Пример #1
0
        public override void InitializeScene()
        {
            base.InitializeScene();

            // Basic perimeter:
            double x0 = PerimeterOffsetX * TileSize;
            double y0 = PerimeterOffsetY * TileSize;

            for (int i = 0; i < PerimeterX; i++)
            {
                BunkerFloor block = new BunkerFloor2(this, x0 + TileSize * i, y0);
                block.PositionY -= block.SizeY;
                block            = new BunkerFloor(this, x0 + TileSize * i, y0);
            }
            for (int i = 0; i <= PerimeterY; i++)
            {
                var block = new BunkerWall(this, x0 + TileSize * PerimeterX, y0 + TileSize * i);
                block.TileX = -1.0;
                block       = new BunkerWall(this, x0 - 0.5 * TileSize, y0 + TileSize * (PerimeterY - i));
            }
            for (int i = 0; i < PerimeterX; i++)
            {
                var block = new FloorTile(Stage, x0 + TileSize * (PerimeterX - i - 1), y0 + TileSize * PerimeterY);
            }
        }
Пример #2
0
        public override void InitializeScene()
        {
            base.InitializeScene();

            // Basic perimeter:
            double x0 = PerimeterOffsetX * TileSize;
            double y0 = PerimeterOffsetY * TileSize;
            for (int i = 0; i < PerimeterX; i++)
            {
                BunkerFloor block = new BunkerFloor2 (this, x0 + TileSize * i, y0);
                block.PositionY -= block.SizeY;
                block = new BunkerFloor (this, x0 + TileSize * i, y0);
            }
            for (int i = 0; i <= PerimeterY; i++)
            {
                var block = new BunkerWall(this, x0 + TileSize * PerimeterX, y0 + TileSize * i);
                block.TileX = -1.0;
                block = new BunkerWall(this, x0 - 0.5 * TileSize, y0 + TileSize * (PerimeterY - i));
            }
            for (int i = 0; i < PerimeterX; i++)
            {
                var block = new FloorTile(Stage, x0 + TileSize * (PerimeterX - i - 1), y0 + TileSize * PerimeterY);
            }
        }
Пример #3
0
        protected override void InitializeScene()
        {
            // Basic perimeter:
            double x0 = PerimeterOffsetX * TileSize;
            double y0 = PerimeterOffsetY * TileSize;

            double recess_switch = -4.0;
            int chute_right = 3;

            Gateway gw_chute = null, gw_lower1 = null;
            PressureSwitch fs_chute, bs_lower1 = null, bs_lower2 = null;

            for (int i = 0; i < PerimeterX; i++) {
                if (i == PerimeterX - chute_right) {
                    double x = x0 + TileSize * i;

                    fs_chute = new PressureSwitch (Front, x - 2.0 * TileSize, y0 + TileSize + recess_switch, (sender, e) => {
                        bool bstate = (SwitchState)e.Info != SwitchState.Open;
                        gw_chute.OnAction (e.Self, new ActionEventArgs (bstate, gw_chute)); }, 2.0);

                    gw_chute = new SmallGateway (Front, x, y0 + TileSize, false);
                    gw_chute.CenterShift ();
                    gw_chute.PositionX += 0.5 * TileSize;
                    gw_chute.PositionY -= 0.5 * (TileSize - 0.5 * gw_chute.SizeY);
                    gw_chute.Theta = -0.5 * Math.PI;

                    continue;
                }
                BunkerFloor block = new BunkerFloor2 (this, x0 + TileSize * i, y0);
                block.PositionY -= block.SizeY;
                block = new BunkerFloor (this, x0 + TileSize * i, y0);
            }
            for (int i = 0; i <= PerimeterY; i++) {
                var block = new BunkerWall (this, x0 + TileSize * PerimeterX, y0 + TileSize * i);
                block.TileX = -1.0;
                block = new BunkerWall (this, x0 - 0.5 * TileSize, y0 + TileSize * (PerimeterY - i));

            }
            for (int i = 0; i < PerimeterX; i++) {
                var block = new FloorTile (Stage, x0 + TileSize * (PerimeterX - i - 1), y0 + TileSize * PerimeterY);
            }

