/caveMatte1"), bgPosition); bg1.SetPlayerMode(PlayerObjectMode.One); gsPlay.AddParallax(bg1, .5f); SpriteIMG bg2 = new SpriteIMG(gsPlay.LoadTexture("BGs/caveMatte2"), bgPosition); bg2.SetPlayerMode(PlayerObjectMode.Two); gsPlay.AddParallax(bg2, .5f); bgPosition.Y += 1024; } bgPosition.Y = -300; bgPosition.X += 1024; } gsPlay.AddBGWarmGear(gsPlay.LoadTexture("GameObjects/gearWarm1"), GridToCenterPosition(195, 45), 1.5f, .01f, 1); gsPlay.AddBGCoolGear(gsPlay.LoadTexture("GameObjects/gearCool1"), GridToCenterPosition(195, 45), 1.5f, .01f, 1); gsPlay.AddBGWarmGear(gsPlay.LoadTexture("GameObjects/gearWarm3"), GridToCenterPosition(198, 46), .75f, -.022f, 1); gsPlay.AddBGCoolGear(gsPlay.LoadTexture("GameObjects/gearCool3"), GridToCenterPosition(198, 46), .75f, -.022f, 1); gsPlay.AddBGWarmGear(gsPlay.LoadTexture("GameObjects/gearWarm2"), GridToCenterPosition(188, 46), 1f, -.02f, 1); gsPlay.AddBGCoolGear(gsPlay.LoadTexture("GameObjects/gearCool2"), GridToCenterPosition(188, 46), 1f, -.02f, 1); gsPlay.AddBGWarmGear(gsPlay.LoadTexture("GameObjects/gearWarm3"), GridToCenterPosition(206, 44), 1f, -.022f, 1); gsPlay.AddBGCoolGear(gsPlay.LoadTexture("GameObjects/gearCool3"), GridToCenterPosition(206, 44), 1f, -.022f, 1); atmosphereLight = new Color(0, 0, 0); gsPlay.AddPointLight(gsPlay.LoadTexture("ShaderAssets/pointLight"), GridToPosition(240, 44), new Vector2(4)); //gsPlay.AddPointLight(gsPlay.LoadTexture("ShaderAssets/pointLight"), GridToPosition(15, 10), new Vector2(5)); player1Light = gsPlay.AddPointLight(gsPlay.LoadTexture("ShaderAssets/pointLight"), Vector2.Zero, new Vector2(2)); player1Light.SetGlowing(2, 2.4f, 120); player2Light = gsPlay.AddPointLight(gsPlay.LoadTexture("ShaderAssets/pointLight"), Vector2.Zero, new Vector2(2)); player2Light.SetGlowing(2, 2.4f, 120); //Doors and switches Door d1 = gsPlay.AddFadingDoor(Art.door, GridToPosition(new Point(47, 42)), OpenState.Closed); FlipSwitch s1 = gsPlay.AddOnSwitch(new EventTrigger(this, d1), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(28, 54))); s1.SetPlayerMode(PlayerObjectMode.One); LightningChain lc1 = gsPlay.AddLightning(s1.position, s1.position + new Vector2(0, -208), Color.Orange); lc1.AddVertex(s1.position + new Vector2(384, -208)); lc1.AddVertex(d1.position + new Vector2(0, 80)); lc1.AddVertex(d1.position + new Vector2(0, 64)); s1.AddEvent(new EventTrigger(this, lc1)); lc1.defaultActive = true; lc1.SetActive(true); Door d2 = gsPlay.AddFadingDoor(Art.door, GridToPosition(new Point(108, 58)), OpenState.Closed); FlipSwitch s2 = gsPlay.AddOnSwitch(new EventTrigger(this, d2), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(62, 57))); s2.SetPlayerMode(PlayerObjectMode.One); LightningChain lc2 = gsPlay.AddLightning(s2.position, s2.position + new Vector2(0, 112), Color.Orange); lc2.AddVertex(d2.position + new Vector2(0, 80)); lc2.AddVertex(d2.position + new Vector2(0, 64)); s2.AddEvent(new EventTrigger(this, lc2)); lc2.defaultActive = true; lc2.SetActive(true); Door d3 = gsPlay.AddFadingDoor(Art.door, GridToPosition(new Point(100, 39)), OpenState.Closed); FlipSwitch s3 = gsPlay.AddOnSwitch(new EventTrigger(this, d3), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(103, 40))); s3.SetPlayerMode(PlayerObjectMode.Two); LightningChain lc3 = gsPlay.AddLightning(s3.position, s3.position + new Vector2(0, 48), Color.Blue); lc3.AddVertex(d3.position + new Vector2(0, 80)); lc3.AddVertex(d3.position + new Vector2(0, 64)); s3.AddEvent(new EventTrigger(this, lc3)); lc3.defaultActive = true; lc3.SetActive(true); Door d4 = gsPlay.AddFadingDoor(Art.door, GridToPosition(new Point(134, 23)), OpenState.Closed); FlipSwitch s4 = gsPlay.AddOnSwitch(new EventTrigger(this, d4), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(120, 33))); s4.SetPlayerMode(PlayerObjectMode.One); LightningChain lc4 = gsPlay.AddLightning(s4.position, s4.position + new Vector2(0, -192), Color.Orange); lc4.AddVertex(s4.position + new Vector2(112, -240)); lc4.AddVertex(d4.position + new Vector2(0, 80)); lc4.AddVertex(d4.position + new Vector2(0, 64)); s4.AddEvent(new EventTrigger(this, lc4)); lc4.defaultActive = true; lc4.SetActive(true); Door d5 = gsPlay.AddFadingDoor(Art.door, GridToPosition(new Point(159, 23)), OpenState.Closed); FlipSwitch s5 = gsPlay.AddOnSwitch(new EventTrigger(this, d5), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(156, 29))); LightningChain lc5 = gsPlay.AddLightning(s5.position, s5.position + new Vector2(0, -112), Color.Yellow); lc5.AddVertex(d5.position + new Vector2(0, 80)); lc5.AddVertex(d5.position + new Vector2(0, 64)); s5.AddEvent(new EventTrigger(this, lc5)); lc5.defaultActive = true; lc5.SetActive(true); Door d6 = gsPlay.AddFadingDoor(Art.door, GridToPosition(new Point(164, 28)) + new Vector2(-16, 0), OpenState.Closed); FlipSwitch s6 = gsPlay.AddOnSwitch(new EventTrigger(this, d6), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(162, 24))); LightningChain lc6 = gsPlay.AddLightning(s6.position, s6.position + new Vector2(0, 48), Color.Yellow); lc6.AddVertex(d6.position + new Vector2(0, -80)); lc6.AddVertex(d6.position + new Vector2(0, -64)); s6.AddEvent(new EventTrigger(this, lc6)); lc6.defaultActive = true; lc6.SetActive(true); Door d7 = gsPlay.AddFadingDoor(Art.door, GridToPosition(new Point(188, 33)) + new Vector2(-16, 0), OpenState.Closed); FlipSwitch s7 = gsPlay.AddOnSwitch(new EventTrigger(this, d7), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(192, 29))); LightningChain lc7 = gsPlay.AddLightning(s7.position, s7.position + new Vector2(0, 48), Color.Yellow); lc7.AddVertex(d7.position + new Vector2(0, -80)); lc7.AddVertex(d7.position + new Vector2(0, -64)); s7.AddEvent(new EventTrigger(this, lc7)); lc7.defaultActive = true; lc7.SetActive(true); Door d8 = gsPlay.AddFadingDoor(Art.door, GridToPosition(new Point(178, 28)), OpenState.Closed); FlipSwitch s8 = gsPlay.AddOnSwitch(new EventTrigger(this, d8), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(176, 29))); LightningChain lc8 = gsPlay.AddLightning(s8.position, s8.position + new Vector2(0, 48), Color.Yellow); lc8.AddVertex(d8.position + new Vector2(0, 80)); lc8.AddVertex(d8.position + new Vector2(0, 64)); s8.AddEvent(new EventTrigger(this, lc8)); lc8.defaultActive = true; lc8.SetActive(true); Door d9 = gsPlay.AddFadingDoor(Art.door, GridToPosition(new Point(169, 33)) + new Vector2(-16, 0), OpenState.Closed); FlipSwitch s9 = gsPlay.AddOnSwitch(new EventTrigger(this, d9), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(172, 39))); LightningChain lc9 = gsPlay.AddLightning(s9.position, s9.position + new Vector2(0, 48), Color.Yellow); lc9.AddVertex(s9.position + new Vector2(-112, 48)); lc9.AddVertex(d9.position + new Vector2(0, 64)); s9.AddEvent(new EventTrigger(this, lc9)); lc9.defaultActive = true; lc9.SetActive(true); Door d10 = gsPlay.AddFadingDoor(Art.door, GridToPosition(new Point(174, 63)), OpenState.Closed); FlipSwitch s10 = gsPlay.AddOnSwitch(new EventTrigger(this, d10), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(173, 69))); LightningChain lc10 = gsPlay.AddLightning(s10.position, s10.position + new Vector2(0, -112), Color.Yellow); lc10.AddVertex(d10.position + new Vector2(0, 80)); lc10.AddVertex(d10.position + new Vector2(0, 64)); s10.AddEvent(new EventTrigger(this, lc10)); lc10.defaultActive = true; lc10.SetActive(true); Door d11 = gsPlay.AddFadingDoor(Art.door, GridToPosition(new Point(187, 73)), OpenState.Closed); FlipSwitch s11 = gsPlay.AddOnSwitch(new EventTrigger(this, d11), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(173, 74))); LightningChain lc11 = gsPlay.AddLightning(s11.position, s11.position + new Vector2(0, 48), Color.Yellow); lc11.AddVertex(d11.position + new Vector2(0, 80)); lc11.AddVertex(d11.position + new Vector2(0, 64)); s11.AddEvent(new EventTrigger(this, lc11)); lc11.defaultActive = true; lc11.SetActive(true); Door d12 = gsPlay.AddOpeningDoor(Art.door, GridToPosition(new Point(180, 73)), GridToPosition(new Point(180, 68)), OpenState.Closed); FlipSwitch s12 = gsPlay.AddMultiSwitch(new EventTrigger(this, d12), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(173, 74))); LightningChain lc12 = gsPlay.AddLightning(s12.position, s12.position + new Vector2(0, -112), Color.Yellow); lc12.AddVertex(d12.position + new Vector2(0, 80)); lc12.AddVertex(d12.position + new Vector2(0, 64)); lc12.ConvertEndPointToTarget(d12); s12.AddEvent(new EventTrigger(this, lc12)); Door d13 = gsPlay.AddFadingDoor(Art.door, GridToPosition(new Point(171, 78)), OpenState.Closed); FlipSwitch s13 = gsPlay.AddOnSwitch(new EventTrigger(this, d13), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(174, 79))); LightningChain lc13 = gsPlay.AddLightning(s13.position, s13.position + new Vector2(0, 48), Color.Yellow); lc13.AddVertex(d13.position + new Vector2(0, 80)); lc13.AddVertex(d13.position + new Vector2(0, 