示例#1
0
        public static void CheckSpiked()
        {
            object[] spikes = (spikes_in_contact.ToArray());
            Player   p      = GameEngine.Instance.currentLevel.player;
            Vector2  ppos   = p.Body.Position;
            float    pw     = p.width / 2;
            float    ph     = p.height / 2;
            float    eps    = 0.1f;
            int      i      = 0;

            foreach (object o in spikes)
            {
                Spike   s       = (Spike)(o);
                Vector2 spos    = s.Body.Position;
                float   sw      = s.width / 2;
                float   sh      = s.height / 2;
                float   diffX   = ppos.X - spos.X;
                float   diffY   = ppos.Y - spos.Y;
                bool    is_up   = false;
                bool    is_left = false;
                if (diffX < 0)
                {
                    is_left = true;
                }
                if (diffY < 0)
                {
                    is_up = true;
                }

                diffX = Math.Abs(diffX);
                diffY = Math.Abs(diffY);

                if (Math.Abs(ppos.X - spos.X) >= pw + sw || Math.Abs(ppos.Y - spos.Y) >= ph + sh)
                {
                    spikes_in_contact.RemoveAt(i);
                    i--;
                }
                else if (diffX < sw + pw - eps && diffY < sh + ph - eps)
                {
                    if ((s.direction == ReflectableAndOrientable.Direction.Up && is_up) ||
                        (s.direction == ReflectableAndOrientable.Direction.Down && !is_up) ||
                        (s.direction == ReflectableAndOrientable.Direction.Left && is_left) ||
                        (s.direction == ReflectableAndOrientable.Direction.Right && !is_left))
                    {
                        GameEngine.Instance.currentLevel.SetGameOver(false);
                        GameEngine.Instance.achievement_state.death_by_spike(); //Achievement logic - 'failure is an option'
                    }
                }
                i++;
            }
        }
示例#2
0
 public void AddSpike(Spike s)
 {
     this.AddQueuedObject(s);
 }
示例#3
0
        public static Level CreateTempLevel()
        {
            if (USE_XML_LEVEL)
            {
                return(LevelCreator.ParseLevelFromFile("Content\\Levels\\something.xml"));
            }

            else
            {
                groundTexture = Reflexio.GameEngine.Instance.Content.Load <Texture2D>("Images\\block");
                playerTexture = Reflexio.GameEngine.Instance.Content.Load <Texture2D>("Images\\koala");
                Level level = new Level(WIDTH, HEIGHT, new Vector2(0, 9.8f));


                foreach (int[] platform_discrete in platforms_disc)
                {
                    level.AddMultipleWalls(platform_discrete[0], platform_discrete[1], platform_discrete[2], platform_discrete[3], platform_discrete[2] - platform_discrete[0] != 19 && platform_discrete[3] - platform_discrete[1] != 19);
                }
                level.AddMultipleWalls(7, 2, 7, 2, true);
                level.AddMultipleWalls(8, 3, 8, 3, true);

                level.AddMultipleWalls(1, 15, 2, 15, false);
                level.AddMultipleWalls(2, 14, 2, 14, false);
                level.AddMultipleWalls(1, 13, 1, 13, false);
                level.AddMultipleWalls(1, 5, 2, 5, false);

                //level.AddQueuedObject(new Wall(level, groundTexture, 1, 1, 1.0f, 1.0f, 0.0f, true));

                Door d = new Door(level, GameEngine.Instance.GetTexture("openDoorTexture"), GameEngine.Instance.GetTexture("closeDoorTexture"), 18, 14, 0, 0.0f, 0.0f, true);
                level.AddDoor(d);
                level.AddKey(new Key(level, GameEngine.Instance.GetTexture("keyTexture"), 8, 2, 0, 0.0f, 0.0f, false));


                Texture2D[] spikesTextures = new Texture2D[4]
                {
                    GameEngine.Instance.GetTexture("spikesUpTexture"),
                    GameEngine.Instance.GetTexture("spikesRightTexture"),
                    GameEngine.Instance.GetTexture("spikesDownTexture"),
                    GameEngine.Instance.GetTexture("spikesLeftTexture")
                };

                for (int i = 1; i <= 18; i++)
                {
                    Spike s = new Spike(level, spikesTextures, 12, i, 0, 0.0f, 0.0f, true, Spike.Direction.Left);
                    level.AddQueuedObject(s);
                }
                for (int i = 13; i <= 18; i++)
                {
                    Spike s = new Spike(level, spikesTextures, i, 5, 0, 0.0f, 0.0f, true, Spike.Direction.Up);
                    level.AddQueuedObject(s);
                }

                Block b = new Block(level, GameEngine.Instance.GetTexture("buddyBlock"), 2, 16, 1.5f, 1.0f, 0.0f, true);
                level.AddQueuedObject(b);
                //level.AddMultipleWalls(3, 17, 3, 17, true);
                //Spike sx = new Spike(level, spikesTextures, 17, 18, 0, 0.0f, 0.0f, true, Spike.Direction.Up);
                //level.AddQueuedObject(sx);



