Пример #1
0
        public bool CheckBounds(Squared.Tiled.Object obj)
        {
            bool check = false;

            Rectangle playrec = new Rectangle(
                obj.X,
                obj.Y,
                obj.Width,
                obj.Height
                );

            for (int x = 0; x < map.Width; x++)
            {
                for (int y = 0; y < map.Height; y++)
                {
                    if (collision.GetTile(x, y) != 0)
                    {
                        Rectangle tile = new Rectangle(
                            (int)x * tilepixel,
                            (int)y * tilepixel,
                            tilepixel,
                            tilepixel
                            );

                        if (playrec.Intersects(tile))
                        {
                            check = true;
                        }
                    }
                }
            }

            return(check);
        }
Пример #2
0
        public bool CheckEnemy(Squared.Tiled.Object obj, Enemy e)
        {
            bool check = false;

            Rectangle playrec = new Rectangle(
                obj.X,
                obj.Y,
                obj.Width,
                obj.Height
                );

            foreach (Enemy E in EnemyList)
            {
                if (E != e)
                {
                    Rectangle enemyrec = new Rectangle(
                        (int)E.Position.X,
                        (int)E.Position.Y,
                        (int)32,
                        (int)32
                        );


                    if (playrec.Intersects(enemyrec))
                    {
                        check = true;
                    }
                }
            }

            return(check);
        }
Пример #3
0
 public void Init(string mapname, Game1 game, GraphicsDeviceManager man, string layer, string obj)
 {
     parent       = game;
     g            = man;
     map          = Map.Load(Path.Combine(game.Content.RootDirectory, mapname), game.Content);
     cameraObject = map.ObjectGroups[layer].Objects[obj];
 }
Пример #4
0
        static void spawnRoundCactus(Squared.Tiled.Object obj)
        {
            GameObject2d enemy = GameObject2d.Initialize();

            enemy.sprite = new Sprite(content.Load <Texture2D>("cactusRound"));
            //enemy.sprite.Scale *= 1;
            enemy.sprite.LayerDepth = 0.4f;
            enemy.addBehavior(new grazeEnemy());
            enemy.addBehavior(new enemyHealth());
            enemy.addBehavior(new BasicShootEnemy());

            enemy.sprite.Position = new Vector2(obj.X, obj.Y);

            BulletSpawner b = new BulletSpawner();

            b.bulletSpeed  = 2;
            b.bulletAmount = 6;

            b.bulletfrequency = 0.5f; // ms

            b.spin = 0f;

            b.bulletSprite = content.Load <Texture2D>("needleBullet");
            b.facing       = true;
            b.scale        = Vector2.One * 0.7f;
            enemy.addBehavior(b);
        }
Пример #5
0
        static void spawnSun(Squared.Tiled.Object obj)
        {
            GameObject2d spawner = GameObject2d.Initialize();

            //TEMP
            Texture2D bulletSprite = content.Load <Texture2D>("bullet_1");

            spawner.sprite               = new AnimatedSprite(content.Load <Texture2D>("sunSprite"), 3, 1000, 1000, true, 0);
            spawner.sprite.Scale        *= 1;
            spawner.sprite.collisionBox *= 0.85f;
            spawner.sprite.LayerDepth    = 0.4f;
            spawner.addBehavior(new grazeEnemy());
            BulletSpawner b = new BulletSpawner();

            spawner.sprite.Position = new Vector2(obj.X, obj.Y);

            b.bulletSpeed  = 2;
            b.bulletAmount = 3;

            b.bulletfrequency = 0.05f; // ms

            b.spin = 0.3f;
            b.Wave = 0.2f;

            b.bulletSprite = bulletSprite;
            b.scale        = Vector2.One * 0.4f;
            spawner.addBehavior(b);


            // Bar
            Vector2 barscale = Vector2.One * 0.29f;
            Vector2 barPos   = new Vector2(300, 45);

            ProgressBar bar = ProgressBar.Initialize() as ProgressBar;

            bar.sprite            = new Sprite(content.Load <Texture2D>("bar"));
            bar.sprite.Position   = barPos;
            bar.sprite.Scale      = barscale;
            bar.sprite.LayerDepth = 0.01f;
            bar.sprite.enableCam  = false;

            bar.innerSprite           = new Sprite(content.Load <Texture2D>("inner"));
            bar.innerSprite.Position  = barPos;
            bar.innerSprite.Color     = Color.DarkRed;
            bar.innerSprite.Scale     = barscale;
            bar.innerSprite.enableCam = false;
            bar.value = 100;

            // more boss stuff?
            BossController boss = new BossController();

            boss.healthbar = bar;

            spawner.addBehavior(boss);
            var h = new enemyHealth();

            h.max = 20000;
            spawner.addBehavior(h);
        }
Пример #6
0
 // constructor to pass everything to sprite bas class
 public Projectile(Texture2D texture, Texture2D blank, Vector2 pos, Vector2 move, Squared.Tiled.Object obj, bool en) : base(texture, null)
 {
     active              = true;
     Blank               = blank;
     Velocity            = move;
     Position            = pos;
     mapobj              = obj;
     deathtimer          = new Timer();
     deathtimer.Interval = 3000;
     deathtimer.Elapsed += new ElapsedEventHandler(OnFireTimedEvent);
     deathtimer.Enabled  = true;
     enemy               = en;
 }
Пример #7
0
        static void SwapMap(Squared.Tiled.Object obj)
        {
            fixForScreenSize(obj);

            string  mapfilename   = obj.Name + ".tmx";
            Vector2 spawnLocation = fixForScreenSize(new Vector2(Int32.Parse(obj.Properties["playerLocationX"]), Int32.Parse(obj.Properties["playerLocationY"])));

            void switchMap(PlayerObject p) => MainGameplayScreen.currentGame.loadMap(mapfilename, spawnLocation);