            // Setup background tiles
            var BackgroundTiles = new TileMap (Background, Perimeter2X, 6, Texture.Get ("sprite_dark_rubble_atlas"));
            BackgroundTiles.CornerX = x0 - 2 * TileSize;
            BackgroundTiles.CornerY = y0;
            BackgroundTiles.PositionZ = 1.0;
            BackgroundTiles.RandomMap ();
            BackgroundTiles.Build ();
            // Store width and height in local variables for easy access
            int w_i = (int)ViewWidth;
            int h_i = (int)ViewHeight;

            // X and Y positioner variables
            double xp = TileSize * PerimeterOffsetX;
            double yp = TileSize * PerimeterOffsetY;

            yp += TileSize;
            xp += (PerimeterX / 2) * TileSize;

            // Set up doors:
            Scene prev_scene = (Scene)Program.MainGame.Scenes ["SceneTwo"];
            _DoorToPreviousScene.Destination = prev_scene.DoorToNextScene;
            //			Scene next_scene = (Scene)Scene.Scenes["SceneThree"];
            //			_DoorToNextScene.Destination = next_scene.DoorToPreviousScene;
            //			_DoorToNextScene.Destination.Position = _DoorToNextScene.Position;

            var pipe_texture = Texture.Get ("sprite_bg_pipes");
            for (int i = 0; i < 5; i++) {
                var bg_pipes =
                    new SpriteBase (Background,
                                   x0 + pipe_texture.Width * i - TileSize,
                                   y0 - pipe_texture.Height + TileSize - 6, pipe_texture);
                bg_pipes.PositionZ = 0.5;
            }

            double y1 = y0 - (Perimeter2Y + 1) * TileSize;

            for (int i = 0; i < Perimeter2X; i++) {
                BunkerFloor block = new BunkerFloor2 (this, x0 + TileSize * i, y1);
                block.PositionY -= block.SizeY;
                if (i > PerimeterX) {
                    var roof = new BunkerWall (this, x0 + TileSize * i, y1 + TileSize * (Perimeter2Y + 1));
                    roof.Theta = -MathHelper.PiOver2;
                }
                if (i > 53 && i < 60)
                    continue;
                block = new BunkerFloor (this, x0 + TileSize * i, y1);

            }
            for (int i = 0; i <= Perimeter2Y; i++) {
                var block = new BunkerWall (this, x0 + TileSize * Perimeter2X, y1 + TileSize * i);
                block.TileX = -1.0;
                block = new BunkerWall (this, x0 - 0.5 * TileSize, y1 + TileSize * (Perimeter2Y - i));
            }

            // Lower area stuff
            for (int i = 0; i < 8; i++) {
                new BunkerFloor (this, x0 + TileSize * i, y1 + TileSize);
            }
            for (int i = 2; i < 6; i++) {
                new BunkerFloor (this, x0 + TileSize * i, y1 + 2 * TileSize);
            }
            for (int i = 20; i < 38; i++) {
                new BunkerFloor (this, x0 + TileSize * i, y1 + TileSize);
            }
            for (int i = 22; i < 34; i++) {
                new BunkerFloor (this, x0 + TileSize * i, y1 + 2 * TileSize);
            }
            new BunkerFloor (this, x0 + TileSize * 31, y1 + 3.5 * TileSize);
            for (int i = 28; i < 32; i++) {
                new BunkerFloor (this, x0 + TileSize * i, y1 + 3 * TileSize);
            }
            for (int i = 42; i < 50; i++) {
                int j;
                for (j = Perimeter2Y; j > 4; j--)
                    new BunkerFloor (this, x0 + TileSize * i, y1 + (j + 0.5) * TileSize);
                var block = new BunkerFloor2 (this, x0 + TileSize * i, y1 + (j + 1.5) * TileSize);
                block.PositionY -= block.SizeY;
            }
            {
                int j;
                for (j = Perimeter2Y; j > 3; j--)
                    new BunkerFloor (this, x0 + TileSize * 55, y1 + (j + 0.5) * TileSize);
                var block = new BunkerFloor2 (this, x0 + TileSize * 55, y1 + (j + 1.5) * TileSize);
                block.PositionY -= block.SizeY;
                gw_lower1 = new SmallGateway (Front, x0 + TileSize * 55.5, y1, false);
                bs_lower1 = new ProjectileSwitch (Front, x0 + TileSize * 55, y1 + (j + 0.5) * TileSize, (sender, e) =>
                {
                    bool bstate = (SwitchState)e.Info != SwitchState.Open;
                    bool bstate_bs_lower_2 = bs_lower2.State != SwitchState.Open;
                    gw_lower1.OnAction (e.Self, new ActionEventArgs (bstate || bstate_bs_lower_2, gw_lower1));
                }, 5.0);

