Exemplo n.º 1
0
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(Game.GraphicsDevice);

            Texture2D groundTile = Game.Content.Load<Texture2D>(@"Tiles/groundTile");
            Texture2D wallTile = Game.Content.Load<Texture2D>(@"Tiles/wallTile");
            Texture2D portalTile = Game.Content.Load<Texture2D>(@"Tiles/portalTile");

            testMap = new Map("C:\\Users\\Gustavo\\Documents\\GitHub\\CIG2013\\Collision\\Collision\\Content\\Maps\\maptest.txt", wallTile, groundTile, portalTile);
            testMap.Initialize();
            currentMap = testMap;
        }
Exemplo n.º 2
0
        public void generateMapMatrix()
        {
            /*       2
             *     7   3
             *       5
             *
             *
             * -1 askmap
             * -11 NULL
             */

            bool askmap = true;
            int[] vetorengrenado = new int[4];
            mapMatrix = new int[floorSize, floorSize];
            for (int i = 0; i < floorSize; i++)
            {
                for (int j = 0; j < floorSize; j++)
                {
                    mapMatrix[i, j] = -11;
                }
            }

            if (floorSize % 2 == 0)
            {
                mapMatrix[floorSize / 2, floorSize / 2] = 210;
                mapMatrix[floorSize / 2 - 1, floorSize / 2] = -1;
                mapMatrix[floorSize / 2, floorSize / 2 - 1] = -1;
                mapMatrix[floorSize / 2 + 1, floorSize / 2] = -1;
                mapMatrix[floorSize / 2, floorSize / 2 + 1] = -1;
            }
            else
            {
                mapMatrix[(floorSize - 1) / 2, (floorSize - 1) / 2] = 210;
                mapMatrix[(floorSize - 1) / 2 - 1, (floorSize - 1) / 2] = -1;
                mapMatrix[(floorSize - 1) / 2, (floorSize - 1) / 2 - 1] = -1;
                mapMatrix[(floorSize - 1) / 2 + 1, (floorSize - 1) / 2] = -1;
                mapMatrix[(floorSize - 1) / 2, (floorSize - 1) / 2 + 1] = -1;
            }

            for (int i = 0; i < 4; i++)
            {
                vetorengrenado[i] = 1;
            }

            while (askmap)
            {
                for (int i = 0; i < floorSize; i++)
                {
                    for (int j = 0; j < floorSize; j++)
                    {

                        if (mapMatrix[i, j] == -1)
                        {
                            mapMatrix[i, j] = 1;
                            if (j < floorSize - 1)
                                if (mapMatrix[i, j + 1] % 7 == 0)
                                    vetorengrenado[1] = 3;
                            if (i < floorSize - 1)
                                if (mapMatrix[i + 1, j] % 2 == 0)
                                    vetorengrenado[2] = 5;
                            if (j > 0)
                                if (mapMatrix[i, j - 1] % 3 == 0)
                                    vetorengrenado[3] = 7;
                            if (i > 0)
                                if (mapMatrix[i - 1, j] % 5 == 0)
                                    vetorengrenado[0] = 2;

                            if (j < floorSize - 1)
                                if (mapMatrix[i, j + 1] < 0 && ((Game1)Game).rnd.Next(2) == 1)
                                {
                                    vetorengrenado[1] = 3;
                                    mapMatrix[i, j + 1] = -1;
                                }

                            if (j > 0)
                                if (mapMatrix[i, j - 1] < 0 && ((Game1)Game).rnd.Next(2) == 1)
                                {
                                    vetorengrenado[3] = 7;
                                    mapMatrix[i, j - 1] = -1;
                                }

                            if (i > 0)
                                if (mapMatrix[i - 1, j] < 0 && ((Game1)Game).rnd.Next(2) == 1)
                                {
                                    vetorengrenado[0] = 2;
                                    mapMatrix[i - 1, j] = -1;
                                }

                            if (i < floorSize - 1)
                                if (mapMatrix[i + 1, j] < 0 && ((Game1)Game).rnd.Next(2) == 1)
                                {
                                    vetorengrenado[2] = 5;
                                    mapMatrix[i + 1, j] = -1;
                                }

                            for (int k = 0; k < 4; k++)
                                mapMatrix[i, j] *= vetorengrenado[k];

                            if (i == 0 && mapMatrix[i, j] % 2 == 0)
                                mapMatrix[i, j] /= 2;
                            if (i == floorSize - 1 && mapMatrix[i, j] % 5 == 0)
                                mapMatrix[i, j] /= 5;
                            if (j == 0 && mapMatrix[i, j] % 7 == 0)
                                mapMatrix[i, j] /= 7;
                            if (j == floorSize - 1 && mapMatrix[i, j] % 3 == 0)
                                mapMatrix[i, j] /= 3;

                            for (int a = 0; a < 4; a++)
                                vetorengrenado[a] = 1;
                        }
                    }
                }

                askmap = false;

                for (int i = 0; i < floorSize; i++)
                {
                    for (int j = 0; j < floorSize; j++)
                    {
                        if (mapMatrix[i, j] == -1)
                            askmap = true;
                    }
                }
            }

            if (floorSize % 2 == 0)
            {
                currentRoom = new Point(floorSize / 2, floorSize / 2);
            }
            else
            {
                currentRoom = new Point((floorSize - 1) / 2, (floorSize - 1) / 2);
            }

            currentMap = map210;
        }
Exemplo n.º 3
0
        public void updateMapClearance()
        {
            mapCleared = true;
            for (int i = 0; i < floorSize; i++)
            {
                for (int j = 0; j < floorSize; j++)
                {
                    mapCleared = mapCleared && miniMap.boolmaze[i,j];
                }
            }

            if (mapCleared)
            {
                floorSize++;
                generateMapMatrix();
                if (floorSize % 2 == 0)
                {
                    currentRoom = new Point(floorSize / 2, floorSize / 2);
                }
                else
                {
                    currentRoom = new Point((floorSize - 1) / 2, (floorSize - 1) / 2);
                }
                currentMap = map210;
                ((Game1)Game).spriteManager.player.changedMap = true;
                miniMap.Initialize(((Game1)Game).GraphicsDevice);
            }
        }
Exemplo n.º 4
0
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(Game.GraphicsDevice);