            GameObject2d g = GameObject2d.Initialize();

            g.sprite.visible = false;
            g.addBehavior(new eventLocation(switchMap, new Vector2(obj.X, obj.Y), 32));
        }
Пример #8
0
        public void ProcessMovement(KeyboardState keyState, GamePadState gamePadState)
        {
            //detect key press and xy scroll values
            int scrollx = 0, scrolly = 0, moveSpeed = 2;

            if (keyState.IsKeyDown(Keys.Left))
            {
                scrollx = -1;
            }
            if (keyState.IsKeyDown(Keys.Right))
            {
                scrollx = 1;
            }
            if (keyState.IsKeyDown(Keys.Up))
            {
                scrolly = 1;
            }
            if (keyState.IsKeyDown(Keys.Down))
            {
                scrolly = -1;
            }
            if (keyState.IsKeyDown(Keys.Space))
            {
                Squared.Tiled.Object temp = new Squared.Tiled.Object();
                temp.X       = (int)Position.X;
                temp.Y       = (int)Position.Y;
                temp.Width   = 30;
                temp.Height  = 30;
                temp.Texture = projTexture;
                temp.Type    = "proj";


                if (_sprites[0].Fire(Position, temp, blankTexture))
                {
                    map.ObjectGroups["Objects"].Objects.Add("proj" + projcount, temp);
                    projcount++;
                }
            }

            // get game pad input
            scrollx += (int)gamePadState.ThumbSticks.Left.X;
            scrolly += (int)gamePadState.ThumbSticks.Left.Y;

            // move player in the map
            map.ObjectGroups["Objects"].Objects["Player"].X += (scrollx * moveSpeed);
            map.ObjectGroups["Objects"].Objects["Player"].Y -= (scrolly * moveSpeed);
        }
Пример #9
0
 public bool Fire(Vector2 Position, Squared.Tiled.Object obj, Texture2D blank)
 {
     if (!firetimer.Enabled)
     {
         Projectile Temp = new Projectile(projtexture, blank, Position, OldVelocity * 5, obj, false);
         PlayerProjectiles.Add(Temp);
         firetimer          = new Timer();
         firetimer.Interval = 500;
         firetimer.Elapsed += new ElapsedEventHandler(OnFireTimedEvent);
         firetimer.Enabled  = true;
         return(true);
     }
     else
     {
         return(false);
     }
 }
Пример #10
0
        // checks for the bounds of the map with a given object
        public bool CheckBounds(Squared.Tiled.Object obj)
        {
            bool check = false;

            // creates rectangle
            Rectangle objrec = new Rectangle(
                obj.X,
                obj.Y,
                obj.Width,
                obj.Height
                );

            int startx = ((int)obj.X / 16) - 5;
            int starty = ((int)obj.Y / 16) - 5;

            // cycles through each tile on the map
            for (int x = startx; x < startx + 10; x++)
            {
                for (int y = starty; y < starty + 10; y++)
                {
                    // if the tile is in the collision layer
                    if (collision.GetTile(x, y) != 0)
                    {
                        // create rectangle for the tile
                        Rectangle tile = new Rectangle(
                            (int)x * tilepixel,
                            (int)y * tilepixel,
                            tilepixel,
                            tilepixel
                            );

                        // check if the object intersects the tile
                        if (objrec.Intersects(tile))
                        {
                            check = true;
                        }
                    }
                }
            }

            return(check);
        }
Пример #11
0
        // First event for enemy spawns this is probably most of what will be here
        static void SpawnEnemy(Squared.Tiled.Object obj)
        {
            fixForScreenSize(obj);
            switch (obj.Name)
            {
            case "Sun":
                spawnSun(obj);
                break;

            case "RoundCactus":
                spawnRoundCactus(obj);
                break;

            case "Susumu":
                spawnSusumu(obj);
                break;

            default:
                // Put something here to indicate a load error on map
                break;
            }
        }
Пример #12
0
        // used to check the enemy collision with an object
        // returns true if collision false if not
        // enemy e is to stop collision with itself
        public bool CheckEnemy(Squared.Tiled.Object obj, Enemy e)
        {
            bool check = false;

            // get rectangle for object
            Rectangle objrec = new Rectangle(
                obj.X,
                obj.Y,
                obj.Width,
                obj.Height
                );

            // cycles through each enemy
            foreach (Enemy E in EnemyList)
            {
                // the enemy can't collide with itself
                if (E != e)
                {
                    // creates rectangle for enemy
                    Rectangle enemyrec = new Rectangle(
                        (int)E.Position.X,
                        (int)E.Position.Y,
                        (int)32,
                        (int)32
                        );

                    // checks for collision
                    if (objrec.Intersects(enemyrec))
                    {
                        check = true;
                    }
                }
            }

            return(check);
        }
Пример #13
0
        public void LoadContent(ContentManager content, int stageNum)
        {
            map = Map.Load(Path.Combine(content.RootDirectory, tmxFile), content);

            //background = content.Load<Texture2D>("background" + ((stageNum / 3) + 1) + ".jpg");
            background = content.Load <Texture2D>("background1.jpg");
            width      = map.Width;
            height     = map.Height;
            int tempID;

