public void Update_Platforms(Layer layer, Camera camera)
        {
            //updte camera position, then use distance travelled to lower platform density logarithmicly
            distance_travelled += Math.Abs(camera_position.Y - camera.Position.Y);
            camera_position     = camera.Position;
            current_density     = starting_density - (int)(Math.Log((distance_travelled + 1), 2) + (distance_travelled / 250));
            current_density     = (int)((-.001 * distance_travelled) + starting_density);

            // https://stackoverflow.com/questions/1582285/how-to-remove-elements-from-a-generic-list-while-iterating-over-it
            if (Remove_Platforms(layer.Objects))
            {
                layer.Objects.Add(Valid_Keystone(layer.Objects));
            }

            while (layer.Objects.Count < current_density)
            {
                PlatformObject new_platform = Valid_Platform(layer.Objects);
                layer.Objects.Add(new_platform);
            }
            updates++;
            if (updates % 1000 == 0)
            {
                AbsObject temp = Select_Item(layer.Objects);
                layer.Objects.Add(temp);
            }
        }
Exemplo n.º 2
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        //try some weighted average selection changing by distance travelled
        private PlatformObject Select_Type(List <AbsObject> absObjects)
        {
            PlatformObject result;
            Random         random_generator = new Random(DateTime.Now.Millisecond);
            //disappearing platforms have 10% chance, moving a 40% (50% culmulative), and normal 50% (total  100%)
            //get a random number, then adjust by distance travelled
            double odds = random_generator.NextDouble();
            //40,000 gives 0.025 @1,000; 0.05 @2000; 0.75 @3000 etc, by 20,000 travelled there will be no more standard platforms
            double adjust = distance_travelled / 40000.0;

            odds -= adjust;
            if (odds < 0.1)
            {
                result = new PlatformObject(new Vector2(), new Vector2(), -1, content);
            }
            else if (odds < 0.5)
            {
                result = new PlatformObject(new Vector2(), 300, content);
            }
            else
            {
                result = new PlatformObject(new Vector2(), -1, content);
            }
            return(result);
        }
Exemplo n.º 3
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        //private bool Check_Keystone(PlatformObject platformObject)
        //{
        //    bool result = false;
        //    if((platformObject.Position.X > (avatarObject.Position.X + max_jump.X)) || platformObject.Position.X < (avatarObject.Position.X - max_jump.X) || !platformObject.isVisible)
        //    {
        //        result = true;
        //        platformObject.isVisible = false;
        //    }
        //    return result;
        //}

        private bool Remove_Platforms(List <AbsObject> absObjects)
        {
            bool result = false;

            // make use of the isVisible bool in absObject, no need to add another variable to platObject
            foreach (AbsObject platform in absObjects)
            {
                if (platform is PlatformObject)
                {
                    PlatformObject temp     = (PlatformObject)platform;
                    BoundingBox    temp_box = (BoundingBox)temp.Hitbox;
                    if (temp.Position.X != temp_box.Min.X && temp.Position.Y != temp_box.Min.Y)
                    {
                        //Console.WriteLine("hitbox mismatch");
                        temp.Sprite     = new SpriteStatic(content.Load <Texture2D>("used_platform"), true);
                        temp.hitbox_rep = content.Load <Texture2D>("hitbox_wrong");
                    }
                    //50 is arbitrary padding
                    if (platform.Position.Y > screen_dimensions.Y + camera_position.Y + 100)
                    {
                        platform.isVisible = false;
                        if (temp.keystone)
                        {
                            result = true;
                        }
                    }
                }
            }
            absObjects.RemoveAll(platform => platform.isVisible == false);
            return(result);
        }
        private bool Remove_Platforms(List <AbsObject> absObjects)
        {
            bool result = false;

