示例#1
0
        /// <summary>
        /// Возвращает может ли игрок открыть дверь
        /// </summary>
        /// <param name="door">Ссылка на дверь</param>
        /// <returns>Возможность открыть дверь</returns>
        public bool IsCanOpen(Door door)
        {
            foreach (BaseObject obj in backpack) {
                if (obj is Key) {
                    if( door.GetColor().Equals( ((Key)obj).GetColor() ) )
                        return true;
                }
            }

            return false;
        }
示例#2
0
        /// <summary>
        /// Ф-ция создания уровня.
        /// Считывает данные из файла.
        /// Файл должен быть с названием "lvlX.txt";
        /// </summary>
        /// <param name="lvl">номер уровня</param>
        public void CreateLevel(int lvl)
        {
            blocks = new List<Block>();
            objs = new List<Object>();
            guards = new List<Guards>();
            lasers = new List<Laser>();
            cameras = new List<Cameras>();
            interactionSubjects = new List<BaseObject>();
            doors = new List<BaseObject>();
            sysControls = new List<SysControl>();
            NumberOfJewelry = 0;

            string lvl_name = "content/lvls/lvl" + Convert.ToString(lvl) + ".txt";
            string[] lines = File.ReadAllLines(lvl_name); //получили массив строк

            // проверим уровень сложности
            //if (lvl == 4)
            complexity = Complexity.High;
            //else
            //    complexity = Complexity.Low;

            // индексы для заполнения карты
            int indexI = 0;
            int indexJ = 0;

            int x = 0;
            int y = 0;

            string[] str = { };

            int tempIndex = 0;
            int[] sizeFile = new int[2];

            // тестовый режим...
            // ЕСЛИ УРОВЕНЬ ИЗ РЕДАКТОРА, ТО...
            //приспособим загрузку уровней, сделанных в редакторе
            if (lvl >= 1)
            {

                lines = File.ReadAllLines(lvl_name); //получили массив строк

                //считываем размеры массива с уровнем (sizeFile[0] значение - строки, sizeFile[1] - колонки)
                str = lines[0].Split(' ');
                foreach (string s in str)
                {
                    sizeFile[tempIndex] = Convert.ToInt32(s);
                    tempIndex++;
                    if (tempIndex == 2) { break; }
                }

                // выделим память для карты уровня
                levelMap = new LevelObject[sizeFile[1] + 1, sizeFile[0] + 1];
                //выделим память для дверей уровня
                levelDoors = new LevelObject[sizeFile[1] + 1, sizeFile[0] + 1];

                tempIndex = 0;
                //считывание уровня из файла
                for (int i = 0; i <= sizeFile[0]; i++) {

                    if (tempIndex == 0) { tempIndex++; continue; } // пропускаем первую строку с данными размера уровня

                    str = lines[i].Split(' ');
                    foreach (string s in str)
                    {
                        levelMap[indexI, indexJ] = LevelObject.Empty;
                        LevelObject obj = (LevelObject)Int32.Parse(s);

                        switch(obj)
                        {
                            case LevelObject.Empty:
                                levelMap[indexI, indexJ] = LevelObject.Empty;
                                break;
                            case LevelObject.Wall:
                                levelMap[indexI, indexJ] = LevelObject.Wall;
                                break;

                            case LevelObject.DoorHoriz:
                                levelMap[indexI, indexJ] = LevelObject.DoorHoriz;
                                levelDoors[indexI, indexJ] = LevelObject.DoorHoriz;
                                break;
                            case LevelObject.DoorVertic:
                                levelMap[indexI, indexJ] = LevelObject.DoorVertic;
                                levelDoors[indexI, indexJ] = LevelObject.DoorVertic;
                                break;
                            case LevelObject.DoorHorizOpen:
                                levelMap[indexI, indexJ] = LevelObject.DoorHorizOpen;
                                levelDoors[indexI, indexJ] = LevelObject.DoorHorizOpen;
                                break;
                            case LevelObject.DoorVerticOpen:
                                levelMap[indexI, indexJ] = LevelObject.DoorVerticOpen;
                                levelDoors[indexI, indexJ] = LevelObject.DoorVerticOpen;
                                break;

                            // деревянные двери
                            case LevelObject.DoorWoodHoriz:
                                levelMap[indexI, indexJ] = LevelObject.DoorWoodHoriz;
                                levelDoors[indexI, indexJ] = LevelObject.DoorWoodHoriz;
                                break;
                            case LevelObject.DoorWoodVertic:
                                levelMap[indexI, indexJ] = LevelObject.DoorWoodVertic;
                                levelDoors[indexI, indexJ] = LevelObject.DoorWoodVertic;
                                break;
                            case LevelObject.DoorWoodHorizOpen:
                                levelMap[indexI, indexJ] = LevelObject.DoorWoodHorizOpen;
                                levelDoors[indexI, indexJ] = LevelObject.DoorWoodHorizOpen;
                                break;
                            case LevelObject.DoorWoodVerticOpen:
                                levelMap[indexI, indexJ] = LevelObject.DoorWoodVerticOpen;
                                levelDoors[indexI, indexJ] = LevelObject.DoorWoodVerticOpen;
                                break;

