示例#1
0
        /// <summary>
        /// Load the game content
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            font = Content.Load<SpriteFont>("Font");
            win = Content.Load<SoundEffect>("victoire");
            fall = Content.Load<SoundEffect>("trou");

            map = new TiledMap(this.GraphicsDevice);
            player = new Ball(this.GraphicsDevice, 50, 50);

            status = 0;
            createLevel();
        }
示例#2
0
 /// <summary>
 /// Replace the current map with the next level.
 /// Level is found using the "status" variable.
 /// </summary>
 private void createLevel()
 {
     switch (status)
     {
         /* Main menu */
         case 0:
             originalPosition = new Vector2(250, 250);
             break;
         /* Level 1 */
         case 1:
             {
                 map = new TiledMap(this.GraphicsDevice);
                 int[,] walls = { { 2, 2 }, { 3, 2 }, { 4, 2 }, { 5, 2 }, { 6, 2 }, { 7, 2 }, { 8, 2 }, { 9, 2 }, { 10, 2 }, { 11, 2 }, { 12, 2 }, { 13, 2 }, { 14, 2 }, { 15, 2 }, { 2, 3 }, { 15, 3 }, { 2, 4 }, { 3, 4 }, { 4, 4 }, { 5, 4 }, { 6, 4 }, { 10, 4 }, { 11, 4 }, { 12, 4 }, { 13, 4 }, { 14, 4 }, { 15, 4 }, { 6, 5 }, { 10, 5 }, { 6, 6 }, { 10, 6 }, { 6, 7 }, { 7, 7 }, { 8, 7 }, { 9, 7 }, { 10, 7 } };
                 int[,] holes = { { 8, 3 }, { 8, 4 }, { 8, 5 } };
                 int[] end = { 14, 3 };
                 int[] spawn = { 3, 3 };
                 map.CreateWalls(walls);
                 map.CreateHoles(holes);
                 map.setEnd(end);
                 originalPosition = new Vector2((spawn[0] * map.TileWidth) + (map.TileWidth / 2) - player.Radius(), (spawn[1] * map.TileHeight) + (map.TileHeight / 2) - player.Radius());
                 player.setPosition(originalPosition);
                 break;
             }
         case 2:
             {
                 map = new TiledMap(this.GraphicsDevice);
                 int[,] walls = { { 6, 1 }, { 14, 1 }, { 15, 1 }, { 16, 1 }, { 17, 1 }, { 18, 1 }, { 19, 1 }, { 20, 1 }, { 1, 2 }, { 6, 2 }, { 14, 2 }, { 15, 2 }, { 16, 2 }, { 1, 3 }, { 2, 3 }, { 3, 3 }, { 6, 3 }, { 9, 3 }, { 10, 3 }, { 11, 3 }, { 14, 3 }, { 15, 3 }, { 16, 3 }, { 22, 3 }, { 1, 4 }, { 2, 4 }, { 3, 4 }, { 6, 4 }, { 9, 4 }, { 14, 4 }, { 15, 4 }, { 16, 4 }, { 19, 4 }, { 20, 4 }, { 21, 4 }, { 22, 4 }, { 1, 5 }, { 2, 5 }, { 3, 5 }, { 6, 5 }, { 9, 5 }, { 14, 5 }, { 15, 5 }, { 16, 5 }, { 19, 5 }, { 1, 6 }, { 2, 6 }, { 3, 6 }, { 6, 6 }, { 9, 6 }, { 12, 6 }, { 13, 6 }, { 14, 6 }, { 15, 6 }, { 16, 6 }, { 19, 6 }, { 1, 7 }, { 2, 7 }, { 6, 7 }, { 9, 7 }, { 12, 7 }, { 19, 7 }, { 22, 7 }, { 23, 7 }, { 6, 8 }, { 9, 8 }, { 12, 8 }, { 19, 8 }, { 22, 8 }, { 23, 8 }, { 4, 9 }, { 5, 9 }, { 6, 9 }, { 9, 9 }, { 12, 9 }, { 15, 9 }, { 16, 9 }, { 17, 9 }, { 18, 9 }, { 19, 9 }, { 3, 10 }, { 4, 10 }, { 5, 10 }, { 6, 10 }, { 9, 10 }, { 12, 10 }, { 15, 10 }, { 16, 10 }, { 17, 10 }, { 18, 10 }, { 19, 10 }, { 9, 11 }, { 15, 11 }, { 16, 11 }, { 17, 11 }, { 18, 11 }, { 19, 11 }, { 20, 11 }, { 21, 11 }, { 9, 12 }, { 15, 12 }, { 16, 12 }, { 17, 12 }, { 18, 12 }, { 19, 12 }, { 20, 12 }, { 21, 12 }, { 22, 12 } };
                 int[,] holes = { { 5, 1 }, { 11, 1 }, { 23, 1 }, { 3, 2 }, { 9, 2 }, { 20, 2 }, { 7, 3 }, { 17, 3 }, { 4, 4 }, { 8, 5 }, { 10, 5 }, { 20, 5 }, { 22, 5 }, { 5, 6 }, { 18, 6 }, { 7, 7 }, { 10, 7 }, { 13, 7 }, { 1, 8 }, { 4, 8 }, { 17, 8 }, { 21, 8 }, { 8, 9 }, { 11, 9 }, { 22, 9 }, { 2, 10 }, { 14, 10 }, { 20, 10 }, { 3, 11 }, { 12, 11 }, { 1, 12 }, { 6, 12 } };
                 int[] spawn = { 1, 1 };
                 int[] end = { 23, 12 };
                 map.CreateWalls(walls);
                 map.CreateHoles(holes);
                 map.setEnd(end);
                 originalPosition = new Vector2(spawn[0] * map.TileWidth, spawn[1] * map.TileHeight);
                 player.setPosition(originalPosition);
                 break;
             }
         case 3:
             {
                 map = new TiledMap(this.GraphicsDevice);
                 int[,] walls = { };
                 int[,] holes = { { 1, 1 }, { 2, 1 }, { 3, 1 }, { 4, 1 }, { 5, 1 }, { 6, 1 }, { 7, 1 }, { 8, 1 }, { 9, 1 }, { 10, 1 }, { 11, 1 }, { 12, 1 }, { 13, 1 }, { 14, 1 }, { 15, 1 }, { 16, 1 }, { 17, 1 }, { 18, 1 }, { 19, 1 }, { 20, 1 }, { 21, 1 }, { 22, 1 }, { 23, 1 }, { 1, 2 }, { 3, 2 }, { 4, 2 }, { 5, 2 }, { 6, 2 }, { 7, 2 }, { 8, 2 }, { 9, 2 }, { 10, 2 }, { 11, 2 }, { 12, 2 }, { 13, 2 }, { 14, 2 }, { 15, 2 }, { 16, 2 }, { 17, 2 }, { 18, 2 }, { 19, 2 }, { 20, 2 }, { 21, 2 }, { 22, 2 }, { 23, 2 }, { 1, 3 }, { 2, 3 }, { 3, 3 }, { 4, 3 }, { 5, 3 }, { 6, 3 }, { 7, 3 }, { 8, 3 }, { 9, 3 }, { 10, 3 }, { 11, 3 }, { 12, 3 }, { 13, 3 }, { 14, 3 }, { 15, 3 }, { 16, 3 }, { 17, 3 }, { 18, 3 }, { 19, 3 }, { 20, 3 }, { 21, 3 }, { 22, 3 }, { 23, 3 }, { 1, 4 }, { 2, 4 }, { 3, 4 }, { 4, 4 }, { 5, 4 }, { 6, 4 }, { 7, 4 }, { 8, 4 }, { 9, 4 }, { 10, 4 }, { 11, 4 }, { 12, 4 }, { 13, 4 }, { 14, 4 }, { 15, 4 }, { 16, 4 }, { 17, 4 }, { 18, 4 }, { 19, 4 }, { 20, 4 }, { 21, 4 }, { 22, 4 }, { 23, 4 }, { 1, 5 }, { 2, 5 }, { 3, 5 }, { 4, 5 }, { 5, 5 }, { 6, 5 }, { 7, 5 }, { 8, 5 }, { 9, 5 }, { 10, 5 }, { 11, 5 }, { 12, 5 }, { 13, 5 }, { 14, 5 }, { 15, 5 }, { 16, 5 }, { 17, 5 }, { 18, 5 }, { 19, 5 }, { 20, 5 }, { 21, 5 }, { 22, 5 }, { 23, 5 }, { 1, 6 }, { 2, 6 }, { 3, 6 }, { 4, 6 }, { 5, 6 }, { 6, 6 }, { 7, 6 }, { 8, 6 }, { 9, 6 }, { 10, 6 }, { 11, 6 }, { 12, 6 }, { 13, 6 }, { 14, 6 }, { 15, 6 }, { 16, 6 }, { 17, 6 }, { 18, 6 }, { 19, 6 }, { 20, 6 }, { 21, 6 }, { 22, 6 }, { 23, 6 }, { 1, 7 }, { 2, 7 }, { 3, 7 }, { 4, 7 }, { 5, 7 }, { 6, 7 }, { 7, 7 }, { 8, 7 }, { 9, 7 }, { 10, 7 }, { 11, 7 }, { 12, 7 }, { 13, 7 }, { 14, 7 }, { 15, 7 }, { 16, 7 }, { 17, 7 }, { 18, 7 }, { 19, 7 }, { 20, 7 }, { 21, 7 }, { 22, 7 }, { 23, 7 }, { 1, 8 }, { 2, 8 }, { 3, 8 }, { 4, 8 }, { 5, 8 }, { 6, 8 }, { 7, 8 }, { 8, 8 }, { 9, 8 }, { 10, 8 }, { 11, 8 }, { 12, 8 }, { 13, 8 }, { 14, 8 }, { 15, 8 }, { 16, 8 }, { 17, 8 }, { 18, 8 }, { 19, 8 }, { 20, 8 }, { 21, 8 }, { 22, 8 }, { 23, 8 }, { 1, 9 }, { 2, 9 }, { 3, 9 }, { 4, 9 }, { 5, 9 }, { 6, 9 }, { 7, 9 }, { 8, 9 }, { 9, 9 }, { 10, 9 }, { 11, 9 }, { 12, 9 }, { 13, 9 }, { 14, 9 }, { 15, 9 }, { 16, 9 }, { 17, 9 }, { 18, 9 }, { 19, 9 }, { 20, 9 }, { 21, 9 }, { 22, 9 }, { 23, 9 }, { 1, 10 }, { 2, 10 }, { 3, 10 }, { 4, 10 }, { 5, 10 }, { 6, 10 }, { 7, 10 }, { 8, 10 }, { 9, 10 }, { 10, 10 }, { 11, 10 }, { 12, 10 }, { 13, 10 }, { 14, 10 }, { 15, 10 }, { 16, 10 }, { 17, 10 }, { 18, 10 }, { 19, 10 }, { 20, 10 }, { 21, 10 }, { 22, 10 }, { 23, 10 }, { 1, 11 }, { 2, 11 }, { 3, 11 }, { 4, 11 }, { 5, 11 }, { 6, 11 }, { 7, 11 }, { 8, 11 }, { 9, 11 }, { 10, 11 }, { 11, 11 }, { 12, 11 }, { 13, 11 }, { 14, 11 }, { 15, 11 }, { 16, 11 }, { 17, 11 }, { 18, 11 }, { 19, 11 }, { 20, 11 }, { 21, 11 }, { 23, 11 }, { 1, 12 }, { 2, 12 }, { 3, 12 }, { 4, 12 }, { 5, 12 }, { 6, 12 }, { 7, 12 }, { 8, 12 }, { 9, 12 }, { 10, 12 }, { 11, 12 }, { 12, 12 }, { 13, 12 }, { 14, 12 }, { 15, 12 }, { 16, 12 }, { 17, 12 }, { 18, 12 }, { 19, 12 }, { 20, 12 }, { 21, 12 }, { 22, 12 }, { 23, 12 } };
                 int[] spawn = { 2, 2 };
                 int[] end = { 22, 11 };
                 map.CreateWalls(walls);
                 map.CreateHoles(holes);
                 map.setEnd(end);
                 originalPosition = new Vector2(spawn[0] * map.TileWidth, spawn[1] * map.TileHeight);
                 player.setPosition(originalPosition);
                 break;
             }
         default:
             status =1;
             goto case 1;
     }
 }