            //Add all collidable obstacles
            obstacles = map.ObjectGroups["obstacles"].Objects;
            foreach (Squared.Tiled.Object o in obstacles.Values)
            {
                tempID = cm.addEntity();
                cm.addCollide(tempID, new Rectangle(o.X, o.Y, o.Width, o.Height), false, false);
            }

            //Add all collidable platforms
            platforms = map.ObjectGroups["platforms"].Objects;
            int platformNum = 0;

            foreach (Squared.Tiled.Object o in platforms.Values)
            {
                int x = o.X + o.Width / 2;
                int y = o.Y + o.Height / 2;
                tempID = cm.addEntity();
                Rectangle crateHitBox = new Rectangle(o.X, o.Y, o.Width, o.Height);
                cm.addCollide(tempID, crateHitBox, true);
                List <Vector2> waypoints = new List <Vector2>();
                if (tmxFile.Equals("stage4.tmx"))
                {
                    waypoints.Add(new Vector2(x, y));
                    waypoints.Add(new Vector2(x, y - 300));
                    cm.addPatrol(tempID, waypoints, 3);
                }
                else if (tmxFile.Equals("stage6.tmx"))
                {
                    waypoints.Add(new Vector2(x, y));
                    waypoints.Add(new Vector2(x, y + 350));
                    cm.addPatrol(tempID, waypoints, 3);
                }
                else if (tmxFile.Equals("stage9.tmx"))
                {
                    if (platformNum % 2 == 0)
                    {
                        waypoints.Add(new Vector2(x, y));
                        waypoints.Add(new Vector2(x + 200, y));
                        cm.addPatrol(tempID, waypoints, 2);
                    }
                    else
                    {
                        waypoints.Add(new Vector2(x, y));
                        waypoints.Add(new Vector2(x - 200, y));
                        cm.addPatrol(tempID, waypoints, 2);
                    }
                }
                else if (tmxFile.Equals("stage10.tmx"))
                {
                    if (platformNum == 0)
                    {
                        waypoints.Add(new Vector2(x, y));
                        waypoints.Add(new Vector2(x + 168, y));
                        cm.addPatrol(tempID, waypoints, 2);
                    }
                    else if (platformNum == 1)
                    {
                        waypoints.Add(new Vector2(x, y));
                        waypoints.Add(new Vector2(x - 132, y));
                        cm.addPatrol(tempID, waypoints, 2);
                    }
                    else if (platformNum == 2)
                    {
                        waypoints.Add(new Vector2(x, y));
                        waypoints.Add(new Vector2(x + 168, y));
                        cm.addPatrol(tempID, waypoints, 2);
                    }
                    else
                    {
                        waypoints.Add(new Vector2(x, y));
                        waypoints.Add(new Vector2(x - 200, y));
                        cm.addPatrol(tempID, waypoints, 2);
                    }
                }
                else if (tmxFile.Equals("stage12.tmx"))
                {
                    waypoints.Add(new Vector2(x, y));
                    waypoints.Add(new Vector2(x + 200, y));
                    cm.addPatrol(tempID, waypoints, 2);
                }
                else
                {
                    waypoints.Add(new Vector2(x, y));
                    waypoints.Add(new Vector2(x, y + 300));
                    cm.addPatrol(tempID, waypoints, 2);
                }

                cm.addSprite(tempID, o.Width, o.Height, content.Load <Texture2D>("crate.png"), crateHitBox, false);
                platformNum++;
            }

            //int shackleBoxID = 0;
            //Add shackleable objects
            shackleables = map.ObjectGroups["shackleables"].Objects;
            foreach (Squared.Tiled.Object o in shackleables.Values)
            {
                tempID = cm.addEntity();
                cm.addCollide(tempID, new Rectangle(o.X, o.Y, o.Width, o.Height), false, true);
                preExistingShackleIDs.Add(tempID);
            }


            //ADD ENEMIES
            enemies = map.ObjectGroups["enemies"].Objects;
            int enemy0ID   = 0;
            int enemy1ID   = 0;
            int enemy2ID   = 0;
            int enemy3ID   = 0;
            int enemycount = 0;

            foreach (Squared.Tiled.Object o in enemies.Values)
            {
                int x = o.X + o.Width / 2;
                int y = o.Y + o.Height / 2;
                tempID = cm.addEntity();
                //HARD CODED ENEMY MOVEMENTS IN, need to change later based on stage
                List <Vector2> waypoints      = new List <Vector2>();
                Rectangle      enemySpriteBox = new Rectangle(o.X, o.Y, o.Width, o.Height);
                Rectangle      enemyHitBox    = new Rectangle(o.X, o.Y, o.Width, o.Height);
                if (tmxFile.Equals("stage3.tmx"))
                {
                    if (enemycount == 0)
                    {
                        cm.addCollide(tempID, enemyHitBox, true, true);
                        waypoints.Add(new Vector2(x, y - 100));
                        waypoints.Add(new Vector2(x, y));
                        waypoints.Add(new Vector2(x + 100, y - 100));
                    }
                    else if (enemycount == 1)
                    {
                        cm.addCollide(tempID, enemyHitBox, true, true);
                        waypoints.Add(new Vector2(x, y + 230));
                        waypoints.Add(new Vector2(x, y));
                    }
                    else if (enemycount == 2)
                    {
                        cm.addCollide(tempID, enemyHitBox, true, true, true);
                        waypoints.Add(new Vector2(x + 200, y));
                        waypoints.Add(new Vector2(x, y));
                    }

