Exemplo n.º 1
0
        public void Update(IAtlas atlas)
        {
            List <Vector2I> free = atlas.FreePositionsAround(Position, LayerType.Obstacle | LayerType.Object).ToList();

            if (free.Count == 0)
            {
                return;
            }

            // filter out position with PathTiles
            free = free.Where(x => atlas.ActorsAt((Vector2)x, LayerType.Background).First().Actor.GetType() != typeof(PathTile)).ToList();
            if (free.Count == 0)
            {
                return;
            }

            Vector2I targetPosition = free[m_rng.Next(free.Count)];

            object[]          args          = { targetPosition };
            Fruit             fruit         = (Fruit)Activator.CreateInstance(typeof(T), args);
            GameActorPosition fruitPosition = new GameActorPosition(fruit, new Vector2(targetPosition), LayerType.ObstacleInteractable);

            atlas.Add(fruitPosition);

            NextUpdateAfter = m_updatePeriod;
        }
Exemplo n.º 2
0
        public void CreateTile(string type, string layer, float x, float y)
        {
            Type t = GameActor.GetGameActorType(type);

            if (t == null)
            {
                throw new Exception("Object of type " + type + " not found in assembly.");
            }

            int       xi = (int)x;
            int       yi = (int)y;
            GameActor ga;

            if (t.IsSubclassOf(typeof(DynamicTile)))
            {
                ga = (GameActor)Activator.CreateInstance(t, new Vector2I(xi, yi));
            }
            else if (t.IsSubclassOf(typeof(Tile)))
            {
                ga = (GameActor)Activator.CreateInstance(t);
            }
            else
            {
                throw new Exception("Object of type " + t + " is not subclass of Tile.");
            }

            m_atlas.Add(new GameActorPosition(ga, new Vector2(xi, yi), Layer(layer)));
        }
Exemplo n.º 3
0
 public ISwitchableGameActor Switch(GameActorPosition gameActorPosition, IAtlas atlas, ITilesetTable table)
 {
     RcDoorClosed closedDoor = new RcDoorClosed(table, Position);
     bool added = atlas.Add(new GameActorPosition(closedDoor, (Vector2)Position, LayerType.ObstacleInteractable), true);
     if (!added) return this;
     atlas.Remove(new GameActorPosition(this, (Vector2)Position, LayerType.OnGroundInteractable));
     return closedDoor;
 }
Exemplo n.º 4
0
 public void ApplyGameAction(IAtlas atlas, GameAction gameAction, Vector2 position, ITilesetTable tilesetTable)
 {
     var doorOpened = new SimpleDoorOpened(tilesetTable);
     bool added = atlas.Add(new GameActorPosition(doorOpened, position, LayerType.OnGroundInteractable));
     if (added)
     {
         atlas.Remove(new GameActorPosition(this, position, LayerType.ObstacleInteractable));
     }
 }
Exemplo n.º 5
0
        public void ApplyGameAction(IAtlas atlas, GameAction gameAction, Vector2 position, ITilesetTable tilesetTable)
        {
            var  doorOpened = new SimpleDoorOpened(tilesetTable);
            bool added      = atlas.Add(new GameActorPosition(doorOpened, position, LayerType.OnGroundInteractable));

            if (added)
            {
                atlas.Remove(new GameActorPosition(this, position, LayerType.ObstacleInteractable));
            }
        }
Exemplo n.º 6
0
        public ISwitchableGameActor Switch(GameActorPosition gameActorPosition, IAtlas atlas, ITilesetTable table)
        {
            RcDoorClosed closedDoor = new RcDoorClosed(table, Position);
            bool         added      = atlas.Add(new GameActorPosition(closedDoor, (Vector2)Position, LayerType.ObstacleInteractable), true);

            if (!added)
            {
                return(this);
            }
            atlas.Remove(new GameActorPosition(this, (Vector2)Position, LayerType.OnGroundInteractable));
            return(closedDoor);
        }
Exemplo n.º 7
0
        public override void Resolve(GameActorPosition target, IAtlas atlas)
        {
            ICanPickGameObject picker    = Sender as ICanPickGameObject;
            ICharacter         character = Sender as ICharacter;

            if (picker == null || character == null)
            {
                return;
            }
            Vector2 positionInFrontOf = target.Position;

            // solving case when positions where character should place tile collides with character's position
            if (target.Actor is Tile)
            {
                Tile            tile               = (target.Actor as Tile);
                IPhysicalEntity physicalEntity     = tile.GetPhysicalEntity(new Vector2I(positionInFrontOf));
                bool            collidesWithSource = physicalEntity.CollidesWith(character.PhysicalEntity);
                if (collidesWithSource)
                {
                    /*  <- change to //* to switch
                     * // to the center of current tile
                     * character.Position = Vector2.Floor(character.Position) + Vector2.One/2;
                     *
                     * /*/
                    // back WRT his direction
                    do
                    {
                        character.Position = Physics.Utils.Move(character.Position, character.Direction, -0.01f);
                    } while (physicalEntity.CollidesWith(character.PhysicalEntity));
                    // */
                }
            }

            GameActorPosition toLayDown = new GameActorPosition(target.Actor, positionInFrontOf, target.Layer);

            bool added = atlas.Add(toLayDown, true);

            if (added)
            {
                picker.RemoveFromInventory();
            }
        }
Exemplo n.º 8
0
        public override void Resolve(GameActorPosition target, IAtlas atlas, ITilesetTable table)
        {
            ICanPickGameObject picker = Sender as ICanPickGameObject;
            ICharacter character = Sender as ICharacter;
            if (picker == null || character == null) return;
            Vector2 positionInFrontOf = target.Position;

            // solving case when positions where character should place tile collides with character's position
            if (target.Actor is Tile)
            {
                Tile tile = (target.Actor as Tile);
                IPhysicalEntity physicalEntity = tile.GetPhysicalEntity(new Vector2I(positionInFrontOf));
                bool collidesWithSource = physicalEntity.CollidesWith(character.PhysicalEntity);
                if (collidesWithSource)
                {
                    /*  <- change to //* to switch
                    // to the center of current tile
                    character.Position = Vector2.Floor(character.Position) + Vector2.One/2;
                    
                    /*/
                    // back WRT his direction
                    do
                    {
                        character.Position = Physics.Utils.Move(character.Position, character.Direction, -0.01f);
                    } while (physicalEntity.CollidesWith(character.PhysicalEntity));
                    // */
                }
            }

            GameActorPosition toLayDown = new GameActorPosition(target.Actor, positionInFrontOf, target.Layer);

            bool added = atlas.Add(toLayDown, true);
            if (added)
            {
                picker.RemoveFromInventory();
            }
        }