Пример #1
0
 /// <summary>
 /// Check if this crate landed on another crate
 /// </summary>
 /// <param name="crate">The other crate</param>
 /// <param name="sides">The sides of this crate that there was a collision on</param>
 public override void CollideWith(Crate crate, IEnumerable <Side> sides)
 {
     if (sides.Contains(Side.Bottom))
     {
         //Add to crates above and crates below accordingly
         crate.StepOnto(this);
         cratesBelow.Add(crate);
     }
 }
Пример #2
0
 /// <summary>
 /// Remove this crate from the other crates above list
 /// </summary>
 /// <param name="crate">The other crate</param>
 public void StepOff(Crate crate) => cratesAbove.Remove(crate);
Пример #3
0
 /// <summary>
 /// Add this crate to another crates above list
 /// </summary>
 /// <param name="crate">The other crate</param>
 public void StepOnto(Crate crate) => cratesAbove.Add(crate);
Пример #4
0
        /// <summary>
        /// Loads all the gameobject in the level
        /// </summary>
        /// <param name="path">the level file path</param>
        private void LoadLevelFromFile(string path)
        {
            //Stores the number of keys in th elevel
            numKeys = 0;
            numGems = 0;

            //removes all the gameobjects from last level
            gameObjects.Clear();

            //stores all the lines in the file
            string[] lines = File.ReadAllLines(path);

            //loops over all the charachters
            for (int r = 0; r < NUM_CELLS_HEIGHT; ++r)
            {
                for (int c = 0; c < NUM_CELLS_WIDTH; ++c)
                {
                    //adds the corresponding gameobject
                    switch (lines[r][c])
                    {
                    case '0':
                        //save an addition refrence to the player before adding it
                        player = new Player(c * CELL_SIDE_LENGTH, r * CELL_SIDE_LENGTH);
                        gameObjects.Add(player);
                        break;

                    case '1':
                        gameObjects.Add(new Wall(c * CELL_SIDE_LENGTH, r * CELL_SIDE_LENGTH));
                        break;

                    case '2':
                        //Saves a refrance to the crate so it could subscribe to events
                        Crate crate = new Crate(c * CELL_SIDE_LENGTH, r * CELL_SIDE_LENGTH);

                        //Check that there are no gems or keys above whenever crate moves
                        crate.CrateMove += cr =>
                        {
                            IEnumerable <GameObject> objectsAbove = gameObjects.Where(g => Helper.IsPointInOrOnRectangle(g.TopLeftGridPoint.ToVector2(), new Rectangle(cr.Box.Location - new Point(0, cr.Box.Height), cr.Box.Size)));
                            return(objectsAbove.Count() != 0 && (objectsAbove.First() is Gem || objectsAbove.First() is Key));
                        };
                        gameObjects.Add(crate);
                        break;

                    case '3':
                        //save the position of the flag
                        flagPos = new Point(c * CELL_SIDE_LENGTH, r * CELL_SIDE_LENGTH);
                        break;

                    case '4':
                        gameObjects.Add(new Door(c * CELL_SIDE_LENGTH, r * CELL_SIDE_LENGTH));
                        break;

                    case '5':
                        gameObjects.Add(new Spike(c * CELL_SIDE_LENGTH, r * CELL_SIDE_LENGTH));
                        break;

                    case '6':
                        gameObjects.Add(new Gem(c * CELL_SIDE_LENGTH, r * CELL_SIDE_LENGTH));
                        ++numGems;
                        break;

                    case '7':
                        gameObjects.Add(new Key(c * CELL_SIDE_LENGTH, r * CELL_SIDE_LENGTH));
                        ++numKeys;
                        break;
                    }
                }
            }

            //subscribe to the crate event for colliding with gems and keys (add them to the player count)
            gameObjects.OfType <Crate>().ToList().ForEach(c => c.CollideWithGem += () => player.AddGem());
            gameObjects.OfType <Crate>().ToList().ForEach(c => c.CollideWithKey += () => player.AddKey());

            //Notify Game of how many collectibles there are this level
            KeysAndGemsCounted.Invoke(numKeys, numGems);

            //add the 4 walls around the screem
            gameObjects.AddRange(new[]
            {
                new Wall(-SCREEN_WALL_WIDTH, 0, SCREEN_WALL_WIDTH, HEIGHT),
                new Wall(WIDTH, 0, SCREEN_WALL_WIDTH, HEIGHT),
                new Wall(0, -SCREEN_WALL_WIDTH, WIDTH, SCREEN_WALL_WIDTH),
                new Wall(0, HEIGHT, WIDTH, SCREEN_WALL_WIDTH)
            });

            //subscribe to the move and delete events of all the gameobjects
            gameObjects.ForEach(g => g.MoveReady   += gameObject => MoveGameObject(gameObject));
            gameObjects.ForEach(g => g.DeleteReady += gameObject => gameObjects.Remove(gameObject));

            //subscribe to the players hit spike event with a function that ends the level
            player.HitSpike += () =>
            {
                //clears commands and pauses the game
                commands   = new Queue <char>();
                GamePaused = true;

                //Notify game that the player hit a spike
                RunCompleteFailed.Invoke("The player hit a spike : press ENTER to try again.");
            };

            //subscribe to the players collect gem and key events (notify Game when happenes)
            player.KeyCollected += nk => playerKeyCollected.Invoke(nk);
            player.GemCollected += ng => playerGemCollected.Invoke(ng);
        }
Пример #5
0
        private void LoadLevel(string levelFileName)
        {
            readFile = new StreamReader(levelFileName);
            int numLines = 0;

            string line;