                    cm.addPatrol(tempID, waypoints, 3);
                }
                else if (tmxFile.Equals("stage4.tmx"))
                {
                    cm.addCollide(tempID, enemyHitBox, true, true);
                    waypoints.Add(new Vector2(x, y + 250));
                    waypoints.Add(new Vector2(x + 100, y + 250));
                    waypoints.Add(new Vector2(x + 100, y));
                    waypoints.Add(new Vector2(x, y));

                    cm.addPatrol(tempID, waypoints, 2);
                }
                else if (tmxFile.Equals("stage5.tmx"))
                {
                    cm.addCollide(tempID, enemyHitBox, true, true);
                    waypoints.Add(new Vector2(x, y - 100));
                    waypoints.Add(new Vector2(x, y + 20));
                    waypoints.Add(new Vector2(x, y));

                    cm.addPatrol(tempID, waypoints, 2);
                }
                else if (tmxFile.Equals("stage6.tmx"))
                {
                    if (enemycount == 0)
                    {
                        cm.addCollide(tempID, enemyHitBox, true, true, 1, false);
                        waypoints.Add(new Vector2(x, y + 300));
                        waypoints.Add(new Vector2(x, y));

                        //Connect pre-existing shackle
                        int shackleTemp = cm.addEntity();
                        cm.addShackle(shackleTemp, tempID, preExistingShackleIDs[enemycount], false);
                        //Calculate hitbox for shackle
                        Rectangle tempRect1  = cm.getCollides()[tempID].hitbox;
                        Rectangle tempRect2  = cm.getCollides()[preExistingShackleIDs[enemycount]].hitbox;
                        int       rectX      = Math.Min(tempRect1.X + (int)(tempRect1.Width / 2.0), tempRect2.X + (int)(tempRect2.Width / 2.0));
                        int       rectY      = Math.Min(tempRect1.Y + (int)(tempRect1.Height / 2.0), tempRect2.Y + (int)(tempRect2.Height / 2.0));
                        int       rectWidth  = Math.Max(tempRect1.X + (int)(tempRect1.Width / 2.0), tempRect2.X + (int)(tempRect2.Width / 2.0)) - rectX;
                        int       rectHeight = Math.Max(tempRect1.Y + (int)(tempRect1.Height / 2.0), tempRect2.Y + (int)(tempRect2.Height / 2.0)) - rectY;
                        //Add collide for shackle
                        cm.addCollide(shackleTemp, new Rectangle(rectX, rectY, rectWidth, rectHeight), false, false);
                    }
                    else if (enemycount == 1)
                    {
                        cm.addCollide(tempID, enemyHitBox, true, true);
                        waypoints.Add(new Vector2(x, y - 300));
                        waypoints.Add(new Vector2(x, y));
                    }

                    cm.addPatrol(tempID, waypoints, 2);
                }
                else if (tmxFile.Equals("stage7.tmx"))
                {
                    if (enemycount == 0)
                    {
                        cm.addCollide(tempID, enemyHitBox, true, true, 2, false);
                        waypoints.Add(new Vector2(x, y - 100));
                        waypoints.Add(new Vector2(x, y));
                        waypoints.Add(new Vector2(x, y + 80));

                        //Connect pre-existing shackle
                        int shackleTemp = cm.addEntity();
                        cm.addShackle(shackleTemp, tempID, preExistingShackleIDs[0], false);
                        //Calculate hitbox for shackle
                        Rectangle tempRect1  = cm.getCollides()[tempID].hitbox;
                        Rectangle tempRect2  = cm.getCollides()[preExistingShackleIDs[0]].hitbox;
                        int       rectX      = Math.Min(tempRect1.X + (int)(tempRect1.Width / 2.0), tempRect2.X + (int)(tempRect2.Width / 2.0));
                        int       rectY      = Math.Min(tempRect1.Y + (int)(tempRect1.Height / 2.0), tempRect2.Y + (int)(tempRect2.Height / 2.0));
                        int       rectWidth  = Math.Max(tempRect1.X + (int)(tempRect1.Width / 2.0), tempRect2.X + (int)(tempRect2.Width / 2.0)) - rectX;
                        int       rectHeight = Math.Max(tempRect1.Y + (int)(tempRect1.Height / 2.0), tempRect2.Y + (int)(tempRect2.Height / 2.0)) - rectY;
                        //Add collide for shackle
                        cm.addCollide(shackleTemp, new Rectangle(rectX, rectY, rectWidth, rectHeight), false, false);

                        enemy0ID = tempID;
                    }
                    else if (enemycount == 1)
                    {
                        cm.addCollide(tempID, enemyHitBox, true, true, 2, false);
                        waypoints.Add(new Vector2(x + 100, y - 200));
                        waypoints.Add(new Vector2(x, y));
                        waypoints.Add(new Vector2(x - 50, y + 100));
                        enemy1ID = tempID;
                    }
                    else if (enemycount == 2)
                    {
                        cm.addCollide(tempID, enemyHitBox, true, true, 2, false);
                        waypoints.Add(new Vector2(x - 30, y - 30));
                        waypoints.Add(new Vector2(x, y));
                        waypoints.Add(new Vector2(x + 30, y + 30));
                        enemy2ID = tempID;
                    }
                    else if (enemycount == 3)
                    {
                        cm.addCollide(tempID, enemyHitBox, true, true, 2, false);
                        waypoints.Add(new Vector2(x, y + 150));
                        waypoints.Add(new Vector2(x, y));
                        waypoints.Add(new Vector2(x, y - 80));

