Exemplo n.º 1
0
        /// <summary>
        /// Updates the animation.
        /// </summary>
        /// <param name="dt"></param>
        public void Update(float dt)
        {
            if (IsPlaying && SMH.TimePassed(_lastFrameChange, 1f / FPS))
            {
                if ((_goingBackwards && _activeFrame == 0) || (!_goingBackwards && _activeFrame == _sprites.Count - 1))
                {
                    if (PingPong)
                    {
                        _goingBackwards = !_goingBackwards;
                    }
                    if (!Loop)
                    {
                        IsPlaying = false;
                    }
                }

                if (IsPlaying)
                {
                    if (_goingBackwards)
                    {
                        _activeFrame = _activeFrame == 0 ? _sprites.Count - 1 : _activeFrame - 1;
                    }
                    else
                    {
                        _activeFrame = _activeFrame == _sprites.Count - 1 ? 0 : _activeFrame + 1;
                    }
                    _lastFrameChange = SMH.Now;
                }
            }
        }
Exemplo n.º 2
0
        /// <summary>
        /// The main entry point for the application.
        /// </summary>
        static void Main(string[] args)
        {
            using (SMH game = new SMH())
            {
#if windows
                ((form)form.fromhandle(game.window.handle)).icon = new icon("game.ico");
#endif
                game.Run();
            }
        }
Exemplo n.º 3
0
 /// <summary>
 /// Plays the switch sound effect originating from point (gridX, gridY). The sound will only be played if
 /// alwaysPlaySound is true or the sound is originating from a point close to Smiley.
 /// This method can be called as much as you want but it will only play a sound at maximum every SWITCH_SOUND_DELAY
 /// seconds to avoid it sounding like the dickens if a ton of switches are toggled at once.
 /// </summary>
 /// <param name="gridX"></param>
 /// <param name="gridY"></param>
 /// <param name="alwaysPlaySound"></param>
 public void PlaySwitchSound(int gridX, int gridY, bool alwaysPlaySound)
 {
     if (SMH.TimePassed(_lastSwitchTime, SwitchSoundDelay))
     {
         bool inRange = Math.Abs(gridX - SMH.Player.Tile.X) <= 8 && Math.Abs(gridY - SMH.Player.Tile.Y) <= 6;
         if (alwaysPlaySound || inRange)
         {
             _lastSwitchTime = SMH.Now;
             PlaySound(Sound.Switch);
         }
     }
 }
        private void UpdateTransition(float dt)
        {
            _timeInTransition += dt;
            _transitionScale  += 2f * dt;

            if (_timeInTransition > 1.5f)
            {
                SMH.Sound.PlayMusic(Music.Town);
                SMH.StartGame(true);
                //TODO:smh->resources->Purge(ResourceGroups::Cinematic);
            }
        }
        public bool Update(float dt)
        {
            int controlCount = 0;

            foreach (ControlInfo info in _controls)
            {
                if (_currentAction == ControlAction.CascadingMove)
                {
                    if (!info.Started && SMH.TimePassed(_timeStartedAction, (float)controlCount * 0.15f))
                    {
                        info.Started     = true;
                        info.TimeStarted = SMH.Now;
                    }

                    if (info.Started && !info.Finished)
                    {
                        info.Control.X += (_xDist / _duration) * dt;
                        info.Control.Y += (_yDist / _duration) * dt;

                        //Make sure that when the controls are coming up from off the screen they don't go past their
                        //intended end point. This can happen sometimes when returning to the menu because the game is
                        //processing a bunch of shit in one frame
                        if (_yDist < 0 && info.Control.Y < info.StartY + _yDist)
                        {
                            info.Control.Y = info.StartY + _yDist;
                        }

