Exemplo n.º 1
0
        public override void Update()
        {
            List <SpriteClass> collidable = gs.Collidable;

            int oldX = X;
            int oldY = Y;

            if (switched)
            {
                Sprite = switchedSprite;
            }
            else
            {
                if (Velocity.X > 0)
                {
                    Sprite = rightSprite;
                }
                else if (Velocity.X < 0)
                {
                    Sprite = leftSprite;
                }
            }

            lastPressedJump += 0.01f;


            CheckLevelFinished();
            CheckFellDown();

            if (!dead)
            {
                Move();
            }

            bool onGround = false;

            #region MOVEMENT AND COLLISION

            if (Math.Abs(Velocity.Y) <= maxFallSpeed)
            {
                Velocity.Y += Gravity;
            }

            bool xCollided = false;
            bool yCollided = false;
            bool canJump   = false;
            canWallJumpLeft  = false;
            canWallJumpRight = false;
            //check movement collision then move
            foreach (SpriteClass sprite in collidable)
            {
                if (IsTouching(sprite, 3) && sprite is Refuel)
                {
                    var refuel = (Refuel)sprite;
                    if (!refuel.used && energy < energyMax)
                    {
                        energy = energyMax;
                        gs.screenShakeEffect(7);
                        gs.playRefuelEffect();
                        refuel.setUsed(true);
                    }
                }

                if (IsTouching(sprite, 1) && sprite is Spike)
                {
                    dead = true;
                }

                if (IsTouchingRight(sprite, 3) && Jumping && sprite is Wall)
                {
                    canWallJumpRight = true;
                }
                if (IsTouchingLeft(sprite, 3) && Jumping && sprite is Wall)
                {
                    canWallJumpLeft = true;
                }

                if (IsTouchingBottom(sprite, 1) && sprite is TempBlock)
                {
                    var temp = (TempBlock)sprite;
                    if (!temp.triggered)
                    {
                        gs.screenShakeEffect(2);
                        gs.playBlockBreakEffect();
                    }
                    temp.triggered = true;
                }
                if (sprite is TempBlock)
                {
                    var tempCol = new TempBlock(sprite.Sprite, sprite.X, sprite.Y);
                    tempCol.EnableCollision(GameScreen.howBigIs16Pixels, GameScreen.howBigIs16Pixels);

                    if (!IsTouching(tempCol, 1))
                    {
                        var temp = (TempBlock)sprite;
                        temp.canRecover = true;
                    }
                    else if (IsTouching(tempCol, 1))
                    {
                        var temp = (TempBlock)sprite;
                        temp.canRecover = false;
                    }
                }

                if (IsTouchingBottom(sprite, 1) && sprite is Wall)   //|| IsTouchingLeft(sprite, 1) || IsTouchingRight(sprite, 1)) {
                {
                    if (switched)
                    {
                        if (!Jumped)
                        {
                            Switch();
                        }
                    }
                    else
                    {
                        /*
                         * if (energy < 40) {
                         *  energy += rechargeRate;
                         * }
                         */
                    }
                    onGround       = true;
                    canJump        = true;
                    jumpGraceTimer = 0;
                }
                else
                {
                    canJump = false;
                }

                if (lastPressedJump <= lastPressGrace)
                {
                    if (jumpGraceTimer <= jumpGracePeriod)   //if just a little off edge and still jumped, allow jump
                    {
                        if (!Jumping)
                        {
                            gs.playJumpEffect();
                        }
                        if (!switched)
                        {
                            Jumped = true;
                        }
                        lastPressedJump += lastPressGrace;
                        Velocity.Y       = JumpSpeed;
                        Jumping          = true;
                    }
                    else
                    {
                        if (canWallJumpLeft && lastPressedJump < 0.001f)
                        {
                            Velocity.X = 12.3f;
                            Velocity.Y = JumpSpeed * 0.8f;
                        }
                        else if (canWallJumpRight && lastPressedJump < 0.001f)
                        {
                            Velocity.X = -12.3f;
                            Velocity.Y = JumpSpeed * 0.8f;
                        }
                    }
                    //if just pressed K, then jump only a little bit
                    if (switched)
                    {
                        Velocity.Y *= 0.3f;
                    }
                }