                            case LevelObject.Guard:
                                levelMap[indexI, indexJ] = LevelObject.Guard;
                                break;

                                // кресла
                            case LevelObject.Chairs_U:
                                levelMap[indexI, indexJ] = LevelObject.Chairs_U;
                                break;

                            case LevelObject.Chairs_R:
                                levelMap[indexI, indexJ] = LevelObject.Chairs_R;
                                break;

                            case LevelObject.Chairs_D:
                                levelMap[indexI, indexJ] = LevelObject.Chairs_D;
                                break;

                            case LevelObject.Chairs_L:
                                levelMap[indexI, indexJ] = LevelObject.Chairs_L;
                                break;

                                // диваны
                            case LevelObject.Sofa_U:
                                levelMap[indexI, indexJ] = LevelObject.Sofa_U;
                                break;
                            case LevelObject.Sofa_R:
                                levelMap[indexI, indexJ] = LevelObject.Sofa_R;
                                break;
                            case LevelObject.Sofa_D:
                                levelMap[indexI, indexJ] = LevelObject.Sofa_D;
                                break;
                            case LevelObject.Sofa_L:
                                levelMap[indexI, indexJ] = LevelObject.Sofa_L;
                                break;

                            case LevelObject.Key:
                                levelMap[indexI, indexJ] = LevelObject.Key;
                                break;

                            // пластиковая карта
                            case LevelObject.Card:
                                levelMap[indexI, indexJ] = LevelObject.Card;
                                break;

                                // драгоценности для кражи
                            case LevelObject.Gold:
                                levelMap[indexI, indexJ] = LevelObject.Gold;
                                break;

                            case LevelObject.Rubin:
                                levelMap[indexI, indexJ] = LevelObject.Rubin;
                                break;
                            case LevelObject.Brilliant:
                                levelMap[indexI, indexJ] = LevelObject.Brilliant;
                                break;

                                // картины для кражи
                            case LevelObject.Picture1:
                                levelMap[indexI, indexJ] = LevelObject.Picture1;
                                break;
                            case LevelObject.Picture2:
                                levelMap[indexI, indexJ] = LevelObject.Picture2;
                                break;
                            case LevelObject.Picture3:
                                levelMap[indexI, indexJ] = LevelObject.Picture3;
                                break;

                            //стол управления камерами
                            case LevelObject.SpLU:
                                levelMap[indexI, indexJ] = LevelObject.SpLU;
                                break;
                            case LevelObject.SpUR:
                                levelMap[indexI, indexJ] = LevelObject.SpUR;
                                break;
                            case LevelObject.SpRD:
                                levelMap[indexI, indexJ] = LevelObject.SpRD;
                                break;
                            case LevelObject.SpDL:
                                levelMap[indexI, indexJ] = LevelObject.SpDL;
                                break;

                            // камеры
                            case LevelObject.CameraUL:
                                levelMap[indexI, indexJ] = LevelObject.CameraUL;
                                break;
                            case LevelObject.CameraUR:
                                levelMap[indexI, indexJ] = LevelObject.CameraUR;
                                break;

                            //стол с компьютером
                            case LevelObject.TableU:
                                levelMap[indexI, indexJ] = LevelObject.TableU;
                                break;
                            case LevelObject.TableR:
                                levelMap[indexI, indexJ] = LevelObject.TableR;
                                break;
                            case LevelObject.TableD:
                                levelMap[indexI, indexJ] = LevelObject.TableD;
                                break;
                            case LevelObject.TableL:
                                levelMap[indexI, indexJ] = LevelObject.TableL;
                                break;

                            // куст
                            case LevelObject.Plant:
                                levelMap[indexI, indexJ] = LevelObject.Plant;
                                break;

                            // лазеры
                            case LevelObject.LaserHoriz:
                                levelMap[indexI, indexJ] = LevelObject.LaserHoriz;
                                break;
                            case LevelObject.LaserVertic:
                                levelMap[indexI, indexJ] = LevelObject.LaserVertic;
                                break;
                            // движущиеся лазеры
                            case LevelObject.LaserHorizMoving:
                                levelMap[indexI, indexJ] = LevelObject.LaserHorizMoving;
                                break;
                            case LevelObject.LaserVerticMoving:
                                levelMap[indexI, indexJ] = LevelObject.LaserVerticMoving;
                                break;

                            // устанавливаем игрока и камеру в нач. позицию.
                            case LevelObject.Player:
                                int playerPosX = indexJ * size;
                                int playerPosY = indexI * size;