                        if (SMH.TimePassed(info.TimeStarted, _duration))
                        {
                            info.Finished  = true;
                            info.Control.X = info.StartX + _xDist;
                            info.Control.Y = info.StartY + _yDist;
                            if (controlCount == _controls.Count - 1)
                            {
                                //If the last control is finished, then return true because the action is finished.
                                return(true);
                            }
                        }
                    }
                }
                controlCount++;
            }
            return(false);
        }
Exemplo n.º 6
0
        /// <summary>
        /// Plays a sound unless the same sound was already played in the last specified amount of time.
        /// </summary>
        /// <param name="sound"></param>
        /// <param name="delay"></param>
        public void PlaySound(Sound sound, float delay)
        {
            float lastPlayed;
            bool  playSound = true;

            if (_lastPlayedTimes.TryGetValue(sound, out lastPlayed))
            {
                playSound = SMH.TimePassed(lastPlayed, delay);
            }
            else
            {
                _lastPlayedTimes[sound] = SMH.Now;
            }

            if (playSound)
            {
                SoundEffect sfx = _contentManager.Load <SoundEffect>(sound.GetDescription());
                sfx.Play((float)SoundVolume / 100f, 0, 0);
            }
        }
Exemplo n.º 7
0
        public override bool Update(float dt)
        {
            //Update buttons
            foreach (ButtonInfo bi in _buttons)
            {
                bi.Button.Update(dt);

                if (bi.Button.IsClicked())
                {
                    switch (bi.Type)
                    {
                    case MiniMenuButton.Cancel:
                        return(false);

                    case MiniMenuButton.Quit:
                        SMH.WindowManager.OpenMiniMenu(MiniMenuMode.ExitPrompt);
                        return(true);

                    case MiniMenuButton.Save:
                        SMH.SaveManager.Save();
                        SMH.PopupMessageManager.ShowSaveConfirmation();
                        return(false);

                    case MiniMenuButton.Options:
                        SMH.WindowManager.OpenOptionsWindow();
                        return(true);

                    case MiniMenuButton.Yes:
                        SMH.ShowMenu();
                        return(false);

                    case MiniMenuButton.No:
                        SMH.WindowManager.OpenMiniMenu(MiniMenuMode.Exit);
                        return(true);
                    }
                }
            }

            return(true);
        }
        /// <summary>
        /// Draws any currently active messages.
        /// </summary>
        public void Draw()
        {
            if (!SMH.GameTimePassed(_timeMessageStarted, _messageDuration))
            {
                //Determine text alpha - fade out near the end
                if (SMH.GameTimePassed(_timeMessageStarted, _messageDuration * 0.75f))
                {
                    _messageAlpha -= 255f * (1f / (_messageDuration * 0.25f)) * SMH.DT;
                    if (_messageAlpha < 0.0)
                    {
                        _messageAlpha = 0f; _adviceManMessageActive = false;
                    }
                }

                SMH.Graphics.DrawString(SmileyFont.AbilityTitle, _message, 512, 710, Enums.TextAlignment.Center, Color.FromNonPremultiplied(255, 255, 255, (int)_messageAlpha), 0.9f);

                if (_adviceManMessageActive)
                {
                    SMH.Graphics.DrawSprite(Sprites.AdviceManDown, 80, 725, Color.FromNonPremultiplied(255, 255, 255, (int)_messageAlpha), 0f, 0.8f);
                }
            }
        }
        public override void Update(float dt)
        {
            if (_inTransition)
            {
                UpdateTransition(dt);
            }

            if (SMH.Input.IsDown(Keys.F2))
            {
                EnterScene(FinalScene);
                return;
            }

            _timeInSceneState += dt;

            //Fade in before doing anything
            if (_backgroundAlpha < 255f)
            {
                _backgroundAlpha = Math.Min(255f, _backgroundAlpha + 255f * dt);
                if (_backgroundAlpha == 255f)
                {
                    EnterScene(1);
                    _timeCinematicStarted = SMH.Now;
                }
                else
                {
                    return;
                }
            }

            if (SMH.Now - _timeCinematicStarted > SceneOneMusicLength && !_musicTransitionedYet)
            {
                //Music transition
                SMH.Sound.StopMusic();
                _musicTransitionedYet = true;
            }

            if (!_musicFadeoutYet && _scene == FinalScene && _sceneState == SceneState.Wait && _timeInSceneState > 3.5)
            {
                //Start fading out the music near the end of the final _scene
                SMH.Sound.FadeOutMusic();
                _musicFadeoutYet = true;
            }

