public void Update(float dTime, PlayerCharacter hero, List<Bullet> projectiles) { for (int i = projectiles.Count - 1; i >= 0; i--) { int xTile = (int)projectiles[i].Position.X / Game.TILE_W; int yTile = (int)projectiles[i].Position.Y / Game.TILE_H; if (xTile >= this[0].Length || xTile < 0) { projectiles.RemoveAt(i); } else if (yTile >= this.Length || yTile < 0) { projectiles.RemoveAt(i); } else if (!this[yTile][xTile].Walkable) { projectiles.RemoveAt(i); } } for (int i = enemies.Count - 1; i >= 0; i--) { enemies[i].Update(dTime); Rectangle intersection = Intersections.Rect(hero.Rect, enemies[i].Rect); if (intersection.Width * intersection.Height > 0) { Game.Instance.GameOver = true; } for (int j = projectiles.Count - 1; j >= 0; j--) { intersection = Intersections.Rect(enemies[i].Rect, projectiles[j].Rect); if (intersection.Width * intersection.Height > 0) { enemies[i].Destroy(); enemies.RemoveAt(i); projectiles.RemoveAt(j); break; } } } for (int i = items.Count - 1; i >= 0; i--) { Rectangle intersection = Intersections.Rect(items[i].Rect, hero.Rect); if (intersection.Height * intersection.Width > 0) { Game.Instance.Score += items[i].Value; items[i].Destroy(); items.RemoveAt(i); } } }
public void Initialize(OpenTK.GameWindow window) { Window = window; //window.ClientSize = new Size(room1Layout[0].Length * tileSize, room1Layout.Length * tileSize); //Window.ClientSize = new Size(8 * tileSize, 6 * tileSize); Window.ClientSize = new Size(990, 550); projectiles = new List<Bullet>(); Sprite = TextureManager.Instance.LoadTexture(spriteSheets); TextureManager.Instance.UseNearestFiltering = true; GraphicsManager.Instance.SetDepthRange(0, 21 * 21); hero = new PlayerCharacter(heroSheet, new Point(spawnTile.X * TILE_W, spawnTile.Y * TILE_H), 20); room1 = new Map(room1Layout, spriteSheets, spriteSources, 2, 0); room2 = new Map(room2Layout, spriteSheets, spriteSources, 0, 2); room1[4][7].MakeDoor(room2, new Point(1, 1)); room2[1][0].MakeDoor(room1, new Point(6, 4)); currentMap = room1; room1.AddEnemy(npcSheet, new Point(6 * TILE_W, 1 * TILE_H), true); room2.AddEnemy(npcSheet, new Point(1 * TILE_W, 4 * TILE_H), false); room1.AddItem(spriteSheets, new Rectangle(20, 198, 44, 49), 10, new Point(3 * TILE_W, 2 * TILE_H + 7)); room1.AddItem(spriteSheets, new Rectangle(20, 198, 44, 49), 20, new Point(5 * TILE_W, 4 * TILE_H + 7)); room2.AddItem(spriteSheets, new Rectangle(20, 198, 44, 49), 30, new Point(4 * TILE_W, 2 * TILE_H + 7)); }
public Map ResolveDoors(PlayerCharacter hero) { Map result = this; for (int row = 0; row < tileMap.Length; row++) { for (int col = 0; col < tileMap[row].Length; col++) { if (tileMap[row][col].IsDoor) { //get doors bouding rectangle Rectangle doorRect = new Rectangle(col * Game.TILE_W, row * Game.TILE_W, Game.TILE_W, Game.TILE_H); //get a small rectangle in center of the player Rectangle playerCenter = new Rectangle((int)hero.Center.X - 2, (int)hero.Center.Y - 2, 4, 4); //look for an intersection Rectangle intersection = Intersections.Rect(doorRect, playerCenter); if (intersection.Width * intersection.Height > 0) { result = tileMap[row][col].DoorTarget; hero.Position.X = tileMap[row][col].DoorLocation.X * Game.TILE_W; hero.Position.Y = tileMap[row][col].DoorLocation.Y * Game.TILE_H; } } } } return result; }