public Inflate ( int width, int height ) : void | ||
width | int | |
height | int | |
return | void |
public override void behaviorAtGameTick(GameTime time) { base.behaviorAtGameTick(time); this.isEmoting = false; Microsoft.Xna.Framework.Rectangle boundingBox = this.GetBoundingBox(); if (this.sprite.currentFrame < 4) { boundingBox.Inflate(Game1.tileSize * 2, Game1.tileSize * 2); if (!this.isInvisible || boundingBox.Contains(Game1.player.getStandingX(), Game1.player.getStandingY())) { if (this.isInvisible) { if (Game1.currentLocation.map.GetLayer("Back").Tiles[(int)Game1.player.getTileLocation().X, (int)Game1.player.getTileLocation().Y].Properties.ContainsKey("NPCBarrier") || !Game1.currentLocation.map.GetLayer("Back").Tiles[(int)Game1.player.getTileLocation().X, (int)Game1.player.getTileLocation().Y].TileIndexProperties.ContainsKey("Diggable") && Game1.currentLocation.map.GetLayer("Back").Tiles[(int)Game1.player.getTileLocation().X, (int)Game1.player.getTileLocation().Y].TileIndex != 0) { return; } this.position = new Vector2(Game1.player.position.X, Game1.player.position.Y + (float)Game1.player.sprite.spriteHeight - (float)this.sprite.spriteHeight); Game1.playSound(nameof(Duggy)); this.sprite.interval = 100f; this.position = Game1.player.getTileLocation() * (float)Game1.tileSize; } this.isInvisible = false; this.sprite.AnimateDown(time, 0, ""); } } if (this.sprite.currentFrame >= 4 && this.sprite.CurrentFrame < 8) { if (!this.hasDugForTreasure) { this.getTileLocation(); } boundingBox.Inflate(-Game1.tileSize * 2, -Game1.tileSize * 2); Game1.currentLocation.isCollidingPosition(boundingBox, Game1.viewport, false, 8, false, (Character)this); this.sprite.AnimateRight(time, 0, ""); this.sprite.interval = 220f; } if (this.sprite.currentFrame >= 8) { this.sprite.AnimateUp(time, 0, ""); } if (this.sprite.currentFrame < 10) { return; } this.isInvisible = true; this.sprite.currentFrame = 0; this.hasDugForTreasure = false; int num = 0; Vector2 tileLocation1 = this.getTileLocation(); Game1.currentLocation.map.GetLayer("Back").Tiles[(int)tileLocation1.X, (int)tileLocation1.Y].TileIndex = 0; Game1.currentLocation.removeEverythingExceptCharactersFromThisTile((int)tileLocation1.X, (int)tileLocation1.Y); for (Vector2 tileLocation2 = new Vector2((float)(Game1.player.GetBoundingBox().Center.X / Game1.tileSize + Game1.random.Next(-12, 12)), (float)(Game1.player.GetBoundingBox().Center.Y / Game1.tileSize + Game1.random.Next(-12, 12))); num < 4 && ((double)tileLocation2.X <= 0.0 || (double)tileLocation2.X >= (double)Game1.currentLocation.map.Layers[0].LayerWidth || ((double)tileLocation2.Y <= 0.0 || (double)tileLocation2.Y >= (double)Game1.currentLocation.map.Layers[0].LayerHeight) || (Game1.currentLocation.map.GetLayer("Back").Tiles[(int)tileLocation2.X, (int)tileLocation2.Y] == null || Game1.currentLocation.isTileOccupied(tileLocation2, "") || (!Game1.currentLocation.isTilePassable(new Location((int)tileLocation2.X, (int)tileLocation2.Y), Game1.viewport) || tileLocation2.Equals(new Vector2((float)(Game1.player.getStandingX() / Game1.tileSize), (float)(Game1.player.getStandingY() / Game1.tileSize))))) || (Game1.currentLocation.map.GetLayer("Back").Tiles[(int)tileLocation2.X, (int)tileLocation2.Y].Properties.ContainsKey("NPCBarrier") || !Game1.currentLocation.map.GetLayer("Back").Tiles[(int)tileLocation2.X, (int)tileLocation2.Y].TileIndexProperties.ContainsKey("Diggable") && Game1.currentLocation.map.GetLayer("Back").Tiles[(int)tileLocation2.X, (int)tileLocation2.Y].TileIndex != 0)); ++num) { tileLocation2 = new Vector2((float)(Game1.player.GetBoundingBox().Center.X / Game1.tileSize + Game1.random.Next(-2, 2)), (float)(Game1.player.GetBoundingBox().Center.Y / Game1.tileSize + Game1.random.Next(-2, 2))); } }
public override void Update() { Rectangle value = new Rectangle(0, 0, 32, 48); value.Inflate(1600, 1600); int x = value.X; int y = value.Y; if (this.npc != -1) { if (!Main.npc[this.npc].active || Main.npc[this.npc].type != 488 || Main.npc[this.npc].ai[0] != (float)this.Position.X || Main.npc[this.npc].ai[1] != (float)this.Position.Y) { this.Deactivate(); return; } } else { TETrainingDummy.FillPlayerHitboxes(); value.X = (int)(this.Position.X * 16) + x; value.Y = (int)(this.Position.Y * 16) + y; bool flag = false; foreach (KeyValuePair<int, Rectangle> current in TETrainingDummy.playerBox) { if (current.Value.Intersects(value)) { flag = true; break; } } if (flag) { this.Activate(); } } }
public void update(GameTime gameTime) { move(player.getPos() - pos); camArea = levelManager.getCurrentLevelArea(); camArea.Inflate(-200, -200); if (pos.X < camArea.Left) pos.X = camArea.Left; else if (pos.X > camArea.Right) pos.X = camArea.Right; if (pos.Y > camArea.Bottom) pos.Y = camArea.Bottom; else if (pos.Y < camArea.Top) pos.Y = camArea.Top; /*if (pos.X - screenPos.X < levelManager.getCurrentLevelArea().Left) pos.X = levelManager.getCurrentLevelArea().Left + screenPos.X; else if (pos.X + screenPos.X > levelManager.getCurrentLevelArea().Right) pos.X = levelManager.getCurrentLevelArea().Right - screenPos.X; if (pos.Y + screenPos.Y > levelManager.getCurrentLevelArea().Bottom) pos.Y = levelManager.getCurrentLevelArea().Bottom - screenPos.Y; else if (pos.Y - screenPos.Y < levelManager.getCurrentLevelArea().Top) pos.Y = levelManager.getCurrentLevelArea().Top + screenPos.Y;*/ updateTransform(); //Console.WriteLine(transform); }
public static Rectangle CreateCenteredRectangle(Vector2 location, int width, int height) { Rectangle rect = new Rectangle((int)location.X , (int)location.Y, 0, 0); rect.Inflate (width, height); return rect; }
public override void Update() { Rectangle rectangle = new Rectangle(0, 0, 32, 48); rectangle.Inflate(1600, 1600); int num1 = rectangle.X; int num2 = rectangle.Y; if (this.npc != -1) { if (Main.npc[npc].active && Main.npc[npc].type == 488 && (Main.npc[npc].ai[0] == Position.X && Main.npc[npc].ai[1] == Position.Y)) return; Deactivate(); } else { FillPlayerHitboxes(); rectangle.X = (int)Position.X * 16 + num1; rectangle.Y = (int)Position.Y * 16 + num2; bool flag = false; foreach (KeyValuePair<int, Rectangle> keyValuePair in playerBox) { if (keyValuePair.Value.Intersects(rectangle)) { flag = true; break; } } if (!flag) return; Activate(); } }
/// <summary> /// Checks if the ship can be placed on its current position. /// If the placing is allowed for the fields, they will marked green. /// If the placing is forbidden for the fields, they will marked red. /// </summary> /// <param name="p">The playground with the fields</param> /// <param name="currentShip">The current ship</param> public static void HandleFieldCheck(Playground p, Ship currentShip) { int counter = 0; List<Field> markedFields = new List<Field>(); foreach (Field field in p.fields) { int smaller = Convert.ToInt32(field.Size.Width / 2.1) * -1; Rectangle rect = new Rectangle(currentShip.Rectangle.X, currentShip.Rectangle.Y, currentShip.Rectangle.Width, currentShip.Rectangle.Height); rect.Inflate(smaller,smaller); if ((field.ReferencedShip == null || field.ReferencedShip == currentShip) && field.Rectangle.Intersects(rect)) { field.SetColor(Enum.FieldColor.Green); counter++; markedFields.Add(field); } else { field.ResetColor(); } } if (counter == currentShip.Size) { currentShip.OverlayColor = Color.Green; AppCache.CurrentMatch.FooterMenu.Get("btnPlace").Visible = true; } else { currentShip.OverlayColor = Color.Red; AppCache.CurrentMatch.FooterMenu.Get("btnPlace").Visible = false; foreach (Field f in markedFields) { f.SetColor(Enum.FieldColor.Red); } } }
public GameNode(SpriteSheet spriteSheet) : base(spriteSheet) { bounds = new Rectangle(0, 0, Config.WorldBoundsX, Config.WorldBoundsY); bounds.Inflate((int)(this.Sprite.Origin.X * 3), (int)(this.Sprite.Origin.Y * 3)); hitTimer = new Timer(); hitTimer.Fire += new NotifyHandler(hitTimer_Fire); }
/// <summary> /// Copys a rectangle and inflates it /// </summary> /// <param name="source">Rectangle to copy and inflate</param> /// <returns>Inflated rectangle</returns> public static Rectangle PadRectangle(Rectangle source, float scaleX, float scaleY) { //return new Rectangle((int)(source.X * scale), (int)(source.Y * scale), (int)(source.Width * scale), (int)(source.Height * scale)); //inflate and return copy source.Inflate((int)(source.Width * scaleX), (int)(source.Height * scaleY)); return source; }
public void AddStructure(Microsoft.Xna.Framework.Rectangle area, int padding = 0) { lock (this._lock) { area.Inflate(padding, padding); this._structures.Add(area); } }
public void Update(GraphicsDevice graphicsdevice) { var worldAtZero = ScreenToWorld(Vector2.Zero); var worldAtView = ScreenToWorld(new Vector2(Moxy.Graphics.Viewport.Width, Moxy.Graphics.Viewport.Height)); ViewFrustrum = new Rectangle((int)Math.Floor(worldAtZero.X), (int)Math.Floor(worldAtZero.Y), (int)Math.Ceiling(worldAtView.X - worldAtZero.X), (int)Math.Ceiling(worldAtView.Y - worldAtZero.Y)); ViewFrustrum.Inflate(150, 150); if (ViewTargets.Count > 0) { Vector2 min = ViewTargets[0].Location; Vector2 max = ViewTargets[0].Location; for (int i = 1; i < ViewTargets.Count; i++) { if (ViewTargets[i].Location.X < min.X) min.X = ViewTargets[i].Location.X; else if (ViewTargets[i].Location.X > max.X) max.X = ViewTargets[i].Location.X; if (ViewTargets[i].Location.Y < min.Y) min.Y = ViewTargets[i].Location.Y; else if (ViewTargets[i].Location.Y > max.Y) max.Y = ViewTargets[i].Location.Y; } Rectangle rect = new Rectangle ((int)min.X, (int)min.Y, (int)(max.X - min.X), (int)(max.Y - min.Y)); if (UseBounds) { if (rect.Width < MinimumSize.Width) rect.Inflate((int)(MinimumSize.Width - rect.Width) / 2, 0); if (rect.Height < MinimumSize.Height) rect.Inflate(0, (int)(MinimumSize.Height - rect.Height) / 2); } rect.Inflate (InflateAmount, InflateAmount); PlayerFrustrum = rect; desiredPosition = new Vector2(rect.X, rect.Y); float widthdiff = ((float)graphicsdevice.Viewport.Width) / ((float)rect.Width); float heightdiff = ((float)graphicsdevice.Viewport.Height) / ((float)rect.Height); desiredZoom = Math.Min (widthdiff, heightdiff); } Position = Vector2.Lerp(Position, desiredPosition, 0.1f); Zoom = MathHelper.Lerp(Zoom, desiredZoom, 0.1f); }
