// TODO: Don't take a reference to the list of special effects // TODO: Load all the scripts from a file? Or at least make a "Level 1" subclass public Level(IList<SpecialEffect> specialEffects, IDictionary<string, Model> models) { Model timeTravelSphere = models["timetravelsphere"]; Model playerModel = models["dude"]; Model groundModel = models["ground"]; Model doorModel = models["door"]; Model travelPadModel = models["travelpad"]; Model buttonModel = models["button"]; Time = new Time(); lines = new List<Line2>(); lines.Add(new Line2(new Vector2(-10, 0), new Vector2(25, 0))); lines.Add(new Line2(new Vector2(30, 0), new Vector2(50, 0))); lines.Add(new Line2(new Vector2(-10, 4), new Vector2(-10, 0))); lines.Add(new Line2(new Vector2(50, 4), new Vector2(-10, 4))); lines.Add(new Line2(new Vector2(50, 0), new Vector2(50, 4))); lines.Add(new Line2(new Vector2(25, 0), new Vector2(25, -10))); lines.Add(new Line2(new Vector2(30, -10), new Vector2(30, 0))); PresentPlayer = new PresentPlayer(playerModel); PresentPlayer.Position = new Vector2(-5, 2); // -5 futurePlayer = new FuturePlayer(playerModel); futurePlayer.Position = new Vector2(4, 0); futurePlayer.Exists = false; pastPlayer = new PastPlayer(playerModel); pastPlayer.Exists = false; var ground = new StaticEntity(groundModel, Matrix.Identity); var travelPad = new StaticEntity(travelPadModel, Matrix.CreateTranslation(4, 0, 0)); var travelPad2 = new StaticEntity(travelPadModel, Matrix.CreateTranslation(32, 0, 0)); var button = new StaticEntity(buttonModel, Matrix.CreateScale(0.5f) * Matrix.CreateTranslation(10, 1, -1.7f)); var button2 = new StaticEntity(buttonModel, Matrix.CreateScale(0.5f) * Matrix.CreateTranslation(35, 1, -1.7f)); var door1 = new Door(doorModel); door1.Position = new Vector2(0, 2); door1.IsOpen = false; var door2 = new Door(doorModel); door2.Position = new Vector2(8, 2); door2.IsOpen = true; var door3 = new Door(doorModel); door3.Position = new Vector2(27.5f, 0); door3.IsOpen = true; door3.Width = 4; door3.Height = 1; entities.Add(ground); entities.Add(travelPad); entities.Add(travelPad2); entities.Add(button); entities.Add(button2); entities.Add(door1); entities.Add(door2); entities.Add(door3); Vector2 doorsButtonPosition = new Vector2() { X = 10 }; Vector2 door3ButtonPosition = new Vector2() { X = 34 }; Vector2 timeMachinePosition = new Vector2() { X = 4f }; Vector2 timeMachine2Position = new Vector2() { X = 32 }; // toggle doors trigger positionalTriggers.Add(new PositionalTrigger() { Position = doorsButtonPosition, Actions = { () => { door1.Toggle(); door2.Toggle(); }} }); // toggle door 3 trigger positionalTriggers.Add(new PositionalTrigger() { Position = door3ButtonPosition, Actions = { () => { door3.Toggle(); }} }); var moveFuturePlayerTrigger = new Trigger() { OneTime = true }; moveFuturePlayerTrigger.Actions.Add(() => { futurePlayerMoving = true; }); var removePastPlayerTrigger = new Trigger() { OneTime = true }; removePastPlayerTrigger.Actions.Add(() => { pastPlayer.Exists = false; }); var spawnFuturePlayerTrigger = new Trigger() { OneTime = false }; spawnFuturePlayerTrigger.Actions.Add(() => { futurePlayer.Exists = true; TargetGtc = Time.GlobalTimeCoordinate; }); //var