                var ep1 = new ExtenderPlatform (Rear, x0 + TileSize * 57, y1 + 0.5 * TileSize, false);
                new ExtenderPlatform (Rear, x0 + TileSize * 58, y1 + 2.0 * TileSize, ep1);
                new ExtenderPlatform (Rear, x0 + TileSize * 60, y1 + 3.5 * TileSize, ep1);
                new ExtenderPlatform (Rear, x0 + TileSize * 62, y1 + 2.5 * TileSize, ep1);
                new ExtenderPlatform (Rear, x0 + TileSize * 63, y1 + 1.5 * TileSize, ep1);
                new ExtenderPlatform (Rear, x0 + TileSize * 65, y1 + 1.5 * TileSize, ep1);

                bs_lower2 = new ProjectileSwitch (Front, x0 + TileSize * 56, y1 + (j - 0.5) * TileSize, (sender, e) =>
                {
                    bool bstate = (SwitchState)e.Info != SwitchState.Open;
                    ep1.OnAction (e.Self, new ActionEventArgs (bstate, ep1));
                    bool bstate_bs_lower_1 = bs_lower1.State != SwitchState.Open;
                    gw_lower1.OnAction (e.Self, new ActionEventArgs (bstate || bstate_bs_lower_1, gw_lower1));
                }, 5.0);
                bs_lower1.CenterShift ();
                bs_lower2.CenterShift ();
                bs_lower2.Theta = MathHelper.Pi;
            }

            for (int j = 1; j < 5; j++) {
                if(j == 2)
                    continue;
                new BunkerFloor (this, x0 + TileSize * 61, y1 + j * TileSize);
            }
            new BunkerFloor (this, x0 + TileSize * 62, y1 + 1 * TileSize);

            yp = y1 + 2.5 * TileSize;

            //new BunkerFloor (this, x0 + TileSize * 65, y1 + 1 * TileSize);
            //new BunkerFloor (this, x0 + TileSize * 66, y1 + 1 * TileSize);
            new BunkerFloor (this, x0 + TileSize * 66, yp);
            //new BunkerFloor (this, x0 + TileSize * 67, y1 + 1 * TileSize);
            new BunkerFloor (this, x0 + TileSize * 67, yp);
            new BunkerFloor (this, x0 + TileSize * 67, yp + TileSize);

            yp += 0.5 * TileSize;

            ExtenderPlatform ep_walkway1_first = new ExtenderPlatform (Rear, x0 + TileSize * 67, yp, false);
            ExtenderPlatform ep_walkway1_last = null;
            for(int i = 1; i < 6; i++)
                ep_walkway1_last = new ExtenderPlatform (Rear, ep_walkway1_first.CornerX + TileSize * i, ep_walkway1_first.CornerY, ep_walkway1_first);

            new BunkerFloor (this, ep_walkway1_last.CornerX + TileSize, y1 + 1 * TileSize);
            new BunkerFloor (this, ep_walkway1_last.CornerX + TileSize, y1 + 2 * TileSize);
            new BunkerFloor (this, ep_walkway1_last.CornerX + TileSize, y1 + 3 * TileSize);

            new BunkerFloor (this, ep_walkway1_last.CornerX + 2 * TileSize, y1 + 1 * TileSize);
            new BunkerFloor (this, ep_walkway1_last.CornerX + 2 * TileSize, y1 + 2 * TileSize);

            new BunkerFloor (this, ep_walkway1_last.CornerX + 3 * TileSize, y1 + 1 * TileSize);

            var bs_lower3 = new ProjectileSwitch (Front, ep_walkway1_last.CornerX, y1 + 1.0 * TileSize, (sender, e) =>
            {
                bool bstate = (SwitchState)e.Info != SwitchState.Open;
                ep_walkway1_first.OnAction (e.Self, new ActionEventArgs (bstate, ep_walkway1_first));
            }, 2.0);
            bs_lower3.CenterShift ();
            bs_lower3.Theta = -MathHelper.PiOver2;