public void DrawCellBase(PathCell cell, Rectangle rectangle) { if (cell.Path != null && cell.Path.IsValid) { spriteBatch.Draw(parent.BlankTexture, rectangle, Color.Blue); } rectangle.Inflate(-CellSize / 8, -CellSize / 8); spriteBatch.Draw(parent.BlankTexture, rectangle, cell.Color.ToXnaColor()); }
protected override bool _AttemptActivity(Farm farm) { Microsoft.Xna.Framework.Rectangle map_bounds = new Microsoft.Xna.Framework.Rectangle(0, 0, farm.map.Layers[0].LayerWidth, farm.map.Layers[0].LayerHeight); for (int i = 0; i < 5; i++) { Vector2 random_point = Utility.getRandomPositionInThisRectangle(map_bounds, Game1.random); random_point.X = (int)random_point.X; random_point.Y = (int)random_point.Y; Microsoft.Xna.Framework.Rectangle rect = new Microsoft.Xna.Framework.Rectangle((int)random_point.X, (int)random_point.Y, 1, 1); if (!farm.isTileLocationTotallyClearAndPlaceableIgnoreFloors(random_point)) { continue; } rect.Inflate(1, 1); bool fail = false; for (int x = rect.Left; x < rect.Right; x++) { for (int y = rect.Top; y < rect.Bottom; y++) { if ((float)x != random_point.X || (float)y != random_point.Y) { if (!farm.isTileOnMap(new Vector2(x, y))) { fail = true; break; } if (farm.isTileOccupiedIgnoreFloors(new Vector2(x, y))) { fail = true; break; } if (!farm.isTilePassable(new Location(x, y), Game1.viewport)) { fail = true; break; } if (farm.getBuildingAt(new Vector2(x, y)) != null) { fail = true; break; } } } if (fail) { break; } } if (!fail) { activityPosition = random_point; activityDirection = 2; return(true); } } return(false); }
public override void DrawModel(SpriteBatch spriteBatch) { foreach (var selectedCard in selectedCards) { var halo = new Rectangle(selectedCard.Position.X, selectedCard.Position.Y, selectedCard.Position.Width, selectedCard.Position.Height); halo.Inflate(2, 2); spriteBatch.Draw(haloTexture, halo, Color.White); } base.DrawModel(spriteBatch); }
public TileBackground(Texture2D _sprite, Vector2 _pos, Vector2 _vel, int _hp, LevelManager l) : base(_sprite, _pos, _vel, _hp, l) { rect = l.getCurrentLevelArea(); rect.Inflate(10000, 10000); pos.X -= 5000; pos.Y -= 5000; center.X += 5000; center.Y += 5000; rotation = (float)Game1.random.NextDouble() * (float)Math.PI * 2.0f; }
//Texture2D tank, turret; public void Init(Random r, Rectangle bounds) { bounds.Inflate(-boundingRadius, -boundingRadius); position.X = (float)(bounds.Left + bounds.Width * r.NextDouble()); position.Y = (float)(bounds.Top + bounds.Height * r.NextDouble()); rotation = (float)(r.NextDouble() * MathHelper.TwoPi); random = r; }
public WorldBorder(Game game, Rectangle innerBorder, PhysicsSimulator physicsSimulator) { this.game = game; var outerBorder = new Rectangle(innerBorder.X, innerBorder.X, innerBorder.Width, innerBorder.Height); outerBorder.Inflate(buffer, buffer); AddLeftBorder(physicsSimulator, innerBorder, outerBorder); AddRightBorder(physicsSimulator, innerBorder, outerBorder); AddTopBorder(physicsSimulator, innerBorder, outerBorder); AddBottomBorder(physicsSimulator, innerBorder, outerBorder); }
public Gauge(Rectangle pos, float max, Color color, Color fillColor) { // Init _max = max; _gaugeColor = color; _fillColor = fillColor; _position = new Vector2(pos.X, pos.Y); _current = 0; _gauge = pos; _fill = new Rectangle(pos.X, pos.Y, pos.Width, pos.Height); _fill.Inflate(-2, 0); }
public static void UpdateDummies() { Dictionary<int, Rectangle> dictionary = new Dictionary<int, Rectangle>(); bool flag = false; Rectangle value = new Rectangle(0, 0, 32, 48); value.Inflate(1600, 1600); int num = value.X; int num2 = value.Y; for (int i = 0; i < 1000; i++) { if (TargetDummy.dummies[i] != null) { TargetDummy.dummies[i].whoAmI = i; if (TargetDummy.dummies[i].npc != -1) { if (!Main.npc[TargetDummy.dummies[i].npc].active || Main.npc[TargetDummy.dummies[i].npc].type != 488 || Main.npc[TargetDummy.dummies[i].npc].ai[0] != (float)TargetDummy.dummies[i].x || Main.npc[TargetDummy.dummies[i].npc].ai[1] != (float)TargetDummy.dummies[i].y) { TargetDummy.dummies[i].Deactivate(); } } else { if (!flag) { for (int j = 0; j < 255; j++) { if (Main.player[j].active) { dictionary[j] = Main.player[j].getRect(); } } flag = true; } value.X = (int)(TargetDummy.dummies[i].x * 16) + num; value.Y = (int)(TargetDummy.dummies[i].y * 16) + num2; bool flag2 = false; foreach (KeyValuePair<int, Rectangle> current in dictionary) { if (current.Value.Intersects(value)) { flag2 = true; break; } } if (flag2) { TargetDummy.dummies[i].Activate(); } } } } }
public Hud(ContentManager content, Rectangle _safeArea) { safeArea = _safeArea; safeArea.Inflate(-40, -40); lives = 0; score = 0; fuel = 0; peeps = 0; text = content.Load<SpriteFont>("Fonts/OCR"); lifeIcon = new Sprite(content.Load<Texture2D>("Sprites/lifeIcon")); peepIcon = new Sprite(content.Load<Texture2D>("Sprites/peepIcon")); bar = new Sprite(content.Load<Texture2D>("Sprites/pixel")); }
public Castle(GameContent gameContent, Shape shape, Vector2 tileCenter) { this.Shape = shape; this.gameContent = gameContent; this.position = tileCenter; int halfSize = Tile.Width / 2; BoundingRectangle = new Rectangle((int)position.X - halfSize, (int)position.Y - halfSize, 2 * halfSize, 2 * halfSize); AttackRectangle = BoundingRectangle; AttackRectangle.Inflate(200, 600); }
internal virtual void Draw() { int height = (int)GUIHelper.StrSize(text).Y + 8; Rectangle option = new Rectangle(owner.position.X, owner.position.Y + yOff, height + width, height); GUIHelper.FillRect(option, new Color(29, 29, 29, alpha)); GUIHelper.OutlineRect(option, new Color(0, 0, 0, alpha)); if (option.IntersectsMouse()) { option.Inflate(-3, -3); GUIHelper.sb.Draw(SelectedTexture, option, new Color(255, 255, 255, alpha)); GUIHelper.OutlineRect(option, new Color(0, 0, 0, alpha)); } GUIHelper.DrawStr(text, owner.position + new Position(4 + height, 4 + yOff), new Color(255, 255, 255, alpha)); GUIHelper.DrawLn(owner.position + new Position(height, yOff), owner.position + new Position(height, height + yOff), new Color(0, 0, 0, alpha)); }
public TextBox(Game game, SpriteBatch spriteBatch, SpriteFont spriteFont, Rectangle bound) : base(game) { this.bound = bound; this.borderBound = bound; this.game = game; this.spriteBatch = spriteBatch; this.spriteFont = spriteFont; borderBound.Inflate(borderSize, borderSize); //bound.Inflate(-5, 5); borderTexture = new Texture2D(game.GraphicsDevice, 1, 1); texture = new Texture2D(game.GraphicsDevice, 1, 1); borderTexture.SetData(new[] { Color.Black }); texture.SetData(new[] { Color.White }); }
public static void UpdateDummies() { Dictionary<int, Rectangle> dictionary = new Dictionary<int, Rectangle>(); bool flag1 = false; Rectangle rectangle = new Rectangle(0, 0, 32, 48); rectangle.Inflate(1600, 1600); int num1 = rectangle.X; int num2 = rectangle.Y; for (int index1 = 0; index1 < 1000; ++index1) { if (TargetDummy.dummies[index1] != null) { TargetDummy.dummies[index1].whoAmI = index1; if (TargetDummy.dummies[index1].npc != -1) { if (!Main.npc[TargetDummy.dummies[index1].npc].active || Main.npc[TargetDummy.dummies[index1].npc].type != 488 || ((double)Main.npc[TargetDummy.dummies[index1].npc].ai[0] != (double)TargetDummy.dummies[index1].x || (double)Main.npc[TargetDummy.dummies[index1].npc].ai[1] != (double)TargetDummy.dummies[index1].y)) TargetDummy.dummies[index1].Deactivate(); } else { if (!flag1) { for (int index2 = 0; index2 < (int)byte.MaxValue; ++index2) { if (Main.player[index2].active) dictionary[index2] = Main.player[index2].getRect(); } flag1 = true; } rectangle.X = (int)TargetDummy.dummies[index1].x * 16 + num1; rectangle.Y = (int)TargetDummy.dummies[index1].y * 16 + num2; bool flag2 = false; foreach (KeyValuePair<int, Rectangle> keyValuePair in dictionary) { if (keyValuePair.Value.Intersects(rectangle)) { flag2 = true; break; } } if (flag2) TargetDummy.dummies[index1].Activate(); } } } }
public static bool GetBoundingBox_Prefix(Horse __instance, ref Rectangle __result) { if (__instance.Sprite == null) { __result = Microsoft.Xna.Framework.Rectangle.Empty; return(false); } Vector2 vector = __instance.Position; int width = __instance.GetSpriteWidthForPositioning() * 4 * 3 / 4; var box = new Microsoft.Xna.Framework.Rectangle((int)vector.X + 8, (int)vector.Y + 16, width, 32); box.Inflate(-36, 0); __result = box; return(false); }
/// <summary> /// clears nodes of any previous path specific information /// </summary> public void PrepForPath(Rectangle physBox, bool suppressReset = false) { if ( !suppressReset) BuildGridFromSnapshot(); physBox.Inflate(physBox.Width / 2, physBox.Height / 2); foreach (GridNode node in nodes) { if (!suppressReset) node.SetTrace(null, 0, 0); node.ClearAdjustments(); foreach (MetaObstacle obstacle in currentObstacles) { if (obstacle.bounds.Intersects(CenterOnNode(node, physBox))) { node.ApplyAdjustment(obstacle.pathingWeight); } } } }