timeTravelDepartureEffectTrigger = new Trigger() { OneTime = true }; //timeTravelDepartureEffectTrigger.Actions.Add(() => //{ // specialEffects.Add(new SpecialEffect(timeTravelSphere, new Vector2() { X = pastPlayer.Position.X }, removePastPlayerTrigger, null, // t => Matrix.CreateScale(Math.Min(2.5f - t, 1f) * 1.65f), // t => Math.Min(1f, t))); //}); var unlockPlayerTrigger = new Trigger() { OneTime = false }; unlockPlayerTrigger.Actions.Add(() => { lockPlayer = false; }); // timeTravelArrivalEffectTrigger positionalTriggers.Add(new PositionalTrigger() { Position = new Vector2() { X = -2.5f }, OneTime = true, Actions = { () => { futurePlayer.Exists = true; futurePlayer.Position = new Vector2(timeMachinePosition.X, 0); specialEffects.Add(new SpecialEffect(timeTravelSphere, timeMachinePosition, spawnFuturePlayerTrigger, moveFuturePlayerTrigger, t => Matrix.CreateScale(Math.Min(t, 1f) * 1.65f), t => Math.Min(1f, 2.5f - t))); }} }); // timeTravelArrivalEffect2Trigger positionalTriggers.Add(new PositionalTrigger() { Position = new Vector2() { X = 23.5f }, OneTime = true, Actions = { () => { futurePlayer.Exists = true; futurePlayer.Position = new Vector2(timeMachine2Position.X, 0); specialEffects.Add(new SpecialEffect(timeTravelSphere, timeMachine2Position, spawnFuturePlayerTrigger, moveFuturePlayerTrigger, t => Matrix.CreateScale(Math.Min(t, 1f) * 1.65f), t => Math.Min(1f, 2.5f - t))); }} }); // timeTravelTrigger positionalTriggers.Add(new PositionalTrigger() { Position = timeMachinePosition, OneTime = true, Actions = { () => { Time.JumpTo(TargetGtc); pastPlayer.Spawn(); door1.IsOpen = false; door2.IsOpen = true; door3.IsOpen = true; futurePlayer.Exists = false; lockPlayer = true; PresentPlayer.Velocity = new Vector2(0, 0); specialEffects.Add(new SpecialEffect(timeTravelSphere, timeMachinePosition, null, unlockPlayerTrigger, t => Matrix.CreateScale(1.65f), t => (float)Math.Sin(t / 2.5 * Math.PI))); }} }); // timeTravel2Trigger positionalTriggers.Add(new PositionalTrigger() { Position = timeMachine2Position, OneTime = true, Actions = { () => { Time.JumpTo(TargetGtc); pastPlayer.Spawn(); door1.IsOpen = false; door2.IsOpen = true; door3.IsOpen = true; futurePlayer.Exists = false; lockPlayer = true; PresentPlayer.Velocity = new Vector2(0, 0); specialEffects.Add(new SpecialEffect(timeTravelSphere, timeMachine2Position, null, unlockPlayerTrigger, t => Matrix.CreateScale(1.65f), t => (float)Math.Sin(t / 2.5 * Math.PI))); }} }); decisionPoints.Add(new DecisionPoint() { Position = new Vector2(-2, 0), Condition = () => door1.IsOpen }); //decisionPoints.Add(new DecisionPoint() { Position = new Vector2(timeMachinePosition.X, 0), Condition = () => true }); decisionPoints.Add(new DecisionPoint() { Position = new Vector2(24, 0), Condition = () => !door3.IsOpen }); //decisionPoints.Add(new DecisionPoint() { Position = new Vector2(door3.Position.X, 0), Condition = () => true }); //decisionPoints.Add(new DecisionPoint() { Position = new Vector2(timeMachine2Position.X, 0), Condition = () => true }); }
public void MovePastPlayer(float deltaTime, Time time) { if (!pastPlayer.Move(deltaTime, this)) //timeTravelDepartureEffectTrigger.Fire(); pastPlayer.Despawn(); }