64)); s13.AddEvent(new EventTrigger(this, lc13)); lc13.defaultActive = true; lc13.SetActive(true); Door d14 = gsPlay.AddFadingDoor(Art.door, GridToPosition(new Point(197, 78)) + new Vector2(-16, 0), OpenState.Closed); FlipSwitch s14 = gsPlay.AddOnSwitch(new EventTrigger(this, d14), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(199, 74))); LightningChain lc14 = gsPlay.AddLightning(s14.position, s14.position + new Vector2(0, 48), Color.Yellow); lc14.AddVertex(d14.position + new Vector2(0, -80)); lc14.AddVertex(d14.position + new Vector2(0, -64)); s14.AddEvent(new EventTrigger(this, lc14)); lc14.defaultActive = true; lc14.SetActive(true); Door d15 = gsPlay.AddFadingDoor(Art.door, GridToPosition(new Point(202, 58)), OpenState.Closed); FlipSwitch s15 = gsPlay.AddOnSwitch(new EventTrigger(this, d15), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(200, 64))); LightningChain lc15 = gsPlay.AddLightning(s15.position, s15.position + new Vector2(0, -112), Color.Yellow); lc15.AddVertex(d15.position + new Vector2(0, 80)); lc15.AddVertex(d15.position + new Vector2(0, 64)); s15.AddEvent(new EventTrigger(this, lc15)); lc15.defaultActive = true; lc15.SetActive(true); Door d16 = gsPlay.AddFadingDoor(Art.door, GridToPosition(new Point(212, 63)), OpenState.Closed); FlipSwitch s16 = gsPlay.AddOnSwitch(new EventTrigger(this, d16), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(209, 60))); LightningChain lc16 = gsPlay.AddLightning(s16.position, s16.position + new Vector2(0, 48), Color.Yellow); lc16.AddVertex(d16.position + new Vector2(0, -80)); lc16.AddVertex(d16.position + new Vector2(0, -64)); s16.AddEvent(new EventTrigger(this, lc16)); lc16.defaultActive = true; lc16.SetActive(true); Door d17 = gsPlay.AddFadingDoor(gsPlay.LoadTexture("TestSprites/door2"), GridToPosition(new Point(211, 38)) + new Vector2(-16, 0), OpenState.Closed); Door d26 = gsPlay.AddFadingDoor(gsPlay.LoadTexture("TestSprites/door2"), GridToPosition(new Point(212, 38)) + new Vector2(-16, 0), OpenState.Closed); Door d27 = gsPlay.AddFadingDoor(gsPlay.LoadTexture("TestSprites/door2"), GridToPosition(new Point(213, 38)) + new Vector2(-16, 0), OpenState.Closed); Door d28 = gsPlay.AddFadingDoor(gsPlay.LoadTexture("TestSprites/door2"), GridToPosition(new Point(214, 38)) + new Vector2(-16, 0), OpenState.Closed); Door d29 = gsPlay.AddFadingDoor(gsPlay.LoadTexture("TestSprites/door2"), GridToPosition(new Point(215, 38)) + new Vector2(-16, 0), OpenState.Closed); Door d30 = gsPlay.AddFadingDoor(gsPlay.LoadTexture("TestSprites/door2"), GridToPosition(new Point(216, 38)) + new Vector2(-16, 0), OpenState.Closed); FlipSwitch s17 = gsPlay.AddOnSwitch(new EventTrigger(this, d17), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(209, 44))); s17.AddEvent(new EventTrigger(this, d26)); s17.AddEvent(new EventTrigger(this, d27)); s17.AddEvent(new EventTrigger(this, d28)); s17.AddEvent(new EventTrigger(this, d29)); s17.AddEvent(new EventTrigger(this, d30)); LightningChain lc17 = gsPlay.AddLightning(s17.position, s17.position + new Vector2(0, 48), Color.Yellow); lc17.AddVertex(s17.position + new Vector2(80, 48)); lc17.AddVertex(s17.position + new Vector2(80, -112)); lc17.AddVertex(s17.position + new Vector2(166, -112)); s17.AddEvent(new EventTrigger(this, lc17)); lc17.defaultActive = true; lc17.SetActive(true); Door d31 = gsPlay.AddFadingDoor(Art.door, GridToPosition(new Point(189, 48)), OpenState.Closed); FlipSwitch s18 = gsPlay.AddSwitch(new EventTrigger(this, d31), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(214, 39))); LightningChain lc18 = gsPlay.AddLightning(s18.position, GridToCenterPosition(214, 40) + new Vector2(-16,0), Color.Red); lc18.AddVertex(GridToCenterPosition(211, 40)); lc18.AddVertex(GridToCenterPosition(211, 45)); lc18.AddVertex(GridToCenterPosition(200, 45) + new Vector2(-16, 0)); lc18.AddVertex(GridToPosition(200, 46)); s18.AddEvent(new EventTrigger(this, lc18)); Door d32 = gsPlay.AddFadingDoor(Art.door, GridToPosition(new Point(200, 48)), OpenState.Closed); FlipSwitch s19 = gsPlay.AddSwitch(new EventTrigger(this, d32), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(214, 39))); LightningChain lc19 = gsPlay.AddLightning(GridToCenterPosition(200, 45) + new Vector2(-16, 0), GridToCenterPosition(189, 45) + new Vector2(-16,0), Color.Red); lc19.AddVertex(GridToPosition(189, 46)); s19.AddEvent(new EventTrigger(this, lc19)); //static doors to block a players path