            GraphicsDevice graphicsDevice = new GraphicsDevice();

            Texture2D groundTile = Game.Content.Load<Texture2D>(@"Tiles/groundTile");
            Texture2D wallTile = Game.Content.Load<Texture2D>(@"Tiles/wallTile");
            Texture2D portalTile = Game.Content.Load<Texture2D>(@"Tiles/portalTile");
            Texture2D miniMapTexture = Game.Content.Load<Texture2D>(@"Images/UI/minimap");

            map2 = new Map("Content\\maps\\map2.txt", wallTile, groundTile, portalTile);
            map2.Initialize();
            map3 = new Map("Content\\maps\\map3.txt", wallTile, groundTile, portalTile);
            map3.Initialize();
            map5 = new Map("Content\\maps\\map5.txt", wallTile, groundTile, portalTile);
            map5.Initialize();
            map6 = new Map("Content\\maps\\map6.txt", wallTile, groundTile, portalTile);
            map6.Initialize();
            map7 = new Map("Content\\maps\\map7.txt", wallTile, groundTile, portalTile);
            map7.Initialize();
            map10 = new Map("Content\\maps\\map10.txt", wallTile, groundTile, portalTile);
            map10.Initialize();
            map14 = new Map("Content\\maps\\map14.txt", wallTile, groundTile, portalTile);
            map14.Initialize();
            map15 = new Map("Content\\maps\\map15.txt", wallTile, groundTile, portalTile);
            map15.Initialize();
            map21 = new Map("Content\\maps\\map21.txt", wallTile, groundTile, portalTile);
            map21.Initialize();
            map30 = new Map("Content\\maps\\map30.txt", wallTile, groundTile, portalTile);
            map30.Initialize();
            map35 = new Map("Content\\maps\\map35.txt", wallTile, groundTile, portalTile);
            map35.Initialize();
            map42 = new Map("Content\\maps\\map42.txt", wallTile, groundTile, portalTile);
            map42.Initialize();
            map70 = new Map("Content\\maps\\map70.txt", wallTile, groundTile, portalTile);
            map70.Initialize();
            map105 = new Map("Content\\maps\\map105.txt", wallTile, groundTile, portalTile);
            map105.Initialize();
            map210 = new Map("Content\\maps\\map210.txt", wallTile, groundTile, portalTile);
            map210.Initialize();

            generateMapMatrix();

            miniMap = new MiniMap(miniMapTexture, this);

            miniMap.Initialize(Game.GraphicsDevice);
        }
Exemplo n.º 5
0
        /// <summary>
        /// Allows the game component to update itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        public override void Update(GameTime gameTime)
        {
            if(((Game1)Game).spriteManager.player.changedMap_Up)
                currentRoom.Y--;

            if(((Game1)Game).spriteManager.player.changedMap_Down)
                currentRoom.Y++;

            if(((Game1)Game).spriteManager.player.changedMap_Right)
                currentRoom.X++;

            if (((Game1)Game).spriteManager.player.changedMap_Left)
                currentRoom.X--;

            if(((Game1)Game).spriteManager.player.changedMap)
            {
                if (mapMatrix[currentRoom.Y, currentRoom.X] == 2)
                    currentMap = map2;
                else if (mapMatrix[currentRoom.Y, currentRoom.X] == 3)
                    currentMap = map3;
                else if (mapMatrix[currentRoom.Y, currentRoom.X] == 5)
                    currentMap = map5;
                else if (mapMatrix[currentRoom.Y, currentRoom.X] == 6)
                    currentMap = map6;
                else if (mapMatrix[currentRoom.Y, currentRoom.X] == 7)
                    currentMap = map7;
                else if (mapMatrix[currentRoom.Y, currentRoom.X] == 6)
                    currentMap = map6;
                else if (mapMatrix[currentRoom.Y, currentRoom.X] == 10)
                    currentMap = map10;
                else if (mapMatrix[currentRoom.Y, currentRoom.X] == 14)
                    currentMap = map14;
                else if (mapMatrix[currentRoom.Y, currentRoom.X] == 15)
                    currentMap = map15;
                else if (mapMatrix[currentRoom.Y, currentRoom.X] == 21)
                    currentMap = map21;
                else if (mapMatrix[currentRoom.Y, currentRoom.X] == 30)
                    currentMap = map30;
                else if (mapMatrix[currentRoom.Y, currentRoom.X] == 35)
                    currentMap = map35;
                else if (mapMatrix[currentRoom.Y, currentRoom.X] == 42)
                    currentMap = map42;
                else if (mapMatrix[currentRoom.Y, currentRoom.X] == 70)
                    currentMap = map70;
                else if (mapMatrix[currentRoom.Y, currentRoom.X] == 105)
                    currentMap = map105;
                else if (mapMatrix[currentRoom.Y, currentRoom.X] == 210)
                    currentMap = map210;
            }

            if (((Game1)Game).spriteManager.player.changedMap)
            {
                miniMap.Update();
            }

            updateMapClearance();

            base.Update(gameTime);
        }