            Scene next_scene = (Scene)Program.MainGame.Scenes["SceneFour"];
            _DoorToNextScene = new Door(Rear, x0 + TileSize * 76, y1 + TileSize, next_scene.DoorToPreviousScene);
            _DoorToNextScene.Destination.Corner += _DoorToNextScene.Corner;

            // Call the base class initializer
            base.InitializeScene();
        }
Пример #4
0
        public override void InitializeScene()
        {
            // Basic perimeter:
            double x0 = PerimeterOffsetX * TileSize;
            double y0 = PerimeterOffsetY * TileSize;

            double recess_switch = -4.0;
            int    chute_right   = 3;

            Gateway        gw_chute = null, gw_lower1 = null;
            PressureSwitch fs_chute, bs_lower1 = null, bs_lower2 = null;

            for (int i = 0; i < PerimeterX; i++)
            {
                if (i == PerimeterX - chute_right)
                {
                    double x = x0 + TileSize * i;

                    fs_chute = new PressureSwitch(Front, x - 2.0 * TileSize, y0 + TileSize + recess_switch, (sender, e) => {
                        bool bstate = (SwitchState)e.Info != SwitchState.Open;
                        gw_chute.OnAction(e.Self, new ActionEventArgs(bstate, gw_chute));
                    }, 2.0);

                    gw_chute = new SmallGateway(Front, x, y0 + TileSize, false);
                    gw_chute.CenterShift();
                    gw_chute.PositionX += 0.5 * TileSize;
                    gw_chute.PositionY -= 0.5 * (TileSize - 0.5 * gw_chute.SizeY);
                    gw_chute.Theta      = -0.5 * Math.PI;

                    continue;
                }
                BunkerFloor block = new BunkerFloor2(this, x0 + TileSize * i, y0);
                block.PositionY -= block.SizeY;
                block            = new BunkerFloor(this, x0 + TileSize * i, y0);
            }
            for (int i = 0; i <= PerimeterY; i++)
            {
                var block = new BunkerWall(this, x0 + TileSize * PerimeterX, y0 + TileSize * i);
                block.TileX = -1.0;
                block       = new BunkerWall(this, x0 - 0.5 * TileSize, y0 + TileSize * (PerimeterY - i));
            }
            for (int i = 0; i < PerimeterX; i++)
            {
                var block = new FloorTile(Stage, x0 + TileSize * (PerimeterX - i - 1), y0 + TileSize * PerimeterY);
            }

            // Setup background tiles
            var BackgroundTiles = new TileMap(Background, Perimeter2X, 6, Texture.Get("sprite_dark_rubble_atlas"));

            BackgroundTiles.CornerX  = x0 - 2 * TileSize;
            BackgroundTiles.CornerY  = y0;
            BackgroundTiles.Parallax = 1.0;
            BackgroundTiles.RandomMap();
            BackgroundTiles.Build();
            // Store width and height in local variables for easy access
            int w_i = (int)ViewWidth;
            int h_i = (int)ViewHeight;

            // X and Y positioner variables
            double xp = TileSize * PerimeterOffsetX;
            double yp = TileSize * PerimeterOffsetY;

            yp += TileSize;
            xp += (PerimeterX / 2) * TileSize;

            // Set up doors:
            Scene prev_scene = (Scene)_Game.Scenes ["SceneTwo"];

            _DoorToPreviousScene.Destination = prev_scene.DoorToNextScene;
//			Scene next_scene = (Scene)Scene.Scenes["SceneThree"];
//			_DoorToNextScene.Destination = next_scene.DoorToPreviousScene;
//			_DoorToNextScene.Destination.Position = _DoorToNextScene.Position;

            var pipe_texture = Texture.Get("sprite_bg_pipes");

            for (int i = 0; i < 5; i++)
            {
                var bg_pipes =
                    new SpriteBase(Background,
                                   x0 + pipe_texture.Width * i - TileSize,
                                   y0 - pipe_texture.Height + TileSize - 6, pipe_texture);
                bg_pipes.Parallax = 0.5;
            }

            double y1 = y0 - (Perimeter2Y + 1) * TileSize;