                if (Velocity.X > 0 && IsTouchingRight(sprite, Velocity.X) && sprite is Wall)
                {
                    while (!IsTouchingRight(sprite, 1))
                    {
                        X += 1;
                    }
                    xCollided  = true;
                    Velocity.X = 0;
                }
                if (Velocity.X < 0 && IsTouchingLeft(sprite, Velocity.X) && sprite is Wall)
                {
                    while (!IsTouchingLeft(sprite, 1))
                    {
                        X -= 1;
                    }
                    xCollided  = true;
                    Velocity.X = 0;
                }
                if (Velocity.Y > 0 && IsTouchingBottom(sprite, Velocity.Y) && sprite is Wall)
                {
                    while (!IsTouchingBottom(sprite, 1))
                    {
                        Y += 1;
                    }
                    Jumping   = false;
                    yCollided = true;
                }
                if (Velocity.Y < 0 && IsTouchingTop(sprite, Velocity.Y) && sprite is Wall)
                {
                    while (!IsTouchingTop(sprite, 1))
                    {
                        Y -= 1;
                    }
                    yCollided = true;
                }
            }
            Jumped = false;

            if (!canJump)
            {
                jumpGraceTimer += 0.1;
            }

            if (!xCollided)
            {
                X += (int)Velocity.X;
            }

            if (!yCollided)
            {
                Y += (int)Velocity.Y;
            }
            else
            {
                Velocity.Y = 0;
            }

            #endregion MOVEMENT AND COLLISION
            Jumping = !onGround;

            if (energy <= 0 && switched)
            {
                Switch();
                energy = 0;
            }

            if (switched && !dead)
            {
                var moveFactor = Math.Abs(Velocity.Y) + Math.Abs(Velocity.X);
                if (moveFactor > 0)
                {
                    if (Input.IsPressed(Keys.A) || Input.IsPressed(Keys.D) ||
                        Input.IsPressed(Keys.W) || Input.IsPressed(Keys.S))
                    {
                        energy -= depletionRate * moveFactor;
                    }
                    else
                    {
                        energy -= passiveDepRate;
                    }
                }
                else
                {
                    energy -= passiveDepRate;
                }
            }

            if (dead)
            {
                X = oldX;
                Y = oldY;
                //show = false;
                if (deathCounter == 0)
                {
                    if (gs.blackAlpha != 1)
                    {
                        gs.screenShakeEffect(20);
                    }
                    gs.playDeadEffect();
                }
                deathCounter += 1;
                if (deathCounter >= deathReset)
                {
                    deathCounter = 0;
                    gs.Restart();
                }
            }
        }
Exemplo n.º 2
0
 protected void FieldValueChanged()
 {
     TempBlock.Execute();
     OutputTextBox.Text = TempBlock.GeneratedData == null ? "" : TempBlock.GeneratedData.ToString();
 }
Exemplo n.º 3
0
        private void UpdateGraph()
        {
            var pane = GraphControl.GraphPane;

            if (pane.CurveList.Count > 0)
            {
                pane.CurveList.Clear();
            }
            TempBlock.Execute();
            var outputNode = TempBlock.OutputNodes.FirstOrDefault(it => it.Name == ShowOutputList.Text);

            if (outputNode == null || outputNode.Object == null || outputNode.Object.Count == 0)
            {
                NoDataLabel.Visible = true;
                GraphControl.Invalidate();
                GraphControl.Refresh();
                return;
            }
            NoDataLabel.Visible = false;
            var index = ShowOutputSignal.SelectedIndex;

            if (index == -1 || index > outputNode.Object.Count - 1)
            {
                index = 0;
            }
            var signal  = outputNode.Object[index];
            var samples = signal.GetSamplesPair().ToList();

