public override void Load() { base.Load(); LoadFromFile("Content/Map/Level1.tmx"); Objects.Player playerObject = GetObjectsByClass <Assets.Objects.Player>()[0]; if (playerObject == null) { throw new ApplicationException("something went wrong"); } Graphics.ViewManager.Instance.PlayerTransform = playerObject.transform; foreach (Core.GameObject o in objects) { if (o is Objects.BaseAlien) { (o as Objects.BaseAlien).aiAttack.target = playerObject; (o as Objects.BaseAlien).navigation.LoadNavigation(); (o as Objects.BaseAlien).navigation.target = playerObject; } else if (o is Objects.FloorExit) { (o as Objects.FloorExit).GetComponent <Gameplay.ChangeLevel>().nextLevel = "level2"; } } Gameplay.DoorTerminal dt = interactibles[0].GetComponent <Gameplay.DoorTerminal>(); dt.doors.Add(doors[0]); dt.doors.Add(doors[1]); MediaPlayer.Play(Audio.SoundContainer.Instance.GetSong("01")); Physics.PhysicsManager.player = playerObject.GetComponent <Physics.Collider.Collider>(); }
// Convert "server" player (with times) into a "client" player that displays things public Trivia.Objects.Player GetDepartedPlayerForClient() { Trivia.Objects.Player client = new Objects.Player(); client.Name = this.Name; client.Location = this.Location; client.RecentlyDeparted = true; client.RecentlyJoined = false; TimeSpan disconnectedDuration = DateTime.Now - this.DisconnectedTimestamp; client.DurationForSorting = disconnectedDuration; if ((int)disconnectedDuration.TotalMinutes < 1) { client.DurationPhrase = "<1 minute ago"; } else if ((int)disconnectedDuration.TotalMinutes == 1) { client.DurationPhrase = "1 minute ago"; } else if ((int)disconnectedDuration.TotalMinutes <= 10) { client.DurationPhrase = string.Format("{0} minutes ago", (int)disconnectedDuration.TotalMinutes); } return client; }
void OnTriggerEnter(Collider collision) { if (collision.gameObject.tag == "FootHead") { Objects.Player playerObj = collision.gameObject.GetComponentInParent <Objects.Player>(); playerObj.ResetJumps(); this.Damage(1); } else if (collision.gameObject.tag == "Sides") { Classes.Player player = collision.gameObject.GetComponentInParent <Classes.Player>(); player.Damage(1); // Give the player 1 second of invincibility after being damaged. Spells.Spell sp = player.GetSpell("NP_Invulnerability"); if (sp == null) { Debug.Log("Unable to get Invulnerability spell"); } Spells.Invulnerability inv = (Spells.Invulnerability)sp; inv.SetDuration(1); player.ReceiveBuff(inv); inv.Cast(); } else if (collision.gameObject.tag == "Projectile") { this.Damage(1); } }
public override void Load() { base.Load(); LoadFromFile("Content/Map/Level9.tmx"); Objects.Player playerObject = GetObjectsByClass <Assets.Objects.Player>()[0]; if (playerObject == null) { throw new ApplicationException("something went wrong"); } Graphics.ViewManager.Instance.PlayerTransform = playerObject.transform; foreach (Core.GameObject o in objects) { if (o is Objects.BaseAlien) { (o as Objects.BaseAlien).aiAttack.target = playerObject; (o as Objects.BaseAlien).navigation.LoadNavigation(); (o as Objects.BaseAlien).navigation.target = playerObject; } else if (o is Objects.FloorExit) { (o as Objects.FloorExit).GetComponent <Gameplay.ChangeLevel>().nextLevel = "ending"; } } Gameplay.DoorTerminal dt = interactibles[0].GetComponent <Gameplay.DoorTerminal>(); dt.doors.Add(doors[6]); dt.doors.Add(doors[7]); dt = interactibles[1].GetComponent <Gameplay.DoorTerminal>(); dt.doors.Add(doors[0]); dt.doors.Add(doors[1]); dt.doors.Add(doors[3]); dt.doors.Add(doors[5]); dt = interactibles[2].GetComponent <Gameplay.DoorTerminal>(); dt.doors.Add(doors[2]); dt.doors.Add(doors[4]); dt.doors.Add(doors[3]); dt.doors.Add(doors[5]); dt = interactibles[3].GetComponent <Gameplay.DoorTerminal>(); dt.doors.Add(doors[2]); dt.doors.Add(doors[4]); doors[8].GetComponent <Graphics.Sprite>().rect = (doors[2] as Objects.Door).open03; doors[8].GetComponent <Graphics.StackAnimator>().SetAnimation("Close"); doors[9].GetComponent <Graphics.Sprite>().rect = (doors[3] as Objects.Door).open03; doors[9].GetComponent <Graphics.StackAnimator>().SetAnimation("Close"); MediaPlayer.Play(Audio.SoundContainer.Instance.GetSong("05_02")); Graphics.ViewManager.Instance.activeEffects.Add(Graphics.EffectContainer.Instance.GetEffect("LightOff")); Physics.PhysicsManager.player = playerObject.GetComponent <Physics.Collider.Collider>(); }
public GameScene() { bgLayer = new asd.Layer2D(); layer = new asd.Layer2D(); uiLayer = new asd.Layer2D(); camera = new asd.CameraObject2D { Src = new asd.RectI(200, 0, 400, 600), Dst = new asd.RectI(200, 0, 400, 600) }; player = new Objects.Player(); }
private void UpdateStatus() { Objects.Player p = Read.GetPlayerInfo(); //updateClients(); this.Dispatcher.Invoke(delegate { this.Title = Read.getMyName(); XpDisplay.Content = "Xp: " + Read.XpNextLevel() + " / " + Read.Exp(); HpDisplay.Content = "Hp: " + p.Hp + " / " + Read.MaxHp(); MpDisplay.Content = "Mp: " + p.Mp + " / " + Read.MaxMp(); Level.Content = "Level: " + Read.Level(); LastUsedDisplay.Content = "Last Used: " + Read.LastUsed(); Util.Hotkeys = Read.getHotkeys(); }); }
