示例#1
0
        protected override void InitializeScene()
        {
            // Assign base class variables here, before calling the base class initializer

            PerimeterOffsetX = 87;
            PerimeterOffsetY = -12;
            PerimeterX = 32;
            PerimeterY = 12;

            double x0 = PerimeterOffsetX * TileSize;
            double y0 = PerimeterOffsetY * TileSize;

            // 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;

            xp += TileSize * PerimeterX * 0.5 - (TileSize * 1);
            yp -= TileSize *2;

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

            // Setup background tiles
            var BackgroundTiles = new TileMap (Background, 48, 24, Texture.Get ("sprite_tile_bg4_atlas"));
            BackgroundTiles.PositionX = (PerimeterOffsetX - 18) * TileSize;
            BackgroundTiles.PositionY = (PerimeterOffsetY ) * TileSize;
            BackgroundTiles.PositionZ = 1.0;
            BackgroundTiles.RandomMap ();
            BackgroundTiles.Build ();

            // Control key indicators (info graphics)
            var f_infogfx = new SpriteBase(Rear, xp - 2 * TileSize, yp, Texture.Get("sprite_infogfx_key_f"));

            // First Set of platforms
            double ep2x = xp - TileSize * 20;
            double ep2y = yp + TileSize;

            // Top platform set
            ExtenderPlatform last_platform_2 = new ExtenderPlatform (Stage, ep2x + TileSize * (5), ep2y + TileSize * 9, true);
            for (int i = 1; i < 12; i++) {
                new ExtenderPlatform (Stage, ep2x + TileSize * (5 + i), ep2y + TileSize * 9, last_platform_2);
            }

            var bs_lower0 = new ProjectileSwitch (Front, ep2x + TileSize * (16.5), ep2y + TileSize * (11 + 0.5) , (sender, e) =>
                                              {
                bool bstate = (SwitchState)e.Info != SwitchState.Open;
                last_platform_2.OnAction (e.Self, new ActionEventArgs (bstate, last_platform_2));
                //bool bstate_bs_lower_0 = last_platform_2.State != SwitchState.Open;
                //gw_lower1.OnAction (e.Self, new ActionEventArgs (bstate || bstate_bs_lower_0, gw_lower1));
            }, 0.1);

            // Platform set below top
            ExtenderPlatform last_platform_3 = new ExtenderPlatform (Stage, ep2x + TileSize * (5), ep2y + TileSize * 5, true);
            for (int i = 1; i < 12; i++) {
                new ExtenderPlatform (Stage, ep2x + TileSize * (5 + i), ep2y + TileSize * 5, last_platform_3);
            }

            var bs_lower1 = new ProjectileSwitch (Front, ep2x + TileSize * (22.5), ep2y + TileSize * (7 + 0.5) , (sender, e) =>
                                                  {
                bool bstate = (SwitchState)e.Info != SwitchState.Open;
                last_platform_3.OnAction (e.Self, new ActionEventArgs (bstate, last_platform_3));
                //bool bstate_bs_lower_0 = last_platform_2.State != SwitchState.Open;
                //gw_lower1.OnAction (e.Self, new ActionEventArgs (bstate || bstate_bs_lower_0, gw_lower1));
            }, 0.1);

            double recess_switch = -4.0;
            double recess_gw = -2.0;

            for (int i = 0; i < 12; i++) {
                var spidey = new Spidey (Stage, ep2x + (5 + i) * TileSize, ep2y + TileSize * 6);
                spidey.Body.BodyType = BodyType.Dynamic;
            }

            // Gateways
            var gw1 = new Gateway (Front, xp - TileSize * 3, yp + 3 * TileSize, false);
            var gw2 = new Gateway (Front, xp + TileSize * 3, yp + 3 * TileSize, false);

            // Walls above gateways
            for (int i = 2; i < 5; i++) {
                new FloorTile (Rear, gw1.CornerX, gw1.CornerY + (i) * TileSize + 8);
            }

            for (int i = 6; i < PerimeterY - 1; i++) {
                new FloorTile (Rear, gw1.CornerX, gw1.CornerY + (i) * TileSize + 8);
            }

            for (int i = 2; i < PerimeterY - 5; i++) {
                new FloorTile (Rear, gw2.CornerX, gw2.CornerY + (i) * TileSize + 8);
            }