                                //размещаем игрока в начальную позицию
                                player.Position = new Rectangle(playerPosY, playerPosX, LevelLoader.SizePeople, LevelLoader.SizePeople);
                                camera.ScrollX = playerPosY - game.GetScreenWidth / 2 + size / 2;
                                camera.ScrollY = playerPosX - game.GetScreenHeight / 2 + size / 2;

                                // установка камеры в начальную позицию
                                if (camera.ScrollX < 0)
                                {
                                    camera.ScrollX = 0;
                                }
                                if (camera.ScrollY < 0)
                                {
                                    camera.ScrollY = 0;
                                }
                                if (camera.ScrollX > game.GetScreenWidth)
                                {
                                    camera.ScrollX = game.GetScreenWidth;
                                }
                                if (camera.ScrollY > game.GetScreenHeight)
                                {
                                    camera.ScrollY = game.GetScreenHeight;
                                }
                                break;

                        }

                        indexI++;

                    }
                    indexI = 0;
                    indexJ++;

                }

                indexI = 0;
                indexJ = 0;

                // выделим память для карты уровня
                levelMapFloor = new LevelObject[sizeFile[1] + 1, sizeFile[0] + 1];
                // выделим память для комнат уровня
                levelMapRooms = new int[sizeFile[1] + 1, sizeFile[0] + 1];

                //считывание пола с комнатами в игре
                for (int i = sizeFile[0] + 1; i <= 2 * sizeFile[0]; i++)
                {
                    str = lines[i].Split(' ');
                    foreach (string s in str)
                    {

                        levelMapFloor[indexI, indexJ] = LevelObject.Empty;
                        // пол в игре
                        if (s.Equals("1", StringComparison.OrdinalIgnoreCase))
                        {
                            levelMapFloor[indexI, indexJ] = LevelObject.Floor; // пол
                            levelMapRooms[indexI, indexJ] = Convert.ToInt32(s); // номер комнаты
                        }
                        indexI++;
                    }
                    indexI = 0;
                    indexJ++;
                }

                LevelObject[,] map = new LevelObject[sizeFile[1] + 1, sizeFile[0] + 1]; // карта уровня после преобразования

                // преобразование значений объектов (стен) на уровне
                for (int i = 0; i < sizeFile[1]; i++)
                {
                    for (int j = 0; j < sizeFile[0]; j++)
                    {

                        map[i, j] = 0;

                        if (levelMap[i, j] == LevelObject.Wall)
                        {
                            map[i, j] = isWallType(levelMap, i, j, sizeFile[0] - 1, sizeFile[1] - 1);
                        }

                    }
                }

                // создание пола на уровне
                // пол
                // берется из 2 массива уровня в файле.
                // 1 1 2 3 1 2
                // ...........
                // 1 2 3 4 1 2 - осн. массив уровня
                // 90 90 90 90 - далее идет массив пола
                // 0 90 90 0
                // ..........
                if (lvl >=1)// || lvl == 8)
                {
                    for (int i = 0; i < sizeFile[1]; i++)
                    {
                        for (int j = sizeFile[0]; j <= 2 * sizeFile[0] - 1; j++)
                        {
                            Rectangle Rect = new Rectangle(i * LevelLoader.Size - LevelLoader.Size / 2, (j - sizeFile[0]) * LevelLoader.Size - LevelLoader.Size / 2, LevelLoader.Size, LevelLoader.Size);
                            //Rectangle Rect2 = new Rectangle((i + 1) * LevelLoader.Size - LevelLoader.Size / 2, (j - sizeFile[0]) * LevelLoader.Size - LevelLoader.Size / 2, LevelLoader.Size, LevelLoader.Size);
                            //Rectangle Rect3 = new Rectangle(i * LevelLoader.Size - LevelLoader.Size / 2, ((j - sizeFile[0]) + 1) * LevelLoader.Size - LevelLoader.Size / 2, LevelLoader.Size, LevelLoader.Size);

                            if (isFloor(levelMapFloor, i, j - sizeFile[0], sizeFile[1], sizeFile[0])) // i - колонки, j - строки
                            {
                                if (levelMapFloor[i, j - sizeFile[0]] == LevelObject.Floor)
                                {

                                    Block block = new Block(Rect, storage.Pull2DTexture("floor"), game, this.camera);
                                    blocks.Add(block);

                                    Rectangle Rect2 = new Rectangle(i * LevelLoader.Size - LevelLoader.Size / 2, (j - sizeFile[0]) * LevelLoader.Size + LevelLoader.Size / 2, LevelLoader.Size, LevelLoader.Size);
                                    Block block4 = new Block(Rect2, storage.Pull2DTexture("floor"), game, this.camera);
                                    blocks.Add(block4);

                                    Rect2 = new Rectangle(i * LevelLoader.Size + LevelLoader.Size / 2, (j - sizeFile[0]) * LevelLoader.Size - LevelLoader.Size / 2, LevelLoader.Size, LevelLoader.Size);
                                    Block block2 = new Block(Rect2, storage.Pull2DTexture("floor"), game, this.camera);
                                    blocks.Add(block2);