private void ResetJumps() { Objects.Player player = this.caster.GetComponent <Objects.Player>(); Rigidbody rb = this.caster.GetComponent <Rigidbody>(); if (rb != null) { rb.velocity = Vector3.zero; } if (player != null) { player.ResetJumps(); } }
void Start() { this.biped = GetComponent <Objects.Player>(); this.player = GetComponent <Classes.Player>(); // XXX Set this in Unity Input manager. this.fixedQueue = new Queue <System.Action>(); this.controller = new Internal.InputController(); this.controller.RegisterMouse(1, this.BlinkAction); this.controller.RegisterMouse(0, this.LaserAction); this.controller.RegisterKey(KeyCode.Space, this.JumpAction); }
// Convert "server" player (with times) into a "client" player that displays things public Trivia.Objects.Player GetConnectedPlayerForClient() { Trivia.Objects.Player client = new Objects.Player(); client.Name = this.Name; client.Location = this.Location; client.IsActivelyPlaying = this.LastActivityTimestamp.AddMinutes(TriviaServer.ActivePlayerTimeCutoffInMinutes) >= DateTime.Now; client.RecentlyDeparted = false; client.RecentlyJoined = false; TimeSpan connectedDuration = DateTime.Now - this.FirstConnectedTimestamp; client.DurationForSorting = connectedDuration; if ((int)connectedDuration.TotalMinutes < 1) { client.DurationPhrase = "<1 minute"; } else if ((int)connectedDuration.TotalMinutes == 1) { client.DurationPhrase = "1 minute"; } else if ((int)connectedDuration.TotalMinutes <= 10) { client.DurationPhrase = string.Format("{0} minutes", (int)connectedDuration.TotalMinutes); } else if ((int)connectedDuration.TotalMinutes < 60) { // Round down to the 5 minutes int roundedDown = ((int)connectedDuration.TotalMinutes / 5) * 5; client.DurationPhrase = string.Format("{0} minutes", roundedDown); } else { client.DurationPhrase = string.Format("{0} hour{1}", (int)connectedDuration.TotalHours, connectedDuration.TotalHours > 1 ? "s", ""); } // Special if (!(client.IsActivelyPlaying)) { client.DurationPhrase = string.Format("idle {0}", client.DurationPhrase); } return client; }
public override void Load() { base.Load(); Vector2 alienPos = new Vector2(350f, 170f); GameManager.SpawnObject(new Objects.Alien01(alienPos, new Vector2(sceneScale, sceneScale), (float)(Math.PI))); Vector2 playerPos = new Vector2(20f, 650f); Objects.Player player = new Objects.Player(playerPos, new Vector2(sceneScale, sceneScale), 0f); GameManager.SpawnObject(player); Vector2 step = alienPos - playerPos; step /= 10f; for (int i = 0; i < 9; ++i) { playerPos += step; Core.GameObject gameObject = new Objects.Banana(playerPos, new Vector2(sceneScale, sceneScale)); GameManager.SpawnObject(gameObject); } Graphics.ViewManager.Instance.PlayerTransform = player.transform; }
public override void Load() { base.Load(); //DODAWANIE PODŁOGI for (int x = -1; x < 11; ++x) { for (int y = 0; y < 9; ++y) { GameManager.SpawnObject(new Objects.FloorCrate01(new Vector2(x * 32f * sceneScale, y * 32f * sceneScale), new Vector2(sceneScale, sceneScale), 0f)); } } //DODAWANIE ŚCIAN for (int x = 0; x < 10; ++x) { if (x == 9) { GameManager.SpawnObject(new Objects.WallDoor(new Vector2(x * 32f * sceneScale, 0 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); } else { GameManager.SpawnObject(new Objects.Wall(new Vector2(x * 32f * sceneScale, 0 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); } } for (int x = 0; x < 10; ++x) { if (x == 4) { GameManager.SpawnObject(new Objects.DoorLeft(new Vector2(x * 32f * sceneScale, 8 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), 0f)); } else if (x == 5) { GameManager.SpawnObject(new Objects.DoorRight(new Vector2(x * 32f * sceneScale, 8 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), 0f)); } else { GameManager.SpawnObject(new Objects.Wall(new Vector2(x * 32f * sceneScale, 8 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), 0f)); } } GameManager.SpawnObject(new Objects.WallCorner(new Vector2(-1 * 32f * sceneScale, 0 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.WallCorner(new Vector2(10 * 32f * sceneScale, 0 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), -(float)(Math.PI * 0.5f))); for (int y = 1; y < 8; ++y) { GameManager.SpawnObject(new Objects.Wall(new Vector2(-1 * 32f * sceneScale, y * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI * 0.5f))); } for (int y = 1; y < 8; ++y) { GameManager.SpawnObject(new Objects.Wall(new Vector2(10 * 32f * sceneScale, y * 32f * sceneScale), new Vector2(sceneScale, sceneScale), -(float)(Math.PI * 0.5f))); } GameManager.SpawnObject(new Objects.WallCorner(new Vector2(-1 * 32f * sceneScale, 8 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI * 0.5f))); GameManager.SpawnObject(new Objects.WallCorner(new Vector2(10 * 32f * sceneScale, 8 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), 0f)); //INTERAKTYWNE