                        //Connect pre-existing shackle
                        int shackleTemp = cm.addEntity();
                        cm.addShackle(shackleTemp, tempID, preExistingShackleIDs[1], false);
                        //Calculate hitbox for shackle
                        Rectangle tempRect1  = cm.getCollides()[tempID].hitbox;
                        Rectangle tempRect2  = cm.getCollides()[preExistingShackleIDs[1]].hitbox;
                        int       rectX      = Math.Min(tempRect1.X + (int)(tempRect1.Width / 2.0), tempRect2.X + (int)(tempRect2.Width / 2.0));
                        int       rectY      = Math.Min(tempRect1.Y + (int)(tempRect1.Height / 2.0), tempRect2.Y + (int)(tempRect2.Height / 2.0));
                        int       rectWidth  = Math.Max(tempRect1.X + (int)(tempRect1.Width / 2.0), tempRect2.X + (int)(tempRect2.Width / 2.0)) - rectX;
                        int       rectHeight = Math.Max(tempRect1.Y + (int)(tempRect1.Height / 2.0), tempRect2.Y + (int)(tempRect2.Height / 2.0)) - rectY;
                        //Add collide for shackle
                        cm.addCollide(shackleTemp, new Rectangle(rectX, rectY, rectWidth, rectHeight), false, false);
                        enemy3ID = tempID;
                    }
                    cm.addPatrol(tempID, waypoints, 2);
                }
                else if (tmxFile.Equals("stage8.tmx"))
                {
                    if (enemycount == 0)
                    {
                        cm.addCollide(tempID, enemyHitBox, true, true);
                        waypoints.Add(new Vector2(x, y - 100));
                        waypoints.Add(new Vector2(x, y));
                    }
                    else
                    {
                        cm.addCollide(tempID, enemyHitBox, true, true);
                        waypoints.Add(new Vector2(x, y + 100));
                        waypoints.Add(new Vector2(x, y));
                    }

                    cm.addPatrol(tempID, waypoints, 2);
                }
                else if (tmxFile.Equals("stage12.tmx"))
                {
                    if (o.Name.Equals("enemy1"))
                    {
                        cm.addCollide(tempID, enemyHitBox, true, true);
                        waypoints.Add(new Vector2(x, y + 100));
                        waypoints.Add(new Vector2(x, y));
                    }
                    else if (o.Name.Equals("enemy3"))
                    {
                        cm.addCollide(tempID, enemyHitBox, true, true);
                        waypoints.Add(new Vector2(x, y + 150));
                        waypoints.Add(new Vector2(x, y));
                    }
                    else if (o.Name.Equals("enemy2"))
                    {
                        cm.addCollide(tempID, enemyHitBox, true, true);
                        waypoints.Add(new Vector2(x, y - 100));
                        waypoints.Add(new Vector2(x, y));
                    }
                    else if (o.Name.Equals("enemy14"))
                    {
                        cm.addCollide(tempID, enemyHitBox, true, true);
                        waypoints.Add(new Vector2(x + 500, y));
                        waypoints.Add(new Vector2(x, y));
                    }
                    else
                    {
                        cm.addCollide(tempID, enemyHitBox, true, true);
                    }

                    cm.addPatrol(tempID, waypoints, 2);
                }
                cm.addSprite(tempID, o.Width, o.Height, content.Load <Texture2D>("birdsheet.png"), enemySpriteBox, true);
                enemycount++;
            }
            //Add shackles between birbs
            if (tmxFile.Equals("stage7.tmx"))
            {
                //Connect pre-existing shackle 1
                int shackleTemp = cm.addEntity();
                cm.addShackle(shackleTemp, enemy0ID, enemy1ID, false);
                //Calculate hitbox for shackle
                Rectangle tempRect1  = cm.getCollides()[enemy0ID].hitbox;
                Rectangle tempRect2  = cm.getCollides()[enemy1ID].hitbox;
                int       rectX      = Math.Min(tempRect1.X + (int)(tempRect1.Width / 2.0), tempRect2.X + (int)(tempRect2.Width / 2.0));
                int       rectY      = Math.Min(tempRect1.Y + (int)(tempRect1.Height / 2.0), tempRect2.Y + (int)(tempRect2.Height / 2.0));
                int       rectWidth  = Math.Max(tempRect1.X + (int)(tempRect1.Width / 2.0), tempRect2.X + (int)(tempRect2.Width / 2.0)) - rectX;
                int       rectHeight = Math.Max(tempRect1.Y + (int)(tempRect1.Height / 2.0), tempRect2.Y + (int)(tempRect2.Height / 2.0)) - rectY;
                //Add collide for shackle
                cm.addCollide(shackleTemp, new Rectangle(rectX, rectY, rectWidth, rectHeight), false, false);

                //Connect pre-existing shackle 2
                shackleTemp = cm.addEntity();
                cm.addShackle(shackleTemp, enemy1ID, enemy2ID, false);
                //Calculate hitbox for shackle
                tempRect1  = cm.getCollides()[enemy1ID].hitbox;
                tempRect2  = cm.getCollides()[enemy2ID].hitbox;
                rectX      = Math.Min(tempRect1.X + (int)(tempRect1.Width / 2.0), tempRect2.X + (int)(tempRect2.Width / 2.0));
                rectY      = Math.Min(tempRect1.Y + (int)(tempRect1.Height / 2.0), tempRect2.Y + (int)(tempRect2.Height / 2.0));
                rectWidth  = Math.Max(tempRect1.X + (int)(tempRect1.Width / 2.0), tempRect2.X + (int)(tempRect2.Width / 2.0)) - rectX;
                rectHeight = Math.Max(tempRect1.Y + (int)(tempRect1.Height / 2.0), tempRect2.Y + (int)(tempRect2.Height / 2.0)) - rectY;
                //Add collide for shackle
                cm.addCollide(shackleTemp, new Rectangle(rectX, rectY, rectWidth, rectHeight), false, false);