Door d18 = gsPlay.AddFadingDoor(gsPlay.LoadTexture("TestSprites/door2"), GridToPosition(new Point(196, 33)) + new Vector2(-16, 0), OpenState.Closed); d18.SetPlayerMode(PlayerObjectMode.Two); Door d19 = gsPlay.AddFadingDoor(gsPlay.LoadTexture("TestSprites/door2"), GridToPosition(new Point(159, 48)) + new Vector2(-16, 0), OpenState.Closed); d19.SetPlayerMode(PlayerObjectMode.One); Door d20 = gsPlay.AddFadingDoor(gsPlay.LoadTexture("TestSprites/door2"), GridToPosition(new Point(197, 73)) + new Vector2(-16, 0), OpenState.Closed); d20.SetPlayerMode(PlayerObjectMode.Two); Door d21 = gsPlay.AddFadingDoor(gsPlay.LoadTexture("TestSprites/door2"), GridToPosition(new Point(212, 58)) + new Vector2(-16, 0), OpenState.Closed); d21.SetPlayerMode(PlayerObjectMode.Two); Door d22 = gsPlay.AddFadingDoor(gsPlay.LoadTexture("TestSprites/door2"), GridToPosition(new Point(212, 48)) + new Vector2(-16, 0), OpenState.Closed); d22.SetPlayerMode(PlayerObjectMode.One); Door d23 = gsPlay.AddFadingDoor(gsPlay.LoadTexture("TestSprites/door2"), GridToPosition(new Point(197, 78)) + new Vector2(-16, 0), OpenState.Closed); d23.SetPlayerMode(PlayerObjectMode.One); Door d24 = gsPlay.AddFadingDoor(gsPlay.LoadTexture("TestSprites/door2"), GridToPosition(new Point(164, 48)) + new Vector2(-16, 0), OpenState.Closed); d24.SetPlayerMode(PlayerObjectMode.One); gsPlay.AddSwitch(new EventTrigger(this, d24), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(209, 60))); Door d25 = gsPlay.AddFadingDoor(gsPlay.LoadTexture("TestSprites/door2"), GridToPosition(new Point(159, 23)), OpenState.Closed); d25.SetPlayerMode(PlayerObjectMode.Two); //movables gsPlay.AddMoveable(gsPlay.LoadTexture("TestSprites/moveableMechanical"), Level.GridToPosition(new Point(74, 67)), .8f); //platforms used to block a players path MovingPlatform p1 = gsPlay.AddReversePlatform(gsPlay.LoadTexture("TestSprites/platform2a"), Level.GridToPosition(new Point(144, 26)) + new Vector2(0, -16), Level.GridToPosition(new Point(144, 26)) + new Vector2(0, -16)); p1.SetPlayerMode(PlayerObjectMode.One); p1.SetCollisionBox(128, 32, Vector2.Zero); MovingPlatform p2 = gsPlay.AddReversePlatform(gsPlay.LoadTexture("TestSprites/platform2a"), Level.GridToPosition(new Point(166, 26)) + new Vector2(0, -16), Level.GridToPosition(new Point(166, 26)) + new Vector2(0, -16)); p2.SetPlayerMode(PlayerObjectMode.One); p2.SetCollisionBox(128, 32, Vector2.Zero); MovingPlatform p3 = gsPlay.AddReversePlatform(gsPlay.LoadTexture("TestSprites/platform2a"), Level.GridToPosition(new Point(198, 26)) + new Vector2(0, -16), Level.GridToPosition(new Point(198, 26)) + new Vector2(0, -16)); p3.SetPlayerMode(PlayerObjectMode.One); p3.SetCollisionBox(128, 32, Vector2.Zero); MovingPlatform p4 = gsPlay.AddReversePlatform(gsPlay.LoadTexture("TestSprites/platform2b"), Level.GridToPosition(new Point(208, 26)) + new Vector2(0, -16), Level.GridToPosition(new Point(208, 26)) + new Vector2(0, -16)); p4.SetPlayerMode(PlayerObjectMode.Two); p4.SetCollisionBox(128, 32, Vector2.Zero); MovingPlatform p5 = gsPlay.AddReversePlatform(gsPlay.LoadTexture("TestSprites/platform2a"), Level.GridToPosition(new Point(193, 36)) + new Vector2(0, -16), Level.GridToPosition(new Point(193, 36)) + new Vector2(0, -16)); p5.SetPlayerMode(PlayerObjectMode.One); p5.SetCollisionBox(128, 32, Vector2.Zero); MovingPlatform p6 = gsPlay.AddReversePlatform(gsPlay.LoadTexture("TestSprites/platform2b"), Level.GridToPosition(new Point(161, 51)) + new Vector2(0, -16), Level.GridToPosition(new Point(161, 51)) + new Vector2(0, -16)); p6.SetPlayerMode(PlayerObjectMode.Two); p6.SetCollisionBox(128, 32, Vector2.Zero); MovingPlatform p7 = gsPlay.AddReversePlatform(gsPlay.LoadTexture("TestSprites/platform2a"), Level.GridToPosition(new Point(219, 61)) + new Vector2(0, -16), Level.GridToPosition(new Point(219, 61)) + new Vector2(0, -16)); p7.SetPlayerMode(PlayerObjectMode.One); p7.SetCollisionBox(128, 32, Vector2.Zero); MovingPlatform p8 = gsPlay.AddReversePlatform(gsPlay.LoadTexture("TestSprites/platform2b"), Level.GridToPosition(new Point(214, 56)) + new Vector2(0, -16), Level.GridToPosition(new Point(214, 56)) + new Vector2(0, -16)); p8.SetPlayerMode(PlayerObjectMode.Two); p8.SetCollisionBox(128, 32, Vector2.Zero); MovingPlatform p9 = gsPlay.AddReversePlatform(gsPlay.LoadTexture("TestSprites/platform2b"), Level.GridToPosition(new Point(219, 51)) + new Vector2(0, -16), Level.GridToPosition(new Point(219, 