                                    Rect2 = new Rectangle(i * LevelLoader.Size + LevelLoader.Size / 2, (j - sizeFile[0]) * LevelLoader.Size + LevelLoader.Size / 2, LevelLoader.Size, LevelLoader.Size);
                                    Block block3 = new Block(Rect2, storage.Pull2DTexture("floor"), game, this.camera);
                                    blocks.Add(block3);
                                }

                            }

                        }
                    }
                }
                // конец создания пола

                // создание объектов на уровне
                for (int i = 0; i < sizeFile[1]; i++)
                {
                    for (int j = 0; j < sizeFile[0]; j++)
                    {
                        Rectangle Rect = new Rectangle(i * LevelLoader.Size, j * LevelLoader.Size, LevelLoader.Size, LevelLoader.Size);
                        if (map[i, j] == LevelObject.Empty)
                        {
                            Block block = new Block(Rect, storage.Pull2DTexture("empty"), game, this.camera);
                            blocks.Add(block);
                        }
                        if (map[i, j] == LevelObject.Wall)
                        {
                            Block block = new Block(Rect, storage.Pull2DTexture("wall_goriz"), game, this.camera);
                            blocks.Add(block);
                        }
                        if (map[i, j] == LevelObject.WallVertic)
                        {
                            Block block = new Block(Rect, storage.Pull2DTexture("wall_vert"), game, this.camera);
                            blocks.Add(block);
                        }
                        if (map[i, j] == LevelObject.WallDownRight)
                        {
                            Block block = new Block(Rect, storage.Pull2DTexture("wall_down_right"), game, this.camera);
                            blocks.Add(block);
                        }
                        if (map[i, j] == LevelObject.WallUpRight)
                        {
                            Block block = new Block(Rect, storage.Pull2DTexture("wall_up_right"), game, this.camera);
                            blocks.Add(block);
                        }
                        if (map[i, j] == LevelObject.WallLeftDown)
                        {
                            Block block = new Block(Rect, storage.Pull2DTexture("wall_left_down"), game, this.camera);
                            blocks.Add(block);
                        }
                        if (map[i, j] == LevelObject.WallLeftUp)
                        {
                            Block block = new Block(Rect, storage.Pull2DTexture("wall_left_up"), game, this.camera);
                            blocks.Add(block);
                        }
                        if (map[i, j] == LevelObject.Wall4Sides)
                        {
                            Block block = new Block(Rect, storage.Pull2DTexture("wall_4sides"), game, this.camera);
                            blocks.Add(block);
                        }
                        if (map[i, j] == LevelObject.WallURD)
                        {
                            Block block = new Block(Rect, storage.Pull2DTexture("wall_urd"), game, this.camera);
                            blocks.Add(block);
                        }
                        if (map[i, j] == LevelObject.WallRDL)
                        {
                            Block block = new Block(Rect, storage.Pull2DTexture("wall_rdl"), game, this.camera);
                            blocks.Add(block);
                        }
                        if (map[i, j] == LevelObject.WallDLU)
                        {
                            Block block = new Block(Rect, storage.Pull2DTexture("wall_dlu"), game, this.camera);
                            blocks.Add(block);
                        }
                        if (map[i, j] == LevelObject.WallLUR)
                        {
                            Block block = new Block(Rect, storage.Pull2DTexture("wall_lur"), game, this.camera);
                            blocks.Add(block);
                        }

                        //двери железные
                        if (levelMap[i, j] == LevelObject.DoorHoriz)
                        {
                            Door door = new Door(Rect, storage.Pull2DTexture("door_horiz"), game, this.camera, EColor.Blue, DoorOrientation.Horiz, true, i, j);
                            doors.Add(door);
                            door.posY = j;
                            door.posX = i;
                            levelMap[i, j] = LevelObject.Wall;
                        }
                        if (levelMap[i, j] == LevelObject.DoorVertic)
                        {
                            Door door = new Door(Rect, storage.Pull2DTexture("door_vertic"), game, this.camera, EColor.Blue, DoorOrientation.Vert, true, i, j);
                            doors.Add(door);
                            door.posY = j;
                            door.posX = i;
                            levelMap[i, j] = LevelObject.Wall;
                        }
                        if (levelMap[i, j] == LevelObject.DoorHorizOpen)
                        {
                            Door door = new Door(Rect, storage.Pull2DTexture("door_horiz_open"), game, this.camera, EColor.Blue, DoorOrientation.Horiz);
                            doors.Add(door);
                            door.posY = j;
                            door.posX = i;
                            levelMap[i, j] = LevelObject.Empty;
                        }
                        if (levelMap[i, j] == LevelObject.DoorVerticOpen)
                        {
                            Door door = new Door(Rect, storage.Pull2DTexture("door_vertic_open"), game, this.camera, EColor.Blue, DoorOrientation.Vert);
                            doors.Add(door);
                            door.posY = j;
                            door.posX = i;
                            levelMap[i, j] = LevelObject.Empty;
                        }