            /*
             * 0 = Player
             * 1 = Wall
             * 2 = Crate
             * 3 = Goal
             * 4 = Door
             * 5 = Spike
             * 6 = Gem
             * 7 = Key
             */

            //Clearing all rectangle lists in case a level was previously loaded
            terrainRecs.Clear();
            crateDestRecs.Clear();
            gemDestRecs.Clear();
            spikeDestRecs.Clear();
            doorDestRecs.Clear();

            //Resetting counters
            numGemsCollected = 0;
            numKeysCollected = 0;

            //Adding all level borders
            //The floor of the level
            terrainRecs.Add(new Rectangle(0, (LEVEL_TILES_H)*TILE_SIZE, NUM_TILES_W * TILE_SIZE, TILE_SIZE));
            //The left wall of the level
            terrainRecs.Add(new Rectangle(-TILE_SIZE, 0, TILE_SIZE, NUM_TILES_H * TILE_SIZE));
            //The Right wall of the level
            terrainRecs.Add(new Rectangle(NUM_TILES_W * TILE_SIZE, 0, TILE_SIZE, NUM_TILES_H * TILE_SIZE));
            //The ceiling of the level
            terrainRecs.Add(new Rectangle(0, -TILE_SIZE, NUM_TILES_W * TILE_SIZE, TILE_SIZE));

            while ((line = readFile.ReadLine()) != null)
            {
                numLines++;
                if (numLines > NUM_TILES_H)
                {
                    throw new FormatException($"There are too many tiles. The level must be no larger than {NUM_TILES_H} tiles in height.");
                }

                if (line.Length > NUM_TILES_W)
                {
                    throw new FormatException($"There are too many tiles. The level must be no larger than {NUM_TILES_W} tiles in width.");
                }

                for (int i = 0; i < line.Length; i++)
                {
                    switch (line[i])
                    {
                    //Player
                    case '0':
                        playerDestRec = new Rectangle(i * TILE_SIZE, numLines * TILE_SIZE, TILE_SIZE, TILE_SIZE - 10);
                        break;

                    //Terrain
                    case '1':
                        terrainRecs.Add(new Rectangle(i * TILE_SIZE, numLines * TILE_SIZE, TILE_SIZE, TILE_SIZE));
                        break;

                    //Crates
                    case '2':
                        crateDestRecs.Add(new Rectangle(i * TILE_SIZE, numLines * TILE_SIZE, TILE_SIZE, TILE_SIZE));
                        break;

                    //Flag
                    case '3':
                        flagPoleDestRec = new Rectangle(i * TILE_SIZE, numLines * TILE_SIZE, TILE_SIZE, TILE_SIZE);
                        break;

                    //Doors
                    case '4':
                        doorDestRecs.Add(new Rectangle(i * TILE_SIZE, numLines * TILE_SIZE, TILE_SIZE, TILE_SIZE));
                        break;

                    //Spikes
                    case '5':
                        spikeDestRecs.Add(new Rectangle(i * TILE_SIZE, numLines * TILE_SIZE, TILE_SIZE, TILE_SIZE));
                        break;

                    //Gems
                    case '6':
                        gemDestRecs.Add(new Rectangle(i * TILE_SIZE, numLines * TILE_SIZE, TILE_SIZE, TILE_SIZE));
                        break;

                    //Keys
                    case '7':
                        keyDestRecs.Add(new Rectangle(i * TILE_SIZE, numLines * TILE_SIZE, TILE_SIZE, TILE_SIZE));
                        break;
                    }
                }
            }

            //Initializing all game object arrays
            crates = new Crate[crateDestRecs.Count];
            gems   = new Gem[gemDestRecs.Count];
            keys   = new Key[keyDestRecs.Count];
            doors  = new Door[doorDestRecs.Count];
            spikes = new Spike[spikeDestRecs.Count];

            //Setting totalNumGems variable
            totalNumGems = gems.Length;
            //Initializing all crates
            for (int i = 0; i < crates.Length; i++)
            {
                crates[i] = new Crate(crateSprite, crateDestRecs[i], crateSrcRec);
            }

            //Initializing all gems
            for (int i = 0; i < gems.Length; i++)
            {
                gems[i] = new Gem(gemSprite, gemDestRecs[i], gemSrcRec);
            }

            //Initializing all keys
            for (int i = 0; i < keys.Length; i++)
            {
                keys[i] = new Key(keySprite, keyDestRecs[i], keySrcRec);
            }

            //Initializing all doors
            for (int i = 0; i < doors.Length; i++)
            {
                doors[i] = new Door(doorSprite, doorDestRecs[i], doorSrcRec);
            }

            //Initializing all spikes
            for (int i = 0; i < spikes.Length; i++)
            {
                spikes[i] = new Spike(spikeSprite, spikeDestRecs[i], spikeSrcRec);
            }

            player = new Player(idleSprite, playerDestRec, playerSrcRec, playerSprites);

            //Crating the entities array to store all game entities
            entities    = new GameEntity[crates.Length + 1];
            entities[0] = player;

            //Adding the crates to the entity array
            for (int i = 1; i < entities.Length; i++)
            {
                entities[i] = crates[i - 1];
            }

            try
            {
            }
            catch (FileNotFoundException e)
            {
                Console.WriteLine(e.Message);
            }
            catch (FormatException e)
            {
                Console.WriteLine(e.Message);
            }
        }