Exemplo n.º 1
0
        public TransitionRoomState(Physics.Direction direction)
        {
            // initialize the variables and directions we need to check for a transition
            oldObjects              = LoZGame.Instance.GameObjects;
            newObjects              = new GameObjectManager();
            done                    = false;
            transitionDistance      = 0;
            dungeon                 = LoZGame.Instance.Dungeon;
            currentRoomLocation     = new Point(dungeon.CurrentRoomX, dungeon.CurrentRoomY);
            currentRoomBorderOffset = Vector2.Zero;
            puzzleDoors             = new List <IDoor>();
            specialDoors            = new List <IDoor>();

            foreach (IPlayer player in LoZGame.Instance.Players)
            {
                player.Physics.KnockbackVelocity = Vector2.Zero;
            }

            // finds the room we are transitioning to, and sets the variables needed to transition to it
            switch (direction)
            {
            case Physics.Direction.North:
                transitionDistance = YTransition;
                nextRoomLocation   = new Point(currentRoomLocation.X, currentRoomLocation.Y - 1);
                nextRoomOffset     = new Point(0, -YTransition);
                break;

            case Physics.Direction.South:
                transitionDistance = YTransition;
                nextRoomLocation   = new Point(currentRoomLocation.X, currentRoomLocation.Y + 1);
                nextRoomOffset     = new Point(0, YTransition);
                break;

            case Physics.Direction.East:
                transitionDistance = XTransition;
                nextRoomLocation   = new Point(currentRoomLocation.X + 1, currentRoomLocation.Y);
                nextRoomOffset     = new Point(XTransition, 0);
                break;

            case Physics.Direction.West:
                transitionDistance = XTransition;
                nextRoomLocation   = new Point(currentRoomLocation.X - 1, currentRoomLocation.Y);
                nextRoomOffset     = new Point(-XTransition, 0);
                break;
            }

            // loads the nextroom
            NextRoom             = dungeon.GetRoom(nextRoomLocation.Y, nextRoomLocation.X);
            nextRoomBorderOffset = nextRoomOffset.ToVector2();

            // checks that the next room actually exists before transitioning
            if (NextRoom.Exists)
            {
                MasterMovement = new Vector2((float)(-1 * nextRoomOffset.X) / transitionSpeed, (float)(-1 * nextRoomOffset.Y) / transitionSpeed);
                oldObjects.Entities.Clear();
                dungeon.LoadNewRoom(newObjects, nextRoomLocation, nextRoomOffset);

                // assigns players movement velocity based on transition direction
                foreach (IPlayer player in LoZGame.Instance.Players)
                {
                    switch (direction)
                    {
                    case Physics.Direction.North:
                        player.MoveUp();
                        player.Physics.MovementVelocity = new Vector2(0, -(float)maxPlayerMovement / transitionSpeed);
                        break;

                    case Physics.Direction.South:
                        player.MoveDown();
                        player.Physics.MovementVelocity = new Vector2(0, (float)maxPlayerMovement / transitionSpeed);
                        break;

                    case Physics.Direction.East:
                        player.MoveRight();
                        player.Physics.MovementVelocity = new Vector2((float)maxPlayerMovement / transitionSpeed, 0);
                        break;

                    case Physics.Direction.West:
                        player.MoveLeft();
                        player.Physics.MovementVelocity = new Vector2(-(float)maxPlayerMovement / transitionSpeed, 0);
                        break;
                    }
                    player.Physics.MovementVelocity += MasterMovement;
                }

                // sets moveement velocity for all other objects apart from player;
                oldObjects.SetObjectMovement(MasterMovement);
                newObjects.SetObjectMovement(MasterMovement);

                // sets doors to draw on the top level
                foreach (IDoor door in oldObjects.Doors.DoorList)
                {
                    door.Physics.Depth = 1;
                }
                foreach (IDoor door in newObjects.Doors.DoorList)
                {
                    door.Physics.Depth = 1;
                }

                // opens all special and puzzle doors in the room we are entering
                foreach (IDoor door in newObjects.Doors.DoorList)
                {
                    if (door.DoorType == Door.DoorTypes.Special)
                    {
                        specialDoors.Add(door);
                        door.Open();
                    }
                }
                foreach (IDoor door in newObjects.Doors.DoorList)
                {
                    if (door.DoorType == Door.DoorTypes.Puzzle)
                    {
                        puzzleDoors.Add(door);
                        door.Open();
                    }
                }
            }

            // plays game if the room does not exist
            else
            {
                PlayGame();
            }
        }