public Level7(GSPlay gsPlay) : base(gsPlay) { levelDataTexture = gsPlay.LoadTexture("Levels/level7Data"); player1Pos = GridToPosition(5, 280); player2Pos = GridToPosition(7, 280); //player1Pos = GridToPosition(430, 123); //player2Pos = player1Pos; portalPos = GridToPosition(394, 41); pItemPos = GridToPosition(441, 119); renderCollision = false; SetupLevel(); for (int x = 1; x <= 15; x++) { for (int y = 1; y <= 10; y++) { string bgName = "LevelTiles/Construction/constructionCoolBG" + y + "x" + x; 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 <= 15; x++) { for (int y = 1; y <= 10; y++) { string bgName = "LevelTiles/Construction/constructionWarmBG" + y + "x" + x; 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); } } } leftLimit = 32; rightLimit = levelWidth; Vector2 bgPosition = new Vector2(-400, -300); for (int x = 0; x < 3; x++) { for (int y = 0; y < 3; y++) { SpriteIMG bg1 = new SpriteIMG(gsPlay.LoadTexture("BGs/constructionBackdropBase1"), bgPosition); bg1.SetPlayerMode(PlayerObjectMode.One); gsPlay.AddParallax(bg1, .1f); SpriteIMG bg2 = new SpriteIMG(gsPlay.LoadTexture("BGs/constructionBackdropBase2"), bgPosition); bg2.SetPlayerMode(PlayerObjectMode.Two); gsPlay.AddParallax(bg2, .1f); bgPosition.Y += 1024; } bgPosition.X += 1024; bgPosition.Y = -300; } bgPosition = new Vector2(-300, -300); for (int x = 0; x < 4; x++) { for (int y = 0; y < 3; y++) { SpriteIMG bg1 = new SpriteIMG(gsPlay.LoadTexture("BGs/constructionBackdropOverlay1"), bgPosition); bg1.SetPlayerMode(PlayerObjectMode.One); gsPlay.AddParallax(bg1, .2f); SpriteIMG bg2 = new SpriteIMG(gsPlay.LoadTexture("BGs/constructionBackdropOverlay2"), bgPosition); bg2.SetPlayerMode(PlayerObjectMode.Two); gsPlay.AddParallax(bg2, .2f); bgPosition.Y += 1024; } bgPosition.Y = -300; bgPosition.X += 1024; } bgPosition = new Vector2(-512, -512); for (int x = 0; x < 8; x++) { for (int y = 0; y < 5; y++) { gsPlay.CreateGearMatte(bgPosition); bgPosition.Y += 1024; } bgPosition.X += 1024; bgPosition.Y = -512; } TriggerArea update = gsPlay.AddTriggerArea(new EventTrigger(this, 99), Art.smoke, Vector2.Zero); update.visible = false; Sprite cameraTarget = new Sprite(GridToPosition(239, 278)); gsPlay.cameraPlayer1.AddTarget(cameraTarget); gsPlay.cameraPlayer2.AddTarget(cameraTarget); SpriteIMG s = new SpriteIMG(gsPlay.LoadTexture("bgSky"), new Vector2(levelWidth / 2, levelHeight / 2)); gsPlay.AddParallax(s, .5f); atmosphereLight = new Color(100, 100, 100); Moveable m1 = gsPlay.AddMoveable(gsPlay.LoadTexture("TestSprites/moveable"), Level.GridToPosition(new Point(95, 280)), .8f); //box under backhoe Moveable m2 = gsPlay.AddMoveable(gsPlay.LoadTexture("TestSprites/moveable"), Level.GridToPosition(new Point(161, 290)), .8f); //box in pit under platform MovingPlatform underCrane = gsPlay.AddReversePlatform(Art.platform, Level.GridToPosition(new Point(153, 275)), Level.GridToPosition(new Point(153, 282))); FlipSwitch crane = gsPlay.AddSwitch(new EventTrigger(this, underCrane), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(126, 265))); //crane switch and platform LightningChain lc1 = gsPlay.AddLightning(crane.position, GridToPosition(130, 265), Color.Red); lc1.AddVertex(GridToPosition(137, 274)); lc1.AddVertex(GridToPosition(141, 274)); lc1.AddVertex(underCrane.position); lc1.ConvertEndPointToTarget(underCrane); crane.AddEvent(new EventTrigger(this, lc1)); gsPlay.AddMoveable(gsPlay.LoadTexture("TestSprites/moveable"), Level.GridToPosition(new Point(195, 278)), .8f); //box before saw machine gsPlay.AddPlatform(Art.platform, Level.GridToPosition(new Point(235, 277)), Level.GridToPosition(new Point(243, 277))); //platform over saw machine gsPlay.AddBouncyBall(0, gsPlay.LoadTexture("TestSprites/pickUp"), Level.GridToPosition(new Point(307, 286))); //ball under building Door leftBasement = gsPlay.AddOpeningDoor(Art.platform, Level.GridToPosition(new Point(313, 283)), Level.GridToPosition(new Point(309, 283)), OpenState.Closed); FlipSwitch s1 = gsPlay.AddSwitch(new EventTrigger(this, leftBasement), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(314, 281))); //first horiz door s1.SetPlayerMode(PlayerObjectMode.One); LightningChain lc2 = gsPlay.AddLightning(s1.position, leftBasement.position, Color.Red); lc2.ConvertEndPointToTarget(leftBasement); s1.AddEvent(new EventTrigger(this, lc2)); Door rightBasement = gsPlay.AddOpeningDoor(Art.platform, Level.GridToPosition(new Point(319, 283)), Level.GridToPosition(new Point(323, 283)), OpenState.Closed); FlipSwitch s2 = gsPlay.AddSwitch(new EventTrigger(this, rightBasement), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(322, 288))); //2nd horiz door s2.SetPlayerMode(PlayerObjectMode.Two); LightningChain lc3 = gsPlay.AddLightning(s2.position, rightBasement.position, Color.Red); lc3.ConvertEndPointToTarget(rightBasement); s2.AddEvent(new EventTrigger(this, lc3)); gsPlay.AddPlatform(Art.platform, Level.GridToPosition(new Point(290, 282)), Level.GridToPosition(new Point(290, 209))); //elevator Door d1 = gsPlay.AddFadingDoor(Art.door, Level.GridToPosition(new Point(332, 213)), OpenState.Closed); //door to let ball in FlipSwitch ballDoor = gsPlay.AddSwitch(new EventTrigger(this, d1), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(328, 208))); LightningChain lc4 = gsPlay.AddLightning(ballDoor.position, GridToPosition(328, 209) + new Vector2(0, 16), Color.Red); lc4.AddVertex(GridToPosition(332, 211) + new Vector2(0, -16)); lc4.AddVertex(GridToPosition(332, 211) + new Vector2(0, 0)); //lc6.ConvertEndPointToTarget(d5); ballDoor.AddEvent(new EventTrigger(this, lc4)); Door d2 = gsPlay.AddFadingDoor(Art.door, Level.GridToPosition(new Point(332, 207)), OpenState.Closed); //door opened by ball Button ballOn = gsPlay.AddButton(new EventTrigger(this, d2), 1, gsPlay.LoadTexture("TestSprites/button"), Level.GridToPosition(new Point(335, 216))); LightningChain lc5 = gsPlay.AddLightning(ballOn.position, GridToPosition(338, 216), Color.Red); lc5.AddVertex(GridToPosition(338, 210)); lc5.AddVertex(GridToPosition(332, 210)); lc5.AddVertex(GridToPosition(332, 209) + new Vector2(0, 0)); ballOn.AddEvent(new EventTrigger(this, lc5)); //338, 216 //338, 210 //332, 210 //332, 209 d3 = gsPlay.AddFadingDoor(Art.door, Level.GridToPosition(new Point(370, 207)), OpenState.Closed); //fading doors over pit d5 = gsPlay.AddFadingDoor(Art.door, Level.GridToPosition(new Point(376, 207)), OpenState.Open); FlipSwitch FS1 = gsPlay.AddMultiSwitch(new EventTrigger(this, 1), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(373, 202))); LightningChain lc6 = gsPlay.AddLightning(FS1.position, GridToPosition(370, 204) + new Vector2(0, 16), Color.Red); lc6.AddVertex(GridToPosition(370, 204) + new Vector2(0, 32)); FS1.AddEvent(new EventTrigger(this, lc6)); LightningChain lc7 = gsPlay.AddLightning(FS1.position, GridToPosition(376, 204) + new Vector2(0, 16), Color.Red); lc7.AddVertex(GridToPosition(376, 204) + new Vector2(0, 32)); FS1.AddEvent(new EventTrigger(this, lc7)); lc6.defaultActive = true; lc6.SetActive(true); MovingPlatform pitPlatform1 = gsPlay.AddReversePlatform(Art.platform, Level.GridToPosition(new Point(365, 210)), Level.GridToPosition(new Point(381, 210))); FlipSwitch pitPlatform1Switch = gsPlay.AddSwitch(new EventTrigger(this, pitPlatform1), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(364, 202))); //platform with fading doors 1 LightningChain lc8 = gsPlay.AddLightning(pitPlatform1Switch.position, GridToPosition(364, 210), Color.Red); lc8.AddVertex(pitPlatform1.position); lc8.ConvertEndPointToTarget(pitPlatform1); pitPlatform1Switch.AddEvent(new EventTrigger(this, lc8)); Door d4 = gsPlay.AddFadingDoor(Art.door, Level.GridToPosition(new Point(384, 201)), OpenState.Closed); //ease of access FlipSwitch easeOfAccess = gsPlay.AddOnSwitch(new EventTrigger(this, d4), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(384, 208))); LightningChain lc9 = gsPlay.AddLightning(easeOfAccess.position, GridToPosition(384, 203) + new Vector2(0, 16), Color.Red); lc9.AddVertex(GridToPosition(384, 203) + new Vector2(0, 0)); lc9.defaultActive = true; lc9.SetActive(true); easeOfAccess.AddEvent(new EventTrigger(this, lc9)); MovingPlatform toCrane2p = gsPlay.AddReversePlatform(Art.platform, Level.GridToPosition(new Point(384, 216)), Level.GridToPosition(new Point(360, 216))); FlipSwitch toCrane2s = gsPlay.AddSwitch(new EventTrigger(this, toCrane2p), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(393, 212))); //platform to crane 2 switch LightningChain lc10 = gsPlay.AddLightning(toCrane2s.position, GridToPosition(393, 216), Color.Red); lc10.AddVertex(GridToPosition(384, 216)); lc10.AddVertex(toCrane2p.position); lc10.ConvertEndPointToTarget(toCrane2p); toCrane2s.AddEvent(new EventTrigger(this, lc10)); //393, 216 //384, 216 MovingPlatform crane2 = gsPlay.AddReversePlatform(Art.platform, Level.GridToPosition(new Point(343, 198)), Level.GridToPosition(new Point(343, 206))); FlipSwitch crane2switch = gsPlay.AddSwitch(new EventTrigger(this, crane2), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(350, 214))); //crane 2 switch and platform LightningChain lc11 = gsPlay.AddLightning(crane2switch.position, GridToPosition(343, 214), Color.Red); lc11.AddVertex(crane2.position); lc11.ConvertEndPointToTarget(crane2); crane2switch.AddEvent(new EventTrigger(this, lc11)); MovingPlatform crane3 = gsPlay.AddReversePlatform(Art.platform, Level.GridToPosition(new Point(252, 185)), Level.GridToPosition(new Point(267, 185))); FlipSwitch crane3switch = gsPlay.AddSwitch(new EventTrigger(this, crane3), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToCenterPosition(new Point(259, 178)) + new Vector2(0, -16)); //crane 3 LightningChain lc12 = gsPlay.AddLightning(crane3switch.position, GridToCenterPosition(259,180), Color.Red); lc12.AddVertex(crane3.position); lc12.ConvertEndPointToTarget(crane3); crane3switch.AddEvent(new EventTrigger(this, lc12)); Door d6 = gsPlay.AddFadingDoor(Art.door, Level.GridToPosition(new Point(306, 177)), OpenState.Closed); FlipSwitch d6s = gsPlay.AddOnSwitch(new EventTrigger(this, d6), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(267, 183))); //door switch under crane 3 LightningChain lc13 = gsPlay.AddLightning(d6s.position, GridToPosition(282, 183), Color.Red); lc13.AddVertex(GridToPosition(282, 168)); lc13.AddVertex(GridToPosition(306, 168)); lc13.AddVertex(GridToPosition(306, 175)); d6s.AddEvent(new EventTrigger(this, lc13)); lc13.defaultActive = true; lc13.SetActive(true); //267, 185 //282, 185 //282, 168 //306, 168 //306, 175 d7 = gsPlay.AddFadingDoor(Art.door, Level.GridToPosition(new Point(315, 177)), OpenState.Closed); //multiple fading doors 1 d8 = gsPlay.AddFadingDoor(Art.door, Level.GridToPosition(new Point(321, 177)), OpenState.Closed); d9 = gsPlay.AddFadingDoor(Art.door, Level.GridToPosition(new Point(327, 177)), OpenState.Open); d10 = gsPlay.AddFadingDoor(Art.door, Level.GridToPosition(new Point(333, 177)), OpenState.Open); FlipSwitch FS2 = gsPlay.AddMultiSwitch(new EventTrigger(this, 2), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(321, 172))); FlipSwitch FS3 = gsPlay.AddMultiSwitch(new EventTrigger(this, 3), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(327, 172))); LightningChain lc14 = gsPlay.AddLightning(FS2.position, GridToPosition(315, 174) + new Vector2(0, 16), Color.Red); lc14.AddVertex(GridToPosition(315, 174) + new Vector2(0, 32)); FS2.AddEvent(new EventTrigger(this, lc14)); LightningChain lc15 = gsPlay.AddLightning(FS3.position, GridToPosition(321, 174) + new Vector2(0, 16), Color.Red); lc15.AddVertex(GridToPosition(321, 174) + new Vector2(0, 32)); FS3.AddEvent(new EventTrigger(this, lc15)); LightningChain lc16 = gsPlay.AddLightning(FS2.position, GridToPosition(327, 174) + new Vector2(0, 16), Color.Red); lc16.AddVertex(GridToPosition(327, 174) + new Vector2(0, 32)); FS2.AddEvent(new EventTrigger(this, lc16)); lc14.defaultActive = true; lc14.SetActive(true); LightningChain lc17 = gsPlay.AddLightning(FS3.position, GridToPosition(333, 174) + new Vector2(0, 16), Color.Red); lc17.AddVertex(GridToPosition(333, 174) + new Vector2(0, 32)); FS3.AddEvent(new EventTrigger(this, lc17)); lc15.defaultActive = true; lc15.SetActive(true); Door d11 = gsPlay.AddFadingDoor(Art.door, Level.GridToPosition(new Point(333, 171)), OpenState.Closed); FlipSwitch d11s = gsPlay.AddOnSwitch(new EventTrigger(this, d11), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(335, 178))); LightningChain lc18 = gsPlay.AddLightning(d11s.position, GridToPosition(333, 173) + new Vector2(0, 16), Color.Red); lc18.AddVertex(GridToPosition(333, 173) + new Vector2(0, 0)); d11s.AddEvent(new EventTrigger(this, lc18)); lc18.defaultActive = true; lc18.SetActive(true); gsPlay.AddCircularPlatform(Art.platform, Level.GridToPosition(new Point(275, 145)), 128, 240); //circular platform 1 CircularPlatform c1 = gsPlay.AddCircularPlatform(Art.platform, Level.GridToPosition(new Point(271, 137)), 128, 240); //circular platform 2 c1.increment = -c1.increment; gsPlay.AddCircularPlatform(Art.platform, Level.GridToPosition(new Point(275, 129)), 128, 240); //circular platform 3 gsPlay.AddPlatform(Art.platform, Level.GridToPosition(new Point(300, 126)), Level.GridToPosition(new Point(319, 126))); //slide under wind d12 = gsPlay.AddFadingDoor(Art.platform, Level.GridToPosition(new Point(341, 127)), OpenState.Closed); //fading platforms to portal item d13 = gsPlay.AddFadingDoor(Art.platform, Level.GridToPosition(new Point(354, 127)), OpenState.Open); FlipSwitch FS4 = gsPlay.AddMultiSwitch(new EventTrigger(this, 4), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToCenterPosition(new Point(347, 112)) + new Vector2(0, -16)); //multi-state! LightningChain lc19 = gsPlay.AddLightning(FS4.position, GridToCenterPosition(347, 114), Color.Red); lc19.AddVertex(d12.position); FS4.AddEvent(new EventTrigger(this, lc19)); LightningChain lc20 = gsPlay.AddLightning(FS4.position, GridToCenterPosition(347, 114), Color.Red); lc20.AddVertex(d13.position); FS4.AddEvent(new EventTrigger(this, lc20)); lc19.defaultActive = true; lc19.SetActive(true); Door d14 = gsPlay.AddFadingDoor(Art.door, Level.GridToPosition(new Point(356, 111)), OpenState.Closed); //ease of access FlipSwitch d14s = gsPlay.AddOnSwitch(new EventTrigger(this, d14), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(360, 124))); LightningChain lc21 = gsPlay.AddLightning(d14s.position, GridToPosition(356, 113) + new Vector2(0, 16), Color.Red); lc21.AddVertex(GridToPosition(356, 113) + new Vector2(0, 0)); d14s.AddEvent(new EventTrigger(this, lc21)); lc21.defaultActive = true; lc21.SetActive(true); gsPlay.AddCircularPlatform(Art.platform, Level.GridToPosition(new Point(322, 95)), 256, 360); CircularPlatform c2 = gsPlay.AddActivateCircularPlatform(Art.platform, Level.GridToPosition(new Point(300, 98)), 256, 360); c2.increment = -c2.increment; FlipSwitch FS5 = gsPlay.AddSwitch(new EventTrigger(this, c2), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(322, 95))); FS5.SetPlayerMode(PlayerObjectMode.Two); LightningChain lc22 = gsPlay.AddLightning(FS5.position, GridToPosition(322, 98), Color.Red); lc22.AddVertex(GridToPosition(300, 98)); lc22.AddVertex(GridToPosition(300, 98)); lc22.ConvertEndPointToTarget(c2); FS5.AddEvent(new EventTrigger(this, lc22)); Moveable m3 = gsPlay.AddMoveable(gsPlay.LoadTexture("TestSprites/moveableMechanical"), Level.GridToPosition(new Point(302, 97)), .8f); m3.SetPlayerMode(PlayerObjectMode.One); c3 = gsPlay.AddActivateCircularPlatform(Art.platform, Level.GridToPosition(new Point(342, 98)), 256, 360); c3.increment = -c3.increment; c3.SetPlayerMode(PlayerObjectMode.Two); c4 = gsPlay.AddActivateCircularPlatform(Art.platform, Level.GridToPosition(new Point(348, 98)), 256, 360); c4.angle = (float)Math.PI; c4.startAngle = c4.angle; c4.SetPlayerMode(PlayerObjectMode.One); c5 = gsPlay.AddActivateCircularPlatform(Art.platform, Level.GridToPosition(new Point(343 , 78)), 256, 360); c5.increment = -c5.increment; c5.SetPlayerMode(PlayerObjectMode.Two); c6 = gsPlay.AddActivateCircularPlatform(Art.platform, Level.GridToPosition(new Point(343, 78)), 256, 360); c5.angle = (float)Math.PI; c5.startAngle = c5.angle; c6.SetPlayerMode(PlayerObjectMode.One); Button b1 = gsPlay.AddButton(new EventTrigger(this, 5), 1, gsPlay.LoadTexture("TestSprites/button"), Level.GridToPosition(new Point(287, 99))); //287, 87 //343, 87 //Down below: 343, 98 LightningChain lc23 = gsPlay.AddLightning(b1.position, GridToPosition(287, 87), Color.Red); lc23.AddVertex(GridToPosition(343, 87)); lc23.AddVertex(GridToPosition(343, 98)); lc23.AddVertex(GridToPosition(342, 98)); lc23.AddVertex(c3.position); lc23.ConvertEndPointToTarget(c3); b1.AddEvent(new EventTrigger(this, lc23)); lc23.SetPlayerMode(PlayerObjectMode.Two); LightningChain lc24 = gsPlay.AddLightning(b1.position, GridToPosition(287, 87), Color.Red); lc24.AddVertex(GridToPosition(343, 87)); lc24.AddVertex(GridToPosition(343, 98)); lc24.AddVertex(GridToPosition(348, 98)); lc24.AddVertex(c4.position); lc24.ConvertEndPointToTarget(c4); b1.AddEvent(new EventTrigger(this, lc24)); lc24.SetPlayerMode(PlayerObjectMode.One); LightningChain lc25 = gsPlay.AddLightning(b1.position, GridToPosition(287, 87), Color.Red); lc25.AddVertex(GridToPosition(343, 87)); lc25.AddVertex(GridToPosition(343, 78)); lc25.AddVertex(c5.position); lc25.ConvertEndPointToTarget(c5); b1.AddEvent(new EventTrigger(this, lc25)); lc25.SetPlayerMode(PlayerObjectMode.Two); LightningChain lc26 = gsPlay.AddLightning(b1.position, GridToPosition(287, 87), Color.Red); lc26.AddVertex(GridToPosition(343, 87)); lc26.AddVertex(GridToPosition(343, 78)); lc26.AddVertex(c6.position); lc26.ConvertEndPointToTarget(c6); b1.AddEvent(new EventTrigger(this, lc26)); lc26.SetPlayerMode(PlayerObjectMode.One); Door p4 = gsPlay.AddOpeningDoor(Art.platform, Level.GridToPosition(new Point(80, 116)), Level.GridToPosition(new Point(80, 113)), OpenState.Closed); gsPlay.AddBouncyBall(0, gsPlay.LoadTexture("TestSprites/pickUp"), Level.GridToPosition(new Point(80, 112))); Door p5 = gsPlay.AddOpeningDoor(Art.platform, Level.GridToPosition(new Point(82, 116)), Level.GridToPosition(new Point(82, 113)), OpenState.Closed); gsPlay.AddBouncyBall(0, gsPlay.LoadTexture("TestSprites/pickUp"), Level.GridToPosition(new Point(82, 112))); p1 = gsPlay.AddReversePlatform(Art.platform, Level.GridToPosition(new Point(376, 126)), Level.GridToPosition(new Point(402, 126))); p1.SetPlayerMode(PlayerObjectMode.One); p2 = gsPlay.AddReversePlatform(Art.platform, Level.GridToPosition(new Point(376, 120)), Level.GridToPosition(new Point(402, 120))); p2.SetPlayerMode(PlayerObjectMode.Two); Button b2 = gsPlay.AddButton(new EventTrigger(this, p1), 2, gsPlay.LoadTexture("TestSprites/button"), Level.GridToPosition(new Point(81, 115))); b2.AddEvent(new EventTrigger(this, p2)); FlipSwitch FS6 = gsPlay.AddSwitch(new EventTrigger(this, p4), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(376, 118))); FS6.SetPlayerMode(PlayerObjectMode.Two); LightningChain lcpuzzle1 = gsPlay.AddLightning(FS6.position, p2.position, Color.Aqua); lcpuzzle1.AddVertex(p1.position); lcpuzzle1.ConvertEndPointToTarget(p2); FS6.AddEvent(new EventTrigger(this, lcpuzzle1)); FlipSwitch FS7 = gsPlay.AddSwitch(new