51)) + new Vector2(0, -16)); p9.SetPlayerMode(PlayerObjectMode.Two); p9.SetCollisionBox(128, 32, Vector2.Zero); MovingPlatform p10 = gsPlay.AddReversePlatform(gsPlay.LoadTexture("TestSprites/platform2a"), Level.GridToPosition(new Point(219, 56)) + new Vector2(0, -16), Level.GridToPosition(new Point(219, 56)) + new Vector2(0, -16)); p10.SetPlayerMode(PlayerObjectMode.One); p10.SetCollisionBox(128, 32, Vector2.Zero); MovingPlatform p11 = gsPlay.AddReversePlatform(gsPlay.LoadTexture("TestSprites/platform2a"), Level.GridToPosition(new Point(214, 51)) + new Vector2(0, -16), Level.GridToPosition(new Point(214, 51)) + new Vector2(0, -16)); p11.SetPlayerMode(PlayerObjectMode.One); p11.SetCollisionBox(128, 32, Vector2.Zero); MovingPlatform p12 = gsPlay.AddReversePlatform(gsPlay.LoadTexture("TestSprites/platform2b"), Level.GridToPosition(new Point(56, 69)) + new Vector2(0, -16), Level.GridToPosition(new Point(56, 69)) + new Vector2(0, -16)); p12.SetPlayerMode(PlayerObjectMode.Two); p12.SetCollisionBox(128, 32, Vector2.Zero); MovingPlatform p13 = gsPlay.AddReversePlatform(gsPlay.LoadTexture("TestSprites/platform2b"), Level.GridToPosition(new Point(60, 69)) + new Vector2(0, -16), Level.GridToPosition(new Point(59, 69)) + new Vector2(0, -16)); p13.SetPlayerMode(PlayerObjectMode.Two); p13.SetCollisionBox(128, 32, Vector2.Zero); MovingPlatform p14 = gsPlay.AddReversePlatform(gsPlay.LoadTexture("TestSprites/platform2b"), Level.GridToPosition(new Point(64, 69)) + new Vector2(0, -16), Level.GridToPosition(new Point(62, 69)) + new Vector2(0, -16)); p14.SetPlayerMode(PlayerObjectMode.Two); p14.SetCollisionBox(128, 32, Vector2.Zero); MovingPlatform p16 = gsPlay.AddReversePlatform(gsPlay.LoadTexture("TestSprites/platform2b"), Level.GridToPosition(new Point(89, 39)) + new Vector2(0, -16), Level.GridToPosition(new Point(89, 39)) + new Vector2(0, -16)); p16.SetPlayerMode(PlayerObjectMode.Two); p16.SetCollisionBox(128, 32, Vector2.Zero); MovingPlatform p17 = gsPlay.AddReversePlatform(gsPlay.LoadTexture("TestSprites/platform2b"), Level.GridToPosition(new Point(85, 38)) + new Vector2(0, -16), Level.GridToPosition(new Point(86, 38)) + new Vector2(0, -16)); p17.SetPlayerMode(PlayerObjectMode.Two); p17.SetCollisionBox(128, 32, Vector2.Zero); //Lights //15,58 LightConsole console1 = gsPlay.AddLightConsole(gsPlay.LoadTexture("TestSprites/LightConsole"), GridToPosition(15, 58)); //LightConsole console1 = gsPlay.AddLightConsole(gsPlay.LoadTexture("TestSprites/LightConsole"), GridToPosition(140, 24)); console1.AddLight(player1Light); console1.SetPlayerMode(PlayerObjectMode.One); LightConsole console2 = gsPlay.AddLinkedLightConsole(console1, console1.texture, GridToPosition(0, 0)); console2.AddLight(player2Light); console2.SetPlayerMode(PlayerObjectMode.One); LightConsole console3 = gsPlay.AddLightConsole(gsPlay.LoadTexture("TestSprites/LightConsole"), GridToPosition(30, 45)); LightConsole console4 = gsPlay.AddLinkedLightConsole(console3, console3.texture, GridToPosition(0, 0)); LightConsole console5 = gsPlay.AddLightConsole(gsPlay.LoadTexture("TestSprites/LightConsole"), GridToPosition(51, 67)); LightConsole console6 = gsPlay.AddLinkedLightConsole(console5, console5.texture, GridToPosition(0, 0)); LightConsole console7 = gsPlay.AddLightConsole(gsPlay.LoadTexture("TestSprites/LightConsole"), GridToPosition(94, 59)); gsPlay.AddLinkedLightConsole(console7, console7.texture, GridToPosition(0, 0)); LightConsole console8 = gsPlay.AddLightConsole(gsPlay.LoadTexture("TestSprites/LightConsole"), GridToPosition(105, 52)); gsPlay.AddLinkedLightConsole(console8, console8.texture, GridToPosition(0, 0)); LightConsole console9 = gsPlay.AddLightConsole(gsPlay.LoadTexture("TestSprites/LightConsole"), GridToPosition(129, 23)); LightConsole console9a = gsPlay.AddLinkedLightConsole(console9, console9.texture, GridToPosition(0, 0)); //console9.AddLight(player1Light); //console9a.AddLight(player2Light); LightConsole console10 = gsPlay.AddLightConsole(gsPlay.LoadTexture("TestSprites/LightConsole"), GridToPosition(147, 24)); console10.SetPlayerMode(PlayerObjectMode.One); LightConsole console11 = gsPlay.AddLinkedLightConsole(console10, console10.texture, GridToPosition(147, 29)); console11.SetPlayerMode(PlayerObjectMode.Two); LightningChain clc1 = gsPlay.AddLightning(console10.position, console11.position, Color.White); console10.AddEvent(new EventTrigger(this, clc1)); console11.AddEvent(new