            new FloorTile (Rear, gw2.CornerX - TileSize * 5, gw2.CornerY + 2 * TileSize + 8);
            new FloorTile (Rear, gw2.CornerX - TileSize * 4, gw2.CornerY + 2 * TileSize + 8);
            var ft_door = new FloorTile (Rear, gw2.CornerX - TileSize * 3, gw2.CornerY + 2 * TileSize + 8);
            new FloorTile (Rear, gw2.CornerX - TileSize * 2, gw2.CornerY + 2 * TileSize + 8);
            new FloorTile (Rear, gw2.CornerX - TileSize, gw2.CornerY + 2 * TileSize + 8);

            var fs10 = new PressureSwitch (Front, gw1.CornerX + TileSize, gw1.CornerY + recess_switch, (sender, e) => {
                bool bstate = (SwitchState)e.Info != SwitchState.Open;
                gw1.OnAction (e.Self, new ActionEventArgs (bstate, gw1));
            });
            var fs11 = new PressureSwitch (Front, gw1.CornerX - TileSize, gw1.CornerY + recess_switch, (sender, e) => {
                bool bstate = (SwitchState)e.Info != SwitchState.Open;
                gw1.OnAction (e.Self, new ActionEventArgs (bstate, gw1));
            }, fs10);

            var fs20 = new PressureSwitch (Front, gw2.CornerX - TileSize, gw2.CornerY + recess_switch, (sender, e) => {
                bool bstate = (SwitchState)e.Info != SwitchState.Open;
                gw2.OnAction (e.Self, new ActionEventArgs (bstate, gw2));
            });
            var fs21 = new PressureSwitch (Front, gw2.CornerX + TileSize, gw2.CornerY + recess_switch, (sender, e) => {
                bool bstate = (SwitchState)e.Info != SwitchState.Open;
                gw2.OnAction (e.Self, new ActionEventArgs (bstate, gw2));
            }, fs20);

            xp = fs21.CornerX + 2 * TileSize;
            yp += TileSize;
            xp += TileSize;

            var ft_room_r = new FloorTile (Stage, xp, yp + TileSize * 2);

            for (int i = 1; i < 8; i++)
                new FloorTile (Stage, xp + i * TileSize, yp + TileSize * 2);

            for (int i = 0; i < 4; i++)
                new FloorTile (Stage, xp + (i + 1) * TileSize, yp + TileSize * 3);
            //yp += 2 * TileSize;
            //xp += 4 * TileSize;

            for (int i = 0; i < 6; i++) {
                var spidey = new Spidey (Stage, xp + (5 + i) * TileSize, yp + TileSize * (3));
                spidey.Body.BodyType = BodyType.Dynamic;
            }

            ExtenderPlatform last_platform_0 = null;
            ExtenderPlatform last_platform_1 = null;
            for (int i = 0; i < 3; i++) {
                last_platform_0 = new ExtenderPlatform (Stage, xp + TileSize * (5 + i), yp + TileSize * (4.5 + i), last_platform_0);
            }

            xp -= 2 * TileSize;
            yp += TileSize;
            for (int i = 0; i < 9; i++) {
                last_platform_1 = new ExtenderPlatform (Stage, xp + TileSize * (-1 + i), yp + TileSize * (7), last_platform_1);
            }

            var fs30 = new PressureSwitch (Front, ft_room_r.CornerX, ft_room_r.CornerY + TileSize + recess_switch, (sender, e) => {
                bool bstate = (SwitchState)e.Info != SwitchState.Open;
                last_platform_1.OnAction (e.Self, new ActionEventArgs (bstate, last_platform_1));
            }, 6.0);

            var bs_lower2 = new ProjectileSwitch (Front, ep2x + TileSize * (23.55), ep2y + TileSize * (7 + 0.5) , (sender, e) =>
                                                  {
                bool bstate = (SwitchState)e.Info != SwitchState.Open;
                last_platform_0.OnAction (e.Self, new ActionEventArgs (bstate, last_platform_0));
            }, 3.0);
            //bs_lower2.CenterShift();
            bs_lower2.Theta += MathHelper.Pi;

            // Set up next door:
            /*(
            Scene next_scene = (Scene)Program.MainGame.Scenes["SceneThree"];
            _DoorToNextScene.Destination = next_scene.DoorToPreviousScene;
            _DoorToNextScene.PositionX = last_platform_1.PositionX;
            _DoorToNextScene.CornerY = yp += last_platform_1.SizeY;