EventTrigger(this, p5), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(376, 124))); FS7.SetPlayerMode(PlayerObjectMode.One); LightningChain lcpuzzle2 = gsPlay.AddLightning(FS7.position, p1.position, Color.Orange); lcpuzzle2.AddVertex(p1.position); lcpuzzle2.ConvertEndPointToTarget(p1); FS7.AddEvent(new EventTrigger(this, lcpuzzle2)); MovingPlatform p3 = gsPlay.AddReversePlatform(Art.platform, Level.GridToPosition(new Point(359, 44)), Level.GridToPosition(new Point(380, 44))); Door p6 = gsPlay.AddOpeningDoor(Art.platform, Level.GridToPosition(new Point(90, 116)), Level.GridToPosition(new Point(90, 113)), OpenState.Closed); gsPlay.AddBouncyBall(0, gsPlay.LoadTexture("TestSprites/pickUp"), Level.GridToPosition(new Point(90, 112))); Door p7 = gsPlay.AddOpeningDoor(Art.platform, Level.GridToPosition(new Point(92, 116)), Level.GridToPosition(new Point(92, 113)), OpenState.Closed); gsPlay.AddBouncyBall(0, gsPlay.LoadTexture("TestSprites/pickUp"), Level.GridToPosition(new Point(92, 112))); Button b3 = gsPlay.AddButton(new EventTrigger(this, p3), 2, gsPlay.LoadTexture("TestSprites/button"), Level.GridToPosition(new Point(91, 115))); FlipSwitch FS8 = gsPlay.AddSwitch(new EventTrigger(this, p6), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(355, 42))); FS8.SetPlayerMode(PlayerObjectMode.Two); LightningChain lcfinal1 = gsPlay.AddLightning(FS8.position, p3.position, Color.Aqua); lcfinal1.ConvertEndPointToTarget(p3); FS8.AddEvent(new EventTrigger(this, lcfinal1)); FlipSwitch FS9 = gsPlay.AddSwitch(new EventTrigger(this, p7), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(355, 42))); FS9.SetPlayerMode(PlayerObjectMode.One); LightningChain lcfinal2 = gsPlay.AddLightning(FS9.position, p3.position, Color.Orange); lcfinal2.ConvertEndPointToTarget(p3); FS9.AddEvent(new EventTrigger(this, lcfinal2)); AudioManager.PlayMusic("Construction"); }
public Level1(GSPlay gsPlay) : base(gsPlay) { levelDataTexture = gsPlay.LoadTexture("Levels/level1Data"); player1Pos = GridToPosition(42, 25); player2Pos = GridToPosition(40, 25); //player1Pos = GridToPosition(673, 20); //player2Pos = player1Pos; portalPos = GridToPosition(681, 20); pItemPos = GridToPosition(672, 11); SetupLevel(); leftLimit = 32; rightLimit = levelWidth - 32; gsPlay.cameraPlayer1.Update(); gsPlay.cameraPlayer2.Update(); gsPlay.cameraPlayer1.SnapToTarget(); gsPlay.cameraPlayer2.SnapToTarget(); //Deactivate players for intro scene: StartIntro(); Vector2 bgPosition = new Vector2(-500, -500); for (int x = 0; x < 34; x++) { SpriteIMG bg1 = new SpriteIMG(gsPlay.LoadTexture("BGs/fieldBackdropBase1"), bgPosition); bg1.SetPlayerMode(PlayerObjectMode.One); gsPlay.AddParallax(bg1, .1f); SpriteIMG bg2 = new SpriteIMG(gsPlay.LoadTexture("BGs/fieldBackdropBase2"), bgPosition); bg2.SetPlayerMode(PlayerObjectMode.Two); gsPlay.AddParallax(bg2, .1f); bgPosition.X += 1024; } bgPosition = new Vector2(-800, -500); for (int x = 0; x < 6; x++) { SpriteIMG bg1 = new SpriteIMG(gsPlay.LoadTexture("BGs/fieldBackdropOverlay1"), bgPosition); bg1.SetPlayerMode(PlayerObjectMode.One); gsPlay.AddParallax(bg1, .2f); SpriteIMG bg2 = new SpriteIMG(gsPlay.LoadTexture("BGs/fieldBackdropOverlay2"), bgPosition); bg2.SetPlayerMode(PlayerObjectMode.Two); gsPlay.AddParallax(bg2, .2f); bgPosition.X += 1024; } bgPosition = new Vector2(-300, -300); for (int x = 0; x < 11; x++) { SpriteIMG bg1 = new SpriteIMG(gsPlay.LoadTexture("BGs/fieldMatte1"), bgPosition); bg1.SetPlayerMode(PlayerObjectMode.One); gsPlay.AddParallax(bg1, .5f); SpriteIMG bg2 = new SpriteIMG(gsPlay.LoadTexture("BGs/fieldMatte2"), bgPosition); bg2.SetPlayerMode(PlayerObjectMode.Two); gsPlay.AddParallax(bg2, .5f); bgPosition.X += 1024; } //672, 13 gsPlay.AddBGWarmGear(gsPlay.LoadTexture("GameObjects/gearWarm3"), GridToCenterPosition(672, 13), .75f, .02f, 1); gsPlay.AddBGCoolGear(gsPlay.LoadTexture("GameObjects/gearCool3"), GridToCenterPosition(672, 13), .75f, .02f, 1); for (int x = 1; x <= 22; x++) { for (int y = 1; y <= 1; y++) { string fgName = "LevelTiles/Field/fieldCoolFG" + x + "x" + y; if (File.Exists("Content/" + fgName + ".xnb")) { SpriteIMG fg = gsPlay.AddFrontFGTile(gsPlay.LoadTexture(fgName), new Vector2(1024 * (x - 1), 1024 * (y - 1))); fg.origin = Vector2.Zero; fg.SetPlayerMode(PlayerObjectMode.Two); } string bgName = "LevelTiles/Field/fieldCoolBG" + 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 <= 22; x++) { for (int y = 1; y <= 1; y++) { string fgName = "LevelTiles/Field/fieldWarmFG" + x + "x" + y; if (File.Exists("Content/" + fgName + ".xnb")) { SpriteIMG fg = gsPlay.AddFrontFGTile(gsPlay.LoadTexture(fgName), new Vector2(1024 * (x - 1), 1024 * (y - 1))); fg.origin = Vector2.Zero; fg.SetPlayerMode(PlayerObjectMode.One); } string bgName = "LevelTiles/Field/fieldWarmBG" + 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); } } } TriggerArea update = gsPlay.AddTriggerArea(new EventTrigger(this, 99), Art.barrier, Vector2.Zero); atmosphereLight = new Color(255, 255, 255); doubleButtonDoor = gsPlay.AddOpeningDoor(Art.door, Level.GridToPosition(new Point(214, 23)), Level.GridToPosition(new Point(214, 27)), OpenState.Closed); //first door puzzle Button b1 = gsPlay.AddButton(new EventTrigger(this, 1), 1, gsPlay.LoadTexture("TestSprites/button"), Level.GridToPosition(new Point(206, 29))); //first door puzzle Button b2 = gsPlay.AddButton(new EventTrigger(this, 2), 1, gsPlay.LoadTexture("TestSprites/button"), Level.GridToPosition(new Point(222, 29))); //first door puzzle LightningChain lc1 = gsPlay.AddLightning(b1.position, doubleButtonDoor.position, Color.Green); lc1.ConvertEndPointToTarget(doubleButtonDoor); b1.AddEvent(new EventTrigger(this, lc1)); LightningChain lc2 = gsPlay.AddLightning(b2.position, doubleButtonDoor.position, Color.Green); lc2.ConvertEndPointToTarget(doubleButtonDoor); b2.AddEvent(new EventTrigger(this, lc2)); //lc3.AddVertex(GridToPosition(103, 46) + new Vector2(0, 16)); //gsPlay.AddBouncyBall(.5f, gsPlay.LoadTexture("TestSprites/pickUp"), Level.GridToPosition(new Point(222, 16))); Door d2 = gsPlay.AddOpeningDoor(Art.door, Level.GridToPosition(new Point(305, 23)), Level.GridToPosition(new Point(305, 27)), OpenState.Closed); //jump from box, ball on button Button b3 = gsPlay.AddButton(new EventTrigger(this, d2), 1, gsPlay.LoadTexture("TestSprites/button"), Level.GridToPosition(new Point(297, 29))); //jump from box, ball on button gsPlay.AddMoveable(gsPlay.LoadTexture("TestSprites/moveable"), Level.GridToPosition(new