                        //двери деревянные
                        if (levelMap[i, j] == LevelObject.DoorWoodHoriz)
                        {
                            Door door = new Door(Rect, storage.Pull2DTexture("wood_door_horiz"), game, this.camera, EColor.Blue, DoorOrientation.HorizWood, true, i, j);
                            doors.Add(door);
                            door.posY = j;
                            door.posX = i;
                            levelMap[i, j] = LevelObject.Wall;
                        }
                        if (levelMap[i, j] == LevelObject.DoorWoodVertic)
                        {
                            Door door = new Door(Rect, storage.Pull2DTexture("wood_door_vertic"), game, this.camera, EColor.Blue, DoorOrientation.VertWood, true, i, j);
                            doors.Add(door);
                            door.posY = j;
                            door.posX = i;
                            levelMap[i, j] = LevelObject.Wall;
                        }
                        if (levelMap[i, j] == LevelObject.DoorWoodHorizOpen)
                        {
                            Door door = new Door(Rect, storage.Pull2DTexture("wood_door_horiz_open"), game, this.camera, EColor.Blue, DoorOrientation.HorizWood);
                            doors.Add(door);
                            door.posY = j;
                            door.posX = i;
                            levelMap[i, j] = LevelObject.Empty;
                        }
                        if (levelMap[i, j] == LevelObject.DoorWoodVerticOpen)
                        {
                            Door door = new Door(Rect, storage.Pull2DTexture("wood_door_vertic_open"), game, this.camera, EColor.Blue, DoorOrientation.VertWood);
                            doors.Add(door);
                            door.posY = j;
                            door.posX = i;
                            levelMap[i, j] = LevelObject.Empty;
                        }

                        if (levelMap[i, j] == LevelObject.Guard)
                        {
                            //пол
                            Block block = new Block(Rect, storage.Pull2DTexture("empty"), game, this.camera);
                            blocks.Add(block);

                            // инициализируем нового охранника
                            Rectangle RectGuard = new Rectangle(x + LevelLoader.SizePeople / 4, y + LevelLoader.SizePeople / 4, LevelLoader.SizePeople, LevelLoader.SizePeople);
                            Guards guard = new Guards(storage.Pull2DTexture("player"), storage.Pull2DTexture("player_run"), storage.Pull2DTexture("player_run_goriz"), storage.Pull2DTexture("guard_eye"), storage.Pull2DTexture("guard_eye_right"), RectGuard, game, player, this.camera, this);
                            guards.Add(guard);
                            guard.Run(PlayerMove.Left);
                        }

                        // кресла
                        if (levelMap[i, j] == LevelObject.Chairs_U)
                        {
                            Object obj = new Object(Rect, storage.Pull2DTexture("chairs_U"), game, this.camera);
                            objs.Add(obj);
                            levelMap[i, j] = LevelObject.Wall;
                        }
                        if (levelMap[i, j] == LevelObject.Chairs_R)
                        {
                            Object obj = new Object(Rect, storage.Pull2DTexture("chairs_R"), game, this.camera);
                            objs.Add(obj);
                            levelMap[i, j] = LevelObject.Wall;
                        }
                        if (levelMap[i, j] == LevelObject.Chairs_D)
                        {
                            Object obj = new Object(Rect, storage.Pull2DTexture("chairs_D"), game, this.camera);
                            objs.Add(obj);
                            levelMap[i, j] = LevelObject.Wall;
                        }
                        if (levelMap[i, j] == LevelObject.Chairs_L)
                        {
                            Object obj = new Object(Rect, storage.Pull2DTexture("chairs_L"), game, this.camera);
                            objs.Add(obj);
                            levelMap[i, j] = LevelObject.Wall;
                        }

                        // диваны
                        if (levelMap[i, j] == LevelObject.Sofa_U)
                        {
                            Object obj = new Object(Rect, storage.Pull2DTexture("sofa_U"), game, this.camera);
                            objs.Add(obj);
                            levelMap[i, j] = LevelObject.Wall;
                        }
                        if (levelMap[i, j] == LevelObject.Sofa_R)
                        {
                            Object obj = new Object(Rect, storage.Pull2DTexture("sofa_R"), game, this.camera);
                            objs.Add(obj);
                            levelMap[i, j] = LevelObject.Wall;
                        }
                        if (levelMap[i, j] == LevelObject.Sofa_D)
                        {
                            Object obj = new Object(Rect, storage.Pull2DTexture("sofa_D"), game, this.camera);
                            objs.Add(obj);
                            levelMap[i, j] = LevelObject.Wall;
                        }
                        if (levelMap[i, j] == LevelObject.Sofa_L)
                        {
                            Object obj = new Object(Rect, storage.Pull2DTexture("sofa_L"), game, this.camera);
                            objs.Add(obj);
                            levelMap[i, j] = LevelObject.Wall;
                        }