            if (_sceneState == SceneState.ShowPicture)
            {
                _pictureOffset += 300f * dt;
                if (_pictureOffset >= 0)
                {
                    _pictureOffset = 0f;
                    EnterSceneState(SceneState.ShowText);
                }
            }
            else if (_sceneState == SceneState.ShowText)
            {
                _textAlpha += 320 * dt;
                if (_textAlpha >= 255f)
                {
                    _textAlpha = 255f;
                    EnterSceneState(SceneState.Wait);
                }
            }
            else if (_sceneState == SceneState.Wait)
            {
                if (_timeInSceneState > _sceneDuration)
                {
                    EnterSceneState(SceneState.FadeText);
                }
            }
            else if (_sceneState == SceneState.FadeText)
            {
                _textAlpha -= 320 * dt;
                if (_textAlpha <= 0f)
                {
                    _textAlpha = 0f;
                    EnterSceneState(SceneState.FadePicture);
                }
            }
            else if (_sceneState == SceneState.FadePicture)
            {
                _pictureOffset -= 300f * dt;
                if (_pictureOffset <= MaxPictureOffset)
                {
                    _pictureOffset = MaxPictureOffset;
                    EnterScene(_scene + 1);
                }
            }

            if (SMH.Input.IsPressed(Keys.Enter))
            {
                //TODO:smh->resources->Purge(ResourceGroups::Cinematic);
                SMH.StartGame(true);
            }
        }
Exemplo n.º 10
0
        /// <summary>
        /// Updates the NPC.
        /// </summary>
        /// <param name="dt"></param>
        public override void Update(float dt)
        {
            //Update collision box
            CollisionBox = new Rect(X - 32f, Y - 32f, 64, 64);

            //Exit conversation
            if (!SMH.WindowManager.IsTextBoxOpen)
            {
                InConversation = false;
            }

            //If in conversation, stand still and face the player
            if (InConversation)
            {
                if (SMH.Player.X > X + 32)
                {
                    _facing = Direction.Right;
                }
                else if (SMH.Player.X < X - 32)
                {
                    _facing = Direction.Left;
                }
                else if (SMH.Player.Y > Y + 32)
                {
                    _facing = Direction.Down;
                }
                else if (SMH.Player.Y < Y - 32)
                {
                    _facing = Direction.Up;
                }
                return;
            }
            else
            {
                _facing = _walkDirection;
            }

            if (_stage == NPCStage.Rest)
            {
                DX = DY = 0;
            }
            else if (_stage == NPCStage.Walk)
            {
                if (_walkDirection == Direction.Left)
                {
                    DX = -Speed; DY = 0;
                }
                else if (_walkDirection == Direction.Right)
                {
                    DX = Speed; DY = 0;
                }
                else if (_walkDirection == Direction.Up)
                {
                    DX = 0; DY = -Speed;
                }
                else if (_walkDirection == Direction.Down)
                {
                    DX = 0; DY = Speed;
                }
            }

            //Switch stage when the current one is finished
            if (SMH.GameTimePassed(_timeEnteredStage, _stageLength))
            {
                ChangeStage();
            }

            //Move
            _futureCollisionBox  = new Rect(X + DX * dt * 3f - 32f, Y + DY * dt * 3f - 32f, 64, 64);
            _futureCollisionBox2 = new Rect(X + DX * dt * 3f - 32f, Y + DY * dt * 3f - 32f, 64, 64);
            if (SMH.Player.CollisionCircle.Intersects(_futureCollisionBox2))
            {
                //If colliding with the player, enter rest mode
                _stage = NPCStage.Rest;
            }
            else if (!SMH.Environment.TestCollision(_futureCollisionBox, CanPass) &&
                     !SMH.NPCManager.TestCollision(this))
            {
                X += DX * dt;
                Y += DY * dt;
            }
            else
            {
                ChangeDirection();
            }
        }
Exemplo n.º 11
0
        public override void Update(float dt)
        {
            if (_difficultyPrompt.IsVisible)
            {
                Difficulty?result = _difficultyPrompt.Update(dt);
                if (result == null)
                {
                    return;
                }
                SMH.SaveManager.CurrentSave.Difficulty = result.Value;
            }