Point(257, 16)), .8f); //jump from box, ball on button gsPlay.AddBouncyBall(.5f, gsPlay.LoadTexture("TestSprites/pickUp"), Level.GridToPosition(new Point(280, 16))); //jump from box, ball on button LightningChain lc3 = gsPlay.AddLightning(b3.position, d2.position, Color.Green); lc3.ConvertEndPointToTarget(d2); b3.AddEvent(new EventTrigger(this, lc3)); Door d3 = gsPlay.AddOpeningDoor(Art.door, Level.GridToPosition(new Point(329, 23)), Level.GridToPosition(new Point(329, 27)), OpenState.Closed); //throw ball onto button gsPlay.AddBouncyBall(.5f, gsPlay.LoadTexture("TestSprites/pickUp"), Level.GridToPosition(new Point(312, 16))); //throw ball onto button Button b4 = gsPlay.AddButton(new EventTrigger(this, d3), 1, gsPlay.LoadTexture("TestSprites/button"), Level.GridToPosition(new Point(326, 22))); //throw ball onto button LightningChain lc4 = gsPlay.AddLightning(b4.position, d3.position, Color.Green); lc4.ConvertEndPointToTarget(d3); b4.AddEvent(new EventTrigger(this, lc4)); Door d4 = gsPlay.AddOpeningDoor(Art.door, Level.GridToPosition(new Point(373, 23)), Level.GridToPosition(new Point(373, 27)), OpenState.Closed); //box drop gsPlay.AddMoveable(gsPlay.LoadTexture("TestSprites/moveable"), Level.GridToPosition(new Point(339, 16)), .8f); //box drop gsPlay.AddBouncyBall(.8f, gsPlay.LoadTexture("TestSprites/pickUp"), Level.GridToPosition(new Point(358, 16))); //box drop Button b5 = gsPlay.AddButton(new EventTrigger(this, d4), 2, gsPlay.LoadTexture("TestSprites/button"), Level.GridToPosition(new Point(365, 29))); //box drop gsPlay.AddBouncyBall(.5f, gsPlay.LoadTexture("TestSprites/pickUp"), Level.GridToPosition(new Point(370, 16))); //box drop gsPlay.AddPlatform(Art.platform, Level.GridToPosition(new Point(351, 21)), Level.GridToPosition(new Point(346, 21))); //box drop LightningChain lc5 = gsPlay.AddLightning(b5.position, d4.position, Color.Green); lc5.ConvertEndPointToTarget(d4); b5.AddEvent(new EventTrigger(this, lc5)); gsPlay.AddMoveable(gsPlay.LoadTexture("TestSprites/moveable"), Level.GridToPosition(new Point(378, 16)), .8f); //box accross moving gsPlay.AddPlatform(Art.platform, Level.GridToPosition(new Point(398, 25)), Level.GridToPosition(new Point(406, 25))); //box accross moving gsPlay.AddPlatform(Art.platform, Level.GridToPosition(new Point(386, 25)), Level.GridToPosition(new Point(386, 30))); //box accross moving Door d5 = gsPlay.AddFadingDoor(Art.door, Level.GridToPosition(new Point(561, 24)), OpenState.Closed); //barn door FlipSwitch s1 = gsPlay.AddOnSwitch(new EventTrigger(this, d5), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(556, 25))); //barn door LightningChain lc6 = gsPlay.AddLightning(s1.position, GridToPosition(556, 26) + new Vector2(0, 16), Color.Green); lc6.AddVertex(GridToPosition(561, 26) + new Vector2(0, 16)); lc6.AddVertex(GridToPosition(561, 26) + new Vector2(0, 0)); //lc6.ConvertEndPointToTarget(d5); s1.AddEvent(new EventTrigger(this, lc6)); lc6.defaultActive = true; lc6.SetActive(true); Door d6 = gsPlay.AddOpeningDoor(Art.door, Level.GridToPosition(new Point(570, 15)), Level.GridToPosition(new Point(570, 23)), OpenState.Closed); Button b6 = gsPlay.AddButton(new EventTrigger(this, d6), 1, gsPlay.LoadTexture("TestSprites/button"), Level.GridToPosition(new Point(573, 19))); gsPlay.AddBouncyBall(.5f, gsPlay.LoadTexture("TestSprites/pickUp"), Level.GridToPosition(new Point(564, 24))); LightningChain lc7 = gsPlay.AddLightning(b6.position, d6.position, Color.Green); lc7.ConvertEndPointToTarget(d6); b6.AddEvent(new EventTrigger(this, lc7)); Door d7 = gsPlay.AddOpeningDoor(Art.door, Level.GridToPosition(new Point(576, 23)), Level.GridToPosition(new Point(576, 17)), OpenState.Closed); Button b7 = gsPlay.AddButton(new EventTrigger(this, d7), 1, gsPlay.LoadTexture("TestSprites/button"), Level.GridToPosition(new Point(579, 19))); LightningChain lc8 = gsPlay.AddLightning(b7.position, d7.position, Color.Green); lc8.ConvertEndPointToTarget(d7); b7.AddEvent(new EventTrigger(this, lc8)); gsPlay.AddMoveable(gsPlay.LoadTexture("TestSprites/moveable"), Level.GridToPosition(new Point(579, 22)), .8f); //gsPlay.AddPlatform(Art.platform, Level.GridToPosition(new Point(635, 06)), Level.GridToPosition(new Point(635, 25))); MovingPlatform p1 = gsPlay.AddReversePlatform(Art.platform, Level.GridToPosition(new Point(595, 06)), Level.GridToPosition(new Point(595, 25))); FlipSwitch s2 = gsPlay.AddSwitch(new EventTrigger(this, p1), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(602, 25))); LightningChain lc9 = gsPlay.AddLightning(s2.position, GridToPosition(595, 25), Color.Green); lc9.AddVertex(p1.position); lc9.ConvertEndPointToTarget(p1); s2.AddEvent(new EventTrigger(this, lc9)); Door d8 = gsPlay.AddFadingDoor(Art.door, Level.GridToPosition(new Point(605, 18)), OpenState.Closed); //lower barn exit FlipSwitch s3 = gsPlay.AddOnSwitch(new EventTrigger(this, d8), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(601, 19))); //lower barn exit LightningChain lc10 = gsPlay.AddLightning(s3.position, GridToPosition(601, 20) + new Vector2(0, 16), Color.Green); lc10.AddVertex(GridToPosition(605, 20) + new Vector2(0, 16)); lc10.AddVertex(GridToPosition(605, 20) + new Vector2(0, 0)); //lc6.ConvertEndPointToTarget(d5); s3.AddEvent(new EventTrigger(this, lc10)); lc10.defaultActive = true; lc10.SetActive(true); finalTrapDoor = gsPlay.AddOpeningDoor(Art.door, Level.GridToPosition(new Point(600, 28)), Level.GridToPosition(new Point(600, 24)), OpenState.Closed); Button finalButton = gsPlay.AddButton(new EventTrigger(this, finalTrapDoor), 2, gsPlay.LoadTexture("TestSprites/button"), Level.GridToPosition(new Point(591, 26))); LightningChain lc11 = gsPlay.AddLightning(finalButton.position, GridToPosition(600, 26), Color.Green); lc11.AddVertex(finalTrapDoor.position); lc11.ConvertEndPointToTarget(finalTrapDoor); finalButton.AddEvent(new EventTrigger(this, lc11)); finalTopDoor = gsPlay.AddFadingDoor(Art.door, Level.GridToPosition(new Point(605, 09)), OpenState.Closed); //upper barn exit FlipSwitch finalSwitch = gsPlay.AddOnSwitch(new EventTrigger(this, finalTopDoor), gsPlay.LoadTexture("TestSprites/switch"), Level.GridToPosition(new Point(601, 10))); //upper barn exit finalSwitch.AddEvent(new EventTrigger(this, 4)); LightningChain lc12 = gsPlay.AddLightning(finalSwitch.position, GridToPosition(601, 11) + new Vector2(0, 16), Color.Green); lc12.AddVertex(GridToPosition(605, 11) + new Vector2(0, 16)); lc12.AddVertex(GridToPosition(605, 11) + new Vector2(0, 0)); //lc6.ConvertEndPointToTarget(d5); finalSwitch.AddEvent(new EventTrigger(this, lc12)); lc12.defaultActive = true; lc12.SetActive(true); AudioManager.PlayMusic("Field"); }