EventTrigger(this, clc1)); LightConsole console12 = gsPlay.AddLightConsole(gsPlay.LoadTexture("TestSprites/LightConsole"), GridToPosition(205, 24)); console12.SetPlayerMode(PlayerObjectMode.Two); LightConsole console13 = gsPlay.AddLinkedLightConsole(console12, console12.texture, GridToPosition(205, 39)); console13.SetPlayerMode(PlayerObjectMode.One); LightningChain clc2 = gsPlay.AddLightning(console12.position, console13.position, Color.White); console12.AddEvent(new EventTrigger(this, clc2)); console13.AddEvent(new EventTrigger(this, clc2)); LightConsole console14 = gsPlay.AddLightConsole(gsPlay.LoadTexture("TestSprites/LightConsole"), GridToPosition(191, 34)); console14.SetPlayerMode(PlayerObjectMode.One); LightConsole console15 = gsPlay.AddLinkedLightConsole(console14, console14.texture, GridToPosition(191, 39)); console15.SetPlayerMode(PlayerObjectMode.Two); LightningChain clc3 = gsPlay.AddLightning(console14.position, console15.position, Color.White); console14.AddEvent(new EventTrigger(this, clc3)); console15.AddEvent(new EventTrigger(this, clc3)); LightConsole console16 = gsPlay.AddLightConsole(gsPlay.LoadTexture("TestSprites/LightConsole"), GridToPosition(157, 69)); console16.SetPlayerMode(PlayerObjectMode.Two); LightConsole console17 = gsPlay.AddLinkedLightConsole(console16, console16.texture, GridToPosition(162, 64)); console17.SetPlayerMode(PlayerObjectMode.One); LightningChain clc4 = gsPlay.AddLightning(console16.position, console17.position, Color.White); console16.AddEvent(new EventTrigger(this, clc4)); console17.AddEvent(new EventTrigger(this, clc4)); LightConsole console18 = gsPlay.AddLightConsole(gsPlay.LoadTexture("TestSprites/LightConsole"), GridToPosition(190, 79)); console18.SetPlayerMode(PlayerObjectMode.Two); LightConsole console19 = gsPlay.AddLinkedLightConsole(console18, console18.texture, GridToPosition(185, 84)); console19.SetPlayerMode(PlayerObjectMode.One); LightningChain clc5 = gsPlay.AddLightning(console18.position, console19.position, Color.White); console18.AddEvent(new EventTrigger(this, clc5)); console19.AddEvent(new EventTrigger(this, clc5)); LightConsole console20 = gsPlay.AddLightConsole(gsPlay.LoadTexture("TestSprites/LightConsole"), GridToPosition(189, 69)); console20.SetPlayerMode(PlayerObjectMode.One); LightConsole console21 = gsPlay.AddLinkedLightConsole(console20, console20.texture, GridToPosition(209, 69)); console21.SetPlayerMode(PlayerObjectMode.Two); LightningChain clc6 = gsPlay.AddLightning(console20.position, console21.position, Color.White); console20.AddEvent(new EventTrigger(this, clc6)); console21.AddEvent(new EventTrigger(this, clc6)); LightConsole console22 = gsPlay.AddLightConsole(gsPlay.LoadTexture("TestSprites/LightConsole"), GridToPosition(212, 39)); LightConsole console23 = gsPlay.AddLinkedLightConsole(console22, console22.texture, GridToPosition(198, 49)); LightningChain clc7 = gsPlay.AddLightning(console22.position, console23.position, Color.White); console22.AddEvent(new EventTrigger(this, clc1)); console23.AddEvent(new EventTrigger(this, clc1)); AudioManager.PlayMusic("Cave"); }
public TestLevel(GSPlay gsPlay) : base(gsPlay) { levelDataTexture = gsPlay.LoadTexture("TestSprites/testLevelData"); player1Pos = GridToPosition(175, 25); player2Pos = GridToPosition(24, 47); portalPos = GridToPosition(211, 12); pItemPos = GridToPosition(204, 12); renderCollision = true; SetupLevel(); leftLimit = 32; rightLimit = levelWidth; //gsPlay.AddSpinningFireParticle(GridToPosition(7, 47)); LightningChain bolt = gsPlay.AddLightning(GridToPosition(24, 42), GridToPosition(27, 42), Color.White); bolt.AddVertex(GridToPosition(27, 38)); bolt.SetActive(true); SpriteIMG bg = new SpriteIMG(gsPlay.LoadTexture("TestSprites/testWash1"), new Vector2(levelWidth/2, levelHeight/2)); gsPlay.AddParallax(bg, .5f); FadingBackground bg2 = new FadingBackground(gsPlay.LoadTexture("TestSprites/testWash2"), new Vector2(levelWidth / 2, levelHeight / 2)); gsPlay.AddParallax(bg2, .75f); bg2.SetFading(120, 10); bg2.SetMoving(bg2.position, bg2.position + new Vector2(-1000, 0), 2, 0); //SpriteIMG s = new SpriteIMG(gsPlay.LoadTexture("bgSky"), new Vector2(levelWidth / 2, levelHeight / 2)); //gsPlay.AddParallax(s, .5f); //SpriteIMG fg = new SpriteIMG(gsPlay.LoadTexture("TestSprites/environmentArt1")); //fg.origin = Vector2.Zero; //gsPlay.tileList.Add(fg); //fg = new SpriteIMG(gsPlay.LoadTexture("TestSprites/environmentArt2"), new