ELEMENY /*GameManager.SpawnObject(new Objects.Computer(new Vector2(12 * 32f, 2 * 32f + 8f)));*/ //DODAWANIE POSTACI Objects.Player player = new Objects.Player(new Vector2(20f, 650f), new Vector2(sceneScale, sceneScale), 0f); GameManager.SpawnObject(player); Graphics.ViewManager.Instance.PlayerTransform = player.transform; GameManager.SpawnObject(new Objects.Alien01(new Vector2(350f, 170f), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.Alien01(new Vector2(420f, 200f), new Vector2(sceneScale, sceneScale), (float)(Math.PI * 0.5f))); GameManager.SpawnObject(new Objects.Alien01(new Vector2(320f, 280f), new Vector2(sceneScale, sceneScale), (float)(Math.PI * 1.1f))); GameManager.SpawnObject(new Objects.Alien01(new Vector2(520f, 300f), new Vector2(sceneScale, sceneScale), (float)(Math.PI * 1.8f))); GameManager.SpawnObject(new Objects.Alien03(new Vector2(350f, 570f), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.Alien03(new Vector2(450f, 600f), new Vector2(sceneScale, sceneScale), (float)(Math.PI * 0.5f))); GameManager.SpawnObject(new Objects.Alien03(new Vector2(320f, 680f), new Vector2(sceneScale, sceneScale), (float)(Math.PI * 1.1f))); GameManager.SpawnObject(new Objects.Alien03(new Vector2(520f, 700f), new Vector2(sceneScale, sceneScale), (float)(Math.PI * 1.8f))); GameManager.SpawnObject(new Objects.Alien02(new Vector2(650f, 570f), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.Alien02(new Vector2(720f, 600f), new Vector2(sceneScale, sceneScale), (float)(Math.PI * 0.5f))); GameManager.SpawnObject(new Objects.Alien02(new Vector2(620f, 680f), new Vector2(sceneScale, sceneScale), (float)(Math.PI * 1.1f))); GameManager.SpawnObject(new Objects.Alien02(new Vector2(820f, 700f), new Vector2(sceneScale, sceneScale), (float)(Math.PI * 1.8f))); GameManager.SpawnObject(new Objects.Banana(new Vector2(450f, 470f), new Vector2(sceneScale, sceneScale), 0f)); GameManager.SpawnObject(new Objects.Nut(new Vector2(490f, 490f), new Vector2(sceneScale, sceneScale), 0f)); GameManager.SpawnObject(new Objects.AmmoRiffle(new Vector2(190f, 590f), new Vector2(sceneScale, sceneScale), 0f)); GameManager.SpawnObject(new Objects.AmmoGun(new Vector2(290f, 590f), new Vector2(sceneScale, sceneScale), 0f)); GameManager.SpawnObject(new Objects.AmmoLuncher(new Vector2(390f, 590f), new Vector2(sceneScale, sceneScale), 0f)); GameManager.SpawnObject(new Objects.HalfWall(new Vector2(500f, 140f), new Vector2(sceneScale, sceneScale), 0f)); GameManager.SpawnObject(new Objects.Column(new Vector2(590f, 140f), new Vector2(sceneScale, sceneScale), 0f)); GameManager.SpawnObject(new Objects.Cockpit(new Vector2(690f, 32f), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.Fridge(new Vector2(754f, 32f), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.Armchair(new Vector2(680f, 64f), new Vector2(sceneScale, sceneScale), (float)(Math.PI * 0.15f))); GameManager.SpawnObject(new Objects.Case(new Vector2(442f, 16f), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.CaseCaffe(new Vector2(250f, 16f), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.CaseMicrowave(new Vector2(346f, 16f), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.Table(new Vector2(346f, 110f), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.NeonSign(new Vector2(442f, 1f), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.Terminal(new Vector2(96f, 3f), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.ButtonWall(new Vector2(0f, 3f), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); // GameManager.SpawnObject(new Objects.AmmoAmount()); //GameManager.SpawnObject(new Objects.SimpleButton()); }
private void Run() { while (true) { try { this.ResetEvent.Wait(); if (this.WaypointExecutedBegin != null) { this.WaypointExecutedBegin(this.CurrentWaypoint); } bool success = false, firstRun = true; Objects.Location currentSubNode = Objects.Location.Invalid; while (!this.Cancel) { this.ResetEventTilesUpdated.WaitOne(); if (this.Cancel) { break; } Objects.Player player = this.Parent.Client.Player; Objects.Location playerLoc = player.Location; if (player.Z != this.CurrentWaypoint.Location.Z) { break; } if (firstRun) { firstRun = false; } else { if (this.Parent.Client.Window.StatusBar.GetText() == Enums.StatusBar.ThereIsNoWay) { this.Parent.Client.Window.StatusBar.SetText(string.Empty); success = false; break; } } bool isOnScreen = playerLoc.IsOnScreen(this.CurrentWaypoint.Location), doBreak = false; var tilesToLocation = isOnScreen ? playerLoc.GetTilesToLocation(this.Parent.Client, this.CurrentWaypoint.Location, this.CachedTiles, this.Parent.PathFinder) .ToList <Objects.PathFinder.Node>() : new List <Objects.PathFinder.Node>(); switch (this.CurrentWaypoint.Type) { case Waypoint.Types.Walk: #region walk if (playerLoc == this.CurrentWaypoint.Location) { doBreak = true; success = true; break; } if (isOnScreen && tilesToLocation.Count == 0) { doBreak = true; success = false; break; } if (!player.IsWalking || player.GoTo != this.CurrentWaypoint.Location) { player.GoTo = this.CurrentWaypoint.Location; } #endregion break; case Waypoint.Types.Node: #region node if (playerLoc == this.CurrentWaypoint.Location) { doBreak = true; success = true; break; } if (isOnScreen && tilesToLocation.Count == 0) { doBreak = true; success = false; break; } // check if the player is already walking to a node if (player.IsWalking) { int range = this.Parent.CurrentSettings.NodeRadius; Objects.Location currentGoTo = player.GoTo; bool found = false; for (int x = -range; x <= range; x++) { for (int y = -range; y <= range; y++) { Objects.Location subNode = this.CurrentWaypoint.Location.Offset(x, y); if (currentGoTo != subNode) { continue; } // check distance to node if (isOnScreen) { var tilesToSubNode = playerLoc.GetTilesToLocation(this.Parent.Client, subNode, this.CachedTiles, this.Parent.PathFinder, true).ToArray(); if (tilesToSubNode.Length <= this.Parent.CurrentSettings.NodeSkipRange) { success = true; doBreak = true; break; } } found = true; break; } if (found) { break; } } if (found) { break; } } else if (playerLoc.DistanceTo(this.CurrentWaypoint.Location) <= this.Parent.CurrentSettings.NodeSkipRange) { success = true; doBreak = true; break; } // find new node to walk to if (isOnScreen) { Map.Tile tile = this.CachedTiles.GetTile(this.CurrentWaypoint.Location); if (tile == null) { doBreak = true; success = false; break; } Map.TileCollection nearbyTiles = this.CachedTiles.GetNearbyTileCollection(tile, this.Parent.CurrentSettings.NodeRadius); Objects.Location loc = tilesToLocation.Count != 0 ? tile.WorldLocation : Objects.Location.Invalid; List <Map.Tile> goodTiles = new List <Map.Tile>(); foreach (Map.Tile nearbyTile in nearbyTiles.GetTiles()) { bool isReachable = playerLoc.CanReachLocation(this.Parent.Client, nearbyTile.WorldLocation, this.CachedTiles, this.Parent.PathFinder); if (isReachable) { goodTiles.Add(nearbyTile); } } if (goodTiles.Count > 0) { loc = goodTiles[new Random().Next(goodTiles.Count)].WorldLocation; } if (loc.IsValid()) { player.GoTo = loc; } else { doBreak = true; success = false; break; } } else if (this.Parent.CurrentSettings.UseAlternateNodeFinder) { int range = this.Parent.CurrentSettings.NodeRadius; Random rand = new Random(); Objects.Location loc = this.CurrentWaypoint.Location; for (int x = -range; x <= range; x++) { for (int y = -range; y <= range; y++) { Objects.Location subNode = this.CurrentWaypoint.Location.Offset( rand.Next(-range, range + 1), rand.Next(-range, range + 1)); if (!this.Parent.Client.Modules.MapViewer.IsWalkable(subNode)) { continue; } loc = subNode; break; } if (loc != this.CurrentWaypoint.Location) { break; } } player.GoTo = loc; } else // use stored subnodes { Objects.Location loc = this.CurrentWaypoint.Location; if (this.CurrentWaypoint.NodeLocations.Count > 0) { int index = -1, newIndex = new Random().Next(-1, this.CurrentWaypoint.NodeLocations.Count); if (newIndex != index) { loc = this.CurrentWaypoint.NodeLocations[newIndex]; } } player.GoTo = loc; } #endregion break; case Waypoint.Types.Machete: case Waypoint.Types.Pick: case Waypoint.Types.Rope: case Waypoint.Types.Shovel: #region tools // check if we're adjacent to the waypoint if (playerLoc.IsAdjacentTo(this.CurrentWaypoint.Location)) { Objects.Item tool = null; switch (this.CurrentWaypoint.Type) { case Waypoint.Types.Machete: tool = this.Parent.Client.Inventory.GetItem(this.Parent.Client.ItemList.Tools.Machete); break; case Waypoint.Types.Pick: tool = this.Parent.Client.Inventory.GetItem(this.Parent.Client.ItemList.Tools.Pick); break; case Waypoint.Types.Rope: tool = this.Parent.Client.Inventory.GetItem(this.Parent.Client.ItemList.Tools.Rope); break; case Waypoint.Types.Shovel: tool = this.Parent.Client.Inventory.GetItem(this.Parent.Client.ItemList.Tools.Shovel); break; } if (tool == null) { doBreak = true; success = false; break; } Map.Tile tile = this.CachedTiles.GetTile(this.CurrentWaypoint.Location); if (tile == null) { success = false; doBreak = true; break; } Map.TileObject topItem = tile.GetTopUseItem(true); if (this.CurrentWaypoint.Type != Waypoint.Types.Rope) { tool.UseOnTileObject(topItem); success = true; doBreak = true; } else { if (topItem.StackIndex != 0) { // find a non-blocking adjacent tile var adjacentTiles = this.CachedTiles.GetAdjacentTileCollection(tile).GetTiles() .ToList <Map.Tile>(); Map.Tile bestTile = tile; foreach (Map.Tile t in adjacentTiles.ToArray()) { if (!t.IsWalkable()) { adjacentTiles.Remove(t); } } if (adjacentTiles.Count > 0) { bestTile = adjacentTiles[new Random().Next(adjacentTiles.Count)]; } topItem.Move(bestTile.ToItemLocation()); } else { tool.UseOnTileObject(topItem); for (int i = 0; i < 3; i++) { Thread.Sleep(100); if (player.Z != this.CurrentWaypoint.Location.Z) { doBreak = true; success = true; break; } } } } break; } else if (isOnScreen) { Map.Tile tile = this.CachedTiles.GetTile(this.CurrentWaypoint.Location); if (tile == null) { success = false; doBreak = true; break; } Map.TileCollection adjacentTiles = this.CachedTiles.GetAdjacentTileCollection(tile); Objects.Location bestLoc = Objects.Location.Invalid; int distance = int.MaxValue; foreach (Map.Tile adjTile in adjacentTiles.GetTiles()) { if (!adjTile.IsWalkable()) { continue; } var tilesToAdjTile = playerLoc.GetTilesToLocation(this.Parent.Client, adjTile.WorldLocation, this.CachedTiles, this.Parent.PathFinder, true) .ToArray <Objects.PathFinder.Node>(); if (tilesToAdjTile.Length == 0) { continue; } if (tilesToAdjTile.Length < distance) { bestLoc = adjTile.WorldLocation; distance = tilesToAdjTile.Length; } } if (bestLoc.IsValid()) { player.GoTo = bestLoc; } else { doBreak = true; success = false; break; } } else if (!player.IsWalking) { player.GoTo = this.CurrentWaypoint.Location; } #endregion break; case Waypoint.Types.Ladder: #region ladder if (player.IsWalking) { break; } if (isOnScreen) { Map.Tile tile = this.CachedTiles.GetTile(this.CurrentWaypoint.Location); if (tile == null) { doBreak = true; success = false; break; } if (playerLoc.DistanceTo(this.CurrentWaypoint.Location) < 2) { Map.TileObject topItem = tile.GetTopUseItem(false); if (topItem == null) { doBreak = true; success = false; break; } for (int i = 0; i < 3; i++) { topItem.Use(); Thread.Sleep(300); if (player.Z != this.CurrentWaypoint.Location.Z) { doBreak = true; success = true; break; } } break; } // find suitable loc to walk to int distance = int.MaxValue; Objects.Location bestLoc = Objects.Location.Invalid; foreach (Map.Tile adjTile in this.CachedTiles.GetAdjacentTileCollection(tile).GetTiles()) { if (!adjTile.IsWalkable()) { continue; } var tilesToAdjTile = playerLoc.GetTilesToLocation(this.Parent.Client, adjTile.WorldLocation, this.CachedTiles, this.Parent.PathFinder, true) .ToArray <Objects.PathFinder.Node>(); if (tilesToAdjTile.Length == 0) { continue; } if (tilesToAdjTile.Length < distance) { distance = tilesToAdjTile.Length; bestLoc = adjTile.WorldLocation; } } if (bestLoc.IsValid()) { player.GoTo = bestLoc; } else { doBreak = true; success = false; } break; } else { player.GoTo = this.CurrentWaypoint.Location; } #endregion break; } if (doBreak) { break; } } if (this.WaypointExecutedEnd != null) { this.WaypointExecutedEnd(this.CurrentWaypoint, success); } this.ResetEvent.Reset(); } catch (Exception ex) { if (this.ErrorOccurred != null) { this.ErrorOccurred(ex); } } } }
public override void Load() { base.Load(); int offsetX = 0; //DODAWANIE POSTACI Objects.Player player = new Objects.Player(new Vector2(0, -50), new Vector2(sceneScale, sceneScale), 0f); GameManager.SpawnObject(player); Graphics.ViewManager.Instance.PlayerTransform = player.transform; GameManager.SpawnObject(new Objects.Wall(new Vector2(32f * sceneScale * sceneScale + offsetX, 1 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), 0)); GameManager.SpawnObject(new Objects.Wall(new Vector2(32f * sceneScale * sceneScale + offsetX, 3 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.Wall(new Vector2(32f * sceneScale * sceneScale + offsetX, 5 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.Wall(new Vector2(32f * sceneScale * sceneScale + offsetX, 7 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)((Math.PI / 2) + Math.PI))); GameManager.SpawnObject(new Objects.WallDoor(new Vector2(2 * 32f * sceneScale * sceneScale + offsetX, 1 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), 0)); GameManager.SpawnObject(new Objects.WallDoor(new Vector2(2 * 32f * sceneScale * sceneScale + offsetX, 3 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.WallDoor(new Vector2(2 * 32f * sceneScale * sceneScale + offsetX, 5 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.WallDoor(new Vector2(2 * 32f * sceneScale * sceneScale + offsetX, 7 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), -(float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.WallCorner(new Vector2(3 * 32f * sceneScale * sceneScale + offsetX, 1 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), 0)); GameManager.SpawnObject(new Objects.WallCorner(new Vector2(3 * 32f * sceneScale * sceneScale + offsetX, 3 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.WallCorner(new Vector2(3 * 32f * sceneScale * sceneScale + offsetX, 5 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.WallCorner(new Vector2(3 * 32f * sceneScale * sceneScale + offsetX, 7 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), -(float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.DoorLeft(new Vector2(4 * 32f * sceneScale * sceneScale + offsetX, 1 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), 0)); GameManager.SpawnObject(new Objects.DoorLeft(new Vector2(4 * 32f * sceneScale * sceneScale + offsetX, 3 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.DoorLeft(new Vector2(4 * 32f * sceneScale * sceneScale + offsetX, 5 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.DoorLeft(new Vector2(4 * 32f * sceneScale * sceneScale + offsetX, 7 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), -(float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.DoorRight(new Vector2(5 * 32f * sceneScale * sceneScale + offsetX, 1 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), 0)); GameManager.SpawnObject(new Objects.DoorRight(new Vector2(5 * 32f * sceneScale * sceneScale + offsetX, 3 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.DoorRight(new Vector2(5 * 32f * sceneScale * sceneScale + offsetX, 5 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.DoorRight(new Vector2(5 * 32f * sceneScale * sceneScale + offsetX, 7 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), -(float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.Alien01(new Vector2(6 * 32f * sceneScale * sceneScale + offsetX, 1 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), 0)); GameManager.SpawnObject(new Objects.Alien01(new Vector2(6 * 32f * sceneScale * sceneScale + offsetX, 3 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.Alien01(new Vector2(6 * 32f * sceneScale * sceneScale + offsetX, 5 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.Alien01(new Vector2(6 * 32f * sceneScale * sceneScale + offsetX, 7 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), -(float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.Alien02(new Vector2(7 * 32f * sceneScale * sceneScale + offsetX, 1 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), 0)); GameManager.SpawnObject(new Objects.Alien02(new Vector2(7 * 32f * sceneScale * sceneScale + offsetX, 3 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.Alien02(new Vector2(7 * 32f * sceneScale * sceneScale + offsetX, 5 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.Alien02(new Vector2(7 * 32f * sceneScale * sceneScale + offsetX, 7 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), -(float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.Alien03(new Vector2(8 * 32f * sceneScale * sceneScale + offsetX, 1 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), 0)); GameManager.SpawnObject(new Objects.Alien03(new Vector2(8 * 32f * sceneScale * sceneScale + offsetX, 3 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.Alien03(new Vector2(8 * 32f * sceneScale * sceneScale + offsetX, 5 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.Alien03(new Vector2(8 * 32f * sceneScale * sceneScale + offsetX, 7 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), -(float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.Banana(new Vector2(9 * 32f * sceneScale * sceneScale + offsetX, 1 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), 0)); GameManager.SpawnObject(new Objects.Banana(new Vector2(9 * 32f * sceneScale * sceneScale + offsetX, 3 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.Banana(new Vector2(9 * 32f * sceneScale * sceneScale + offsetX, 5 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.Banana(new Vector2(9 * 32f * sceneScale * sceneScale + offsetX, 7 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), -(float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.Nut(new Vector2(10 * 32f * sceneScale * sceneScale + offsetX, 1 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), 0)); GameManager.SpawnObject(new Objects.Nut(new Vector2(10 * 32f * sceneScale * sceneScale + offsetX, 3 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.Nut(new Vector2(10 * 32f * sceneScale * sceneScale + offsetX, 5 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.Nut(new Vector2(10 * 32f * sceneScale * sceneScale + offsetX, 7 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), -(float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.AmmoRiffle(new Vector2(11 * 32f * sceneScale * sceneScale + offsetX, 1 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), 0)); GameManager.SpawnObject(new Objects.AmmoRiffle(new Vector2(11 * 32f * sceneScale * sceneScale + offsetX, 3 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.AmmoRiffle(new Vector2(11 * 32f * sceneScale * sceneScale + offsetX, 5 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.AmmoRiffle(new Vector2(11 * 32f * sceneScale * sceneScale + offsetX, 7 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), -(float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.AmmoGun(new Vector2(12 * 32f * sceneScale * sceneScale + offsetX, 1 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), 0)); GameManager.SpawnObject(new Objects.AmmoGun(new Vector2(12 * 32f * sceneScale * sceneScale + offsetX, 3 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.AmmoGun(new Vector2(12 * 32f * sceneScale * sceneScale + offsetX, 5 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.AmmoGun(new Vector2(12 * 32f * sceneScale * sceneScale + offsetX, 7 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), -(float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.AmmoLuncher(new Vector2(13 * 32f * sceneScale * sceneScale + offsetX, 1 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), 0)); GameManager.SpawnObject(new Objects.AmmoLuncher(new Vector2(13 * 32f * sceneScale * sceneScale + offsetX, 3 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.AmmoLuncher(new Vector2(13 * 32f * sceneScale * sceneScale + offsetX, 5 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.AmmoLuncher(new Vector2(13 * 32f * sceneScale * sceneScale + offsetX, 7 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), -(float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.HalfWall(new Vector2(14 * 32f * sceneScale * sceneScale + offsetX, 1 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), 0)); GameManager.SpawnObject(new Objects.HalfWall(new Vector2(14 * 32f * sceneScale * sceneScale + offsetX, 3 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.HalfWall(new Vector2(14 * 32f * sceneScale * sceneScale + offsetX, 5 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.HalfWall(new Vector2(14 * 32f * sceneScale * sceneScale + offsetX, 7 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), -(float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.Column(new Vector2(15 * 32f * sceneScale * sceneScale + offsetX, 1 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), 0)); GameManager.SpawnObject(new Objects.Column(new Vector2(15 * 32f * sceneScale * sceneScale + offsetX, 3 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.Column(new Vector2(15 * 32f * sceneScale * sceneScale + offsetX, 5 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.Column(new Vector2(15 * 32f * sceneScale * sceneScale + offsetX, 7 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), -(float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.Cockpit(new Vector2(16 * 32f * sceneScale * sceneScale + offsetX, 1 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), 0)); GameManager.SpawnObject(new Objects.Cockpit(new Vector2(16 * 32f * sceneScale * sceneScale + offsetX, 3 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.Cockpit(new Vector2(16 * 32f * sceneScale * sceneScale + offsetX, 5 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.Cockpit(new Vector2(16 * 32f * sceneScale * sceneScale + offsetX, 7 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), -(float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.Fridge(new Vector2(17 * 32f * sceneScale * sceneScale + offsetX, 1 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), 0)); GameManager.SpawnObject(new Objects.Fridge(new Vector2(17 * 32f * sceneScale * sceneScale + offsetX, 3 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.Fridge(new Vector2(17 * 32f * sceneScale * sceneScale + offsetX, 5 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.Fridge(new Vector2(17 * 32f * sceneScale * sceneScale + offsetX, 7 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), -(float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.Armchair(new Vector2(18 * 32f * sceneScale * sceneScale + offsetX, 1 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), 0)); GameManager.SpawnObject(new Objects.Armchair(new Vector2(18 * 32f * sceneScale * sceneScale + offsetX, 3 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.Armchair(new Vector2(18 * 32f * sceneScale * sceneScale + offsetX, 5 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.Armchair(new Vector2(18 * 32f * sceneScale * sceneScale + offsetX, 7 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), -(float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.Case(new Vector2(19 * 32f * sceneScale * sceneScale + offsetX, 1 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), 0)); GameManager.SpawnObject(new Objects.Case(new Vector2(19 * 32f * sceneScale * sceneScale + offsetX, 3 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.Case(new Vector2(19 * 32f * sceneScale * sceneScale + offsetX, 5 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.Case(new Vector2(19 * 32f * sceneScale * sceneScale + offsetX, 7 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), -(float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.CaseCaffe(new Vector2(20 * 32f * sceneScale * sceneScale + offsetX, 1 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), 0)); GameManager.SpawnObject(new Objects.CaseCaffe(new Vector2(20 * 32f * sceneScale * sceneScale + offsetX, 3 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.CaseCaffe(new Vector2(20 * 32f * sceneScale * sceneScale + offsetX, 5 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.CaseCaffe(new Vector2(20 * 32f * sceneScale * sceneScale + offsetX, 7 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), -(float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.CaseMicrowave(new Vector2(21 * 32f * sceneScale * sceneScale + offsetX, 1 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), 0)); GameManager.SpawnObject(new Objects.CaseMicrowave(new Vector2(21 * 32f * sceneScale * sceneScale + offsetX, 3 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.CaseMicrowave(new Vector2(21 * 32f * sceneScale * sceneScale + offsetX, 5 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.CaseMicrowave(new Vector2(21 * 32f * sceneScale * sceneScale + offsetX, 7 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), -(float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.Table(new Vector2(22 * 32f * sceneScale * sceneScale + offsetX, 1 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), 0)); GameManager.SpawnObject(new Objects.Table(new Vector2(22 * 32f * sceneScale * sceneScale + offsetX, 3 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.Table(new Vector2(22 * 32f * sceneScale * sceneScale + offsetX, 5 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.Table(new Vector2(22 * 32f * sceneScale * sceneScale + offsetX, 7 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), -(float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.NeonSign(new Vector2(23 * 32f * sceneScale * sceneScale + offsetX, 1 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), 0)); GameManager.SpawnObject(new Objects.NeonSign(new Vector2(23 * 32f * sceneScale * sceneScale + offsetX, 3 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.NeonSign(new Vector2(23 * 32f * sceneScale * sceneScale + offsetX, 5 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.NeonSign(new Vector2(23 * 32f * sceneScale * sceneScale + offsetX, 7 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), -(float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.Terminal(new Vector2(24 * 32f * sceneScale * sceneScale + offsetX, 1 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), 0)); GameManager.SpawnObject(new Objects.Terminal(new Vector2(24 * 32f * sceneScale * sceneScale + offsetX, 3 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.Terminal(new Vector2(24 * 32f * sceneScale * sceneScale + offsetX, 5 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.Terminal(new Vector2(24 * 32f * sceneScale * sceneScale + offsetX, 7 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), -(float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.TerminalOff(new Vector2(25 * 32f * sceneScale * sceneScale + offsetX, 1 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), 0)); GameManager.SpawnObject(new Objects.TerminalOff(new Vector2(25 * 32f * sceneScale * sceneScale + offsetX, 3 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.TerminalOff(new Vector2(25 * 32f * sceneScale * sceneScale + offsetX, 5 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.TerminalOff(new Vector2(25 * 32f * sceneScale * sceneScale + offsetX, 7 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), -(float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.ButtonWall(new Vector2(26 * 32f * sceneScale * sceneScale + offsetX, 1 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), 0)); GameManager.SpawnObject(new Objects.ButtonWall(new Vector2(26 * 32f * sceneScale * sceneScale + offsetX, 3 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.ButtonWall(new Vector2(26 * 32f * sceneScale * sceneScale + offsetX, 5 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.ButtonWall(new Vector2(26 * 32f * sceneScale * sceneScale + offsetX, 7 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), -(float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.ButtonWallClicked(new Vector2(27 * 32f * sceneScale * sceneScale + offsetX, 1 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), 0)); GameManager.SpawnObject(new Objects.ButtonWallClicked(new Vector2(27 * 32f * sceneScale * sceneScale + offsetX, 3 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.ButtonWallClicked(new Vector2(27 * 32f * sceneScale * sceneScale + offsetX, 5 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.ButtonWallClicked(new Vector2(27 * 32f * sceneScale * sceneScale + offsetX, 7 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), -(float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.WallCornerPhillar(new Vector2(28 * 32f * sceneScale * sceneScale + offsetX, 1 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), 0)); GameManager.SpawnObject(new Objects.WallCornerPhillar(new Vector2(28 * 32f * sceneScale * sceneScale + offsetX, 3 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI / 2))); GameManager.SpawnObject(new Objects.WallCornerPhillar(new Vector2(28 * 32f * sceneScale * sceneScale + offsetX, 5 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), (float)(Math.PI))); GameManager.SpawnObject(new Objects.WallCornerPhillar(new Vector2(28 * 32f * sceneScale * sceneScale + offsetX, 7 * 32f * sceneScale), new Vector2(sceneScale, sceneScale), -(float)(Math.PI / 2))); }
// Add blocks to the scene to test collision detection. private void AddStartingBlocks() { player = new Objects.Player(this, new Vector2(0, ScreenArea.Height/2)); new Objects.Platform(this, new Vector2(-160, 500), 11, 1); }