                        // ключ и пластиковая карта
                        if (levelMap[i, j] == LevelObject.Key)
                        {
                            Key key = new Key(Rect, storage.Pull2DTexture("key"), game, this.camera, EColor.Blue);
                            key.posY = j;
                            key.posX = i;
                            interactionSubjects.Add(key);
                            levelMap[i, j] = LevelObject.Empty;
                        }
                        if (levelMap[i, j] == LevelObject.Card)
                        {
                            Card card = new Card(Rect, storage.Pull2DTexture("card"), game, this.camera);
                            card.posY = j;
                            card.posX = i;
                            interactionSubjects.Add(card);
                            levelMap[i, j] = LevelObject.Empty;
                        }

                        // золото
                        if (levelMap[i, j] == LevelObject.Gold)
                        {
                            Money money = new Money(Rect, storage.Pull2DTexture("money"), game, this.camera, 10);
                            interactionSubjects.Add(money);

                            levelMap[i, j] = LevelObject.Empty;
                        }

                        if (levelMap[i, j] == LevelObject.Rubin)
                        {
                            Rubin rubin = new Rubin(Rect, storage.Pull2DTexture("rubin"), game, this.camera, 20);
                            interactionSubjects.Add(rubin);

                            levelMap[i, j] = LevelObject.Empty;
                            NumberOfJewelry++;
                        }

                        if (levelMap[i, j] == LevelObject.Brilliant)
                        {
                            Brilliant brilliant = new Brilliant(Rect, storage.Pull2DTexture("brilliant"), game, this.camera, 50);
                            interactionSubjects.Add(brilliant);

                            levelMap[i, j] = LevelObject.Empty;
                            NumberOfJewelry++;
                        }

                        if (levelMap[i, j] == LevelObject.Picture1)
                        {
                            Picture picture1 = new Picture(Rect, storage.Pull2DTexture("picture1"), game, this.camera, 30);
                            interactionSubjects.Add(picture1);

                            levelMap[i, j] = LevelObject.Empty;
                            NumberOfJewelry++;
                        }

                        if (levelMap[i, j] == LevelObject.Picture2)
                        {
                            Picture picture2 = new Picture(Rect, storage.Pull2DTexture("picture2"), game, this.camera, 30);
                            interactionSubjects.Add(picture2);

                            levelMap[i, j] = LevelObject.Empty;
                            NumberOfJewelry++;
                        }

                        if (levelMap[i, j] == LevelObject.Picture3)
                        {
                            Picture picture3 = new Picture(Rect, storage.Pull2DTexture("picture3"), game, this.camera, 30);
                            interactionSubjects.Add(picture3);

                            levelMap[i, j] = LevelObject.Empty;
                            NumberOfJewelry++;
                        }

                        // стол системы управления камерами
                        if (levelMap[i, j] == LevelObject.SpLU)
                        {
                            SysControl sysControl = new SysControl(Rect, storage.Pull2DTexture("spLU"), game, this.camera);
                            sysControls.Add(sysControl);
                            sysControl.posY = j;
                            sysControl.posX = i;
                            sysControl.generateMathEmample();
                            levelMap[i, j] = LevelObject.Wall;
                        }
                        if (levelMap[i, j] == LevelObject.SpUR)
                        {
                            SysControl sysControl = new SysControl(Rect, storage.Pull2DTexture("spUR"), game, this.camera);
                            sysControls.Add(sysControl);
                            sysControl.posY = j;
                            sysControl.posX = i;
                            sysControl.generateMathEmample();
                            levelMap[i, j] = LevelObject.Wall;
                        }
                        if (levelMap[i, j] == LevelObject.SpRD)
                        {
                            SysControl sysControl = new SysControl(Rect, storage.Pull2DTexture("spRD"), game, this.camera);
                            sysControls.Add(sysControl);
                            sysControl.posY = j;
                            sysControl.posX = i;
                            sysControl.generateMathEmample();
                            levelMap[i, j] = LevelObject.Wall;
                        }
                        if (levelMap[i, j] == LevelObject.SpDL)
                        {
                            SysControl sysControl = new SysControl(Rect, storage.Pull2DTexture("spDL"), game, this.camera);
                            sysControls.Add(sysControl);
                            sysControl.posY = j;
                            sysControl.posX = i;
                            sysControl.generateMathEmample();
                            levelMap[i, j] = LevelObject.Wall;
                        }