                //Connect pre-existing shackle 2
                shackleTemp = cm.addEntity();
                cm.addShackle(shackleTemp, enemy2ID, enemy3ID, false);
                //Calculate hitbox for shackle
                tempRect1  = cm.getCollides()[enemy2ID].hitbox;
                tempRect2  = cm.getCollides()[enemy3ID].hitbox;
                rectX      = Math.Min(tempRect1.X + (int)(tempRect1.Width / 2.0), tempRect2.X + (int)(tempRect2.Width / 2.0));
                rectY      = Math.Min(tempRect1.Y + (int)(tempRect1.Height / 2.0), tempRect2.Y + (int)(tempRect2.Height / 2.0));
                rectWidth  = Math.Max(tempRect1.X + (int)(tempRect1.Width / 2.0), tempRect2.X + (int)(tempRect2.Width / 2.0)) - rectX;
                rectHeight = Math.Max(tempRect1.Y + (int)(tempRect1.Height / 2.0), tempRect2.Y + (int)(tempRect2.Height / 2.0)) - rectY;
                //Add collide for shackle
                cm.addCollide(shackleTemp, new Rectangle(rectX, rectY, rectWidth, rectHeight), false, false);
            }

            //Add all PINECONES
            pinecones = map.ObjectGroups["pinecones"].Objects;
            int pineconeCount = 0;

            foreach (Squared.Tiled.Object o in pinecones.Values)
            {
                int x = o.X + o.Width / 2;
                int y = o.Y + o.Height / 2;
                tempID = cm.addEntity();
                Rectangle pineconeHitBox    = new Rectangle(o.X, o.Y, o.Width, o.Height);
                Rectangle pineconeSpriteBox = new Rectangle(o.X, o.Y, o.Width, o.Height);
                cm.addCollide(tempID, pineconeHitBox, true, false, false, false);
                List <Vector2> waypoints = new List <Vector2>();
                if (tmxFile.Equals("stage12.tmx"))
                {
                    if (pineconeCount == 0)
                    {
                        waypoints.Add(new Vector2(x, y));
                        waypoints.Add(new Vector2(x, y + 300));
                        cm.addPatrol(tempID, waypoints, 2, false);
                    }
                    else
                    {
                        waypoints.Add(new Vector2(x, y));
                        waypoints.Add(new Vector2(x, y + 240));
                        cm.addPatrol(tempID, waypoints, 3, false);
                    }
                }
                else
                {
                    if (pineconeCount % 2 == 0)
                    {
                        waypoints.Add(new Vector2(x, y));
                        waypoints.Add(new Vector2(x, y + 500));
                        cm.addPatrol(tempID, waypoints, 4, false);
                    }
                    else
                    {
                        waypoints.Add(new Vector2(x, y));
                        waypoints.Add(new Vector2(x, y + 600));
                        cm.addPatrol(tempID, waypoints, 4, false);
                    }
                }
                cm.addProjectile(tempID, true, Math.PI / 2, 1, o.X, o.Y);
                cm.addSprite(tempID, o.Width, o.Height, content.Load <Texture2D>("pinecone.png"), pineconeSpriteBox, false);
                pineconeCount++;
            }

            //Add player at start
            start  = map.ObjectGroups["startFinish"].Objects["start"];
            tempID = cm.addEntity();
            cm.addPlayer(tempID);
            Rectangle playerHitBox    = new Rectangle(start.X + 10, start.Y, 40, 62); //Change dis
            Rectangle playerSpriteBox = new Rectangle(start.X, start.Y, 60, 62);

            cm.addCollide(tempID, playerHitBox, false, false);
            cm.addSprite(tempID, 60, 62, content.Load <Texture2D>("BBHood.png"), playerSpriteBox, true);

            //add tutorial text
            if (tmxFile.Equals("stage1.tmx"))
            {
                int temp = cm.addEntity();
                cm.addText(temp, cm.font, new Vector2(100, 10), "Press A or D to move.", false);
                cm.addCollide(temp, new Rectangle(start.X, start.Y, start.Width, start.Height), false);
                temp = cm.addEntity();
                cm.addText(temp, cm.font, new Vector2(100, 35), "Press W to jump.", false);
                cm.addCollide(temp, new Rectangle(start.X + 100, start.Y, start.Width, start.Height), false);
                temp = cm.addEntity();
                cm.addText(temp, cm.font, new Vector2(100, 60), "Press P to pause a level.", false);
                cm.addCollide(temp, new Rectangle(start.X + 500, start.Y - 100, start.Width, start.Height * 5), false);
                temp = cm.addEntity();
                cm.addText(temp, cm.font, new Vector2(100, 85), "Press R to reset a level.", false);
                cm.addCollide(temp, new Rectangle(start.X + 500, start.Y - 100, start.Width, start.Height * 5), false);
            }
            if (tmxFile.Equals("stage2.tmx"))
            {
                int temp = cm.addEntity();
                cm.addText(temp, cm.font, new Vector2(100, 10), "Left click to a shoot a shackle. Shackles will create a platform between two objects.", false);
                cm.addCollide(temp, new Rectangle(start.X, start.Y, start.Width, start.Height), false);
                temp = cm.addEntity();
                cm.addText(temp, cm.font, new Vector2(100, 35), "Right click to shoot an arrow. Arrows destroy shackle platforms and some enemies.", false);
                cm.addCollide(temp, new Rectangle(start.X + 350, start.Y - 300, start.Width, start.Height * 10), false);
                temp = cm.addEntity();
                cm.addText(temp, cm.font, new Vector2(100, 60), "Note that you can only use 3 shackles and 3 arrows at a time.", false);
                cm.addCollide(temp, new Rectangle(start.X + 500, start.Y - 400, start.Width * 2, start.Height * 10), false);
                temp = cm.addEntity();
                cm.addText(temp, cm.font, new Vector2(100, 85), "You also have only 3 lives for the entire game.", false);
                cm.addCollide(temp, new Rectangle(start.X + 500, start.Y - 400, start.Width, start.Height * 10), false);
            }