            var yAxys = new ZedGraph.PointPairList();

            yAxys.AddRange(samples.Select(it => new ZedGraph.PointPair(it[1], it[0])));
            pane.AddCurve(outputNode.Name, yAxys, Color.Red, ZedGraph.SymbolType.None);

            if (signal.CustomPlot != null && signal.CustomPlot.Length > 0)
            {
                if (signal.CustomPlot.Length == 2)
                {
                    var minValue = signal.Samples.Min() * 1.1;
                    var maxValue = signal.Samples.Max() * 1.1;

                    var area = new ZedGraph.PointPairList {
                        { signal.CustomPlot[0], minValue }, { signal.CustomPlot[0], maxValue },
                        { signal.CustomPlot[0], maxValue }, { signal.CustomPlot[1], maxValue },
                        { signal.CustomPlot[1], maxValue }, { signal.CustomPlot[1], minValue },
                        { signal.CustomPlot[1], minValue }, { signal.CustomPlot[0], minValue }
                    };
                    pane.AddCurve(DesignerResources.PreviousSize, area, Color.Orange, ZedGraph.SymbolType.None);
                }
            }

            pane.Legend.IsVisible      = false;
            pane.Title.Text            = ApplicationUtils.GetResourceString(outputNode.Name);
            pane.XAxis.Title.IsVisible = false;
            pane.YAxis.Title.IsVisible = false;
            if (!pane.IsZoomed && samples.Count() != 0)
            {
                pane.XAxis.Scale.Min = samples.ElementAt(0)[1];
                pane.XAxis.Scale.Max = samples.ElementAt(samples.Count() - 1)[1];
            }
            GraphControl.AxisChange();
            GraphControl.Invalidate();
            GraphControl.Refresh();
        }
Exemplo n.º 4
0
        IEnumerator ConnectAsynchronously()
        {
            string serverUrl = FixURL(ServerField.text);

            GameSession.Login     = LoginField.text;
            GameSession.ServerUrl = serverUrl;
            TextureAtlas.Init();

            LoadingScreen.SetActive(true);

            // Download and parse main json
            ResourcesInfo resourcesInfo;

            using (var request = UnityWebRequest.Get("http://" + serverUrl + "/main.json")) {
                request.SendWebRequest();
                while (!request.isDone)
                {
                    Slider.value = request.downloadProgress;
                    yield return(null);
                }
                if (request.isHttpError || request.isNetworkError)
                {
                    LoadingScreen.SetActive(false);
                    yield break;
                }
                resourcesInfo = JsonUtility.FromJson <ResourcesInfo>('{' + request.downloadHandler.text + '}');
                resourcesInfo.resourcesUrl = FixURL(resourcesInfo.resourcesUrl);
            }

            // Download and parse remapper json
            RemapperInfo remapperInfo;

            using (var request = resourcesInfo.DownloadText(resourcesInfo.remapper)) {
                request.SendWebRequest();
                while (!request.isDone)
                {
                    Slider.value = request.downloadProgress;
                    yield return(null);
                }
                if (request.isHttpError || request.isNetworkError)
                {
                    LoadingScreen.SetActive(false);
                    yield break;
                }
                remapperInfo = JsonUtility.FromJson <RemapperInfo>('{' + request.downloadHandler.text + '}');
                GameSession.SetRemapper(remapperInfo.GetFlattenBlocks());
            }

            // Download and apply foliage colormap
            using (var request = resourcesInfo.DownloadTexture(resourcesInfo.foliageColormap)) {
                request.SendWebRequest();
                while (!request.isDone)
                {
                    Slider.value = request.downloadProgress;
                    yield return(null);
                }
                if (request.isHttpError || request.isNetworkError)
                {
                    LoadingScreen.SetActive(false);
                    yield break;
                }
                GameSession.FoliageColormap.Load(DownloadHandlerTexture.GetContent(request));
            }