            // Update next scene's door position
            _DoorToNextScene.Destination.Position = _DoorToNextScene.Position;
            */
            Scene next_scene = (Scene)Program.MainGame.Scenes["SceneFive"];
            //Scene next_scene = (Scene)Program.MainGame.Scenes["SceneSix"];
            //_DoorToNextScene = new Door(Rear, x0 + TileSize * 76, y1 + TileSize, next_scene.DoorToPreviousScene);
            _DoorToNextScene = new Door(Rear, ft_door.CornerX, ft_door.CornerY + TileSize, next_scene.DoorToPreviousScene);
            _DoorToNextScene.Destination.Position += _DoorToNextScene.Position;

            // Call the base class initializer
            base.InitializeScene ();
        }
示例#2
0
文件: Door.cs 项目: qwook/hungry
 public Door(RenderSet render_set, Door destination)
     : this(render_set, destination.PositionX, destination.PositionY, destination)
 {
 }
示例#3
0
 protected override void InstantiateConnections()
 {
     _DoorToPreviousScene = new Door(Rear, 0, -30);
     //_DoorToNextScene = new Door(Rear, _DoorToPreviousScene.CornerX + 8 * TileSize, 3 * TileSize);
     _DoorToNextScene = new Door(Rear, _DoorToPreviousScene.CornerX + 3 * TileSize, _DoorToPreviousScene.CornerY);
 }
示例#4
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();
        }
示例#5
0
文件: Door.cs 项目: qwook/hungry
 public Door(RenderSet render_set, double x, double y, Door destination)
     : this(render_set, x, y, destination._RenderSet.Scene)
 {
     _Destination = destination;
 }
示例#6
0
 protected override void InstantiateConnections()
 {
     //_DoorToPreviousScene = new Door(Rear, 72 * TileSize, -8 * TileSize);
     _DoorToPreviousScene = new Door(Rear, 0, 0);
 }
示例#7
0
文件: SceneOne.cs 项目: qwook/hungry
 public override void InstantiateConnections()
 {
     _DoorToNextScene = new Door(Rear, 512 - 68, TileSize);
 }
示例#8
0
文件: SceneTwo.cs 项目: qwook/hungry
 public override void InstantiateConnections()
 {
     _DoorToPreviousScene = new Door(Rear, 0, 0);
     _DoorToNextScene = new Door(Rear, _DoorToPreviousScene.CornerX + 8 * TileSize, 3 * TileSize);
 }
示例#9
0
        public override void InitializeScene()
        {
            // Assign base class variables here, before calling the base class initializer

            PerimeterOffsetX = 87;
            PerimeterOffsetY = -12;
            PerimeterX       = 32;
            PerimeterY       = 12;

            double x0 = PerimeterOffsetX * TileSize;
            double y0 = PerimeterOffsetY * TileSize;

            // 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;

            xp += TileSize * PerimeterX * 0.5 - (TileSize * 1);
            yp -= TileSize * 2;

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

            _DoorToPreviousScene.Destination = prev_scene.DoorToNextScene;

            // Setup background tiles
            var BackgroundTiles = new TileMap(Background, 48, 24, Texture.Get("sprite_tile_bg4_atlas"));

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

            // Control key indicators (info graphics)
            var f_infogfx = new SpriteBase(Rear, xp - 2 * TileSize, yp, Texture.Get("sprite_infogfx_key_f"));


            // First Set of platforms
            double ep2x = xp - TileSize * 20;
            double ep2y = yp + TileSize;


            // Top platform set
            ExtenderPlatform last_platform_2 = new ExtenderPlatform(Stage, ep2x + TileSize * (5), ep2y + TileSize * 9, true);

            for (int i = 1; i < 12; i++)
            {
                new ExtenderPlatform(Stage, ep2x + TileSize * (5 + i), ep2y + TileSize * 9, last_platform_2);
            }

            var bs_lower0 = new ProjectileSwitch(Front, ep2x + TileSize * (16.5), ep2y + TileSize * (11 + 0.5), (sender, e) =>
            {
                bool bstate = (SwitchState)e.Info != SwitchState.Open;
                last_platform_2.OnAction(e.Self, new ActionEventArgs(bstate, last_platform_2));
                //bool bstate_bs_lower_0 = last_platform_2.State != SwitchState.Open;
                //gw_lower1.OnAction (e.Self, new ActionEventArgs (bstate || bstate_bs_lower_0, gw_lower1));
            }, 0.1);