                        // стол с компьютером
                        if (levelMap[i, j] == LevelObject.TableU)
                        {
                            Object obj = new Object(Rect, storage.Pull2DTexture("tableU"), game, this.camera);
                            objs.Add(obj);
                            levelMap[i, j] = LevelObject.Wall;
                        }
                        if (levelMap[i, j] == LevelObject.TableR)
                        {
                            Object obj = new Object(Rect, storage.Pull2DTexture("tableR"), game, this.camera);
                            objs.Add(obj);
                            levelMap[i, j] = LevelObject.Wall;
                        }
                        if (levelMap[i, j] == LevelObject.TableD)
                        {
                            Object obj = new Object(Rect, storage.Pull2DTexture("tableD"), game, this.camera);
                            objs.Add(obj);
                            levelMap[i, j] = LevelObject.Wall;
                        }
                        if (levelMap[i, j] == LevelObject.TableL)
                        {
                            Object obj = new Object(Rect, storage.Pull2DTexture("tableL"), game, this.camera);
                            objs.Add(obj);
                            levelMap[i, j] = LevelObject.Wall;
                        }

                        // куст
                        if (levelMap[i, j] == LevelObject.Plant)
                        {
                            Object obj = new Object(Rect, storage.Pull2DTexture("plant"), game, this.camera);
                            objs.Add(obj);
                            levelMap[i, j] = LevelObject.Wall;
                        }

                        if (levelMap[i, j] == LevelObject.CameraUL)
                        {
                            Rectangle Rect2 = new Rectangle(i * LevelLoader.Size - size / 3, j * LevelLoader.Size - size / 3, Convert.ToInt32(size * 2.25), Convert.ToInt32(size * 2.25));
                            Cameras newCamera = new Cameras(Rect2, storage.Pull2DTexture("camera_UL_active"), storage.Pull2DTexture("camera_UL"), LevelObject.CameraUL, game, this.camera);
                            cameras.Add(newCamera);
                            newCamera.posY = j;
                            newCamera.posX = i;
                            levelMap[i, j] = LevelObject.Empty;
                        }
                        if (levelMap[i, j] == LevelObject.CameraUR)
                        {
                            Rectangle Rect2 = new Rectangle(i * LevelLoader.Size - size / 3 * 2, j * LevelLoader.Size - size / 3, Convert.ToInt32(size * 2.25), Convert.ToInt32(size * 2.25));
                            Cameras newCamera = new Cameras(Rect2, storage.Pull2DTexture("camera_UR_active"), storage.Pull2DTexture("camera_UR"), LevelObject.CameraUR, game, this.camera);
                            newCamera.posY = j;
                            newCamera.posX = i;
                            cameras.Add(newCamera);

                            levelMap[i, j] = LevelObject.Empty;
                        }

                        // лазеры
                        if (levelMap[i, j] == LevelObject.LaserHoriz)
                        {
                            int size2 = (int)(size * 1.5);
                            Rectangle Rect2 = new Rectangle(i * LevelLoader.Size - size / 4, j * LevelLoader.Size, size2, size);
                            Laser laser = new Laser(Rect2, storage.Pull2DTexture("laser2_horiz"), storage.Pull2DTexture("laser2_horiz_inactive"), LevelObject.LaserHoriz, game, this.camera);
                            laser.typeLaser = LevelObject.LaserHoriz;
                            lasers.Add(laser);
                            levelMap[i, j] = LevelObject.Empty;
                        }
                        if (levelMap[i, j] == LevelObject.LaserVertic)
                        {
                            int size2 = (int)(size * 1.5);
                            Rectangle Rect2 = new Rectangle(i * LevelLoader.Size, j * LevelLoader.Size - size / 4, size, size2);
                            Laser laser = new Laser(Rect2, storage.Pull2DTexture("laser2_vert"), storage.Pull2DTexture("laser2_vert_inactive"), LevelObject.LaserVertic, game, this.camera);
                            laser.typeLaser = LevelObject.LaserVertic;
                            lasers.Add(laser);
                            levelMap[i, j] = LevelObject.Empty;
                        }

                        if (levelMap[i, j] == LevelObject.LaserHorizMoving)
                        {
                            int size2 = (int)(size * 1.5);
                            Rectangle Rect2 = new Rectangle(i * LevelLoader.Size - size / 4, j * LevelLoader.Size, size2, size);
                            Laser laser = new Laser(Rect2, storage.Pull2DTexture("laser2_horiz"), storage.Pull2DTexture("laser2_horiz_inactive"), LevelObject.LaserHorizMoving, game, this.camera);
                            laser.typeLaser = LevelObject.LaserHorizMoving;
                            lasers.Add(laser);
                            levelMap[i, j] = LevelObject.Empty;
                        }
                        if (levelMap[i, j] == LevelObject.LaserVerticMoving)
                        {
                            int size2 = (int)(size * 1.5);
                            Rectangle Rect2 = new Rectangle(i * LevelLoader.Size, j * LevelLoader.Size - size / 4, size, size2);
                            Laser laser = new Laser(Rect2, storage.Pull2DTexture("laser2_vert"), storage.Pull2DTexture("laser2_vert_inactive"), LevelObject.LaserVerticMoving, game, this.camera);
                            laser.typeLaser = LevelObject.LaserVerticMoving;
                            lasers.Add(laser);
                            levelMap[i, j] = LevelObject.Empty;
                        }