            for (int i = 0; i < Perimeter2X; i++)
            {
                BunkerFloor block = new BunkerFloor2(this, x0 + TileSize * i, y1);
                block.PositionY -= block.SizeY;
                if (i > PerimeterX)
                {
                    var roof = new BunkerWall(this, x0 + TileSize * i, y1 + TileSize * (Perimeter2Y + 1));
                    roof.Theta = -MathHelper.PiOver2;
                }
                if (i > 53 && i < 60)
                {
                    continue;
                }
                block = new BunkerFloor(this, x0 + TileSize * i, y1);
            }
            for (int i = 0; i <= Perimeter2Y; i++)
            {
                var block = new BunkerWall(this, x0 + TileSize * Perimeter2X, y1 + TileSize * i);
                block.TileX = -1.0;
                block       = new BunkerWall(this, x0 - 0.5 * TileSize, y1 + TileSize * (Perimeter2Y - i));
            }


            // Lower area stuff
            for (int i = 0; i < 8; i++)
            {
                new BunkerFloor(this, x0 + TileSize * i, y1 + TileSize);
            }
            for (int i = 2; i < 6; i++)
            {
                new BunkerFloor(this, x0 + TileSize * i, y1 + 2 * TileSize);
            }
            for (int i = 20; i < 38; i++)
            {
                new BunkerFloor(this, x0 + TileSize * i, y1 + TileSize);
            }
            for (int i = 22; i < 34; i++)
            {
                new BunkerFloor(this, x0 + TileSize * i, y1 + 2 * TileSize);
            }
            new BunkerFloor(this, x0 + TileSize * 31, y1 + 3.5 * TileSize);
            for (int i = 28; i < 32; i++)
            {
                new BunkerFloor(this, x0 + TileSize * i, y1 + 3 * TileSize);
            }
            for (int i = 42; i < 50; i++)
            {
                int j;
                for (j = Perimeter2Y; j > 4; j--)
                {
                    new BunkerFloor(this, x0 + TileSize * i, y1 + (j + 0.5) * TileSize);
                }
                var block = new BunkerFloor2(this, x0 + TileSize * i, y1 + (j + 1.5) * TileSize);
                block.PositionY -= block.SizeY;
            }
            {
                int j;
                for (j = Perimeter2Y; j > 3; j--)
                {
                    new BunkerFloor(this, x0 + TileSize * 55, y1 + (j + 0.5) * TileSize);
                }
                var block = new BunkerFloor2(this, x0 + TileSize * 55, y1 + (j + 1.5) * TileSize);
                block.PositionY -= block.SizeY;
                gw_lower1        = new SmallGateway(Front, x0 + TileSize * 55.5, y1, false);
                bs_lower1        = new ProjectileSwitch(Front, x0 + TileSize * 55, y1 + (j + 0.5) * TileSize, (sender, e) =>
                {
                    bool bstate            = (SwitchState)e.Info != SwitchState.Open;
                    bool bstate_bs_lower_2 = bs_lower2.State != SwitchState.Open;
                    gw_lower1.OnAction(e.Self, new ActionEventArgs(bstate || bstate_bs_lower_2, gw_lower1));
                }, 5.0);
                var ep1 = new ExtenderPlatform(Rear, x0 + TileSize * 57, y1 + 0.5 * TileSize, false);
                new ExtenderPlatform(Rear, x0 + TileSize * 58, y1 + 2.0 * TileSize, ep1);
                new ExtenderPlatform(Rear, x0 + TileSize * 60, y1 + 3.5 * TileSize, ep1);
                new ExtenderPlatform(Rear, x0 + TileSize * 62, y1 + 2.5 * TileSize, ep1);
                new ExtenderPlatform(Rear, x0 + TileSize * 63, y1 + 1.5 * TileSize, ep1);
                new ExtenderPlatform(Rear, x0 + TileSize * 65, y1 + 1.5 * TileSize, ep1);

                bs_lower2 = new ProjectileSwitch(Front, x0 + TileSize * 56, y1 + (j - 0.5) * TileSize, (sender, e) =>
                {
                    bool bstate = (SwitchState)e.Info != SwitchState.Open;
                    ep1.OnAction(e.Self, new ActionEventArgs(bstate, ep1));
                    bool bstate_bs_lower_1 = bs_lower1.State != SwitchState.Open;
                    gw_lower1.OnAction(e.Self, new ActionEventArgs(bstate || bstate_bs_lower_1, gw_lower1));
                }, 5.0);
                bs_lower1.CenterShift();
                bs_lower2.CenterShift();
                bs_lower2.Theta = MathHelper.Pi;
            }
            for (int j = 1; j < 5; j++)
            {
                if (j == 2)
                {
                    continue;
                }
                new BunkerFloor(this, x0 + TileSize * 61, y1 + j * TileSize);
            }
            new BunkerFloor(this, x0 + TileSize * 62, y1 + 1 * TileSize);

            yp = y1 + 2.5 * TileSize;