            if (State == MenuState.EnteringScreen)
            {
                SetWindowPosition(_windowX, _windowY + 1800f * dt);
                if (_windowY > 138f)
                {
                    EnterState(MenuState.InScreen);
                    SetWindowPosition(_windowX, 138f);
                }
            }
            else if (State == MenuState.ExitingScreen)
            {
                SetWindowPosition(_windowX, _windowY - 1800f * dt);
                if (_windowY <= -512f)
                {
                    //Done exiting screen - perform action based on what button was clicked.
                    switch (_clickedButton)
                    {
                    case SelectFileButton.Back:
                        MainMenu.ShowScreen <TitleScreen>();
                        break;

                    case SelectFileButton.Start:
                        if (SMH.SaveManager.CurrentSave.IsEmpty)
                        {
                            SMH.Environment.LoadLevelAsynch(Level.FOUNTAIN_AREA);
                            MainMenu.ShowScreen <CinematicScreen>();
                        }
                        else
                        {
                            SMH.StartGame(false);
                        }
                        break;
                    }
                }
            }

            //Set "start" button text based on whether or not an empty file is selected.
            _buttons[SelectFileButton.Start].Text = SMH.SaveManager.Saves[_selectedSlot].IsEmpty ? "Start" : "Continue";

            //Update buttons
            foreach (KeyValuePair <SelectFileButton, Button> kvp in _buttons)
            {
                kvp.Value.Update(dt);
                if (kvp.Value.IsClicked() && kvp.Key != SelectFileButton.Delete)
                {
                    _clickedButton = kvp.Key;
                    SMH.SaveManager.CurrentSave = SMH.SaveManager.Saves[_selectedSlot];
                    EnterState(MenuState.ExitingScreen);
                    if (kvp.Key == SelectFileButton.Start && SMH.SaveManager.Saves[_selectedSlot].IsEmpty)
                    {
                        _difficultyPrompt.IsVisible = true;
                    }
                }
            }

            //Click delete button
            if (_buttons[SelectFileButton.Delete].IsClicked())
            {
                if (!SMH.SaveManager.Saves[_selectedSlot].IsEmpty)
                {
                    _deletePromptActive = true;
                }
            }

            //Update save box selections
            if (!_deletePromptActive)
            {
                foreach (KeyValuePair <SaveSlot, SaveBox> kvp in _saveBoxes)
                {
                    if (SMH.Input.IsDown(Input.Attack) && kvp.Value.CollisionBox.Contains(SMH.Input.Cursor))
                    {
                        _selectedSlot = kvp.Key;
                    }
                }
            }

            //Listen for response to delete prompt
            if (_deletePromptActive)
            {
                SaveBox box = _saveBoxes[_selectedSlot];
                _yesDeleteBox = new Rect(box.X + 100f, box.Y + 60f, 50f, 35f);
                _noDeleteBox  = new Rect(box.X + 180f, box.Y + 60f, 50f, 35f);

                _mouseOverYes = _yesDeleteBox.Contains(SMH.Input.Cursor);
                _mouseOverNo  = _noDeleteBox.Contains(SMH.Input.Cursor);

                if (SMH.Input.IsDown(Input.Attack))
                {
                    if (_mouseOverYes)
                    {
                        SMH.SaveManager.Delete(_selectedSlot);
                        _deletePromptActive = false;
                    }
                    else if (_mouseOverNo)
                    {
                        _deletePromptActive = false;
                    }
                }
            }

