예제 #1
0
    void GeneratePlatforms()
    {
        CamToWorldUtility.CameraBounds camBounds = CamToWorldUtility.GetCameraBoundsInWorld(cam);
        float startY = camBounds.down.y;

        // left player
        float p1LeftCorner  = camBounds.left.x;
        float p1RightCorner = camBounds.up.x;

        p1PlatformsGen = gameObject.AddComponent <PlatformGenerator>();
        p1PlatformsGen.Initialize(cam, platforms, platformsContainer, deathRays, deathRaysContainer, p1LeftCorner, p1RightCorner, startY, deathRaysProbability, deathRaysOffset, initialVelocity, velocityIncrement);
        p1PlatformsGen.Generate();

        // right player
        float p2LeftCorner  = camBounds.up.x;
        float p2RightCorner = camBounds.right.x;

        p2PlatformsGen = gameObject.AddComponent <PlatformGenerator>();
        p2PlatformsGen.Initialize(cam, platforms, platformsContainer, deathRays, deathRaysContainer, p2LeftCorner, p2RightCorner, startY, deathRaysProbability, deathRaysOffset, initialVelocity, velocityIncrement);
        p2PlatformsGen.Generate();
    }
예제 #2
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            //Init AI State
            platformGenerator.Initialize();

            //Init Keyboard State
            oldState = Keyboard.GetState();

            //Create Camera
            camera          = new Camera();
            camera.Viewport = new Vector2(GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height);
            camera.Position = new Vector2(0);

            //Init Game State
            countdownVal = countdownStart;

            //Create the Player Component
            player = new Player(new RigidBody2D(new Vector2(0),
                                                new Vector2(0.3f, 0.3f),
                                                new Vector3(0, 0, 0),
                                                0.5f,
                                                false,
                                                new RigidBody2D.FrictionCoefficients()
            {
                StaticCoefficient = 0.0f, DynamicCoefficient = 0.0f
            },
                                                0.8f),
                                75.0f,
                                7500.0f);

            player.BoxCollider = new Vector2(31.5f, 45);
            player.Tag         = "Player";
            player.CameraRef   = camera;
            //Add to the collections
            physics.RigidBodies.Add(player);
            gameObjects.Add(player);

            //Create Enemy Component
            enemy = new Enemy(new RigidBody2D(new Vector2(0),
                                              new Vector2(0.3f, 0.3f),
                                              new Vector3(0, 0, 0),
                                              0.5f,
                                              false,
                                              new RigidBody2D.FrictionCoefficients()
            {
                StaticCoefficient = 0.0f, DynamicCoefficient = 0.0f
            },
                                              0.8f),
                              90.0f,
                              7700.0f,
                              updateStep);
            enemy.AI          = ai;
            enemy.BoxCollider = new Vector2(31.5f, 45);
            enemy.Tag         = "Enemy";
            enemy.CameraRef   = camera;
            physics.RigidBodies.Add(enemy);
            gameObjects.Add(enemy);
            platformGenerator.EnemyReference = enemy;

            //Create the Floor Object
            Platform ground = new Platform();

            ground.Mass = 200;
            ground.IsStaticHorizontal = true;
            ground.Position           = new Vector2(0, camera.Viewport.Y - 20);
            ground.Scale       = new Vector2(0.2f, 0.2f);
            ground.Size        = new Vector2(camera.Viewport.X, 20);
            ground.BoxCollider = new Vector2(camera.Viewport.X, 20);
            ground.Friction    = new RigidBody2D.FrictionCoefficients()
            {
                StaticCoefficient = 0.7f, DynamicCoefficient = 0.7f
            };
            ground.Bounciness = 0.0f;

            WaypointNode leftGround = new WaypointNode();

            leftGround.Position          = new Vector2(ground.Position.X + PlatformGenerator.WaypointEdgeBuffer, ground.Position.Y - player.BoxCollider.Y);
            leftGround.ConnectedPlatform = ground;

            WaypointNode rightGround = new WaypointNode();

            rightGround.Position          = new Vector2(ground.Position.X + ground.Size.X - PlatformGenerator.WaypointEdgeBuffer, ground.Position.Y - player.BoxCollider.Y);
            rightGround.ConnectedPlatform = ground;

            leftGround.ConnectedNodes.Add(rightGround);
            rightGround.ConnectedNodes.Add(leftGround);
            ground.ConnectedWaypoints.AddRange(new WaypointNode[] { leftGround, rightGround });
            ai.WaypointNetwork.AddRange(new WaypointNode[] { leftGround, rightGround });

            previousPlatformRow = new Platform[] { ground };

            //Set initial enemy & player positions
            player.Position    = leftGround.Position;
            enemy.Position     = new Vector2(rightGround.Position.X - enemy.BoxCollider.X, rightGround.Position.Y);
            enemy.NextNode     = rightGround;
            enemy.PreviousNode = rightGround;

            //Create Background Object
            Background bg = new Background();

            bg.SceneCamera = camera;
            bg.TextureFile = "blue_grass.png";

            gameObjects.Add(ground);
            physics.RigidBodies.Add(ground);
            gameObjects.Add(bg);

            //Create the initial on-screen platforms
            List <Platform> platforms = new List <Platform>();

            for (int i = (int)camera.Viewport.Y - PlatformDistance; i > 0 - YPlatformBuffer; i -= PlatformDistance)
            {
                Platform[] platformRow = platformGenerator.GeneratePlatforms(new Vector2(0, i), camera.Viewport.X);
                platforms.AddRange(platformRow);

                WaypointNode[] genPlatforms = platformGenerator.GenerateWaypoints(platformRow, previousPlatformRow, enemy.BoxCollider.Y);
                previousPlatformRow = platformRow;
                ai.WaypointNetwork.AddRange(genPlatforms);
            }
            for (int i = 0; i < platforms.Count; i++)
            {
                platforms[i].Initialize();
                gameObjects.Add(platforms[i]);
                physics.RigidBodies.Add(platforms[i]);
            }

            nextPlatformY = camera.Position.Y - YPlatformBuffer;

            //Initialise all our game objects
            for (int i = 0; i < gameObjects.Count; i++)
            {
                gameObjects[i].Initialize();
            }
            base.Initialize();

            //Set the initial game state
            currentGameState = GameState.Countdown;
        }