예제 #1
0
 //shooting to the left
 public void Shootingl(Fire f)
 {
     isShootingl = true;
     water.Shootl();
     //if collides with a fire, get rid of the fire and stop water
     if (water.waterRec.Intersects(f.location))
     {
         f.health   -= 101;
         f.damage    = 0;
         f.location  = new Rectangle(0, 0, 0, 0);
         isShootingl = false;
     }
     //if it goes x distance, stop the water
     else if (water.dtraveled >= water.distance)
     {
         f.health   -= 101;
         f.damage    = 0;
         f.location  = new Rectangle(0, 0, 0, 0);
         isShootingl = false;
     }
 }
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()
        {
            IsMouseVisible = true;
            player = new Player(0,300,100,200);
            damsel = new NPC(200, -390, 50, 100);
            wincon = new Rectangle(0, 350, 100, 200);

            //table1 = new Table(1900, 530, 200, 100);
            //chair1 = new Table(190, 140, 120, 175);
            //chair2 = new Table(850, -135, 120, 175);

            house = new House();

            font = Content.Load<SpriteFont>("mainFont");

            //inistialize the two keyboards
            kbState = new KeyboardState();
            previousState = new KeyboardState();

            //makes horizontal ground objects
            ground1 = new Ground(-400, 625, 3075, 20);
            ground2 = new Ground(105, 300, 1750, 20);
            ground3 = new Ground(2100, 300, 550, 20);
            ground4 = new Ground(390, 30, 2250, 20);
            ground5 = new Ground(105, -300, 675, 20);
            ground6 = new Ground(970, -300, 267, 20);
            ground7 = new Ground(105, -530, 1130, 20);
            //makes vertical ground objects
            ground8 = new Ground(-10, -500, 20, 1000);
            ground9 = new Ground(105, -530, 20, 830);
            ground10 = new Ground(2650, 300, 20, 330);
            ground11 = new Ground(2630, -450, 20, 750);
            ground12 = new Ground(1230, -530, 20, 250);

            //initalizes list of floors
            glsth = new List<Ground>();
            glsth.Add(ground1);
            glsth.Add(ground2);
            glsth.Add(ground3);
            glsth.Add(ground4);
            glsth.Add(ground5);
            glsth.Add(ground6);
            glsth.Add(ground7);

            //inits list of walls
            glstv = new List<Ground>();
            glstv.Add(ground8);
            glstv.Add(ground9);
            glstv.Add(ground10);
            glstv.Add(ground11);
            glstv.Add(ground12);

            //makes fire objects
            //first floor
            fire1 = new Fire(550, 530, 100, 100);
            fire2 = new Fire(570, 400, 100, 100);
            fire3 = new Fire(150, 300, 100, 100);
            fire4 = new Fire(750, 320, 100, 100);
            fire5 = new Fire(1150, 400, 100, 100);
            fire6 = new Fire(900, 430, 100, 100);
            fire7 = new Fire(1280, 350, 100, 100);
            fire8 = new Fire(1620, 530, 100, 100);
            fire9 = new Fire(1710, 530, 100, 100);
            fire10 = new Fire(1670, 430, 100, 100);
            fire11 = new Fire(1800, 530, 100, 100);
            fire12 = new Fire(1700, 330, 100, 100);
            fire13 = new Fire(2200, 530, 100, 100);
            fire14 = new Fire(2100, 450, 100, 100);
            fire15 = new Fire(2180, 370, 100, 100);
            fire16 = new Fire(2580, 430, 100, 100);
            fire17 = new Fire(2520, 530, 100, 100);
            //second floor
            fire18 = new Fire(2520, 210, 100, 100);
            fire19 = new Fire(2420, 210, 100, 100);
            fire20 = new Fire(2180, 100, 100, 100);
            fire21 = new Fire(1650, 110, 100, 100);
            fire22 = new Fire(1400, 100, 100, 100);
            fire23 = new Fire(1250, 210, 100, 100);
            fire24 = new Fire(1090, 180, 100, 100);
            fire25 = new Fire(950, 80, 100, 100);
            fire26 = new Fire(830, 115, 100, 100);
            fire27 = new Fire(700, 120, 100, 100);
            fire28 = new Fire(550, 210, 100, 100);
            fire29 = new Fire(790, 210, 100, 100);
            fire30 = new Fire(240, 95, 100, 100);
            //third floor
            fire31 = new Fire(420, -125, 100, 100);
            fire32 = new Fire(750, -60, 100, 100);
            fire33 = new Fire(850, -60, 100, 100);
            fire34 = new Fire(2520, -60, 100, 100);
            fire35 = new Fire(2400, -320, 100, 100);
            //forth floor
            fire36 = new Fire(1130, -390, 100, 100);
            fire37 = new Fire(1020, -450, 100, 100);
            fire38 = new Fire(1120, -500, 100, 100);
            fire39 = new Fire(720, -390, 100, 100);
            fire40 = new Fire(460, -450, 100, 100);
            fire41 = new Fire(520, -500, 100, 100);