public Level2(GSPlay gsPlay) : base(gsPlay) { levelDataTexture = gsPlay.LoadTexture("Levels/level2Data"); player1Pos = GridToPosition(26, 85); player2Pos = GridToPosition(22, 85); //player1Pos = GridToPosition(339, 52); //player2Pos = player1Pos; portalPos = GridToPosition(457, 67); pItemPos = GridToPosition(241, 79); renderCollision = false; SetupLevel(); Vector2 bgPosition = new Vector2(-400, -350); for (int x = 0; x < 3; x++) { SpriteIMG bg1 = new SpriteIMG(gsPlay.LoadTexture("BGs/forestBackdropBase1"), bgPosition); bg1.SetPlayerMode(PlayerObjectMode.One); gsPlay.AddParallax(bg1, .1f); SpriteIMG bg2 = new SpriteIMG(gsPlay.LoadTexture("BGs/forestBackdropBase2"), bgPosition); bg2.SetPlayerMode(PlayerObjectMode.Two); gsPlay.AddParallax(bg2, .1f); bgPosition.X += 1024; } bgPosition = new Vector2(-300, -200); for (int x = 0; x < 4; x++) { SpriteIMG bg1 = new SpriteIMG(gsPlay.LoadTexture("BGs/forestBackdropOverlay1"), bgPosition); bg1.SetPlayerMode(PlayerObjectMode.One); gsPlay.AddParallax(bg1, .2f); SpriteIMG bg2 = new SpriteIMG(gsPlay.LoadTexture("BGs/forestBackdropOverlay2"), bgPosition); bg2.SetPlayerMode(PlayerObjectMode.Two); gsPlay.AddParallax(bg2, .2f); bgPosition.X += 1024; } bgPosition = new Vector2(-300, -300); for (int x = 0; x < 8; x++) { for (int y = 0; y < 2; y++) { SpriteIMG bg1 = new SpriteIMG(gsPlay.LoadTexture("BGs/forestMatte1"), bgPosition); bg1.SetPlayerMode(PlayerObjectMode.One); gsPlay.AddParallax(bg1, .5f); SpriteIMG bg2 = new SpriteIMG(gsPlay.LoadTexture("BGs/forestMatte2"), 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(239, 76), .75f, .02f, 1); gsPlay.AddBGCoolGear(gsPlay.LoadTexture("GameObjects/gearCool1"), GridToCenterPosition(239, 76), .75f, .02f, 1); gsPlay.AddBGWarmGear(gsPlay.LoadTexture("GameObjects/gearWarm2"), GridToCenterPosition(242, 80), .5f, -.03f, 1); gsPlay.AddBGCoolGear(gsPlay.LoadTexture("GameObjects/gearCool2"), GridToCenterPosition(242, 80), .5f, -.03f, 1); for (int x = 1; x <= 16; x++) { for (int y = 1; y <= 4; y++) { string fgName = "LevelTiles/Forest/forestCoolFG" + x + "x" + y; if (File.Exists("Content/" + fgName + ".xnb")) { SpriteIMG fg = gsPlay.AddFrontFGTile(gsPlay.LoadTexture(fgName), new Vector2(1024 * (x - 1), 1024 * (y - 1))); fg.origin = Vector2.Zero; fg.SetPlayerMode(PlayerObjectMode.Two); } string bgName = "LevelTiles/Forest/forestCoolBG" + 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 <= 16; x++) { for (int y = 1; y <= 4; y++) { string fgName = "LevelTiles/Forest/forestWarmFG" + x + "x" + y; if (File.Exists("Content/" + fgName + ".xnb")) { SpriteIMG fg = gsPlay.AddFrontFGTile(gsPlay.LoadTexture(fgName), new Vector2(1024 * (x - 1), 1024 * (y - 1))); fg.origin = Vector2.Zero; fg.SetPlayerMode(PlayerObjectMode.One); } string bgName = "LevelTiles/Forest/forestWarmBG" + 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; Sprite cameraTarget = new Sprite(GridToPosition(137, 86)); gsPlay.cameraPlayer1.AddTarget(cameraTarget); gsPlay.cameraPlayer2.AddTarget(cameraTarget); cameraTarget = new Sprite(GridToPosition(201, 83)); gsPlay.cameraPlayer1.AddTarget(cameraTarget); gsPlay.cameraPlayer2.AddTarget(cameraTarget); atmosphereLight = new Color(150, 150, 150); //puzzle 1 Door d1 = gsPlay.AddFrontFadingDoor(gsPlay.LoadTexture("TestSprites/forestDoorMidWarm"), GridToPosition(new Point(101, 87)), OpenState.Closed, new Vector2(3, -20), new Vector2(128)); d1.SetPlayerMode(PlayerObjectMode.One); Button bb1 = gsPlay.AddButton(new EventTrigger(this, d1), 1, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(new Point(105, 81))); gsPlay.AddBouncyBall(.5f, gsPlay.LoadTexture("TestSprites/pickUp"), GridToPosition(new Point(137, 46))).selfIlluminating = true; LightningChain lc1 = gsPlay.AddLightning(GridToPosition(new Point(105, 81)), GridToPosition(101, 81), Color.Green); lc1.AddVertex(d1.position + new Vector2(0,-64)); bb1.AddEvent(new EventTrigger(this, lc1)); lc1.defaultActive = true; lc1.SetActive(true); //puzzle 2 //puzzle 3 MovingPlatform p11 = gsPlay.AddReversePlatform(Art.platform, Level.GridToPosition(new Point(201, 84)), Level.GridToPosition(new Point(201, 84))); p11.SetPlayerMode(PlayerObjectMode.One); MovingPlatform p12 = gsPlay.AddReversePlatform(Art.platform, Level.GridToPosition(new Point(201, 90)), Level.GridToPosition(new Point(201, 84))); FlipSwitch ss1 = gsPlay.AddSwitch(new EventTrigger(this, p12), gsPlay.LoadTexture("TestSprites/switch"), GridToPosition(new Point(212, 81))); LightningChain lc2 = gsPlay.AddLightning(ss1.position, GridToPosition(212, 90), Color.Green); lc2.AddVertex(GridToPosition(201, 90)); lc2.AddVertex(p12.position); lc2.ConvertEndPointToTarget(p12); ss1.AddEvent(new EventTrigger(this, lc2)); //Moveable m1 = gsPlay.AddMoveable(gsPlay.LoadTexture("TestSprites/moveable"), Level.GridToPosition(new Point(211, 81)), .8f); //Moveable m2 = gsPlay.AddMoveable(gsPlay.LoadTexture("TestSprites/moveable"), Level.GridToPosition(new Point(201, 84)), .8f); //m2.SetPlayerMode(PlayerObjectMode.One); //puzzle 4 Door d2 = gsPlay.AddFrontFadingDoor(gsPlay.LoadTexture("TestSprites/forestDoorLargeWarm"), GridToPosition(new Point(241, 84)), OpenState.Closed, new Vector2(1,-39), new Vector2(192, 128)); gsPlay.frontFGList.Add(d2.AddCoolTile(gsPlay.LoadTexture("TestSprites/forestDoorLargeCool"))); Button bb2 = gsPlay.AddButton(new EventTrigger(this, d2), 2, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(new Point(236, 77))); gsPlay.AddBouncyBall(.5f, gsPlay.LoadTexture("TestSprites/pickUp"), GridToPosition(new Point(226, 49))).selfIlluminating = true; gsPlay.AddBouncyBall(.5f, gsPlay.LoadTexture("TestSprites/pickUp"), GridToPosition(new Point(238, 55))).selfIlluminating = true; LightningChain lc3 = gsPlay.AddLightning(bb2.position, GridToCenterPosition(238, 77) + new Vector2(0, -16), Color.Green); lc3.AddVertex(GridToCenterPosition(238, 81)); lc3.AddVertex(GridToCenterPosition(241, 81) + new Vector2(-16, 0)); lc3.AddVertex(GridToCenterPosition(241, 81) + new Vector2(-16, 16)); bb2.AddEvent(new EventTrigger(this, lc3)); lc3.defaultActive = true; lc3.SetActive(true); //puzzle 5 Moveable m3 = gsPlay.AddMoveable(gsPlay.LoadTexture("TestSprites/moveable"), Level.GridToPosition(new Point(261, 