Vector2(2048, 0)); //fg.origin = Vector2.Zero; //gsPlay.tileList.Add(fg); //fg = new SpriteIMG(gsPlay.LoadTexture("TestSprites/environmentArt3"), new Vector2(4096, 0)); //fg.origin = Vector2.Zero; //gsPlay.tileList.Add(fg); //fg = new SpriteIMG(gsPlay.LoadTexture("TestSprites/environmentArt4"), new Vector2(4096 + 2048, 0)); //fg.origin = Vector2.Zero; //gsPlay.tileList.Add(fg); //fg = new SpriteIMG(gsPlay.LoadTexture("TestSprites/environmentArt5"), new Vector2(4096 + 4096, 0)); //fg.origin = Vector2.Zero; //gsPlay.tileList.Add(fg); //fg = new SpriteIMG(gsPlay.LoadTexture("TestSprites/environmentArt0"), new Vector2(-512, 0)); //fg.origin = Vector2.Zero; //gsPlay.tileList.Add(fg); //ParticleEmitter pe = gsPlay.AddEmitter(new AnimatedSprite(gsPlay.LoadTexture("TestSprites/puff")), GridToPosition(157, 15)); //pe.speed = new Vector2(1, 0); atmosphereLight = new Color(150, 150, 150); Door dooor = gsPlay.AddOpeningDoor(Art.door, GridToPosition(36, 30), GridToPosition(36, 34), OpenState.Closed); FlipSwitch fs1 = gsPlay.AddSwitch(new EventTrigger(this, dooor), gsPlay.LoadTexture("TestSprites/switch"), GridToPosition(29, 35)); fs1.SetPlayerMode(PlayerObjectMode.Two); LightningChain lc1 = gsPlay.AddLightning(GridToPosition(29, 35), dooor.position, Color.Green); lc1.ConvertEndPointToTarget(dooor); fs1.AddEvent(new EventTrigger(this, lc1)); CircularPlatform cp1 = gsPlay.AddCircularPlatform(Art.platform, GridToPosition(36, 45), 100, 240); gsPlay.AddSwitch(new EventTrigger(this, cp1), gsPlay.LoadTexture("TestSprites/switch"), GridToPosition(42, 48)); // LightningChain lc2 = new LightningChain(GridToPosition(42, 48), Vector2.Zero, Color.Green); LightningChain lc2 = gsPlay.AddLightning(GridToPosition(42, 48), Vector2.Zero, Color.Green); lc2.ConvertEndPointToTarget(cp1); lc2.SetActive(true); gsPlay.AddPointLight(gsPlay.LoadTexture("ShaderAssets/pointLight"), GridToPosition(30, 47), new Vector2(3)); player1Light = gsPlay.AddPointLight(gsPlay.LoadTexture("ShaderAssets/pointLight"), Vector2.Zero, new Vector2(2)); player1Light.SetGlowing(2, 2.4f, 120); player2Light = gsPlay.AddPointLight(gsPlay.LoadTexture("ShaderAssets/pointLight"), Vector2.Zero, new Vector2(2)); player2Light.SetGlowing(2, 2.4f, 120); LightConsole console1 = gsPlay.AddLightConsole(gsPlay.LoadTexture("TestSprites/LightConsole"), GridToPosition(189, 39)); console1.AddLight(player1Light); LightConsole console2 = gsPlay.AddLinkedLightConsole(console1, console1.texture, GridToPosition(189, 32)); console2.AddLight(player2Light); LightningChain consoleLightning = gsPlay.AddLightning(GridToPosition(189, 39), GridToPosition(189, 32), Color.White); consoleLightning.SetActive(true); console1.AddEvent(new EventTrigger(this, consoleLightning)); console2.AddEvent(new EventTrigger(this, consoleLightning)); console1 = gsPlay.AddLightConsole(console1.texture, GridToPosition(220, 17)); gsPlay.AddBouncyBall(.5f, gsPlay.LoadTexture("TestSprites/pickUp"), GridToPosition(new Point(137, 46))).selfIlluminating = true; gsPlay.AddBouncyBall(.5f, gsPlay.LoadTexture("TestSprites/pickUp"), Level.GridToPosition(new Point(75, 16))).selfIlluminating = true; MovingPlatform m1 = gsPlay.AddActivatePlatform(Art.platform, Level.GridToPosition(new Point(94, 44)), Level.GridToPosition(new Point(112, 44))); m1.duration = 480; Button bb1 = gsPlay.AddButton(new EventTrigger(this, m1), 1, gsPlay.LoadTexture("TestSprites/button"), Level.GridToPosition(new Point(88, 45))); LightningChain lc3 = gsPlay.AddLightning(GridToPosition(88, 45), GridToPosition(88, 46) + new Vector2(0, 16), Color.Green); lc3.AddVertex(GridToPosition(103, 46) + new Vector2(0, 16)); lc3.AddVertex(Vector2.Zero); lc3.ConvertEndPointToTarget(m1); bb1.AddEvent(new EventTrigger(this, lc3)); Door d1 = gsPlay.AddOpeningDoor(Art.platform, GridToPosition(new Point(152, 41)) + new Vector2(16, 16), GridToPosition(new Point(149, 41)) + new Vector2(16, 16), OpenState.Closed); EventTrigger e1 = new EventTrigger(this, d1); e1.eventID = 9; TimerObject t1 = gsPlay.AddTimer(e1, 240); timedSwitch = gsPlay.AddSwitch(new EventTrigger(this, t1), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(147, 35))); timedSwitch.onlyTriggered = true; d1 = gsPlay.AddFadingDoor(Art.platform, GridToPosition(new Point(157, 36)) + new Vector2(16,16), OpenState.Closed); d1.traceID = 99; gsPlay.AddButton(new EventTrigger(this, d1), 1, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(new