            //initalizes fire list
            flst = new List<Fire>();
            flst.Add(fire1);
            flst.Add(fire2);
            flst.Add(fire3);
            flst.Add(fire4);
            flst.Add(fire5);
            flst.Add(fire6);
            flst.Add(fire7);
            flst.Add(fire8);
            flst.Add(fire9);
            flst.Add(fire10);
            flst.Add(fire11);
            flst.Add(fire12);
            flst.Add(fire13);
            flst.Add(fire14);
            flst.Add(fire15);
            flst.Add(fire16);
            flst.Add(fire17);
            flst.Add(fire18);
            flst.Add(fire19);
            flst.Add(fire20);
            flst.Add(fire21);
            flst.Add(fire22);
            flst.Add(fire23);
            flst.Add(fire24);
            flst.Add(fire25);
            flst.Add(fire26);
            flst.Add(fire27);
            flst.Add(fire28);
            flst.Add(fire29);
            flst.Add(fire30);
            flst.Add(fire31);
            flst.Add(fire32);
            flst.Add(fire33);
            flst.Add(fire34);
            flst.Add(fire35);
            flst.Add(fire36);
            flst.Add(fire37);
            flst.Add(fire38);
            flst.Add(fire39);
            flst.Add(fire40);
            flst.Add(fire41);

            //sets camera vector
            camera = new Vector2(0, 0);

            menuRec = new Rectangle(0, 0, 1500, 900);

            //sets screen size
            graphics.PreferredBackBufferWidth = 1500;
            graphics.PreferredBackBufferHeight = 900;
            graphics.ApplyChanges();

            //using external tool to change the color of the fire
            StreamReader ss = new StreamReader("Color.txt");
            string line = ss.ReadLine();
            if (line == "green")
            {
                foreach (Fire f in flst)
                {
                    f.color = Color.Green;
                }
            }
            else if (line == "blue")
            {
                foreach (Fire f in flst)
                {
                    f.color = Color.Blue;
                }
            }
            else if (line == "pink")
            {
                foreach (Fire f in flst)
                {
                    f.color = Color.DeepPink;
                }
            }
            else if (line == "purple")
            {
                foreach (Fire f in flst)
                {
                    f.color = Color.BlueViolet;
                }
            }
            else if (line == "gray")
            {
                foreach (Fire f in flst)
                {
                    f.color = Color.SlateGray;
                }
            }
            else if (line == "red")
            {
                foreach (Fire f in flst)
                {
                    f.color = Color.IndianRed;
                }
            }
            ss.Close();
            base.Initialize();
        }
예제 #3
0
        //used to reset the game after returning to game menu.  is a copy of init and load methods
        public void Reset()
        {
            IsMouseVisible = true;
            player = new Player(0, 300, 100, 200);
            damsel = new NPC(200, -390, 50, 100);
            wincon = new Rectangle(0, 350, 100, 200);

            //table1 = new Table(1900, 530, 200, 100);
            //chair1 = new Table(190, 140, 120, 175);
            //chair2 = new Table(850, -135, 120, 175);

            house = new House();

            font = Content.Load<SpriteFont>("mainFont");

            //inistialize the two keyboards
            kbState = new KeyboardState();
            previousState = new KeyboardState();