            //Add finish collidable
            finish = map.ObjectGroups["startFinish"].Objects["finish"];
            tempID = cm.addEntity();
            cm.addCollide(tempID, new Rectangle(finish.X, finish.Y, finish.Width, finish.Height), false, false, false, true);
        }
Пример #14
0
        protected override void Update(GameTime gameTime)
        {
            if (currentScreen == Menu.Play)
            {
                if (songplaying == false)
                {
                    backsong = Content.Load <Song>("Game of Thrones");
                    MediaPlayer.Play(backsong);
                    songplaying = true;
                }
                else if (MediaPlayer.State == MediaState.Stopped)
                {
                    songplaying = false;
                }
                if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
                {
                    Exit();
                }
                clean();
                // get player input
                GamePadState  gamePadState = GamePad.GetState(PlayerIndex.One);
                KeyboardState keyState     = Keyboard.GetState();

                // record current position before movement
                int tempx = map.ObjectGroups["Objects"].Objects["Player"].X;
                int tempy = map.ObjectGroups["Objects"].Objects["Player"].Y;
                Position = new Vector2(map.ObjectGroups["Objects"].Objects["Player"].X, map.ObjectGroups["Objects"].Objects["Player"].Y);

                // process movement input move player object
                ProcessMovement(keyState, gamePadState);

                //now we have moved checkbounds
                if (CheckBounds(map.ObjectGroups["Objects"].Objects["Player"]))
                {
                    map.ObjectGroups["Objects"].Objects["Player"].X = tempx;
                    map.ObjectGroups["Objects"].Objects["Player"].Y = tempy;
                }

                // check for player interaction with coins and exits within the game
                var       p         = map.ObjectGroups["Objects"].Objects["Player"];
                Rectangle playerRec = new Rectangle(p.X, p.Y, p.Width, p.Height);
                CheckCoins(playerRec);
                CheckExits(playerRec);
                CheckKey(playerRec);
                CheckEnd(playerRec);
                CheckDoor(playerRec);

                // update player object with position and viewport
                Vector2 Test = (viewportPosition + new Vector2(0, 100) - new Vector2((graphics.PreferredBackBufferWidth / 2), (graphics.PreferredBackBufferHeight / 2)));
                foreach (var sprite in _sprites)
                {
                    sprite.Update(gameTime, Position, Test);
                    foreach (Projectile P in sprite.PlayerProjectiles)
                    {
                        Rectangle proj = new Rectangle((int)P.Position.X, (int)P.Position.Y, P.mapobj.Width, P.mapobj.Height);
                        foreach (Enemy E in EnemyList)
                        {
                            Rectangle Erec = new Rectangle((int)E.mapobj.X, (int)E.mapobj.Y, E.mapobj.Width, E.mapobj.Height);
                            if (proj.Intersects(Erec) && P.active)
                            {
                                E.Health        -= 1;
                                P.mapobj.Texture = P.Blank;
                                P.active         = false;
                                Console.WriteLine("shot: " + proj + " -- " + Erec + " -- " + E.Health);
                            }
                        }
                    }
                    sprite.Position = new Vector2(map.ObjectGroups["Objects"].Objects["Player"].X, map.ObjectGroups["Objects"].Objects["Player"].Y);
                }
                // update each enemy
                int i = 1;
                foreach (Enemy E in EnemyList)
                {
                    if (E.Health > 0)
                    {
                        // get position of enemy
                        Vector2 temp = E.Position;

                        // update the enemy to move
                        E.Update(gameTime, Position);

                        foreach (Projectile P in E.PlayerProjectiles)
                        {
                            Rectangle            proj   = new Rectangle((int)P.Position.X, (int)P.Position.Y, P.mapobj.Width, P.mapobj.Height);
                            Squared.Tiled.Object obj    = map.ObjectGroups["Objects"].Objects["Player"];
                            Rectangle            objrec = new Rectangle(
                                obj.X,
                                obj.Y,
                                obj.Width,
                                obj.Height
                                );
                            if (proj.Intersects(objrec) && P.active)
                            {
                                _sprites[0].Health -= 1;
                                P.mapobj.Texture    = P.Blank;
                                P.active            = false;
                            }
                        }

                        // check for enemy collision between the bounds and other enemies
                        if (CheckBounds(map.ObjectGroups["Objects"].Objects["Enemy" + i]) || CheckEnemy(map.ObjectGroups["Objects"].Objects["Enemy" + i], E))
                        {
                            // collision so set position back to temp value
                            E.Position = temp;
                        }
                        else
                        {
                            // no collision so update the enemy position in map
                            map.ObjectGroups["Objects"].Objects["Enemy" + i].X = (int)E.Position.X;
                            map.ObjectGroups["Objects"].Objects["Enemy" + i].Y = (int)E.Position.Y;