            // Download and apply grass colormap
            using (var request = resourcesInfo.DownloadTexture(resourcesInfo.grassColormap)) {
                request.SendWebRequest();
                while (!request.isDone)
                {
                    Slider.value = request.downloadProgress;
                    yield return(null);
                }
                if (request.isHttpError || request.isNetworkError)
                {
                    LoadingScreen.SetActive(false);
                    yield break;
                }
                GameSession.GrassColormap.Load(DownloadHandlerTexture.GetContent(request));
            }

            // Download and parse blocks json
            BlocksInfo blocksInfo;

            using (var request = resourcesInfo.DownloadText(resourcesInfo.blocks)) {
                request.SendWebRequest();
                while (!request.isDone)
                {
                    Slider.value = request.downloadProgress;
                    yield return(null);
                }
                if (request.isHttpError || request.isNetworkError)
                {
                    LoadingScreen.SetActive(false);
                    yield break;
                }
                blocksInfo = JsonUtility.FromJson <BlocksInfo>('{' + request.downloadHandler.text + '}');
            }

            // Load all blocks
            GameSession.Palette = new Block[blocksInfo.list.Length + 1];
            for (int i = 1; i < blocksInfo.list.Length + 1; i++)
            {
                TempBlock block = blocksInfo.list[i - 1];
                Vector3[] faces = new Vector3[block.textures.Length];
                for (int j = 0; j < faces.Length; j++)
                {
                    string textureName = block.textures[j];
                    using (var request = resourcesInfo.DownloadTexture(textureName)) {
                        request.SendWebRequest();
                        while (!request.isDone)
                        {
                            Slider.value = request.downloadProgress;
                            yield return(null);
                        }
                        if (request.isHttpError || request.isNetworkError)
                        {
                            LoadingScreen.SetActive(false);
                            yield break;
                        }
                        faces[j] = TextureAtlas.AddTexture(textureName, DownloadHandlerTexture.GetContent(request), null);
                    }
                }

                RenderType renderType = block.renderType == null
                                        ? RenderType.Block
                                        : (RenderType)Enum.Parse(typeof(RenderType), block.renderType);

                ShaderType shaderType = block.shaderType == null
                                        ? ShaderType.Block
                                        : (ShaderType)Enum.Parse(typeof(ShaderType), block.shaderType);

                BiomedType biomed = block.biomed == null
                                        ? BiomedType.None
                                        : (BiomedType)Enum.Parse(typeof(BiomedType), block.biomed);

                ColliderType colliderType = block.colliderType == null
                                        ? ColliderType.Block
                                        : (ColliderType)Enum.Parse(typeof(ColliderType), block.colliderType);

                Vector3 colliderMin = new Vector3(block.colliderMinX,
                                                  block.colliderMinY, block.colliderMinZ);

                Vector3 colliderMax = new Vector3(block.colliderMaxX,
                                                  block.colliderMaxY, block.colliderMaxZ);

                Block grassOverlay = null;
                if (block.grassOverlay != null)
                {
                    using (var request = resourcesInfo.DownloadTexture(block.grassOverlay)) {
                        request.SendWebRequest();
                        while (!request.isDone)
                        {
                            Slider.value = request.downloadProgress;
                            yield return(null);
                        }
                        if (request.isHttpError || request.isNetworkError)
                        {
                            LoadingScreen.SetActive(false);
                            yield break;
                        }
                        grassOverlay = new Block("", new Vector3[] { TextureAtlas.AddTexture(
                                                                         block.grassOverlay, DownloadHandlerTexture.GetContent(request), null) }, ColliderType.None,
                                                 colliderMin, colliderMax);
                    }
                }

                GameSession.Palette[i] = new Block(block.name, faces, colliderType,
                                                   colliderMin, colliderMax, renderType, shaderType, biomed, grassOverlay,
                                                   block.renderParam);
            }

            AsyncOperation operation = SceneManager.LoadSceneAsync("GameScene");

            while (!operation.isDone)
            {
                float progress = Mathf.Clamp01(operation.progress / 0.9f);

                Slider.value = progress;

                yield return(null);
            }
        }