            //makes horizontal ground objects
            ground1 = new Ground(-400, 625, 3075, 20);
            ground2 = new Ground(120, 300, 1750, 20);
            ground3 = new Ground(2100, 300, 550, 20);
            ground4 = new Ground(390, 30, 2250, 20);
            ground5 = new Ground(105, -300, 675, 20);
            ground6 = new Ground(970, -300, 267, 20);
            ground7 = new Ground(105, -530, 1130, 20);
            //tables and chairs
            //ground13 = new Ground(1900, 525, 200, 20);
            //ground14 = new Ground(205, 230, 90, 20);
            //ground15 = new Ground(865, -45, 90, 20);
            //makes vertical ground objects
            ground8 = new Ground(-15, -500, 20, 1000);
            ground9 = new Ground(105, -530, 20, 830);
            ground10 = new Ground(2650, 300, 20, 330);
            ground11 = new Ground(2630, -450, 20, 750);
            ground12 = new Ground(1230, -530, 20, 250);

            //initalizes list of floors
            glsth = new List<Ground>();
            glsth.Add(ground1);
            glsth.Add(ground2);
            glsth.Add(ground3);
            glsth.Add(ground4);
            glsth.Add(ground5);
            glsth.Add(ground6);
            glsth.Add(ground7);

            //inits list of wall objects
            glstv = new List<Ground>();
            glstv.Add(ground8);
            glstv.Add(ground9);
            glstv.Add(ground10);
            glstv.Add(ground11);
            glstv.Add(ground12);

            //glsto = new List<Ground>();
            //glsto.Add(ground13);
            //glsto.Add(ground14);
            //glsto.Add(ground15);      

            //makes fire objects
            //first floor
            fire1 = new Fire(550, 530, 100, 100);
            fire2 = new Fire(570, 400, 100, 100);
            //fire3 = new Fire(150, 340, 100, 100);
            fire4 = new Fire(750, 320, 100, 100);
            fire5 = new Fire(1150, 400, 100, 100);
            fire6 = new Fire(900, 430, 100, 100);
            fire7 = new Fire(1280, 350, 100, 100);
            fire8 = new Fire(1620, 530, 100, 100);
            fire9 = new Fire(1710, 530, 100, 100);
            fire10 = new Fire(1670, 430, 100, 100);
            fire11 = new Fire(1800, 530, 100, 100);
            fire12 = new Fire(1700, 330, 100, 100);
            fire13 = new Fire(2200, 530, 100, 100);
            fire14 = new Fire(2100, 450, 100, 100);
            fire15 = new Fire(2180, 370, 100, 100);
            fire16 = new Fire(2580, 430, 100, 100);
            fire17 = new Fire(2520, 530, 100, 100);
            //second floor
            fire18 = new Fire(2520, 210, 100, 100);
            fire19 = new Fire(2420, 210, 100, 100);
            fire20 = new Fire(2180, 100, 100, 100);
            fire21 = new Fire(1650, 110, 100, 100);
            fire22 = new Fire(1400, 100, 100, 100);
            fire23 = new Fire(1250, 210, 100, 100);
            fire24 = new Fire(1090, 180, 100, 100);
            fire25 = new Fire(950, 80, 100, 100);
            fire26 = new Fire(830, 115, 100, 100);
            fire27 = new Fire(700, 120, 100, 100);
            fire28 = new Fire(550, 210, 100, 100);
            fire29 = new Fire(790, 210, 100, 100);
            fire30 = new Fire(240, 95, 100, 100);
            //third floor
            fire31 = new Fire(420, -125, 100, 100);
            fire32 = new Fire(750, -60, 100, 100);
            fire33 = new Fire(850, -60, 100, 100);
            fire34 = new Fire(2520, -60, 100, 100);
            fire35 = new Fire(2400, -320, 100, 100);
            //forth floor
            fire36 = new Fire(1130, -390, 100, 100);
            fire37 = new Fire(1020, -450, 100, 100);
            fire38 = new Fire(1120, -500, 100, 100);
            fire39 = new Fire(720, -390, 100, 100);
            fire40 = new Fire(460, -450, 100, 100);
            fire41 = new Fire(520, -500, 100, 100);