                        y += LevelLoader.Size;

                    }

                    y = 0;
                    x += LevelLoader.Size;

                }
                // конец создание объектов на уровне

                lenghtX = LevelLoader.Size * sizeFile[1]; // длина уровня в пикселях
                lenghtY = LevelLoader.Size * sizeFile[0];

                //считывание пути траекторий и связки
                lines = File.ReadAllLines(lvl_name); //получили массив строк

                //считываем размеры массива с уровнем (sizeFile[0] значение - строки, sizeFile[1] - колонки)
                for (int i = sizeFile[0]; i < lines.Length; i++)
                {
                    int step = 0;
                    int numberGuard = 0;
                    int nextX = 0;
                    int nextY = 0;

                    str = lines[i].Split(' ');
                    LevelObject obj = (LevelObject)Int32.Parse(str[0]);

                    // считываем траектории охранников
                    // тип связки (Охранник Номер Шаг СледУ СледХ)
                    if (obj == LevelObject.Guard)
                    {
                        step = Convert.ToInt32(str[2]);
                        numberGuard = Convert.ToInt32(str[1]);
                        nextX = Convert.ToInt32(str[4]);
                        nextY = Convert.ToInt32(str[3]);

                        // добавляем новую строку под координату
                        guards[numberGuard].wayToPatrol.Add(new List<int>());

                        //задание начальной точки следования для охранника
                        if (step == 0)
                        {
                            guards[numberGuard].TargetX = nextX;
                            guards[numberGuard].TargetY = nextY;
                        }

                        // задание точки патрилрования
                        guards[numberGuard].wayToPatrol[step].Add(nextX);
                        guards[numberGuard].wayToPatrol[step].Add(nextY);
                        //максимальное кол-во шагов.
                        guards[numberGuard].MaxStepToPatrol++;

                    }

                    // считываем траектории лазеров
                    // тип связки (Лазер Номер Шаг СледУ СледХ)
                    if (obj == LevelObject.LaserVerticMoving)
                    {
                        step = Convert.ToInt32(str[2]);
                        numberGuard = Convert.ToInt32(str[1]);
                        nextX = Convert.ToInt32(str[4]);
                        nextY = Convert.ToInt32(str[3]);

                        // добавляем новую строку под координату
                        lasers[numberGuard].wayToPatrol.Add(new List<int>());

                        //задание начальной точки следования для охранника
                        if (step == 0)
                        {
                            lasers[numberGuard].TargetX = nextX;
                            lasers[numberGuard].TargetY = nextY;
                        }

                        // задание точки патрилрования
                        lasers[numberGuard].wayToPatrol[step].Add(nextX);
                        lasers[numberGuard].wayToPatrol[step].Add(nextY);
                        //максимальное кол-во шагов.
                        lasers[numberGuard].MaxStepToPatrol++;

                        lasers[numberGuard].Patrol(); // сразу задаем первую точку, куда двигаться лазеру
                    }

                    // считываем связки (пункт управления - камера)
                    // связка (ПунктУправления КоордХПункта КоордУПунта КоордХКамеры КоордУКамеры)
                    if (obj == LevelObject.SpDL || obj == LevelObject.SpLU || obj == LevelObject.SpRD || obj == LevelObject.SpUR)
                    {
                        int posX = Convert.ToInt32(str[1]);
                        int posY = Convert.ToInt32(str[2]);
                        int posXCam = Convert.ToInt32(str[3]);
                        int posYCam = Convert.ToInt32(str[4]);

                        foreach (SysControl sysControl in sysControls)
                        {
                            if (sysControl.posX == posX && sysControl.posY == posY)
                            {
                                sysControl.targetCameraX = posXCam;
                                sysControl.targetCameraY = posYCam;
                            }
                        }

                    }

                    // считываем связки (ключ - дверь)
                    // связка (КлючИлиКарта КоордХКлюча КоордУКлюча КоордХДвери КоордУДвери)
                    if (obj == LevelObject.Key || obj == LevelObject.Card)
                    {
                        int posX = Convert.ToInt32(str[1]);
                        int posY = Convert.ToInt32(str[2]);
                        int posXDoor = Convert.ToInt32(str[3]);
                        int posYDoor = Convert.ToInt32(str[4]);

                        foreach (BaseObject interactionSubject in interactionSubjects)
                        {
                            if (interactionSubject.posX == posX && interactionSubject.posY == posY)
                            {
                                interactionSubject.targetDoorX = posXDoor;
                                interactionSubject.targetDoorY = posYDoor;
                            }
                        }

                    }

                }

                Guards.SetLevelMap(levelMap, lenghtX / LevelLoader.Size, lenghtY / LevelLoader.Size);

            }
        }