            //new BunkerFloor (this, x0 + TileSize * 65, y1 + 1 * TileSize);
            //new BunkerFloor (this, x0 + TileSize * 66, y1 + 1 * TileSize);
            new BunkerFloor(this, x0 + TileSize * 66, yp);
            //new BunkerFloor (this, x0 + TileSize * 67, y1 + 1 * TileSize);
            new BunkerFloor(this, x0 + TileSize * 67, yp);
            new BunkerFloor(this, x0 + TileSize * 67, yp + TileSize);

            yp += 0.5 * TileSize;

            ExtenderPlatform ep_walkway1_first = new ExtenderPlatform(Rear, x0 + TileSize * 67, yp, false);
            ExtenderPlatform ep_walkway1_last  = null;

            for (int i = 1; i < 6; i++)
            {
                ep_walkway1_last = new ExtenderPlatform(Rear, ep_walkway1_first.CornerX + TileSize * i, ep_walkway1_first.CornerY, ep_walkway1_first);
            }

            new BunkerFloor(this, ep_walkway1_last.CornerX + TileSize, y1 + 1 * TileSize);
            new BunkerFloor(this, ep_walkway1_last.CornerX + TileSize, y1 + 2 * TileSize);
            new BunkerFloor(this, ep_walkway1_last.CornerX + TileSize, y1 + 3 * TileSize);

            new BunkerFloor(this, ep_walkway1_last.CornerX + 2 * TileSize, y1 + 1 * TileSize);
            new BunkerFloor(this, ep_walkway1_last.CornerX + 2 * TileSize, y1 + 2 * TileSize);

            new BunkerFloor(this, ep_walkway1_last.CornerX + 3 * TileSize, y1 + 1 * TileSize);


            var bs_lower3 = new ProjectileSwitch(Front, ep_walkway1_last.CornerX, y1 + 1.0 * TileSize, (sender, e) =>
            {
                bool bstate = (SwitchState)e.Info != SwitchState.Open;
                ep_walkway1_first.OnAction(e.Self, new ActionEventArgs(bstate, ep_walkway1_first));
            }, 2.0);

            bs_lower3.CenterShift();
            bs_lower3.Theta = -MathHelper.PiOver2;

            Scene next_scene = (Scene)_Game.Scenes["SceneFour"];

            _DoorToNextScene = new Door(Rear, x0 + TileSize * 76, y1 + TileSize, next_scene.DoorToPreviousScene);
            _DoorToNextScene.Destination.Corner += _DoorToNextScene.Corner;

            // Call the base class initializer
            base.InitializeScene();
        }
Пример #5
0
        public override void InitializeScene()
        {
            // Assign base class variables here, before calling the base class initializer

            // Testing:
            PerimeterOffsetX = 102 + 3 - PerimeterX;
            PerimeterOffsetY = -7 + 3 - PerimeterY;


            // X and Y positioner variables
            double xp = TileSize * PerimeterOffsetX;
            double yp = TileSize * PerimeterOffsetY;

            xp += TileSize * (PerimeterX - 1);
            yp += TileSize * (PerimeterY - 4);