            //initalizes fire list
            flst = new List<Fire>();
            flst.Add(fire1);
            flst.Add(fire2);
            //flst.Add(fire3);
            flst.Add(fire4);
            flst.Add(fire5);
            flst.Add(fire6);
            flst.Add(fire7);
            flst.Add(fire8);
            flst.Add(fire9);
            flst.Add(fire10);
            flst.Add(fire11);
            flst.Add(fire12);
            flst.Add(fire13);
            flst.Add(fire14);
            flst.Add(fire15);
            flst.Add(fire16);
            flst.Add(fire17);
            flst.Add(fire18);
            flst.Add(fire19);
            flst.Add(fire20);
            flst.Add(fire21);
            flst.Add(fire22);
            flst.Add(fire23);
            flst.Add(fire24);
            flst.Add(fire25);
            flst.Add(fire26);
            flst.Add(fire27);
            flst.Add(fire28);
            flst.Add(fire29);
            flst.Add(fire30);
            flst.Add(fire31);
            flst.Add(fire32);
            flst.Add(fire33);
            flst.Add(fire34);
            flst.Add(fire35);
            flst.Add(fire36);
            flst.Add(fire37);
            flst.Add(fire38);
            flst.Add(fire39);
            flst.Add(fire40);
            flst.Add(fire41);

            //sets camera vector
            camera = new Vector2(0, 0);
            menuRec = new Rectangle(0, 0, 1500, 900);

            //using external tool to change the color of the fire
            StreamReader ss = new StreamReader("Color.txt");
            string line = ss.ReadLine();
            if (line == "green")
            {
                foreach (Fire f in flst)
                {
                    f.color = Color.Green;
                }
            }
            else if (line == "blue")
            {
                foreach (Fire f in flst)
                {
                    f.color = Color.Blue;
                }
            }
            else if (line == "pink")
            {
                foreach (Fire f in flst)
                {
                    f.color = Color.DeepPink;
                }
            }
            else if (line == "purple")
            {
                foreach (Fire f in flst)
                {
                    f.color = Color.BlueViolet;
                }
            }
            else if (line == "gray")
            {
                foreach (Fire f in flst)
                {
                    f.color = Color.SlateGray;
                }
            }
            else if (line == "red")
            {
                foreach (Fire f in flst)
                {
                    f.color = Color.IndianRed;
                }
            }
            ss.Close();

            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            //sets the self explained textures
            playerTexture = Content.Load<Texture2D>("sprite");
            npcTexture = Content.Load<Texture2D>("person");
            groundTexture = Content.Load<Texture2D>("ground");
            fireTexture = Content.Load<Texture2D>("Enemy");
            waterTex = Content.Load<Texture2D>("Water_1");
            menuTexture = Content.Load<Texture2D>("menu");
            paused = Content.Load<Texture2D>("paused");
            gameover = Content.Load<Texture2D>("gameover");
            won = Content.Load<Texture2D>("victory");
            instructions = Content.Load<Texture2D>("instructions");
            chairTexture = Content.Load<Texture2D>("chair");
            tableTexture = Content.Load<Texture2D>("table");

            //sets the textures
            background = Content.Load<Texture2D>("house2x");
            house.texture = background;

            player.Tex = playerTexture;

            player.waterTex = waterTex;

            foreach (Ground g in glsth)
            {
                g.texture = groundTexture;

            }

            foreach (Ground g in glstv)
            {
                g.texture = groundTexture;
            }

            //foreach (Ground g in glsto)
            //{
            //    g.texture = groundTexture;