/// <summary> /// Initializes a new instance of the <see cref="HypercubeDisplay"/> class. /// </summary> /// <param name="displayRectangle">The display rectangle.</param> /// <param name="hypercubeCount">The number of hypercubes.</param> /// <param name="random">The PRNG.</param> /// <param name="layerDepth">The layer depth.</param> public HypercubeDisplay(Rectangle displayRectangle, int hypercubeCount, Random random, float layerDepth) { this.DisplayRectangle = displayRectangle; this.layerDepth = layerDepth; this.hypercubes = new List<Hypercube>(); Rectangle bounceRectangle = new Rectangle(this.DisplayRectangle.X, this.DisplayRectangle.Y, this.DisplayRectangle.Width, this.DisplayRectangle.Height); bounceRectangle.Inflate(this.DisplayRectangle.Height, this.DisplayRectangle.Width); for (int i = 0; i < hypercubeCount; i++) { float greyscale = MathHelper.Lerp(0f, 1f, (i + 1f) / (hypercubeCount + 2f)); this.hypercubes.Add(new Hypercube( new Vector2(displayRectangle.Center.X, displayRectangle.Center.Y), new Color(0, 0, greyscale, 1f), this.DisplayRectangle, bounceRectangle, random, this.layerDepth + 0.001f * (i + 1))); } }
public virtual void FindNewTarget() { isPerchedParrot = false; firstBounce = false; startPosition = position; moveTime = 0f; moveDuration = 1f; Microsoft.Xna.Framework.Rectangle rect = _perch.upgradeRect; if ((UpgradeState)_perch.currentState == UpgradeState.Complete) { flyAway = true; moveDuration = 5f; rect.Inflate(5, 0); } targetPosition = (Utility.getRandomPositionInThisRectangle(rect, Game1.random) + new Vector2(0.5f, 0.5f)) * 64f; Vector2 offset = Vector2.Zero; offset.X = targetPosition.X - position.X; offset.Y = targetPosition.Y - position.Y; if (offset.X < 0f) { flipped = false; } else if (offset.X > 0f) { flipped = true; } if (Math.Abs(offset.X) > Math.Abs(offset.Y)) { baseFrame = 2; } else if (offset.Y > 0f) { baseFrame = 5; } else { baseFrame = 8; } }
/// <summary> /// Returns all fields, which are good for placing the ship /// </summary> /// <param name="p">The playground with the fields</param> /// <param name="currentShip">The current ship</param> /// <returns></returns> public static List<Field> GetFields(Playground p, Ship currentShip) { List<Field> markedFields = new List<Field>(); foreach (Field field in p.fields) { int smaller = Convert.ToInt32(field.Size.Width / 2.1) * -1; Rectangle rect = new Rectangle(currentShip.Rectangle.X, currentShip.Rectangle.Y, currentShip.Rectangle.Width, currentShip.Rectangle.Height); rect.Inflate(smaller, smaller); if ((field.ReferencedShip == null || field.ReferencedShip == currentShip) && field.Rectangle.Intersects(rect)) { markedFields.Add(field); } } if (markedFields.Count == currentShip.Size) { return markedFields; } else { return null; } }
public bool IsNearRotated(BaseObject r, float factor) { Rectangle inflatedRectangle = new Rectangle(X, Y, Width, Height); inflatedRectangle.Inflate((int)(Width * factor), (int)(Height * factor)); return r.Intersects(inflatedRectangle); }
public bool IsNear(Rectangle r, float factor) { /*Vector2 point1 = new Vector2(r.X, r.Y); Vector2 point2 = new Vector2(r.X + r.Width, r.Y); Vector2 point3 = new Vector2(r.X + r.Width, r.Y + r.Height); Vector2 point4 = new Vector2(r.X, r.Y + r.Height); return IsNear(point1, factor) || IsNear(point2, factor) || IsNear(point3, factor) || IsNear(point4, factor);*/ //int adjustedWidth = (int)(this.Width + this.Width * factor * 2); //int adjustedHeight = (int)(this.Width + this.Height * factor * 2); //return new Rectangle((int)this.CenterPoint.X - adjustedWidth / 2, (int)this.CenterPoint.Y - adjustedHeight / 2, adjustedWidth, adjustedHeight).Intersects(r); Rectangle inflatedRectangle = new Rectangle(X, Y, Width, Height); inflatedRectangle.Inflate((int)(Width * factor), (int)(Height * factor)); return inflatedRectangle.Intersects(r); }
public bool IsNear(Vector2 point, float factor) { /*int factorWidth = (int)(this.Width * factor), factorHeight = (int)(this.Height * factor); return (point.X > this.X - factorWidth && point.X < this.X + this.Width + factorWidth && point.Y > this.Y - factorHeight && point.Y < this.Y + this.Height + factorHeight);*/ Rectangle inflatedRectangle = new Rectangle(X, Y, Width, Height); inflatedRectangle.Inflate((int)(Width * factor), (int)(Height * factor)); return inflatedRectangle.Contains((int)point.X, (int)point.Y); }
public bool IsNear(Vector2 point) { Rectangle inflatedRectangle = new Rectangle(X, Y, Width, Height); inflatedRectangle.Inflate((int)(Width), (int)(Height)); return inflatedRectangle.Contains((int)point.X, (int)point.Y); }
/// <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) { // TODO: Add your update code here backgroundRect = new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); saviour.Update(gameTime, Game.Window.ClientBounds); if (((Game1)Game).chances4 > 0) loose = false; else if (((Game1)Game).chances4 <= 0 && steps == -1) loose = true; if (((Game1)Game).avataar == 1) { saviour.currentFrame.Y = 1; } else if (((Game1)Game).avataar == 2) { saviour.currentFrame.Y = 2; } else if (((Game1)Game).avataar == 3) { saviour.currentFrame.Y = 3; } else if (((Game1)Game).avataar == 3) { saviour.currentFrame.Y = 3; } MouseState mouseState = Mouse.GetState(); if (mouseState.X != prevMouseState.X || mouseState.Y != prevMouseState.Y) { arr_position = new Vector2(mouseState.X, mouseState.Y); prevMouseState = mouseState; } arrowRect = new Rectangle((int)arr_position.X, (int)arr_position.Y, 32, 32); homeRect = new Rectangle(900, 150, 250, 150); retryRect = new Rectangle(50, 150, 250, 150); if (arrowRect.Intersects(homeRect) && mouseState.LeftButton == ButtonState.Pressed) { homeRect.Inflate(10, 10); Game.Exit(); } else if (arrowRect.Intersects(homeRect)) { homeRect.Inflate(10, 10); } foreach (Brick s in spriteList) { s.Update(gameTime, Game.Window.ClientBounds); if (s.collisionRect.Intersects(saviour.collisionRect) && (saviour.currentFrame.X == 0)) saviour.position.X = s.position.X + 50; if (s.collisionRect.Intersects(saviour.collisionRect) && (saviour.currentFrame.X == 1)) saviour.position.Y = s.position.Y + 50; if (s.collisionRect.Intersects(saviour.collisionRect) && (saviour.currentFrame.X == 2)) saviour.position.Y = s.position.Y - 50; if (s.collisionRect.Intersects(saviour.collisionRect) && (saviour.currentFrame.X == 3)) saviour.position.X = s.position.X - 50; } KeyboardState keyboardState = Keyboard.GetState(); if (arrowRect.Intersects(retryRect) && mouseState.LeftButton == ButtonState.Pressed) { retryRect.Inflate(10, 10); isRetry = true; } else if (arrowRect.Intersects(retryRect)) { retryRect.Inflate(10, 10); } dest1.Update(gameTime, Game.Window.ClientBounds); dest2.Update(gameTime, Game.Window.ClientBounds); dest3.Update(gameTime, Game.Window.ClientBounds); dest4.Update(gameTime, Game.Window.ClientBounds); dest5.Update(gameTime, Game.Window.ClientBounds); dest6.Update(gameTime, Game.Window.ClientBounds); goal1.Update(gameTime, Game.Window.ClientBounds); goal2.Update(gameTime, Game.Window.ClientBounds); goal3.Update(gameTime, Game.Window.ClientBounds); goal4.Update(gameTime, Game.Window.ClientBounds); goal5.Update(gameTime, Game.Window.ClientBounds); goal6.Update(gameTime, Game.Window.ClientBounds); if (goal1.collisionRect.Intersects(saviour.collisionRect) && (saviour.currentFrame.X == 0) && (keyboardState.IsKeyDown(Keys.Left))) { if ((goal1.position.Y == goal5.position.Y) && ((goal5.position.X == goal1.position.X - 50))) { goal1.position.X = goal1.position.X; saviour.position.X = goal1.position.X + 50; } else if ((goal1.position.Y == goal2.position.Y) && ((goal2.position.X == goal1.position.X - 50))) { goal1.position.X = goal1.position.X; saviour.position.X = goal1.position.X + 50; } else if ((goal1.position.Y == goal3.position.Y) && ((goal3.position.X == goal1.position.X - 50))) { goal1.position.X = goal1.position.X; saviour.position.X = goal1.position.X + 50; } else if ((goal1.position.Y == goal4.position.Y) && ((goal4.position.X == goal1.position.X - 50))) { goal1.position.X = goal1.position.X; saviour.position.X = goal1.position.X + 50; } else if ((goal1.position.Y == goal6.position.Y) && ((goal6.position.X == goal1.position.X - 50))) { goal1.position.X = goal1.position.X; saviour.position.X = goal1.position.X + 50; } else { goal1.position.X = goal1.position.X - 50; saviour.position.X = saviour.position.X; } if (saviour.position.X <= 400) saviour.position.X = 400; if (goal1.position.X <= 350) goal1.position.X = 350; } if (goal1.collisionRect.Intersects(saviour.collisionRect) && (saviour.currentFrame.X == 2) && (keyboardState.IsKeyDown(Keys.Down))) { if ((goal1.position.X == goal5.position.X) && ((goal1.position.Y == goal5.position.Y - 50))) { goal1.position.Y = goal1.position.Y; saviour.position.Y = goal1.position.Y - 50; } else if ((goal1.position.X == goal2.position.X) && ((goal1.position.Y == goal2.position.Y - 50))) { goal1.position.Y = goal1.position.Y; saviour.position.Y = goal1.position.Y - 50; } else if ((goal1.position.X == goal3.position.X) && ((goal1.position.Y == goal3.position.Y - 50))) { goal1.position.Y = goal1.position.Y; saviour.position.Y = goal1.position.Y - 50; } else if ((goal1.position.X == goal4.position.X) && ((goal1.position.Y == goal4.position.Y - 50))) { goal1.position.Y = goal1.position.Y; saviour.position.Y = goal1.position.Y - 50; } else if ((goal1.position.X == goal6.position.X) && ((goal1.position.Y == goal6.position.Y - 50))) { goal1.position.Y = goal1.position.Y; saviour.position.Y = goal1.position.Y - 50; } else { goal1.position.Y = goal1.position.Y + 50; saviour.position.Y = saviour.position.Y; } if (saviour.position.Y >= 500) saviour.position.Y = 500; if (goal1.position.Y >= 550) goal1.position.Y = 550; } if (goal1.collisionRect.Intersects(saviour.collisionRect) && (saviour.currentFrame.X == 1) && (keyboardState.IsKeyDown(Keys.Up))) { if ((goal1.position.X == goal5.position.X) && ((goal1.position.Y == goal5.position.Y + 50))) { goal1.position.Y = goal1.position.Y; saviour.position.Y = goal1.position.Y + 50; } else if ((goal1.position.X == goal2.position.X) && ((goal1.position.Y == goal2.position.Y + 50))) { goal1.position.Y = goal1.position.Y; saviour.position.Y = goal1.position.Y + 50; } else if ((goal1.position.X == goal3.position.X) && ((goal1.position.Y == goal3.position.Y + 50))) { goal1.position.Y = goal1.position.Y; saviour.position.Y = goal1.position.Y + 50; } else if ((goal1.position.X == goal4.position.X) && ((goal1.position.Y == goal4.position.Y + 50))) { goal1.position.Y = goal1.position.Y; saviour.position.Y = goal1.position.Y + 50; } else if ((goal1.position.X == goal6.position.X) && ((goal1.position.Y == goal6.position.Y + 50))) { goal1.position.Y = goal1.position.Y; saviour.position.Y = goal1.position.Y + 50; } else { goal1.position.Y = goal1.position.Y - 50; saviour.position.Y = saviour.position.Y; } if (saviour.position.Y <= 200) saviour.position.Y = 200; if (goal1.position.Y <= 150) goal1.position.Y = 150; } if (goal1.collisionRect.Intersects(saviour.collisionRect) && (saviour.currentFrame.X == 3) && (keyboardState.IsKeyDown(Keys.Right))) { if ((goal1.position.Y == goal5.position.Y) && ((goal1.position.X == goal5.position.X - 50))) { goal1.position.X = goal1.position.X; saviour.position.X = goal1.position.X - 50; } else if ((goal1.position.Y == goal2.position.Y) && ((goal1.position.X == goal2.position.X - 50))) { goal1.position.X = goal1.position.X; saviour.position.X = goal1.position.X - 50; } else if ((goal1.position.Y == goal3.position.Y) && ((goal1.position.X == goal3.position.X - 50))) { goal1.position.X = goal1.position.X; saviour.position.X = goal1.position.X - 50; } else if ((goal1.position.Y == goal4.position.Y) && ((goal1.position.X == goal4.position.X - 50))) { goal1.position.X = goal1.position.X; saviour.position.X = goal1.position.X - 50; } else if ((goal1.position.Y == goal6.position.Y) && ((goal1.position.X == goal6.position.X - 50))) { goal1.position.X = goal1.position.X; saviour.position.X = goal1.position.X - 50; } else { goal1.position.X = goal1.position.X + 50; saviour.position.X = saviour.position.X; } if (saviour.position.X >= 700) saviour.position.X = 700; if (goal1.position.X >= 750) goal1.position.X = 750; } if (goal5.collisionRect.Intersects(saviour.collisionRect) && (saviour.currentFrame.X == 0) && (keyboardState.IsKeyDown(Keys.Left))) { if ((goal1.position.Y == goal5.position.Y) && ((goal1.position.X == goal5.position.X - 50))) { goal5.position.X = goal5.position.X; saviour.position.X = goal5.position.X + 50; } else if ((goal2.position.Y == goal5.position.Y) && ((goal2.position.X == goal5.position.X - 50))) { goal5.position.X = goal5.position.X; saviour.position.X = goal5.position.X + 50; } else if ((goal3.position.Y == goal5.position.Y) && ((goal3.position.X == goal5.position.X - 50))) { goal5.position.X = goal5.position.X; saviour.position.X = goal5.position.X + 50; } else if ((goal4.position.Y == goal5.position.Y) && ((goal4.position.X == goal5.position.X - 50))) { goal5.position.X = goal5.position.X; saviour.position.X = goal5.position.X + 50; } else if ((goal6.position.Y == goal5.position.Y) && ((goal6.position.X == goal5.position.X - 50))) { goal5.position.X = goal5.position.X; saviour.position.X = goal5.position.X + 50; } else { goal5.position.X = goal5.position.X - 50; saviour.position.X = saviour.position.X; } if (saviour.position.X <= 400) saviour.position.X = 400; if (goal5.position.X <= 350) goal5.position.X = 350; } if (goal5.collisionRect.Intersects(saviour.collisionRect) && (saviour.currentFrame.X == 2) && (keyboardState.IsKeyDown(Keys.Down))) { if ((goal1.position.X == goal5.position.X) && ((goal5.position.Y == goal1.position.Y - 50))) { goal5.position.Y = goal5.position.Y; saviour.position.Y = goal5.position.Y - 50; } else if ((goal2.position.X == goal5.position.X) && ((goal5.position.Y == goal2.position.Y - 50))) { goal5.position.Y = goal5.position.Y; saviour.position.Y = goal5.position.Y - 50; } else if ((goal3.position.X == goal5.position.X) && ((goal5.position.Y == goal3.position.Y - 50))) { goal5.position.Y = goal5.position.Y; saviour.position.Y = goal5.position.Y - 50; } else if ((goal4.position.X == goal5.position.X) && ((goal5.position.Y == goal4.position.Y - 50))) { goal5.position.Y = goal5.position.Y; saviour.position.Y = goal5.position.Y - 50; } else if ((goal6.position.X == goal5.position.X) && ((goal5.position.Y == goal6.position.Y - 50))) { goal5.position.Y = goal5.position.Y; saviour.position.Y = goal5.position.Y - 50; } else { goal5.position.Y = goal5.position.Y + 50; saviour.position.Y = saviour.position.Y; } if (saviour.position.Y >= 500) saviour.position.Y = 500; if (goal5.position.Y >= 550) goal5.position.Y = 550; } if (goal5.collisionRect.Intersects(saviour.collisionRect) && (saviour.currentFrame.X == 1) && (keyboardState.IsKeyDown(Keys.Up))) { if ((goal1.position.X == goal5.position.X) && ((goal5.position.Y == goal1.position.Y + 50))) { goal5.position.Y = goal5.position.Y; saviour.position.Y = goal5.position.Y + 50; } else if ((goal2.position.X == goal5.position.X) && ((goal5.position.Y == goal2.position.Y + 50))) { goal5.position.Y = goal5.position.Y; saviour.position.Y = goal5.position.Y + 50; } else if ((goal3.position.X == goal5.position.X) && ((goal5.position.Y == goal3.position.Y + 50))) { goal5.position.Y = goal5.position.Y; saviour.position.Y = goal5.position.Y + 50; } else if ((goal4.position.X == goal5.position.X) && ((goal5.position.Y == goal4.position.Y + 50))) { goal5.position.Y = goal5.position.Y; saviour.position.Y = goal5.position.Y + 50; } else if ((goal6.position.X == goal5.position.X) && ((goal5.position.Y == goal6.position.Y + 50))) { goal5.position.Y = goal5.position.Y; saviour.position.Y = goal5.position.Y + 50; } else { goal5.position.Y = goal5.position.Y - 50; saviour.position.Y = saviour.position.Y; } if (saviour.position.Y <= 200) saviour.position.Y = 200; if (goal5.position.Y <= 150) goal5.position.Y = 150; } if (goal5.collisionRect.Intersects(saviour.collisionRect) && (saviour.currentFrame.X == 3) && (keyboardState.IsKeyDown(Keys.Right))) { if ((goal1.position.Y == goal5.position.Y) && ((goal1.position.X == goal5.position.X + 50))) { goal5.position.X = goal5.position.X; saviour.position.X = goal5.position.X - 50; } else if ((goal2.position.Y == goal5.position.Y) && ((goal2.position.X == goal5.position.X + 50))) { goal5.position.X = goal5.position.X; saviour.position.X = goal5.position.X - 50; } else if ((goal3.position.Y == goal5.position.Y) && ((goal3.position.X == goal5.position.X + 50))) { goal5.position.X = goal5.position.X; saviour.position.X = goal5.position.X - 50; } else if ((goal4.position.Y == goal5.position.Y) && ((goal4.position.X == goal5.position.X + 50))) { goal5.position.X = goal5.position.X; saviour.position.X = goal5.position.X - 50; } else if ((goal6.position.Y == goal5.position.Y) && ((goal6.position.X == goal5.position.X + 50))) { goal5.position.X = goal5.position.X; saviour.position.X = goal5.position.X - 50; } else { goal5.position.X = goal5.position.X + 50; saviour.position.X = saviour.position.X; } if (saviour.position.X >= 700) saviour.position.X = 700; if (goal5.position.X >= 750) goal5.position.X = 750; } if (goal2.collisionRect.Intersects(saviour.collisionRect) && (saviour.currentFrame.X == 0) && (keyboardState.IsKeyDown(Keys.Left))) { if ((goal2.position.Y == goal5.position.Y) && ((goal5.position.X == goal2.position.X - 50))) { goal2.position.X = goal2.position.X; saviour.position.X = goal2.position.X + 50; } else if ((goal2.position.Y == goal1.position.Y) && ((goal1.position.X == goal2.position.X - 50))) { goal2.position.X = goal2.position.X; saviour.position.X = goal2.position.X + 50; } else if ((goal2.position.Y == goal3.position.Y) && ((goal3.position.X == goal2.position.X - 50))) { goal2.position.X = goal2.position.X; saviour.position.X = goal2.position.X + 50; } else if ((goal2.position.Y == goal4.position.Y) && ((goal4.position.X == goal2.position.X - 50))) { goal2.position.X = goal2.position.X; saviour.position.X = goal2.position.X + 50; } else if ((goal2.position.Y == goal6.position.Y) && ((goal6.position.X == goal2.position.X - 50))) { goal2.position.X = goal2.position.X; saviour.position.X = goal2.position.X + 50; } else { goal2.position.X = goal2.position.X - 50; saviour.position.X = saviour.position.X; } if (saviour.position.X <= 400) saviour.position.X = 400; if (goal2.position.X <= 350) goal2.position.X = 350; } if (goal2.collisionRect.Intersects(saviour.collisionRect) && (saviour.currentFrame.X == 2) && (keyboardState.IsKeyDown(Keys.Down))) { if ((goal2.position.X == goal5.position.X) && ((goal2.position.Y == goal5.position.Y - 50))) { goal2.position.Y = goal2.position.Y; saviour.position.Y = goal2.position.Y - 50; } else if ((goal2.position.X == goal1.position.X) && ((goal2.position.Y == goal1.position.Y - 50))) { goal2.position.Y = goal2.position.Y; saviour.position.Y = goal2.position.Y - 50; } else if ((goal2.position.X == goal3.position.X) && ((goal2.position.Y == goal3.position.Y - 50))) { goal2.position.Y = goal2.position.Y; saviour.position.Y = goal2.position.Y - 50; } else if ((goal2.position.X == goal4.position.X) && ((goal2.position.Y == goal4.position.Y - 50))) { goal2.position.Y = goal2.position.Y; saviour.position.Y = goal2.position.Y - 50; } else if ((goal2.position.X == goal6.position.X) && ((goal2.position.Y == goal6.position.Y - 50))) { goal2.position.Y = goal2.position.Y; saviour.position.Y = goal2.position.Y - 50; } else { goal2.position.Y = goal2.position.Y + 50; saviour.position.Y = saviour.position.Y; } if (saviour.position.Y >= 500) saviour.position.Y = 500; if (goal2.position.Y >= 550) goal2.position.Y = 550; } if (goal2.collisionRect.Intersects(saviour.collisionRect) && (saviour.currentFrame.X == 1) && (keyboardState.IsKeyDown(Keys.Up))) { if ((goal2.position.X == goal5.position.X) && ((goal2.position.Y == goal5.position.Y + 50))) { goal2.position.Y = goal2.position.Y; saviour.position.Y = goal2.position.Y + 50; } else if ((goal2.position.X == goal1.position.X) && ((goal2.position.Y == goal1.position.Y + 50))) { goal2.position.Y = goal2.position.Y; saviour.position.Y = goal2.position.Y + 50; } else if ((goal2.position.X == goal3.position.X) && ((goal2.position.Y == goal3.position.Y + 50))) { goal2.position.Y = goal2.position.Y; saviour.position.Y = goal2.position.Y + 50; } else if ((goal2.position.X == goal4.position.X) && ((goal2.position.Y == goal4.position.Y + 50))) { goal2.position.Y = goal2.position.Y; saviour.position.Y = goal2.position.Y + 50; } else if ((goal2.position.X == goal6.position.X) && ((goal2.position.Y == goal6.position.Y + 50))) { goal2.position.Y = goal2.position.Y; saviour.position.Y = goal2.position.Y + 50; } else { goal2.position.Y = goal2.position.Y - 50; saviour.position.Y = saviour.position.Y; } if (saviour.position.Y <= 200) saviour.position.Y = 200; if (goal2.position.Y <= 150) goal2.position.Y = 150; } if (goal2.collisionRect.Intersects(saviour.collisionRect) && (saviour.currentFrame.X == 3) && (keyboardState.IsKeyDown(Keys.Right))) { if ((goal2.position.Y == goal5.position.Y) && ((goal2.position.X == goal5.position.X - 50))) { goal2.position.X = goal2.position.X; saviour.position.X = goal2.position.X - 50; } else if ((goal2.position.Y == goal1.position.Y) && ((goal2.position.X == goal1.position.X - 50))) { goal2.position.X = goal2.position.X; saviour.position.X = goal2.position.X - 50; } else if ((goal2.position.Y == goal3.position.Y) && ((goal2.position.X == goal3.position.X - 50))) { goal2.position.X = goal2.position.X; saviour.position.X = goal2.position.X - 50; } else if ((goal2.position.Y == goal4.position.Y) && ((goal2.position.X == goal4.position.X - 50))) { goal2.position.X = goal2.position.X; saviour.position.X = goal2.position.X - 50; } else if ((goal2.position.Y == goal6.position.Y) && ((goal2.position.X == goal6.position.X - 50))) { goal2.position.X = goal2.position.X; saviour.position.X = goal2.position.X - 50; } else { goal2.position.X = goal2.position.X + 50; saviour.position.X = saviour.position.X; } if (saviour.position.X >= 700) saviour.position.X = 700; if (goal2.position.X >= 750) goal2.position.X = 750; } if (goal3.collisionRect.Intersects(saviour.collisionRect) && (saviour.currentFrame.X == 0) && (keyboardState.IsKeyDown(Keys.Left))) { if ((goal3.position.Y == goal5.position.Y) && ((goal5.position.X == goal3.position.X - 50))) { goal3.position.X = goal3.position.X; saviour.position.X = goal3.position.X + 50; } else if ((goal3.position.Y == goal1.position.Y) && ((goal1.position.X == goal3.position.X - 50))) { goal3.position.X = goal3.position.X; saviour.position.X = goal3.position.X + 50; } else if ((goal3.position.Y == goal2.position.Y) && ((goal2.position.X == goal3.position.X - 50))) { goal3.position.X = goal3.position.X; saviour.position.X = goal3.position.X + 50; } else if ((goal3.position.Y == goal4.position.Y) && ((goal4.position.X == goal3.position.X - 50))) { goal3.position.X = goal3.position.X; saviour.position.X = goal3.position.X + 50; } else if ((goal3.position.Y == goal6.position.Y) && ((goal6.position.X == goal3.position.X - 50))) { goal3.position.X = goal3.position.X; saviour.position.X = goal3.position.X + 50; } else { goal3.position.X = goal3.position.X - 50; saviour.position.X = saviour.position.X; } if (saviour.position.X <= 400) saviour.position.X = 400; if (goal3.position.X <= 350) goal3.position.X = 350; } if (goal3.collisionRect.Intersects(saviour.collisionRect) && (saviour.currentFrame.X == 2) && (keyboardState.IsKeyDown(Keys.Down))) { if ((goal3.position.X == goal5.position.X) && ((goal3.position.Y == goal5.position.Y - 50))) { goal3.position.Y = goal3.position.Y; saviour.position.Y = goal3.position.Y - 50; } else if ((goal3.position.X == goal1.position.X) && ((goal3.position.Y == goal1.position.Y - 50))) { goal3.position.Y = goal3.position.Y; saviour.position.Y = goal3.position.Y - 50; } else if ((goal3.position.X == goal2.position.X) && ((goal3.position.Y == goal2.position.Y - 50))) { goal3.position.Y = goal3.position.Y; saviour.position.Y = goal3.position.Y - 50; } else if ((goal3.position.X == goal4.position.X) && ((goal3.position.Y == goal4.position.Y - 50))) { goal3.position.Y = goal3.position.Y; saviour.position.Y = goal3.position.Y - 50; } else if ((goal3.position.X == goal6.position.X) && ((goal3.position.Y == goal6.position.Y - 50))) { goal3.position.Y = goal3.position.Y; saviour.position.Y = goal3.position.Y - 50; } else { goal3.position.Y = goal3.position.Y + 50; saviour.position.Y = saviour.position.Y; } if (saviour.position.Y >= 500) saviour.position.Y = 500; if (goal3.position.Y >= 550) goal3.position.Y = 550; } if (goal3.collisionRect.Intersects(saviour.collisionRect) && (saviour.currentFrame.X == 1) && (keyboardState.IsKeyDown(Keys.Up))) { if ((goal3.position.X == goal5.position.X) && ((goal3.position.Y == goal5.position.Y + 50))) { goal3.position.Y = goal3.position.Y; saviour.position.Y = goal3.position.Y + 50; } else if ((goal3.position.X == goal1.position.X) && ((goal3.position.Y == goal1.position.Y + 50))) { goal3.position.Y = goal3.position.Y; saviour.position.Y = goal3.position.Y + 50; } else if ((goal3.position.X == goal2.position.X) && ((goal3.position.Y == goal2.position.Y + 50))) { goal3.position.Y = goal3.position.Y; saviour.position.Y = goal3.position.Y + 50; } else if ((goal3.position.X == goal4.position.X) && ((goal3.position.Y == goal4.position.Y + 50))) { goal3.position.Y = goal3.position.Y; saviour.position.Y = goal3.position.Y + 50; } else if ((goal3.position.X == goal6.position.X) && ((goal3.position.Y == goal6.position.Y + 50))) { goal3.position.Y = goal3.position.Y; saviour.position.Y = goal3.position.Y + 50; } else { goal3.position.Y = goal3.position.Y - 50; saviour.position.Y = saviour.position.Y; } if (saviour.position.Y <= 200) saviour.position.Y = 200; if (goal3.position.Y <= 150) goal3.position.Y = 150; } if (goal3.collisionRect.Intersects(saviour.collisionRect) && (saviour.currentFrame.X == 3) && (keyboardState.IsKeyDown(Keys.Right))) { if ((goal3.position.Y == goal5.position.Y) && ((goal3.position.X == goal5.position.X - 50))) { goal3.position.X = goal3.position.X; saviour.position.X = goal3.position.X - 50; } else if ((goal3.position.Y == goal1.position.Y) && ((goal3.position.X == goal1.position.X - 50))) { goal3.position.X = goal3.position.X; saviour.position.X = goal3.position.X - 50; } else if ((goal3.position.Y == goal2.position.Y) && ((goal3.position.X == goal2.position.X - 50))) { goal3.position.X = goal3.position.X; saviour.position.X = goal3.position.X - 50; } else if ((goal3.position.Y == goal4.position.Y) && ((goal3.position.X == goal4.position.X - 50))) { goal3.position.X = goal3.position.X; saviour.position.X = goal3.position.X - 50; } else if ((goal3.position.Y == goal6.position.Y) && ((goal3.position.X == goal6.position.X - 50))) { goal3.position.X = goal3.position.X; saviour.position.X = goal3.position.X - 50; } else { goal3.position.X = goal3.position.X + 50; saviour.position.X = saviour.position.X; } if (saviour.position.X >= 700) saviour.position.X = 700; if (goal3.position.X >= 750) goal3.position.X = 750; } if (goal4.collisionRect.Intersects(saviour.collisionRect) && (saviour.currentFrame.X == 0) && (keyboardState.IsKeyDown(Keys.Left))) { if ((goal4.position.Y == goal5.position.Y) && ((goal5.position.X == goal4.position.X - 50))) { goal4.position.X = goal4.position.X; saviour.position.X = goal4.position.X + 50; } else if ((goal4.position.Y == goal1.position.Y) && ((goal1.position.X == goal4.position.X - 50))) { goal4.position.X = goal4.position.X; saviour.position.X = goal4.position.X + 50; } else if ((goal4.position.Y == goal2.position.Y) && ((goal2.position.X == goal4.position.X - 50))) { goal4.position.X = goal4.position.X; saviour.position.X = goal4.position.X + 50; } else if ((goal4.position.Y == goal3.position.Y) && ((goal3.position.X == goal4.position.X - 50))) { goal4.position.X = goal4.position.X; saviour.position.X = goal4.position.X + 50; } else if ((goal4.position.Y == goal6.position.Y) && ((goal6.position.X == goal4.position.X - 50))) { goal4.position.X = goal4.position.X; saviour.position.X = goal4.position.X + 50; } else { goal4.position.X = goal4.position.X - 50; saviour.position.X = saviour.position.X; } if (saviour.position.X <= 400) saviour.position.X = 400; if (goal4.position.X <= 350) goal4.position.X = 350; } if (goal4.collisionRect.Intersects(saviour.collisionRect) && (saviour.currentFrame.X == 2) && (keyboardState.IsKeyDown(Keys.Down))) { if ((goal4.position.X == goal5.position.X) && ((goal4.position.Y == goal5.position.Y - 50))) { goal4.position.Y = goal4.position.Y; saviour.position.Y = goal4.position.Y - 50; } else if ((goal4.position.X == goal1.position.X) && ((goal4.position.Y == goal1.position.Y - 50))) { goal4.position.Y = goal4.position.Y; saviour.position.Y = goal4.position.Y - 50; } else if ((goal4.position.X == goal2.position.X) && ((goal4.position.Y == goal2.position.Y - 50))) { goal4.position.Y = goal4.position.Y; saviour.position.Y = goal4.position.Y - 50; } else if ((goal4.position.X == goal3.position.X) && ((goal4.position.Y == goal3.position.Y - 50))) { goal4.position.Y = goal4.position.Y; saviour.position.Y = goal4.position.Y - 50; } else if ((goal4.position.X == goal6.position.X) && ((goal4.position.Y == goal6.position.Y - 50))) { goal4.position.Y = goal4.position.Y; saviour.position.Y = goal4.position.Y - 50; } else { goal4.position.Y = goal4.position.Y + 50; saviour.position.Y = saviour.position.Y; } if (saviour.position.Y >= 500) saviour.position.Y = 500; if (goal4.position.Y >= 550) goal4.position.Y = 550; } if (goal4.collisionRect.Intersects(saviour.collisionRect) && (saviour.currentFrame.X == 1) && (keyboardState.IsKeyDown(Keys.Up))) { if ((goal4.position.X == goal5.position.X) && ((goal4.position.Y == goal5.position.Y + 50))) { goal4.position.Y = goal4.position.Y; saviour.position.Y = goal4.position.Y + 50; } else if ((goal4.position.X == goal1.position.X) && ((goal4.position.Y == goal1.position.Y + 50))) { goal4.position.Y = goal4.position.Y; saviour.position.Y = goal4.position.Y + 50; } else if ((goal4.position.X == goal2.position.X) && ((goal4.position.Y == goal2.position.Y + 50))) { goal4.position.Y = goal4.position.Y; saviour.position.Y = goal4.position.Y + 50; } else if ((goal4.position.X == goal3.position.X) && ((goal4.position.Y == goal3.position.Y + 50))) { goal4.position.Y = goal4.position.Y; saviour.position.Y = goal4.position.Y + 50; } else if ((goal4.position.X == goal6.position.X) && ((goal4.position.Y == goal6.position.Y + 50))) { goal4.position.Y = goal4.position.Y; saviour.position.Y = goal4.position.Y + 50; } else { goal4.position.Y = goal4.position.Y - 50; saviour.position.Y = saviour.position.Y; } if (saviour.position.Y <= 200) saviour.position.Y = 200; if (goal4.position.Y <= 150) goal4.position.Y = 150; } if (goal4.collisionRect.Intersects(saviour.collisionRect) && (saviour.currentFrame.X == 3) && (keyboardState.IsKeyDown(Keys.Right))) { if ((goal4.position.Y == goal5.position.Y) && ((goal4.position.X == goal5.position.X - 50))) { goal4.position.X = goal4.position.X; saviour.position.X = goal4.position.X - 50; } else if ((goal4.position.Y == goal1.position.Y) && ((goal4.position.X == goal1.position.X - 50))) { goal4.position.X = goal4.position.X; saviour.position.X = goal4.position.X - 50; } else if ((goal4.position.Y == goal2.position.Y) && ((goal4.position.X == goal2.position.X - 50))) { goal4.position.X = goal4.position.X; saviour.position.X = goal4.position.X - 50; } else if ((goal4.position.Y == goal3.position.Y) && ((goal4.position.X == goal3.position.X - 50))) { goal4.position.X = goal4.position.X; saviour.position.X = goal4.position.X - 50; } else if ((goal4.position.Y == goal6.position.Y) && ((goal4.position.X == goal6.position.X - 50))) { goal4.position.X = goal4.position.X; saviour.position.X = goal4.position.X - 50; } else { goal4.position.X = goal4.position.X + 50; saviour.position.X = saviour.position.X; } if (saviour.position.X >= 700) saviour.position.X = 700; if (goal4.position.X >= 750) goal4.position.X = 750; } if (goal6.collisionRect.Intersects(saviour.collisionRect) && (saviour.currentFrame.X == 3) && (keyboardState.IsKeyDown(Keys.Right))) { if ((goal6.position.Y == goal5.position.Y) && ((goal6.position.X == goal5.position.X - 50))) { goal6.position.X = goal6.position.X; saviour.position.X = goal6.position.X - 50; } else if ((goal6.position.Y == goal1.position.Y) && ((goal6.position.X == goal1.position.X - 50))) { goal6.position.X = goal6.position.X; saviour.position.X = goal6.position.X - 50; } else if ((goal6.position.Y == goal2.position.Y) && ((goal6.position.X == goal2.position.X - 50))) { goal6.position.X = goal6.position.X; saviour.position.X = goal6.position.X - 50; } else if ((goal6.position.Y == goal3.position.Y) && ((goal6.position.X == goal3.position.X - 50))) { goal6.position.X = goal6.position.X; saviour.position.X = goal6.position.X - 50; } else if ((goal6.position.Y == goal4.position.Y) && ((goal6.position.X == goal4.position.X - 50))) { goal6.position.X = goal6.position.X; saviour.position.X = goal6.position.X - 50; } else { goal6.position.X = goal6.position.X + 50; saviour.position.X = saviour.position.X; } if (saviour.position.X >= 700) saviour.position.X = 700; if (goal6.position.X >= 750) goal6.position.X = 750; } if (goal6.collisionRect.Intersects(saviour.collisionRect) && (saviour.currentFrame.X == 0) && (keyboardState.IsKeyDown(Keys.Left))) { if ((goal6.position.Y == goal5.position.Y) && ((goal5.position.X == goal6.position.X - 50))) { goal6.position.X = goal6.position.X; saviour.position.X = goal6.position.X + 50; } else if ((goal6.position.Y == goal1.position.Y) && ((goal1.position.X == goal6.position.X - 50))) { goal6.position.X = goal6.position.X; saviour.position.X = goal6.position.X + 50; } else if ((goal6.position.Y == goal2.position.Y) && ((goal2.position.X == goal6.position.X - 50))) { goal6.position.X = goal6.position.X; saviour.position.X = goal6.position.X + 50; } else if ((goal6.position.Y == goal3.position.Y) && ((goal3.position.X == goal6.position.X - 50))) { goal6.position.X = goal6.position.X; saviour.position.X = goal6.position.X + 50; } else if ((goal6.position.Y == goal4.position.Y) && ((goal4.position.X == goal6.position.X - 50))) { goal6.position.X = goal6.position.X; saviour.position.X = goal6.position.X + 50; } else { goal6.position.X = goal6.position.X - 50; saviour.position.X = saviour.position.X; } if (saviour.position.X <= 400) saviour.position.X = 400; if (goal6.position.X <= 350) goal6.position.X = 350; } if (goal6.collisionRect.Intersects(saviour.collisionRect) && (saviour.currentFrame.X == 2) && (keyboardState.IsKeyDown(Keys.Down))) { if ((goal6.position.X == goal5.position.X) && ((goal6.position.Y == goal5.position.Y - 50))) { goal6.position.Y = goal6.position.Y; saviour.position.Y = goal6.position.Y - 50; } else if ((goal6.position.X == goal1.position.X) && ((goal6.position.Y == goal1.position.Y - 50))) { goal6.position.Y = goal6.position.Y; saviour.position.Y = goal6.position.Y - 50; } else if ((goal6.position.X == goal2.position.X) && ((goal6.position.Y == goal2.position.Y - 50))) { goal6.position.Y = goal6.position.Y; saviour.position.Y = goal6.position.Y - 50; } else if ((goal6.position.X == goal3.position.X) && ((goal6.position.Y == goal3.position.Y - 50))) { goal6.position.Y = goal6.position.Y; saviour.position.Y = goal6.position.Y - 50; } else if ((goal6.position.X == goal4.position.X) && ((goal6.position.Y == goal4.position.Y - 50))) { goal6.position.Y = goal6.position.Y; saviour.position.Y = goal6.position.Y - 50; } else { goal6.position.Y = goal6.position.Y + 50; saviour.position.Y = saviour.position.Y; } if (saviour.position.Y >= 450) saviour.position.Y = 450; if (goal6.position.Y >= 500) goal6.position.Y = 500; } if (goal6.collisionRect.Intersects(saviour.collisionRect) && (saviour.currentFrame.X == 1) && (keyboardState.IsKeyDown(Keys.Up))) { if ((goal6.position.X == goal5.position.X) && ((goal6.position.Y == goal5.position.Y + 50))) { goal6.position.Y = goal6.position.Y; saviour.position.Y = goal6.position.Y + 50; } else if ((goal6.position.X == goal1.position.X) && ((goal6.position.Y == goal1.position.Y + 50))) { goal6.position.Y = goal6.position.Y; saviour.position.Y = goal6.position.Y + 50; } else if ((goal6.position.X == goal2.position.X) && ((goal6.position.Y == goal2.position.Y + 50))) { goal6.position.Y = goal6.position.Y; saviour.position.Y = goal6.position.Y + 50; } else if ((goal6.position.X == goal3.position.X) && ((goal6.position.Y == goal3.position.Y + 50))) { goal6.position.Y = goal6.position.Y; saviour.position.Y = goal6.position.Y + 50; } else if ((goal6.position.X == goal4.position.X) && ((goal6.position.Y == goal4.position.Y + 50))) { goal6.position.Y = goal6.position.Y; saviour.position.Y = goal6.position.Y + 50; } else { goal6.position.Y = goal6.position.Y - 50; saviour.position.Y = saviour.position.Y; } if (saviour.position.Y <= 200) saviour.position.Y = 200; if (goal6.position.Y <= 150) goal6.position.Y = 150; } foreach (Brick s in spriteList) { if (s.collisionRect.Intersects(goal5.collisionRect) && (keyboardState.IsKeyDown(Keys.Left))) { goal5.position.X = s.position.X + 50; saviour.position.X = goal5.position.X + 50; } if (s.collisionRect.Intersects(goal5.collisionRect) && (keyboardState.IsKeyDown(Keys.Right))) { goal5.position.X = s.position.X - 50; saviour.position.X = goal5.position.X - 50; } if (s.collisionRect.Intersects(goal5.collisionRect) && (keyboardState.IsKeyDown(Keys.Up))) { goal5.position.Y = s.position.Y + 50; saviour.position.Y = goal5.position.Y + 50; } if (s.collisionRect.Intersects(goal5.collisionRect) && (keyboardState.IsKeyDown(Keys.Down))) { goal5.position.Y = s.position.Y - 50; saviour.position.Y = goal5.position.Y - 50; } } foreach (Brick s in spriteList) { if (s.collisionRect.Intersects(goal1.collisionRect) && (keyboardState.IsKeyDown(Keys.Left))) { goal1.position.X = s.position.X + 50; saviour.position.X = goal1.position.X + 50; } if (s.collisionRect.Intersects(goal1.collisionRect) && (keyboardState.IsKeyDown(Keys.Right))) { goal1.position.X = s.position.X - 50; saviour.position.X = goal1.position.X - 50; } if (s.collisionRect.Intersects(goal1.collisionRect) && (keyboardState.IsKeyDown(Keys.Up))) { goal1.position.Y = s.position.Y + 50; saviour.position.Y = goal1.position.Y + 50; } if (s.collisionRect.Intersects(goal1.collisionRect) && (keyboardState.IsKeyDown(Keys.Down))) { goal1.position.Y = s.position.Y - 50; saviour.position.Y = goal1.position.Y - 50; } } foreach (Brick s in spriteList) { if (s.collisionRect.Intersects(goal2.collisionRect) && (keyboardState.IsKeyDown(Keys.Left))) { goal2.position.X = s.position.X + 50; saviour.position.X = goal2.position.X + 50; } if (s.collisionRect.Intersects(goal2.collisionRect) && (keyboardState.IsKeyDown(Keys.Right))) { goal2.position.X = s.position.X - 50; saviour.position.X = goal2.position.X - 50; } if (s.collisionRect.Intersects(goal2.collisionRect) && (keyboardState.IsKeyDown(Keys.Up))) { goal2.position.Y = s.position.Y + 50; saviour.position.Y = goal2.position.Y + 50; } if (s.collisionRect.Intersects(goal2.collisionRect) && (keyboardState.IsKeyDown(Keys.Down))) { goal2.position.Y = s.position.Y - 50; saviour.position.Y = goal2.position.Y - 50; } } foreach (Brick s in spriteList) { if (s.collisionRect.Intersects(goal3.collisionRect) && (keyboardState.IsKeyDown(Keys.Left))) { goal3.position.X = s.position.X + 50; saviour.position.X = goal3.position.X + 50; } if (s.collisionRect.Intersects(goal3.collisionRect) && (keyboardState.IsKeyDown(Keys.Right))) { goal3.position.X = s.position.X - 50; saviour.position.X = goal3.position.X - 50; } if (s.collisionRect.Intersects(goal3.collisionRect) && (keyboardState.IsKeyDown(Keys.Up))) { goal3.position.Y = s.position.Y + 50; saviour.position.Y = goal3.position.Y + 50; } if (s.collisionRect.Intersects(goal3.collisionRect) && (keyboardState.IsKeyDown(Keys.Down))) { goal3.position.Y = s.position.Y - 50; saviour.position.Y = goal3.position.Y - 50; } } foreach (Brick s in spriteList) { if (s.collisionRect.Intersects(goal4.collisionRect) && (keyboardState.IsKeyDown(Keys.Left))) { goal4.position.X = s.position.X + 50; saviour.position.X = goal4.position.X + 50; } if (s.collisionRect.Intersects(goal4.collisionRect) && (keyboardState.IsKeyDown(Keys.Right))) { goal4.position.X = s.position.X - 50; saviour.position.X = goal4.position.X - 50; } if (s.collisionRect.Intersects(goal4.collisionRect) && (keyboardState.IsKeyDown(Keys.Up))) { goal4.position.Y = s.position.Y + 50; saviour.position.Y = goal4.position.Y + 50; } if (s.collisionRect.Intersects(goal4.collisionRect) && (keyboardState.IsKeyDown(Keys.Down))) { goal4.position.Y = s.position.Y - 50; saviour.position.Y = goal4.position.Y - 50; } } foreach (Brick s in spriteList) { if (s.collisionRect.Intersects(goal6.collisionRect) && (keyboardState.IsKeyDown(Keys.Left))) { goal6.position.X = s.position.X + 50; saviour.position.X = goal6.position.X + 50; } if (s.collisionRect.Intersects(goal6.collisionRect) && (keyboardState.IsKeyDown(Keys.Right))) { goal6.position.X = s.position.X - 50; saviour.position.X = goal6.position.X - 50; } if (s.collisionRect.Intersects(goal6.collisionRect) && (keyboardState.IsKeyDown(Keys.Up))) { goal6.position.Y = s.position.Y + 50; saviour.position.Y = goal6.position.Y + 50; } if (s.collisionRect.Intersects(goal6.collisionRect) && (keyboardState.IsKeyDown(Keys.Down))) { goal6.position.Y = s.position.Y - 50; saviour.position.Y = goal6.position.Y - 50; } } if (newPosition.X != saviour.position.X || newPosition.Y != saviour.position.Y) { steps += 1; newPosition.X = saviour.position.X; newPosition.Y = saviour.position.Y; } base.Update(gameTime); }
private static void MakeBuildings(Map map, TileLayer wallLayer, TileLayer terrainLayer, TileLayer roofLayer, Compound newCompound) { Rectangle innerBounds = newCompound.InnerBounds; innerBounds.Inflate(-2, -2); // Helipad Building heliPad = null; for (int i = 0; i < 10; i++) { Point pos = new Point(innerBounds.Left + rand.Next(innerBounds.Width), innerBounds.Top + rand.Next(innerBounds.Height)); Rectangle rect = new Rectangle(pos.X - 3, pos.Y - 3, 6, 6); bool canPlace = true; foreach (Building b in newCompound.Buildings) { Rectangle br = b.Rect; br.Inflate(2, 2); if (br.Intersects(rect)) canPlace = false; } if (!innerBounds.Contains(rect)) canPlace = false; if (canPlace) { heliPad = new Building() { Rect = rect, Type = BuildingType.Helipad }; break; } } if (heliPad != null) { newCompound.Buildings.Add(heliPad); //for (int xx = heliPad.Rect.Left; xx < heliPad.Rect.Right; xx++) // for (int yy = heliPad.Rect.Top; yy < heliPad.Rect.Bottom; yy++) // terrainLayer.Tiles[xx, yy] = map.Tiles[CARPARK]; } // Buildings! for (int i = 0; i < 100; i++) { Building newBuilding = null; Point pos = new Point(innerBounds.Left + 4 + rand.Next(innerBounds.Width - 8), innerBounds.Top + 4 + rand.Next(innerBounds.Height-8)); Rectangle rect = new Rectangle(pos.X, pos.Y, 1, 1); rect.Inflate(5 + rand.Next(10), 5 + rand.Next(10)); bool canPlace = true; foreach (Building b in newCompound.Buildings) { Rectangle br = b.Rect; br.Inflate(2, 2); if (br.Intersects(rect)) canPlace = false; } if (!innerBounds.Contains(rect)) canPlace = false; if (canPlace) { newBuilding = new Building() { Rect = rect, Type = BuildingType.Building }; } if (newBuilding != null) { newCompound.Buildings.Add(newBuilding); // Outer walls wallLayer.Tiles[rect.Left, rect.Top] = map.Tiles[WALL_TL]; wallLayer.Tiles[rect.Right, rect.Top] = map.Tiles[WALL_TR]; wallLayer.Tiles[rect.Left, rect.Bottom] = map.Tiles[WALL_BL]; wallLayer.Tiles[rect.Right, rect.Bottom] = map.Tiles[WALL_BR]; roofLayer.Tiles[rect.Left, rect.Top] = map.Tiles[ROOF_TL]; roofLayer.Tiles[rect.Right, rect.Top] = map.Tiles[ROOF_TR]; roofLayer.Tiles[rect.Left, rect.Bottom] = map.Tiles[ROOF_BL]; roofLayer.Tiles[rect.Right, rect.Bottom] = map.Tiles[ROOF_BR]; for (int xx = rect.Left + 1; xx <= rect.Right - 1; xx++) { wallLayer.Tiles[xx, rect.Top] = map.Tiles[WALL_EDGE_UP]; wallLayer.Tiles[xx, rect.Bottom] = map.Tiles[WALL_EDGE_DOWN]; roofLayer.Tiles[xx, rect.Top] = map.Tiles[ROOF_EDGE_UP]; roofLayer.Tiles[xx, rect.Bottom] = map.Tiles[ROOF_EDGE_DOWN]; } for (int yy = rect.Top + 1; yy <= rect.Bottom - 1; yy++) { wallLayer.Tiles[rect.Left,yy] = map.Tiles[WALL_EDGE_LEFT]; wallLayer.Tiles[rect.Right,yy] = map.Tiles[WALL_EDGE_RIGHT]; roofLayer.Tiles[rect.Left, yy] = map.Tiles[ROOF_EDGE_LEFT]; roofLayer.Tiles[rect.Right, yy] = map.Tiles[ROOF_EDGE_RIGHT]; } for (int xx = rect.Left+1; xx <= rect.Right-1; xx++) { for (int yy = rect.Top+1; yy <= rect.Bottom-1; yy++) { roofLayer.Tiles[xx, yy] = map.Tiles[ROOF]; } } // Exits bool[] exits = new bool[4] { false, false, false, false }; exits[rand.Next(4)] = true; if (exits[0]) { int doorx = rand.Next(rect.Width - 7) + 3; for (int xx = rect.Left + doorx; xx < (rect.Left + doorx) + 4; xx++) { wallLayer.Tiles[xx, rect.Top] = null; roofLayer.Tiles[xx, rect.Top] = null; } } if (exits[1]) { int doorx = rand.Next(rect.Width - 7) + 3; for (int xx = rect.Left + doorx; xx < (rect.Left + doorx) + 4; xx++) { wallLayer.Tiles[xx, rect.Bottom] = null; roofLayer.Tiles[xx, rect.Bottom] = null; } } if (exits[2]) { int doory = rand.Next(rect.Height - 7) + 3; for (int yy = rect.Top + doory; yy < (rect.Top + doory) + 4; yy++) {wallLayer.Tiles[rect.Left, yy] = null; roofLayer.Tiles[rect.Left, yy] = null;} } if (exits[3]) { int doory = rand.Next(rect.Height - 7) + 3; for (int yy = rect.Top + doory; yy < (rect.Top + doory) + 4; yy++){ wallLayer.Tiles[rect.Right, yy] = null; roofLayer.Tiles[rect.Right, yy] = null;} } //for (int xx = newBuilding.Rect.Left; xx < newBuilding.Rect.Right; xx++) // for (int yy = newBuilding.Rect.Top; yy < newBuilding.Rect.Bottom; yy++) // terrainLayer.Tiles[xx, yy] = map.Tiles[WALL_HORIZ]; } } }
private static void CreateCompounds(Map map, TileLayer terrainLayer, TileLayer wallLayer, TileLayer roofLayer, List<Compound> compounds, float[][] noise, float height, float distance, int minsize, LightingEngine lightingEngine, GraphicsDevice gd) { for (int y = 40; y < map.Width - 40; y++) { for (int x = 40; x < map.Height - 40; x++) { if (noise[y][x] > height) { Vector2 thisLoc = new Vector2(x * map.TileWidth, y * map.TileHeight); bool tooClose = false; foreach (Compound c in compounds) if ((c.Position - thisLoc).Length() < distance) tooClose = true; if (!tooClose) { Rectangle bounds = new Rectangle(x, y, 1, 1); bounds.Inflate(minsize, minsize); bounds.Inflate(rand.Next(5) * 2, rand.Next(5) * 2); bool tooBig = true; while (tooBig) { if (GetTileIndex(map, terrainLayer, bounds.Left, bounds.Top) != GRASS || GetTileIndex(map, terrainLayer, bounds.Right, bounds.Top) != GRASS || GetTileIndex(map, terrainLayer, bounds.Left, bounds.Bottom) != GRASS || GetTileIndex(map, terrainLayer, bounds.Right, bounds.Bottom) != GRASS) { tooBig = true; bounds.Inflate(-1, -1); } else tooBig = false; } if (bounds.Width >= minsize && bounds.Height >= minsize) { Compound newCompound = new Compound() { Position = thisLoc }; for (int xx = bounds.Left; xx <= bounds.Right; xx++) { for (int yy = bounds.Top; yy <= bounds.Bottom; yy++) { wallLayer.Tiles[xx, yy] = null; if (xx > bounds.Left + 2 && xx < bounds.Right - 2 && yy > bounds.Top + 2 && yy < bounds.Bottom - 2) terrainLayer.Tiles[xx, yy] = map.Tiles[MUD]; } } Rectangle innerBounds = bounds; innerBounds.Inflate(-3, -3); // Outer walls wallLayer.Tiles[innerBounds.Left, innerBounds.Top] = map.Tiles[WALL_TL]; wallLayer.Tiles[innerBounds.Right, innerBounds.Top] = map.Tiles[WALL_TR]; wallLayer.Tiles[innerBounds.Left, innerBounds.Bottom] = map.Tiles[WALL_BL]; wallLayer.Tiles[innerBounds.Right, innerBounds.Bottom] = map.Tiles[WALL_BR]; for (int xx = innerBounds.Left + 1; xx <= innerBounds.Right - 1; xx++) { wallLayer.Tiles[xx, innerBounds.Top] = map.Tiles[WALL_EDGE_UP]; wallLayer.Tiles[xx, innerBounds.Bottom] = map.Tiles[WALL_EDGE_DOWN]; } for (int yy = innerBounds.Top + 1; yy <= innerBounds.Bottom - 1; yy++) { wallLayer.Tiles[innerBounds.Left, yy] = map.Tiles[WALL_EDGE_LEFT]; wallLayer.Tiles[innerBounds.Right,yy] = map.Tiles[WALL_EDGE_RIGHT]; } newCompound.Bounds = bounds; newCompound.InnerBounds = innerBounds; // Exits bool[] exits = new bool[4] { false, false, false, false }; for(int i=0;i<4;i++) exits[rand.Next(4)] = true; bool carparkPlaced = false; Building carpark = null; if (exits[0]) { int doorx = rand.Next(innerBounds.Width - 7) + 3; for (int xx = innerBounds.Left + doorx; xx < (innerBounds.Left + doorx) + 4; xx++) wallLayer.Tiles[xx, innerBounds.Top] = null; if (!carparkPlaced && rand.Next(2) == 0) { carpark = new Building() { Type = BuildingType.Carpark, Rect = new Rectangle((innerBounds.Left + doorx), innerBounds.Top + 2, 4, 4) }; newCompound.Buildings.Add(carpark); carparkPlaced = true; } } if (exits[1]) { int doorx = rand.Next(innerBounds.Width - 7) + 3; for (int xx = innerBounds.Left + doorx; xx < (innerBounds.Left + doorx) + 4; xx++) wallLayer.Tiles[xx, innerBounds.Bottom] = null; if (!carparkPlaced && rand.Next(2) == 0) { carpark = new Building() { Type = BuildingType.Carpark, Rect = new Rectangle((innerBounds.Left + doorx), innerBounds.Bottom - 6, 4, 4) }; newCompound.Buildings.Add(carpark); carparkPlaced = true; } } if (exits[2]) { int doory = rand.Next(innerBounds.Height - 7) + 3; for (int yy = innerBounds.Top + doory; yy < (innerBounds.Top + doory) + 4; yy++) wallLayer.Tiles[innerBounds.Left,yy] = null; if (!carparkPlaced && rand.Next(2) == 0) { carpark = new Building() { Type = BuildingType.Carpark, Rect = new Rectangle(innerBounds.Left + 2, (innerBounds.Top + doory), 4, 4) }; newCompound.Buildings.Add(carpark); carparkPlaced = true; } } if (exits[3]) { int doory = rand.Next(innerBounds.Height - 7) + 3; for (int yy = innerBounds.Top + doory; yy < (innerBounds.Top + doory) + 4; yy++) wallLayer.Tiles[innerBounds.Right, yy] = null; if (!carparkPlaced && rand.Next(2) == 0) { carpark = new Building() { Type = BuildingType.Carpark, Rect = new Rectangle(innerBounds.Right - 6, (innerBounds.Top + doory), 4, 4) }; newCompound.Buildings.Add(carpark); carparkPlaced = true; } } int lightSpacing = 5; for (int xx = innerBounds.Left + 4; xx <= innerBounds.Right - 4; xx++) { lightSpacing++; if (lightSpacing == 6) { lightSpacing = 0; if (GetTileIndex(map, wallLayer, xx, innerBounds.Top) == WALL_EDGE_UP && GetTileIndex(map, wallLayer, xx - 2, innerBounds.Top) == WALL_EDGE_UP && GetTileIndex(map, wallLayer, xx + 2, innerBounds.Top) == WALL_EDGE_UP) { LightSource ls = new LightSource(gd, 300, LightAreaQuality.Low, Color.White, BeamStencilType.None, SpotStencilType.Half); ls.Rotation = MathHelper.PiOver2; ls.Position = new Vector2((xx * map.TileWidth) + (map.TileWidth / 2), ((innerBounds.Top + 1) * map.TileHeight)); lightingEngine.LightSources.Add(ls); } if (GetTileIndex(map, wallLayer, xx, innerBounds.Bottom) == WALL_EDGE_DOWN && GetTileIndex(map, wallLayer, xx - 2, innerBounds.Bottom) == WALL_EDGE_DOWN && GetTileIndex(map, wallLayer, xx + 2, innerBounds.Bottom) == WALL_EDGE_DOWN) { LightSource ls = new LightSource(gd, 300, LightAreaQuality.Low, Color.White, BeamStencilType.None, SpotStencilType.Half); ls.Rotation = MathHelper.PiOver2 + MathHelper.Pi; ls.Position = new Vector2((xx * map.TileWidth) + (map.TileWidth / 2), ((innerBounds.Bottom) * map.TileHeight)); lightingEngine.LightSources.Add(ls); } } } lightSpacing = 5; for (int yy = innerBounds.Top + 4; yy <= innerBounds.Bottom - 4; yy++) { lightSpacing++; if (lightSpacing == 6) { lightSpacing = 0; if (GetTileIndex(map, wallLayer, innerBounds.Left, yy) == WALL_EDGE_LEFT && GetTileIndex(map, wallLayer, innerBounds.Left, yy - 2) == WALL_EDGE_LEFT && GetTileIndex(map, wallLayer, innerBounds.Left, yy + 2) == WALL_EDGE_LEFT) { LightSource ls = new LightSource(gd, 300, LightAreaQuality.Low, Color.White, BeamStencilType.None, SpotStencilType.Half); //ls.Rotation = MathHelper.PiOver2; ls.Position = new Vector2(((innerBounds.Left+1) * map.TileWidth), (yy * map.TileHeight)+(map.TileHeight/2)); lightingEngine.LightSources.Add(ls); } if (GetTileIndex(map, wallLayer, innerBounds.Right, yy) == WALL_EDGE_RIGHT && GetTileIndex(map, wallLayer, innerBounds.Right, yy - 2) == WALL_EDGE_RIGHT && GetTileIndex(map, wallLayer, innerBounds.Right, yy + 2) == WALL_EDGE_RIGHT) { LightSource ls = new LightSource(gd, 300, LightAreaQuality.Low, Color.White, BeamStencilType.None, SpotStencilType.Half); ls.Rotation = MathHelper.Pi; ls.Position = new Vector2(((innerBounds.Right) * map.TileWidth), (yy * map.TileHeight) + (map.TileHeight / 2)); lightingEngine.LightSources.Add(ls); } } } //if (carpark!=null) // for (int xx = carpark.Rect.Left; xx < carpark.Rect.Right; xx++) // for (int yy = carpark.Rect.Top; yy < carpark.Rect.Bottom; yy++) // terrainLayer.Tiles[xx, yy] = map.Tiles[CARPARK]; MakeBuildings(map, wallLayer, terrainLayer, roofLayer, newCompound); compounds.Add(newCompound); } } } } } }
private Point FindSharpTearsSpot(Vector2 origin, Vector2 targetSpot) { targetSpot.ToTileCoordinates(); Vector2 center = origin; Vector2 endPoint = targetSpot; int samplesToTake = 3; float samplingWidth = 4f; Vector2 vectorTowardsTarget; float[] samples; Collision.AimingLaserScan(center, endPoint, samplingWidth, samplesToTake, out vectorTowardsTarget, out samples); float num = float.PositiveInfinity; for (int index = 0; index < samples.Length; ++index) { if ((double)samples[index] < (double)num) { num = samples[index]; } } targetSpot = center + vectorTowardsTarget.SafeNormalize(Vector2.Zero) * num; Point tileCoordinates = targetSpot.ToTileCoordinates(); Microsoft.Xna.Framework.Rectangle rectangle1 = new Microsoft.Xna.Framework.Rectangle(tileCoordinates.X, tileCoordinates.Y, 1, 1); rectangle1.Inflate(6, 16); Microsoft.Xna.Framework.Rectangle rectangle2 = new Microsoft.Xna.Framework.Rectangle(0, 0, Main.maxTilesX, Main.maxTilesY); rectangle2.Inflate(-40, -40); rectangle1 = Microsoft.Xna.Framework.Rectangle.Intersect(rectangle1, rectangle2); List <Point> pointList1 = new List <Point>(); List <Point> pointList2 = new List <Point>(); for (int left = rectangle1.Left; left <= rectangle1.Right; ++left) { for (int top = rectangle1.Top; top <= rectangle1.Bottom; ++top) { if (WorldGen.SolidTile(left, top)) { Vector2 vector2 = new Vector2((float)(left * 16 + 8), (float)(top * 16 + 8)); if ((double)Vector2.Distance(targetSpot, vector2) <= 200.0) { if (FindSharpTearsOpening(left, top, left > tileCoordinates.X, left <tileCoordinates.X, top> tileCoordinates.Y, top < tileCoordinates.Y)) { pointList1.Add(new Point(left, top)); } else { pointList2.Add(new Point(left, top)); } } } } } if (pointList1.Count == 0 && pointList2.Count == 0) { pointList1.Add((origin.ToTileCoordinates().ToVector2() + Main.rand.NextVector2Square(-2f, 2f)).ToPoint()); } List <Point> pointList3 = pointList1; if (pointList3.Count == 0) { pointList3 = pointList2; } int index1 = Main.rand.Next(pointList3.Count); return(pointList3[index1]); }
public virtual void Update(GameTime time) { if (squawkTime > 0f) { squawkTime -= (float)time.ElapsedGameTime.TotalSeconds; } if (shakeTime > 0f) { shakeTime -= (float)time.ElapsedGameTime.TotalSeconds; } if (costShakeTime > 0f) { costShakeTime -= (float)time.ElapsedGameTime.TotalSeconds; } if (timeUntilChomp > 0f) { timeUntilChomp -= (float)time.ElapsedGameTime.TotalSeconds; if (timeUntilChomp <= 0f) { if (locationRef.Value == Game1.currentLocation) { Game1.playSound("eat"); } timeUntilChomp = 0f; shakeTime = 0.25f; if (locationRef.Value.getTemporarySpriteByID(98765) != null) { for (int j = 0; j < 6; j++) { locationRef.Value.temporarySprites.Add(new TemporaryAnimatedSprite("LooseSprites\\Cursors2", new Microsoft.Xna.Framework.Rectangle(9, 252, 3, 3), locationRef.Value.getTemporarySpriteByID(98765).position + new Vector2(8f, 8f) * 4f, Game1.random.NextDouble() < 0.5, 0f, Color.White) { motion = new Vector2(Game1.random.Next(-1, 2), -6f), acceleration = new Vector2(0f, 0.25f), rotationChange = (float)Game1.random.Next(-4, 5) * 0.05f, scale = 4f, animationLength = 1, totalNumberOfLoops = 1, interval = 500 + Game1.random.Next(500), layerDepth = 1f, drawAboveAlwaysFront = true }); } } locationRef.Value.removeTemporarySpritesWithID(98765f); timeUntilSqwawk = 1f; } } if (timeUntilSqwawk > 0f) { timeUntilSqwawk -= (float)time.ElapsedGameTime.TotalSeconds; if (timeUntilSqwawk <= 0f) { timeUntilSqwawk = 0f; if (locationRef.Value == Game1.currentLocation) { Game1.playSound("parrot_squawk"); } squawkTime = 0.5f; shakeTime = 0.5f; } } if (parrotPresent && currentState.Value > UpgradeState.StartBuilding) { if (currentState.Value == UpgradeState.Building) { Parrot flying_parrot = new Parrot(this, Utility.PointToVector2(tilePosition)); flying_parrot.isPerchedParrot = true; parrots.Add(flying_parrot); } parrotPresent = false; } if (IsAvailable(use_cached_value: true)) { bool player_nearby = false; if (currentState.Value == UpgradeState.Idle && !upgradeMutex.IsLocked() && Math.Abs(Game1.player.getTileLocationPoint().X - tilePosition.X) <= 1 && Math.Abs(Game1.player.getTileLocationPoint().Y - tilePosition.Y) <= 1) { player_nearby = true; } if (player_nearby != isPlayerNearby) { isPlayerNearby = player_nearby; if (isPlayerNearby) { if (locationRef.Value == Game1.currentLocation) { Game1.playSound("parrot_squawk"); } squawkTime = 0.5f; shakeTime = 0.5f; costShakeTime = 0.5f; Game1.specialCurrencyDisplay.ShowCurrency("walnuts"); } else { Game1.specialCurrencyDisplay.ShowCurrency(null); } } } if ((UpgradeState)currentState == UpgradeState.Building && parrots.Count < 24) { if (nextParrotSpawn > 0f) { nextParrotSpawn -= (float)time.ElapsedGameTime.TotalSeconds; } if (nextParrotSpawn <= 0f) { nextParrotSpawn = 0.05f; Microsoft.Xna.Framework.Rectangle spawn_rectangle = upgradeRect.Value; spawn_rectangle.Inflate(5, 0); parrots.Add(new Parrot(this, Utility.getRandomPositionInThisRectangle(spawn_rectangle, Game1.random), parrots.Count % 10 == 0)); } } for (int i = 0; i < parrots.Count; i++) { if (parrots[i].Update(time)) { parrots.RemoveAt(i); i--; } } }