            {
                int i, j;

                new BunkerFloor(this, xp, yp);
                new BunkerFloor(this, xp, yp + TileSize);
                new BunkerFloor(this, xp, yp + 2 * TileSize);

                for (i = 0; i < 10; i++)
                {
                    new BunkerFloor(this, xp -= TileSize, yp);
                }

                new RadioProp(Stage, xp, yp + TileSize);
                xp -= TileSize * 2;

                yp += TileSize * (-3.5);
                var ep1 = new ExtenderPlatform(this.Rear, xp, yp, true);
                for (i += 3; i > 1; i--)
                {
                    new ExtenderPlatform(this.Rear, xp += TileSize, yp, ep1);
                }
                yp += TileSize;
                double yp1 = yp;
                double xp1 = xp;
                var    bs1 = new ProjectileSwitch(this.Front, xp + TileSize, yp + 2 * TileSize, (sender, e) => {
                    _Game.AddUpdateEventHandler(this, (ueh_sender, ueh_e) => {           // GL context
                        var bs2 = new ProjectileSwitch(this.Front, xp1 - 11.5 * TileSize, yp1 + 2 * TileSize, (sender1, e1) => {
                            _Game.AddUpdateEventHandler(this, (ueh2_sender, ueh2_e) => { // GL context
                                var ps1 = new PressureSwitch(this.Front, xp1 - 5 * TileSize, yp1 + 4, (sender2, e2) => {
                                    bool bstate = (SwitchState)e2.Info == SwitchState.Open;
                                    ep1.OnAction(e2.Self, new ActionEventArgs(bstate, ep1));
                                }, 1.0);
                                return(true);
                            });
                        }, 1.0).CenterShift();
                        bs2.PositionX -= 0.5 * bs2.SizeX;
                        bs2.Theta      = MathHelper.Pi;
                        return(true);
                    });
                }, 1.0).CenterShift();

                yp -= 7 * TileSize;

                for (i = 0; i < 10; i++)
                {
                    new BunkerFloor(this, xp -= TileSize, yp);
                }
            }



            // Set up previous door:
            Scene prev_scene = (Scene)_Game.Scenes["SceneFour"];

            _DoorToPreviousScene.Destination = prev_scene.DoorToNextScene;

            // Setup background tiles
            var BackgroundTiles = new FadedTileMap(Background, PerimeterX + 20, PerimeterY + 12, Texture.Get("sprite_tile_bg2_atlas"));

            BackgroundTiles.PositionX = (PerimeterOffsetX - 18) * TileSize;
            BackgroundTiles.PositionY = (PerimeterOffsetY - 2) * TileSize;
            BackgroundTiles.Parallax  = 1.0;
            BackgroundTiles.RandomMap();
            BackgroundTiles.Build();


            // Basic perimeter:
            double x0 = PerimeterOffsetX * TileSize;
            double y0 = PerimeterOffsetY * TileSize;

            for (int i = 0; i < PerimeterX; i++)
            {
                BunkerFloor block = new BunkerFloor2(this, x0 + TileSize * i, y0);
                block.PositionY -= block.SizeY;
                block            = new BunkerFloor(this, x0 + TileSize * i, y0);
            }
            for (int i = 0; i <= PerimeterY; i++)
            {
                BunkerWall wall;

                wall = new BunkerWall(this, x0 - 0.5 * TileSize, y0 + TileSize * (PerimeterY - i));
                if (i > 0 && i < 3)
                {
                    continue;
                }
                wall       = new BunkerWall(this, x0 + TileSize * PerimeterX, y0 + TileSize * i);
                wall.TileX = -1.0;
            }
            for (int i = 0; i < PerimeterX; i++)
            {
                var block = new FloorTile(Stage, x0 + TileSize * (PerimeterX - i - 1), y0 + TileSize * PerimeterY);
            }

            new FloorTile(Stage, x0 + TileSize * (PerimeterX - 1), y0 + TileSize * 1);
            new FloorTile(Stage, x0 + TileSize * (PerimeterX - 1), y0 + TileSize * 2);
            new FloorTile(Stage, x0 + TileSize * (PerimeterX - 1), y0 + TileSize * 3);


            Scene next_scene = (Scene)_Game.Scenes["SceneSix"];

            //_DoorToNextScene = new Door(Rear, 0 , y0 + TileSize * -76, next_scene.DoorToPreviousScene);
            _DoorToNextScene.CornerX             = _DoorToPreviousScene.CornerX;
            _DoorToNextScene.CornerY             = _DoorToPreviousScene.PositionY + TileSize * -93.5;
            _DoorToNextScene.Destination         = next_scene.DoorToPreviousScene;
            _DoorToNextScene.Destination.Corner += _DoorToNextScene.Corner;


            // Call the base class initializer
            base.InitializeScene();
        }
Пример #6
0
        protected override void InitializeScene()
        {
            // Assign base class variables here, before calling the base class initializer