                            if (true)
                            {
                                Squared.Tiled.Object tempp = new Squared.Tiled.Object();
                                tempp.X       = (int)E.Position.X;
                                tempp.Y       = (int)E.Position.Y;
                                tempp.Width   = 30;
                                tempp.Height  = 30;
                                tempp.Type    = "proj";
                                tempp.Texture = projTexture;
                                if (E.Fire(E.Position, tempp, blankTexture))
                                {
                                    map.ObjectGroups["Objects"].Objects.Add("proj" + projcount, tempp);
                                    projcount++;
                                }
                            }
                        }
                        i++;
                    }
                }


                viewportPosition = new Vector2(map.ObjectGroups["Objects"].Objects["Player"].X, map.ObjectGroups["Objects"].Objects["Player"].Y);
                KeyboardState keys = Keyboard.GetState();

                if (_sprites[0].Health <= 0)
                {
                    currentScreen = Menu.Main;
                    LoadContent();
                }
                // Takes to main menu or inventory
                if (keys.IsKeyDown(Keys.Tab))
                {
                    currentScreen = Menu.Main;
                }
                else if (keys.IsKeyDown(Keys.I))
                {
                    currentScreen = Menu.Inventory;
                    string temp = "No";
                    if (key_collected)
                    {
                        temp = "Yes";
                    }
                    inventory = new SimpleTextUI(this, big, new[] { "Coins: " + coin_collected, "Key: " + temp, "Back" })
                    {
                        TextColor       = Color.Black,
                        SelectedElement = new TextElement(">", Color.White),
                        Align           = Alignment.Left
                    };
                    current = inventory;
                }
            }
            // code for the controlling menu screens
            else if (currentScreen == Menu.Main)
            {
                KeyboardState keys   = Keyboard.GetState();
                bool          change = true;

                if (!keytimer.Enabled)
                {
                    if (keys.IsKeyDown(Keys.Up))
                    {
                        current.Move(Direction.Up);
                    }

                    else if (keys.IsKeyDown(Keys.Down))
                    {
                        current.Move(Direction.Down);
                    }
                    else if (keys.IsKeyDown(Keys.Left))
                    {
                        current.Move(Direction.Left);
                        if (current.GetCurrentCaption() == "Video")
                        {
                            graphics.IsFullScreen = (current.GetCurrentValue() == "FullScreen");
                            graphics.ApplyChanges();
                        }
                    }

                    else if (keys.IsKeyDown(Keys.Right))
                    {
                        current.Move(Direction.Right);
                        if (current.GetCurrentCaption() == "Video")
                        {
                            graphics.IsFullScreen = (current.GetCurrentValue() == "FullScreen");
                            graphics.ApplyChanges();
                        }
                    }
                    else if (keys.IsKeyDown(Keys.Enter))
                    {
                        string test = current.GetCurrentCaption();

                        if (current == menu)
                        {
                            if (test == "Exit")
                            {
                                Exit();
                            }
                            else if (test == "Options")
                            {
                                current = options;
                            }
                            else if (test == "Continue")
                            {
                                currentScreen = Menu.Play;
                            }
                            else if (test == "Credits")
                            {
                                current = credits;
                            }
                        }
                        else if (current == credits)
                        {
                            if (test == "Back")
                            {
                                current = menu;
                            }
                        }
                        else if (current == options)
                        {
                            if (test == "Back")
                            {
                                current = menu;
                            }
                        }
                    }
                    else
                    {
                        change = false;
                    }

                    if (change)
                    {
                        keytimer          = new Timer();
                        keytimer.Interval = 200;
                        keytimer.Elapsed += new ElapsedEventHandler(OnTimedEvent);
                        keytimer.Enabled  = true;
                    }
                }
            }
            else if (currentScreen == Menu.Inventory)
            {
                KeyboardState keys   = Keyboard.GetState();
                bool          change = true;

                if (!keytimer.Enabled)
                {
                    if (keys.IsKeyDown(Keys.Up))
                    {
                        current.Move(Direction.Up);
                    }

                    else if (keys.IsKeyDown(Keys.Down))
                    {
                        current.Move(Direction.Down);
                    }
                    else if (keys.IsKeyDown(Keys.Enter))
                    {
                        string test = current.GetCurrentCaption();

                        if (current == inventory)
                        {
                            if (test == "Back")
                            {
                                currentScreen = Menu.Play;
                            }
                        }
                    }
                }
                else
                {
                    change = false;
                }

                if (change)
                {
                    keytimer          = new Timer();
                    keytimer.Interval = 200;
                    keytimer.Elapsed += new ElapsedEventHandler(OnTimedEvent);
                    keytimer.Enabled  = true;
                }
            }
            base.Update(gameTime);
        }
Пример #15
0
 // constructor to pass everything to sprite bas class
 public Enemy(Dictionary <string, Animation> animations2, bool health, Squared.Tiled.Object obj) : base(animations2, health, null, true)
 {
     mapobj = obj;
 }
Пример #16
0
 static void fixForScreenSize(Squared.Tiled.Object obj)
 {
     obj.X -= MainGameplayScreen.PreferredBackBufferWidth / 2;
     obj.Y -= MainGameplayScreen.PreferredBackBufferHeight / 2;
 }