            //}

            foreach (Fire f in flst)
            {
                f.FireTexture = fireTexture;
            }
        }
예제 #4
0
        //used to respawn the fires after reaching the npc
        //copy of init and load for fire objects
        public void ResetFire()
        {
            //makes fire objects
            //first floor
            fire1 = new Fire(550, 530, 100, 100);
            fire2 = new Fire(570, 400, 100, 100);
            fire3 = new Fire(150, 340, 100, 100);
            fire4 = new Fire(750, 320, 100, 100);
            fire5 = new Fire(1150, 400, 100, 100);
            fire6 = new Fire(900, 430, 100, 100);
            fire7 = new Fire(1280, 350, 100, 100);
            fire8 = new Fire(1620, 530, 100, 100);
            fire9 = new Fire(1710, 530, 100, 100);
            fire10 = new Fire(1670, 430, 100, 100);
            fire11 = new Fire(1800, 530, 100, 100);
            fire12 = new Fire(1700, 330, 100, 100);
            fire13 = new Fire(2200, 530, 100, 100);
            fire14 = new Fire(2100, 450, 100, 100);
            fire15 = new Fire(2180, 370, 100, 100);
            fire16 = new Fire(2580, 430, 100, 100);
            fire17 = new Fire(2520, 530, 100, 100);
            //second floor
            fire18 = new Fire(2520, 210, 100, 100);
            fire19 = new Fire(2420, 210, 100, 100);
            fire20 = new Fire(2180, 100, 100, 100);
            fire21 = new Fire(1650, 110, 100, 100);
            fire22 = new Fire(1400, 100, 100, 100);
            fire23 = new Fire(1250, 210, 100, 100);
            fire24 = new Fire(1090, 180, 100, 100);
            fire25 = new Fire(950, 80, 100, 100);
            fire26 = new Fire(830, 115, 100, 100);
            fire27 = new Fire(700, 120, 100, 100);
            fire28 = new Fire(550, 210, 100, 100);
            fire29 = new Fire(790, 210, 100, 100);
            //fire30 = new Fire(240, 95, 100, 100);
            //third floor
            fire31 = new Fire(420, -125, 100, 100);
            fire32 = new Fire(750, -60, 100, 100);
            fire33 = new Fire(850, -60, 100, 100);
            fire34 = new Fire(2520, -60, 100, 100);
            fire35 = new Fire(2400, -320, 100, 100);
            //forth floor
            fire36 = new Fire(1130, -390, 100, 100);
            fire37 = new Fire(1020, -450, 100, 100);
            fire38 = new Fire(1120, -500, 100, 100);
            fire39 = new Fire(720, -390, 100, 100);
            fire40 = new Fire(460, -450, 100, 100);
            fire41 = new Fire(520, -500, 100, 100);

            //initalizes fire list
            flst = new List<Fire>();
            flst.Add(fire1);
            flst.Add(fire2);
            flst.Add(fire3);
            flst.Add(fire4);
            flst.Add(fire5);
            flst.Add(fire6);
            flst.Add(fire7);
            flst.Add(fire8);
            flst.Add(fire9);
            flst.Add(fire10);
            flst.Add(fire11);
            flst.Add(fire12);
            flst.Add(fire13);
            flst.Add(fire14);
            flst.Add(fire15);
            flst.Add(fire16);
            flst.Add(fire17);
            flst.Add(fire18);
            flst.Add(fire19);
            flst.Add(fire20);
            flst.Add(fire21);
            flst.Add(fire22);
            flst.Add(fire23);
            flst.Add(fire24);
            flst.Add(fire25);
            flst.Add(fire26);
            flst.Add(fire27);
            flst.Add(fire28);
            flst.Add(fire29);
            flst.Add(fire30);
            flst.Add(fire31);
            flst.Add(fire32);
            flst.Add(fire33);
            flst.Add(fire34);
            flst.Add(fire35);
            flst.Add(fire36);
            flst.Add(fire37);
            flst.Add(fire38);
            flst.Add(fire39);
            flst.Add(fire40);
            flst.Add(fire41);

            fireTexture = Content.Load<Texture2D>("Enemy 2");

            foreach (Fire f in flst)
            {
                f.FireTexture = fireTexture;
            }

            StreamReader ss = new StreamReader("Color.txt");
            string line = ss.ReadLine();
            if (line == "green")
            {
                foreach (Fire f in flst)
                {
                    f.color = Color.Green;
                }
            }
            else if (line == "blue")
            {
                foreach (Fire f in flst)
                {
                    f.color = Color.Blue;
                }
            }
            else if (line == "pink")
            {
                foreach (Fire f in flst)
                {
                    f.color = Color.DeepPink;
                }
            }
            else if (line == "purple")
            {
                foreach (Fire f in flst)
                {
                    f.color = Color.BlueViolet;
                }
            }
            else if (line == "gray")
            {
                foreach (Fire f in flst)
                {
                    f.color = Color.SlateGray;
                }
            }
            else if (line == "red")
            {
                foreach (Fire f in flst)
                {
                    f.color = Color.IndianRed;
                }
            }
            ss.Close();
        }