            // make use of the isVisible bool in absObject, no need to add another variable to platObject
            foreach (AbsObject platform in absObjects)
            {
                if (platform is PlatformObject)
                {
                    PlatformObject temp = (PlatformObject)platform;
                    //50 is arbitrary padding
                    if (temp.keystone)
                    {
                        result = result || Check_Keystone(temp);
                    }
                    if (platform.Position.Y > screen_dimensions.Y + camera_position.Y + 50)
                    {
                        platform.isVisible = false;
                        if (temp.keystone)
                        {
                            result = true;
                        }
                    }
                }
            }
            absObjects.RemoveAll(platform => platform.isVisible == false);
            return(result);
        }
        private bool Check_Keystone(PlatformObject platformObject)
        {
            bool result = false;

            if ((platformObject.Position.X > (avatarObject.Position.X + max_jump.X)) || platformObject.Position.X < (avatarObject.Position.X - max_jump.X) || !platformObject.isVisible)
            {
                result = true;
                platformObject.isVisible = false;
            }
            return(result);
        }
Exemplo n.º 6
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 // add initial platoforms to the layer
 public void Initialize(Layer layer)
 {
     max_jump = Find_Max_Jump();
     // use this max jump to make sure there are some platforms that the avatar can reach,
     // these platforms will be refered to as the 'keystone' platforms
     // layer.Objects.Add(Valid_Keystone(layer.Objects));
     // layer.Objects.Add(Valid_Keystone(layer.Objects));
     // assume the call to initalize is before adding the avatar to the layer
     while (layer.Objects.Count < starting_density)
     {
         PlatformObject new_platform = Valid_Platform_Init(layer.Objects);
         layer.Objects.Add(new_platform);
     }
 }
        //this code duplication :(
        private PlatformObject Valid_Keystone(List <AbsObject> absObjects)
        {
            //60 updates, hoping for ~5 seconds
            PlatformObject result = new PlatformObject(Find_Keystone_Location(absObjects), 300, content);
            //First find some location on screen with the avatar, then check if that location is valid (does not
            //cause any overlapping with other platforms)
            int i = 0;

            while (!(Check_Location(result, absObjects)) && (i < 15))
            {
                Vector2 possible_location = Find_Keystone_Location(absObjects);
                result.Position = possible_location;
                //n.b. hitbox does not currently update automatically when given a new position
                result.Hitbox = new BoundingBox(new Vector3(possible_location.X, possible_location.Y, 0), new Vector3(possible_location.X + platform_size.X, possible_location.Y + platform_size.Y, 0));
                i++;
            }
            result.keystone = true;
            return(result);
        }
Exemplo n.º 8
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        //creates (and returns) a new platform that does not intersect with any current platforms
        private PlatformObject Valid_Platform(List <AbsObject> absObjects)
        {
            PlatformObject result = Select_Type(absObjects);

            result.Position = Find_Location(absObjects);
            //PlatformObject result = new PlatformObject(Find_Location(absObjects), -1, content);
            //First find some location on screen with the avatar, then check if that location is valid (does not
            //cause any overlapping with other platforms)

            while (!(Check_Location(result, absObjects)))
            {
                Vector2 possible_location = Find_Location(absObjects);
                result.Position = possible_location;
                //n.b. hitbox does not currently update automatically when given a new position
                result.Hitbox = new BoundingBox(new Vector3(possible_location.X, possible_location.Y, 0), new Vector3(possible_location.X + platform_size.X, possible_location.Y + platform_size.Y, 0));
            }
            if (result.IsMoving)
            {
                Vector2 start = result.Position;
                Vector2 end   = new Vector2(start.X + 250, start.Y);
                result.Change_Range(start, end);
            }
            return(result);
        }
 public NonMovingPlatformState(PlatformObject platObj)
     : base(platObj)
 {
 }
Exemplo n.º 10
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 public AbsPlatState(PlatformObject platform)
 {
     this.platform = platform;
     // factory = new PlatformFactory(platform.content);
     this.platform.Sprite = factory.build(platform.Position, this);
 }