            // Testing:
            PerimeterOffsetX = 102 + 3 - PerimeterX;
            PerimeterOffsetY = -7 + 3 - PerimeterY;

            // X and Y positioner variables
            double xp = TileSize * PerimeterOffsetX;
            double yp = TileSize * PerimeterOffsetY;

            xp += TileSize * (PerimeterX - 1);
            yp += TileSize * (PerimeterY - 4);

            {
                int i, j;

                new BunkerFloor(this, xp, yp);
                new BunkerFloor(this, xp, yp + TileSize);
                new BunkerFloor(this, xp, yp + 2 * TileSize);

                for(i = 0; i < 10; i++)
                    new BunkerFloor(this, xp -= TileSize, yp);

                new RadioProp(Stage, xp, yp + TileSize);
                xp -= TileSize * 2;

                yp += TileSize * (-3.5);
                var ep1 = new ExtenderPlatform(this.Rear, xp, yp, true);
                for(i += 3; i > 1; i--)
                {
                    new ExtenderPlatform(this.Rear, xp += TileSize, yp, ep1);
                }
                yp += TileSize;
                double yp1 = yp;
                double xp1 = xp;
                var bs1 = new ProjectileSwitch(this.Front, xp + TileSize, yp + 2 * TileSize, (sender, e) => {
                    Program.MainGame.AddUpdateEventHandler(this, (ueh_sender, ueh_e) => { // GL context
                        var bs2 = new ProjectileSwitch(this.Front, xp1 - 11.5 * TileSize, yp1 + 2 * TileSize, (sender1, e1)=>{
                            Program.MainGame.AddUpdateEventHandler(this, (ueh2_sender, ueh2_e) => { // GL context
                                var ps1 = new PressureSwitch(this.Front, xp1 - 5 * TileSize, yp1 + 4, (sender2, e2) => {
                                    bool bstate = (SwitchState)e2.Info == SwitchState.Open;
                                    ep1.OnAction (e2.Self, new ActionEventArgs (bstate, ep1));
                                }, 1.0);
                                return true;
                            });
                        }, 1.0).CenterShift();
                        bs2.PositionX -= 0.5 * bs2.SizeX;
                        bs2.Theta = MathHelper.Pi;
                        return true;
                    });
                }, 1.0).CenterShift();

                yp -= 7 * TileSize;

                for(i = 0; i < 10; i++)
                    new BunkerFloor(this, xp -= TileSize, yp);

            }

            // Set up previous door:
            Scene prev_scene = (Scene)Program.MainGame.Scenes["SceneFour"];
            _DoorToPreviousScene.Destination = prev_scene.DoorToNextScene;

            // Setup background tiles
            var BackgroundTiles = new FadedTileMap (Background, PerimeterX + 20, PerimeterY + 12, Texture.Get ("sprite_tile_bg2_atlas"));
            BackgroundTiles.PositionX = (PerimeterOffsetX - 18) * TileSize;
            BackgroundTiles.PositionY = (PerimeterOffsetY - 2) * TileSize;
            BackgroundTiles.PositionZ = 1.0;
            BackgroundTiles.RandomMap ();
            BackgroundTiles.Build ();

            // Basic perimeter:
            double x0 = PerimeterOffsetX * TileSize;
            double y0 = PerimeterOffsetY * TileSize;
            for (int i = 0; i < PerimeterX; i++)
            {
                BunkerFloor block = new BunkerFloor2 (this, x0 + TileSize * i, y0);
                block.PositionY -= block.SizeY;
                block = new BunkerFloor (this, x0 + TileSize * i, y0);
            }
            for (int i = 0; i <= PerimeterY; i++)
            {
                BunkerWall wall;

                wall = new BunkerWall(this, x0 - 0.5 * TileSize, y0 + TileSize * (PerimeterY - i));
                if(i > 0 && i < 3)
                    continue;
                wall = new BunkerWall(this, x0 + TileSize * PerimeterX, y0 + TileSize * i);
                wall.TileX = -1.0;
            }
            for (int i = 0; i < PerimeterX; i++)
            {
                var block = new FloorTile(Stage, x0 + TileSize * (PerimeterX - i - 1), y0 + TileSize * PerimeterY);
            }

            // Call the base class initializer
            base.InitializeScene ();
        }