Point(162, 44))); //d1 = gsPlay.AddOpeningDoor(gsPlay.LoadTexture("TestSprites/doorThick"), GridToPosition(new Point(191, 31)), GridToPosition(new Point(191, 31)), OpenState.Open); //d1.SetPlayerMode(PlayerObjectMode.Two); //d1.visible = false; //d1 = gsPlay.AddOpeningDoor(gsPlay.LoadTexture("TestSprites/doorThick"), GridToPosition(new Point(191, 38)), GridToPosition(new Point(191, 38)), OpenState.Open); //d1.SetPlayerMode(PlayerObjectMode.Two); //d1.visible = false; //Door d2 = gsPlay.AddFadingDoor(Art.door, GridToPosition(191, 31), OpenState.Closed); ////gsPlay.AddTriggerArea(new EventTrigger(this, d2), gsPlay.LoadTexture("TestSprites/switch"), GridToPosition(187, 39)).traceID = 27; //FlipSwitch fs1 = gsPlay.AddSwitch(new EventTrigger(this, d2), gsPlay.LoadTexture("TestSprites/switch"), GridToPosition(187, 39)); //fs1.pressureCooker = true; d1 = gsPlay.AddFadingDoor(Art.door, GridToPosition(204, 38), OpenState.Closed); gsPlay.AddButton(new EventTrigger(this, d1), 1, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(200, 33)); d1 = gsPlay.AddFadingDoor(Art.door, GridToPosition(204, 31), OpenState.Closed); gsPlay.AddButton(new EventTrigger(this, d1), 1, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(209, 40)); d1 = gsPlay.AddFadingDoor(Art.door, GridToPosition(217, 38), OpenState.Closed); gsPlay.AddButton(new EventTrigger(this, d1), 1, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(213, 33)); d1 = gsPlay.AddFadingDoor(Art.door, GridToPosition(217, 31), OpenState.Closed); gsPlay.AddButton(new EventTrigger(this, d1), 1, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(222, 40)); //gsPlay.AddBouncyBall(.5f, gsPlay.LoadTexture("TestSprites/pickUp"), GridToPosition(new Point(175, 24))); gsPlay.AddMoveable(gsPlay.LoadTexture("TestSprites/moveable"), Level.GridToPosition(new Point(168, 2)), .8f); gsPlay.AddMoveable(gsPlay.LoadTexture("TestSprites/moveable"), Level.GridToPosition(new Point(177, 25)), .8f); gsPlay.AddMoveable(gsPlay.LoadTexture("TestSprites/moveable"), Level.GridToPosition(new Point(26, 47)), .8f); item1 = new InventoryItem(gsPlay.LoadTexture("TestSprites/item1")); itemList.Add(item1); item1Area = gsPlay.AddTriggerArea(new EventTrigger(this, 1), item1.itemImage.texture, GridToPosition(3, 25)); item1Area.selfIlluminating = true; item2 = new InventoryItem(gsPlay.LoadTexture("TestSprites/item2")); itemList.Add(item2); item2Area = gsPlay.AddTriggerArea(new EventTrigger(this, 2), item2.itemImage.texture, GridToPosition(248, 2)); item2Area.selfIlluminating = true; item3 = new InventoryItem(gsPlay.LoadTexture("TestSprites/item3")); itemList.Add(item3); item3Area = gsPlay.AddTriggerArea(new EventTrigger(this, 3), item3.itemImage.texture, GridToPosition(227, 31)); item3Area.selfIlluminating = true; //gsPlay.AddMoveable(gsPlay.LoadTexture("TestSprites/moveable"), Level.GridToPosition(new Point(54, 27)), .8f); //gsPlay.AddMoveable(gsPlay.LoadTexture("TestSprites/moveable"), Level.GridToPosition(new Point(45, 27)), .8f); //gsPlay.AddMoveable(gsPlay.LoadTexture("TestSprites/moveable"), Level.GridToPosition(new Point(69, 12)), .8f); //gsPlay.AddPlatform(Art.platform, Level.GridToPosition(new Point(41, 16)), Level.GridToPosition(new Point(50, 16))); finalDoor = gsPlay.AddFadingDoor(Art.platform, GridToPosition(207, 13) + new Vector2(16, 16), OpenState.Closed); //gsPlay.AddSwitch(new EventTrigger(this, gsPlay.AddEventPlatform(Art.platform, Level.GridToPosition(new Point(93, 26)), Level.GridToPosition(new Point(100, 26)))), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(88, 28))); //gsPlay.AddTriggerArea(new EventTrigger(this, 0), gsPlay.LoadTexture("TestSprites/LightConsole"), Level.GridToPosition(new Point(207, 11)) + new Vector2(16,16)); final1 = gsPlay.AddTriggerArea(new EventTrigger(this, 5), gsPlay.LoadTexture("TestSprites/lock1"), GridToPosition(202, 16) + new Vector2(16, 16)); final1.SetAnimationStuff(1, 2, 1, 2, 64, 64, 2, 5); final1.isAnimating = false; final2 = gsPlay.AddTriggerArea(new EventTrigger(this, 6), gsPlay.LoadTexture("TestSprites/lock2"), GridToPosition(207, 16) + new Vector2(16, 16)); final2.SetAnimationStuff(1, 2, 1, 2, 64, 64, 2, 5); final2.isAnimating = false; final3 = gsPlay.AddTriggerArea(new EventTrigger(this, 7), gsPlay.LoadTexture("TestSprites/lock3"), GridToPosition(212, 16) + new Vector2(16, 16)); final3.SetAnimationStuff(1, 2, 1, 2, 64, 64, 2, 5); final3.isAnimating = false; }