85)), .8f); m3.SetPlayerMode(PlayerObjectMode.Two); Moveable m4 = gsPlay.AddMoveable(gsPlay.LoadTexture("TestSprites/moveable"), Level.GridToPosition(new Point(282, 76)), .8f); doubleButtonDoor = gsPlay.AddFrontFadingDoor(gsPlay.LoadTexture("TestSprites/forestDoorMidWarm"), GridToPosition(new Point(315, 78)), OpenState.Closed, new Vector2(3, -20), new Vector2(128)); gsPlay.frontFGList.Add(doubleButtonDoor.AddCoolTile(gsPlay.LoadTexture("TestSprites/forestDoorMidCool"))); Button bb3 = gsPlay.AddButton(new EventTrigger(this, 77), 1, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(new Point(308, 80))); Button bb4 = gsPlay.AddButton(new EventTrigger(this, 78), 1, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(new Point(321, 80))); bb3.SetPlayerMode(PlayerObjectMode.One); bb4.SetPlayerMode(PlayerObjectMode.Two); LightningChain lc4 = gsPlay.AddLightning(GridToPosition(new Point(308, 80)), GridToPosition(new Point(315, 82)), Color.Yellow); bb3.AddEvent(new EventTrigger(this, lc4)); lc4.defaultActive = true; lc4.SetActive(true); LightningChain lc5 = gsPlay.AddLightning(GridToPosition(new Point(321, 80)), GridToPosition(new Point(315, 82)), Color.Blue); bb4.AddEvent(new EventTrigger(this, lc5)); lc5.defaultActive = true; lc5.SetActive(true); lc6 = gsPlay.AddLightning(GridToPosition(315, 82), GridToPosition(315, 80), Color.Green); lc6.SetActive(true); //secret puzzle MovingPlatform p4 = gsPlay.AddPlatform(Art.platform, Level.GridToPosition(new Point(259, 63)), Level.GridToPosition(new Point(278, 63))); //red platforms MovingPlatform p5 = gsPlay.AddPlatform(Art.platform, Level.GridToPosition(new Point(272, 50)), Level.GridToPosition(new Point(272, 59))); p5.SetPlayerMode(PlayerObjectMode.One); MovingPlatform p6 = gsPlay.AddPlatform(Art.platform, Level.GridToPosition(new Point(278, 48)), Level.GridToPosition(new Point(289, 48))); p6.SetPlayerMode(PlayerObjectMode.One); MovingPlatform p7 = gsPlay.AddPlatform(Art.platform, Level.GridToPosition(new Point(304, 38)), Level.GridToPosition(new Point(297, 45))); p7.SetPlayerMode(PlayerObjectMode.One); //blue platforms MovingPlatform p8 = gsPlay.AddPlatform(Art.platform, Level.GridToPosition(new Point(284, 50)), Level.GridToPosition(new Point(284, 59))); p8.SetPlayerMode(PlayerObjectMode.Two); MovingPlatform p9 = gsPlay.AddPlatform(Art.platform, Level.GridToPosition(new Point(278, 48)), Level.GridToPosition(new Point(267, 48))); p9.SetPlayerMode(PlayerObjectMode.Two); MovingPlatform p10 = gsPlay.AddPlatform(Art.platform, Level.GridToPosition(new Point(252, 38)), Level.GridToPosition(new Point(259, 45))); p10.SetPlayerMode(PlayerObjectMode.Two); gsPlay.AddBouncyBall(.5f, gsPlay.LoadTexture("TestSprites/pickUp"), GridToPosition(new Point(245, 32))).selfIlluminating = true; gsPlay.AddBouncyBall(.5f, gsPlay.LoadTexture("TestSprites/pickUp"), GridToPosition(new Point(312, 32))).selfIlluminating = true; Door d5 = gsPlay.AddFrontFadingDoor(gsPlay.LoadTexture("TestSprites/forestDoorRight"), GridToPosition(new Point(243, 79)) + new Vector2(16,0), OpenState.Closed, new Vector2(-2,10), new Vector2(32, 128)); gsPlay.frontFGList.Add(d5.AddCoolTile(gsPlay.LoadTexture("TestSprites/forestDoorRightCool"))); Button bb6 = gsPlay.AddButton(new EventTrigger(this, d5), 2, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(new Point(278, 39))); LightningChain lc7 = gsPlay.AddLightning(bb6.position, bb6.position + new Vector2(0, 16), Color.Red); lc7.AddVertex(GridToCenterPosition(243, 39)); lc7.AddVertex(GridToCenterPosition(243, 76) + new Vector2(0, 16)); bb6.AddEvent(new EventTrigger(this, lc7)); lc7.defaultActive = true; lc7.SetActive(true); //6 //Door d6 = gsPlay.AddFadingDoor(Art.door, GridToPosition(new Point(342, 52)) + new Vector2(-16, 0), OpenState.Closed); //gsPlay.AddButton(new EventTrigger(this, d6), 1, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(new Point(97, 10))); //Door d7 = gsPlay.AddFadingDoor(Art.door, GridToPosition(new Point(337, 34)) + new Vector2(-16, 0), OpenState.Closed); // d7.SetPlayerMode(PlayerObjectMode.One); //Button b2 = gsPlay.AddButton(new EventTrigger(this, d7), 1, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(new Point(339, 55))); //b2.SetPlayerMode(PlayerObjectMode.Two); //blockers //Door d9 = gsPlay.AddFadingDoor(Art.door, GridToPosition(new Point(337, 52)) + new Vector2(-16, 0), OpenState.Closed); //d9.SetPlayerMode(PlayerObjectMode.Two); //Door d8 = gsPlay.AddFadingDoor(Art.door, GridToPosition(new Point(342, 52)) + new Vector2(-16, 0), OpenState.Closed); //d8.SetPlayerMode(PlayerObjectMode.One); //or gate //MovingPlatform p13 = gsPlay.AddReversePlatform(Art.platform, Level.GridToPosition(new Point(96, 10)), Level.GridToPosition(new Point(96, 12))); //Button b1 = gsPlay.AddButton(new EventTrigger(this, p13), 1, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(new Point(339, 55))); //b1.SetPlayerMode(PlayerObjectMode.One); //MovingPlatform p14 = gsPlay.AddReversePlatform(Art.platform, Level.GridToPosition(new Point(99, 10)), Level.GridToPosition(new Point(99, 12))); //gsPlay.AddButton(new EventTrigger(this, p14), 1, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(new Point(339, 44))); gsPlay.AddBouncyBall(.5f, gsPlay.LoadTexture("TestSprites/pickUp"), GridToPosition(new Point(97, 9))).selfIlluminating = true; gsPlay.AddBouncyBall(.5f, gsPlay.LoadTexture("TestSprites/pickUp"), GridToPosition(new Point(98, 9))).selfIlluminating = true; //part2 Door d10 = gsPlay.AddFrontFadingDoor(gsPlay.LoadTexture("TestSprites/forestDoorLeft"), GridToPosition(new Point(362, 74)) + new Vector2(-16, 0), OpenState.Closed, new Vector2(4,10), new Vector2(32, 128)); d10.SetPlayerMode(PlayerObjectMode.One); Door d11 = gsPlay.AddFrontFadingDoor(gsPlay.LoadTexture("TestSprites/forestDoorLeftCool"), GridToPosition(new Point(362, 27)) + new Vector2(-16, 0), OpenState.Closed, new Vector2(4, 10), new Vector2(32, 128)); d11.SetPlayerMode(PlayerObjectMode.Two); //64 40 Door d14 = gsPlay.AddFrontFadingDoor(gsPlay.LoadTexture("TestSprites/forestDoorRightCool"), GridToPosition(new Point(367, 27)) + new Vector2(-16, 0), OpenState.Closed, new Vector2(-2, 10), new Vector2(32, 128)); d14.SetPlayerMode(PlayerObjectMode.Two); //NEEDS TO BE TIMED!!! FlipSwitch s1 = gsPlay.AddOnSwitch(new EventTrigger(this, d14), gsPlay.LoadTexture("TestSprites/switch"), GridToPosition(new Point(364, 40))); s1.SetPlayerMode(PlayerObjectMode.One); LightningChain lc8 = gsPlay.AddLightning(s1.position, GridToPosition(367, 40) + new Vector2(-16, 0), Color.Yellow); lc8.AddVertex(d14.position + new Vector2(0, 64)); s1.AddEvent(new EventTrigger(this, lc8)); lc8.defaultActive = true; lc8.SetActive(true); Door d15 = gsPlay.AddFrontFadingDoor(gsPlay.LoadTexture("TestSprites/forestDoorRight"), GridToPosition(new Point(367, 74)) + new Vector2(-16, 0), OpenState.Closed, new Vector2(-2, 10), new Vector2(32, 128)); d15.SetPlayerMode(PlayerObjectMode.One); //NEEDS TO BE TIMED!!! FlipSwitch s2 = gsPlay.AddOnSwitch(new EventTrigger(this, d15), gsPlay.LoadTexture("TestSprites/switch"), GridToPosition(new Point(364, 65))); s2.SetPlayerMode(PlayerObjectMode.Two); LightningChain lc9 = gsPlay.AddLightning(s2.position, GridToPosition(367, 65) + new Vector2(-16, 0), Color.Blue); lc9.AddVertex(d15.position + new Vector2(0, -64)); s2.AddEvent(new EventTrigger(this, lc9)); lc9.defaultActive = true; lc9.SetActive(true); //Add Front FG Tile to Cover bottom of Player One doors gsPlay.AddFrontFGTile(gsPlay.LoadTexture("TestSprites/treeTrunkBottomWarm"), GridToPosition(364, 76) + new Vector2(0, 16)).SetPlayerMode(PlayerObjectMode.One); PickUpObj o1 = gsPlay.AddBouncyBall(.5f, gsPlay.LoadTexture("TestSprites/pickUp"), GridToPosition(new Point(364, 28))); o1.SetPlayerMode(PlayerObjectMode.Two); PickUpObj o2 = gsPlay.AddBouncyBall(.5f, gsPlay.LoadTexture("TestSprites/pickUp"), GridToPosition(new Point(364, 75))); o2.SetPlayerMode(PlayerObjectMode.One); MovingPlatform d12 = gsPlay.AddReversePlatform(Art.door, Level.GridToPosition(new Point(389, 42)) + new Vector2(-16, 0), Level.GridToPosition(new Point(389, 40)) + new Vector2(-16, 0)); MovingPlatform d23 = gsPlay.AddReversePlatform(Art.door, Level.GridToPosition(new Point(390, 46)) + new Vector2(-16, 0), Level.GridToPosition(new Point(390, 48)) + new Vector2(-16, 0)); //d12.SetPlayerMode(PlayerObjectMode.Two); Button b3 = gsPlay.AddButton(new EventTrigger(this, d12), .5f, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(new Point(391, 36))); b3.AddEvent(new EventTrigger(this, d23)); b3.SetPlayerMode(PlayerObjectMode.One); LightningChain lc10 = gsPlay.AddLightning(b3.position, GridToPosition(389, 36), Color.Yellow); lc10.AddVertex(d12.position + new Vector2(16, 0)); b3.AddEvent(new EventTrigger(this, lc10)); MovingPlatform d13 = gsPlay.AddReversePlatform(Art.door, Level.GridToPosition(new Point(389, 46)) + new Vector2(-16, 0), Level.GridToPosition(new Point(389, 48)) + new Vector2(-16, 0)); MovingPlatform d22 = gsPlay.AddReversePlatform(Art.door, Level.GridToPosition(new Point(390, 42)) + new Vector2(-16, 0), Level.GridToPosition(new Point(390, 40)) + new Vector2(-16, 0)); //d13.SetPlayerMode(PlayerObjectMode.One); Button b4 = gsPlay.AddButton(new EventTrigger(this, d13), .5f, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(new Point(391, 60))); b4.AddEvent(new EventTrigger(this, d22)); b4.SetPlayerMode(PlayerObjectMode.Two); LightningChain lc11 = gsPlay.AddLightning(b4.position, GridToPosition(389, 60), Color.Blue); lc11.AddVertex(d13.position + new Vector2(16, 0)); b4.AddEvent(new EventTrigger(this, lc11)); //MovingPlatform d22 = gsPlay.AddReversePlatform(Art.door, Level.GridToPosition(new Point(390, 42)) + new Vector2(-16, 0), Level.GridToPosition(new Point(390, 40)) + new Vector2(-16, 0)); ////d12.SetPlayerMode(PlayerObjectMode.Two); //Button b5 = gsPlay.AddButton(new EventTrigger(this, d22), .5f, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(new Point(391, 60))); //b5.SetPlayerMode(PlayerObjectMode.Two); //MovingPlatform d23 = gsPlay.AddReversePlatform(Art.door, Level.GridToPosition(new Point(390, 46)) + new Vector2(-16, 0), Level.GridToPosition(new Point(390, 48)) + new Vector2(-16, 0)); ////d13.SetPlayerMode(PlayerObjectMode.One); //Button b6 = gsPlay.AddButton(new EventTrigger(this, d23), .5f, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(new Point(391, 36))); //b6.SetPlayerMode(PlayerObjectMode.One); //MovingPlatform p15 = gsPlay.AddReversePlatform(Art.door, Level.GridToPosition(new Point(367, 49)) + new Vector2(-16, 0), Level.GridToPosition(new Point(367, 47)) + new Vector2(-16, 0)); //FlipSwitch b5 = gsPlay.AddSwitch(new EventTrigger(this, p15), gsPlay.LoadTexture("TestSprites/switch"), GridToPosition(new Point(365, 45))); //b5.pressureCooker = true; //MovingPlatform p16 = gsPlay.AddReversePlatform(Art.door, Level.GridToPosition(new Point(367, 53)) + new Vector2(-16, 0), Level.GridToPosition(new Point(367, 55)) + new Vector2(-16, 0)); //FlipSwitch b6 = gsPlay.AddSwitch(new EventTrigger(this, p16), gsPlay.LoadTexture("TestSprites/switch"), GridToPosition(new Point(365, 60))); //b6.pressureCooker = true; //gsPlay.AddBouncyBall(.5f, gsPlay.LoadTexture("TestSprites/pickUp"), GridToPosition(new Point(294, 70))).selfIlluminating = true; ////and gate //MovingPlatform p17 = gsPlay.AddReversePlatform(Art.platform, Level.GridToPosition(new Point(370, 34)), Level.GridToPosition(new Point(370, 36))); //FlipSwitch b8 = gsPlay.AddSwitch(new EventTrigger(this, p17), gsPlay.LoadTexture("TestSprites/switch"), GridToPosition(new Point(365, 45))); //b8.pressureCooker = true; ////b8.SetPlayerMode(PlayerObjectMode.One); //MovingPlatform p18 = gsPlay.AddReversePlatform(Art.platform, Level.GridToPosition(new Point(370, 34)), Level.GridToPosition(new Point(370, 36))); //FlipSwitch b9 = gsPlay.AddSwitch(new EventTrigger(this, p18), gsPlay.LoadTexture("TestSprites/switch"), GridToPosition(new Point(365, 60))); //b9.pressureCooker = true; ////b9.SetPlayerMode(PlayerObjectMode.Two); //gsPlay.AddBouncyBall(.5f, gsPlay.LoadTexture("TestSprites/pickUp"), GridToPosition(new Point(370, 33))).selfIlluminating = true; //Door d17 = gsPlay.AddFadingDoor(Art.platform, GridToPosition(new Point(375, 34)), OpenState.Closed); //gsPlay.AddButton(new EventTrigger(this, d17), 1, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(new Point(370, 35))); //gsPlay.AddBouncyBall(.5f, gsPlay.LoadTexture("TestSprites/pickUp"), GridToPosition(new Point(375, 33))).selfIlluminating = true; //end door //Door d16 = gsPlay.AddFadingDoor(gsPlay.LoadTexture("TestSprites/doorThick"), GridToPosition(new Point(390, 44)), OpenState.Closed); //Button b7 = gsPlay.AddButton(new EventTrigger(this, d16), 2, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(new Point(364, 53))); //364, 53 //Button (365, 45) //Button (365, 60) //672,11 AudioManager.PlayMusic("Forest"); }