public void EnterPressed() { String selected = menuView.GetCurrentName(); menuView.ResetCurrent(); if (selected.Equals("start")) { if (GameEngine.Instance.achievement_state.get_starting_level() >= 0) { GameEngine.Instance.State = GameEngine.GameState.PLAYING; GameEngine.Instance.StartNewLevel(GameEngine.Instance.achievement_state.get_starting_level()); } else { GameEngine.Instance.refreshMenus(); GameEngine.Instance.State = GameEngine.Instance.achievement_state.get_menu_world_state(); } } else if (selected.Equals("levelselect")) { GameEngine.Instance.State = GameEngine.GameState.LEVEL_MENU; } else if (selected.Equals("Controls")) { GameEngine.Instance.State = GameEngine.GameState.CONTROL_MENU; } else if (selected.Equals("Achievements")) { GameEngine.Instance.State = GameEngine.GameState.ACHIEVEMENT_MENU; } else if (selected.Equals("Credits")) { GameEngine.Instance.StartNewLevel(GameEngine.CREDITS_LEVEL_ID); GameEngine.Instance.State = GameEngine.GameState.PLAYING; } else if (selected.Equals("exit")) { AchievementState.toSaveFile(GameEngine.Instance.achievement_state.toSaveState()); GameEngine.Instance.Exit(); } }
public static bool BeginContact(Contact contact) { if (GameEngine.Instance.currentLevel.is_peeking) { return(false); } var obj1 = contact.FixtureA.Body.UserData; var obj2 = contact.FixtureB.Body.UserData; var body1 = contact.FixtureA.Body; var body2 = contact.FixtureB.Body; var ud1 = contact.FixtureA.UserData; var ud2 = contact.FixtureB.UserData; if ((obj1 is Player && !(obj2 is Player)) || (obj2 is Player && !(obj1 is Player))) { Player p = obj1 is Player ? (Player)obj1 : (Player)obj2; var other = obj1 is Player ? obj2 : obj1; if (!objects_in_contact.Contains(other)) { objects_in_contact.Add(other); } if (other is Reflexio.Wall) { ReflectableObject obj = (ReflectableObject)other; if (CheckPlayerInsideObject(obj)) { GameEngine.Instance.currentLevel.SetGameOver(false); GameEngine.Instance.achievement_state.death_by_wall(); //Achievement Logic - 'failure is an option' } PlayerGroundedStart(contact); return(true); } // Collision with Block else if (other is Reflexio.Block) { ReflectableObject obj = (ReflectableObject)other; if (CheckPlayerInsideObject(obj)) { GameEngine.Instance.currentLevel.SetGameOver(false); GameEngine.Instance.achievement_state.death_by_block(); //Achievement logic - 'failure is an option' } PlayerGroundedStart(contact); return(true); } // Collision With collectible else if (other is Reflexio.Collectible) { if (!((Collectible)other).is_inside_non_reflectable_object) { ((Collectible)other).CollectedByPlayer(); } } // Collision with Spike else if (other is Reflexio.Spike) { Spike s = (Reflexio.Spike)other; if (spikes_in_contact.Contains(s)) { return(false); } if (CheckPlayerInsideObject((ReflectableObject)s)) { GameEngine.Instance.currentLevel.SetGameOver(false); GameEngine.Instance.achievement_state.death_by_spike_collision(); //Achievement logic - 'failure is an option' } bool consider = PlayerSpikeContactStarted(s); if (!consider) { return(false); } PlayerGroundedStart(contact); return(true); } // Collision with Door else if (other is Reflexio.Door) { Door d = (Reflexio.Door)other; if (d.IsOpen() && !d.is_inside_non_reflectable_object && CheckPlayerInsideObject(d)) { GameEngine.Instance.currentLevel.SetGameOver(true); //Achievement logic - speed achievements and completion achievements GameEngine.Instance.achievement_state.register_level_complete_time(GameEngine.Instance.currentLevelPos, GameEngine.Instance.currentLevelStopwatch.ElapsedMilliseconds); GameEngine.Instance.achievement_state.complete_level(GameEngine.Instance.currentLevelPos, GameEngine.Instance.currentLevel.buddydeath); AchievementState.toSaveFile(GameEngine.Instance.achievement_state.toSaveState()); } //else // PlayerGroundedStart(contact); return(false); } } if (obj1 is Switch && !(obj2 is Player) || obj2 is Switch && !(obj1 is Player)) { Switch s = obj1 is Switch ? (Switch)obj1 : (Switch)obj2; s.PressSwitch((PhysicsObject)(obj1 is Switch ? obj2 : obj1)); return(false); } if (obj1 is Block || obj2 is Block) { object other = obj1 is Block ? obj2 : obj1; return(!(other is Key || other is Switch)); } return(false); }