            //Move the Smiley selector towards the selected file.
            if (_smileyY > _saveBoxes[_selectedSlot].Y + 45f)
            {
                _smileyY -= 750f * dt;
                if (_smileyY < _saveBoxes[_selectedSlot].Y + 45f)
                {
                    _smileyY = _saveBoxes[_selectedSlot].Y + 45f;
                }
            }
            else if (_smileyY < _saveBoxes[_selectedSlot].Y + 45f)
            {
                _smileyY += 750f * dt;
                if (_smileyY > _saveBoxes[_selectedSlot].Y + 45f)
                {
                    _smileyY = _saveBoxes[_selectedSlot].Y + 45f;
                }
            }
        }
Exemplo n.º 12
0
        /// <summary>
        /// Updates the DebugConsole.
        /// </summary>
        /// <param name="dt"></param>
        public void Update(float dt)
        {
            if (SMH.Input.IsPressed(Keys.OemTilde))
            {
                IsActive = !IsActive;
            }

            if (!IsActive || SMH.State != GameState.Game)
            {
                return;
            }

            //Teleport to warp zone
            if (SMH.Input.IsPressed(Keys.F1) && SMH.SaveManager.CurrentSave.Level != Level.DEBUG_AREA)
            {
                if (!SMH.AreaChanger.IsChangingAreas)
                {
                    SMH.AreaChanger.ChangeArea(1, 1, Level.DEBUG_AREA);
                }
            }

            if (SMH.Input.IsPressed(Keys.F2))
            {
                foreach (Ability ability in Enum.GetValues(typeof(Ability)))
                {
                    SMH.SaveManager.CurrentSave.HasAbility[ability] = true;
                }
            }

            if (SMH.Input.IsPressed(Keys.F3))
            {
                for (int i = 0; i < 5; i++)
                {
                    for (int j = 0; j < 4; j++)
                    {
                        SMH.SaveManager.CurrentSave.NumKeys[i, j] += 5;
                    }
                }
            }

            if (SMH.Input.IsPressed(Keys.F4))
            {
                SMH.SaveManager.CurrentSave.Money += 10;
            }

            if (SMH.Input.IsPressed(Keys.F5))
            {
                SMH.Player.Health = SMH.Player.MaxHealth;
                SMH.Player.Mana   = SMH.Player.MaxMana;
            }

            //Toggle invincibility
            if (SMH.Input.IsPressed(Keys.F6))
            {
                SMH.Player.IsInvincible = !SMH.Player.IsInvincible;
            }

            //Toggle uber-ness (really fast, a shitload of damage)
            if (SMH.Input.IsPressed(Keys.F7))
            {
                SMH.Player.IsUber = !SMH.Player.IsUber;
            }

            //Move smiley with num pad
            int xMove = 0;
            int yMove = 0;

            Keys upKey    = Keys.NumPad8;
            Keys downKey  = Keys.NumPad5;
            Keys leftKey  = Keys.NumPad4;
            Keys rightKey = Keys.NumPad6;

            if (SMH.Input.IsDown(upKey) || SMH.Input.IsDown(downKey) || SMH.Input.IsDown(leftKey) || SMH.Input.IsDown(rightKey))
            {
                if (!_debugMovePressed)
                {
                    _debugMovePressed  = true;
                    _lastDebugMoveTime = SMH.GameTime;
                }
                if (SMH.Input.IsPressed(upKey) || (SMH.GameTimePassed(_lastDebugMoveTime, 0.5f) && SMH.Input.IsDown(upKey)))
                {
                    yMove = -1;
                }
                if (SMH.Input.IsPressed(downKey) || (SMH.GameTimePassed(_lastDebugMoveTime, 0.5f) && SMH.Input.IsDown(downKey)))
                {
                    yMove = 1;
                }
                if (SMH.Input.IsPressed(leftKey) || (SMH.GameTimePassed(_lastDebugMoveTime, 0.5f) && SMH.Input.IsDown(leftKey)))
                {
                    xMove = -1;
                }
                if (SMH.Input.IsPressed(rightKey) || (SMH.GameTimePassed(_lastDebugMoveTime, 0.5f) && SMH.Input.IsDown(rightKey)))
                {
                    xMove = 1;
                }
            }
            else
            {
                _debugMovePressed = false;
            }

            if (xMove != 0 || yMove != 0)
            {
                SMH.Player.MoveTo(SMH.Player.Tile.X + xMove, SMH.Player.Tile.Y + yMove);
            }
        }