                DialogDisplay dd = new DialogDisplay();
                dd.AddDialog("Welcome to Reflexio", 100);
                dd.AddDialog("Use WASDX to change the lines of reflection", 100);
                dd.AddDialog("Use SPACE to reflect", 100);
                dd.AddDialog("Get the key to open the door", 100);
                dd.AddDialog("All the best!", 100);
                dd.Initialize();
                level.AddDialogDisplay(dd);

                level.AddPlayerTemp(1, 18);

                level.SetReflectionOrientation("H");
                level.AddHRLine(10);
                level.AddVRLine(10);
                level.AddDLine(1);
                level.AddDLine(-1);
                level.SetCanReflectVertical(true);
                level.SetCanReflectDiagonal(true);
                level.SetReflectionLinePosition(10);

                return(level);
            }
        }
示例#4
0
        public static bool BeginContact(Contact contact)
        {
            if (GameEngine.Instance.currentLevel.is_peeking)
            {
                return(false);
            }

            var obj1  = contact.FixtureA.Body.UserData;
            var obj2  = contact.FixtureB.Body.UserData;
            var body1 = contact.FixtureA.Body;
            var body2 = contact.FixtureB.Body;
            var ud1   = contact.FixtureA.UserData;
            var ud2   = contact.FixtureB.UserData;

            if ((obj1 is Player && !(obj2 is Player)) ||
                (obj2 is Player && !(obj1 is Player)))
            {
                Player p     = obj1 is Player ? (Player)obj1 : (Player)obj2;
                var    other = obj1 is Player ? obj2 : obj1;
                if (!objects_in_contact.Contains(other))
                {
                    objects_in_contact.Add(other);
                }

                if (other is Reflexio.Wall)
                {
                    ReflectableObject obj = (ReflectableObject)other;
                    if (CheckPlayerInsideObject(obj))
                    {
                        GameEngine.Instance.currentLevel.SetGameOver(false);
                        GameEngine.Instance.achievement_state.death_by_wall(); //Achievement Logic - 'failure is an option'
                    }
                    PlayerGroundedStart(contact);
                    return(true);
                }
                // Collision with Block
                else if (other is Reflexio.Block)
                {
                    ReflectableObject obj = (ReflectableObject)other;
                    if (CheckPlayerInsideObject(obj))
                    {
                        GameEngine.Instance.currentLevel.SetGameOver(false);
                        GameEngine.Instance.achievement_state.death_by_block(); //Achievement logic - 'failure is an option'
                    }
                    PlayerGroundedStart(contact);
                    return(true);
                }
                // Collision With collectible
                else if (other is Reflexio.Collectible)
                {
                    if (!((Collectible)other).is_inside_non_reflectable_object)
                    {
                        ((Collectible)other).CollectedByPlayer();
                    }
                }
                // Collision with Spike
                else if (other is Reflexio.Spike)
                {
                    Spike s = (Reflexio.Spike)other;
                    if (spikes_in_contact.Contains(s))
                    {
                        return(false);
                    }
                    if (CheckPlayerInsideObject((ReflectableObject)s))
                    {
                        GameEngine.Instance.currentLevel.SetGameOver(false);
                        GameEngine.Instance.achievement_state.death_by_spike_collision(); //Achievement logic - 'failure is an option'
                    }
                    bool consider = PlayerSpikeContactStarted(s);
                    if (!consider)
                    {
                        return(false);
                    }
                    PlayerGroundedStart(contact);
                    return(true);
                }
                // Collision with Door
                else if (other is Reflexio.Door)
                {
                    Door d = (Reflexio.Door)other;
                    if (d.IsOpen() && !d.is_inside_non_reflectable_object && CheckPlayerInsideObject(d))
                    {
                        GameEngine.Instance.currentLevel.SetGameOver(true);
                        //Achievement logic - speed achievements and completion achievements
                        GameEngine.Instance.achievement_state.register_level_complete_time(GameEngine.Instance.currentLevelPos, GameEngine.Instance.currentLevelStopwatch.ElapsedMilliseconds);
                        GameEngine.Instance.achievement_state.complete_level(GameEngine.Instance.currentLevelPos,
                                                                             GameEngine.Instance.currentLevel.buddydeath);
                        AchievementState.toSaveFile(GameEngine.Instance.achievement_state.toSaveState());
                    }
                    //else
                    //    PlayerGroundedStart(contact);
                    return(false);
                }
            }

            if (obj1 is Switch && !(obj2 is Player) || obj2 is Switch && !(obj1 is Player))
            {
                Switch s = obj1 is Switch ? (Switch)obj1 : (Switch)obj2;
                s.PressSwitch((PhysicsObject)(obj1 is Switch ? obj2 : obj1));
                return(false);
            }

            if (obj1 is Block || obj2 is Block)
            {
                object other = obj1 is Block ? obj2 : obj1;
                return(!(other is Key || other is Switch));
            }
            return(false);
        }