            // Platform set below top
            ExtenderPlatform last_platform_3 = new ExtenderPlatform(Stage, ep2x + TileSize * (5), ep2y + TileSize * 5, true);

            for (int i = 1; i < 12; i++)
            {
                new ExtenderPlatform(Stage, ep2x + TileSize * (5 + i), ep2y + TileSize * 5, last_platform_3);
            }

            var bs_lower1 = new ProjectileSwitch(Front, ep2x + TileSize * (22.5), ep2y + TileSize * (7 + 0.5), (sender, e) =>
            {
                bool bstate = (SwitchState)e.Info != SwitchState.Open;
                last_platform_3.OnAction(e.Self, new ActionEventArgs(bstate, last_platform_3));
                //bool bstate_bs_lower_0 = last_platform_2.State != SwitchState.Open;
                //gw_lower1.OnAction (e.Self, new ActionEventArgs (bstate || bstate_bs_lower_0, gw_lower1));
            }, 0.1);

            double recess_switch = -4.0;
            double recess_gw     = -2.0;

            for (int i = 0; i < 12; i++)
            {
                new Spidey(Stage, ep2x + (5 + i) * TileSize, ep2y + TileSize * 6);
            }

            // Gateways
            var gw1 = new Gateway(Front, xp - TileSize * 3, yp + 3 * TileSize, false);
            var gw2 = new Gateway(Front, xp + TileSize * 3, yp + 3 * TileSize, false);

            // Walls above gateways
            for (int i = 2; i < 5; i++)
            {
                new FloorTile(Rear, gw1.CornerX, gw1.CornerY + (i) * TileSize + 8);
            }

            for (int i = 6; i < PerimeterY - 1; i++)
            {
                new FloorTile(Rear, gw1.CornerX, gw1.CornerY + (i) * TileSize + 8);
            }

            for (int i = 2; i < PerimeterY - 5; i++)
            {
                new FloorTile(Rear, gw2.CornerX, gw2.CornerY + (i) * TileSize + 8);
            }


            new FloorTile(Rear, gw2.CornerX - TileSize * 5, gw2.CornerY + 2 * TileSize + 8);
            new FloorTile(Rear, gw2.CornerX - TileSize * 4, gw2.CornerY + 2 * TileSize + 8);
            var ft_door = new FloorTile(Rear, gw2.CornerX - TileSize * 3, gw2.CornerY + 2 * TileSize + 8);

            new FloorTile(Rear, gw2.CornerX - TileSize * 2, gw2.CornerY + 2 * TileSize + 8);
            new FloorTile(Rear, gw2.CornerX - TileSize, gw2.CornerY + 2 * TileSize + 8);

            var fs10 = new PressureSwitch(Front, gw1.CornerX + TileSize, gw1.CornerY + recess_switch, (sender, e) => {
                bool bstate = (SwitchState)e.Info != SwitchState.Open;
                gw1.OnAction(e.Self, new ActionEventArgs(bstate, gw1));
            });
            var fs11 = new PressureSwitch(Front, gw1.CornerX - TileSize, gw1.CornerY + recess_switch, (sender, e) => {
                bool bstate = (SwitchState)e.Info != SwitchState.Open;
                gw1.OnAction(e.Self, new ActionEventArgs(bstate, gw1));
            }, fs10);

            var fs20 = new PressureSwitch(Front, gw2.CornerX - TileSize, gw2.CornerY + recess_switch, (sender, e) => {
                bool bstate = (SwitchState)e.Info != SwitchState.Open;
                gw2.OnAction(e.Self, new ActionEventArgs(bstate, gw2));
            });
            var fs21 = new PressureSwitch(Front, gw2.CornerX + TileSize, gw2.CornerY + recess_switch, (sender, e) => {
                bool bstate = (SwitchState)e.Info != SwitchState.Open;
                gw2.OnAction(e.Self, new ActionEventArgs(bstate, gw2));
            }, fs20);

            xp  = fs21.CornerX + 2 * TileSize;
            yp += TileSize;
            xp += TileSize;

            var ft_room_r = new FloorTile(Stage, xp, yp + TileSize * 2);


            for (int i = 1; i < 8; i++)
            {
                new FloorTile(Stage, xp + i * TileSize, yp + TileSize * 2);
            }

            for (int i = 0; i < 4; i++)
            {
                new FloorTile(Stage, xp + (i + 1) * TileSize, yp + TileSize * 3);
            }
            //yp += 2 * TileSize;
            //xp += 4 * TileSize;

            for (int i = 0; i < 6; i++)
            {
                new Spidey(Stage, xp + (5 + i) * TileSize, yp + TileSize * (3));
            }

            ExtenderPlatform last_platform_0 = null;
            ExtenderPlatform last_platform_1 = null;

            for (int i = 0; i < 3; i++)
            {
                last_platform_0 = new ExtenderPlatform(Stage, xp + TileSize * (5 + i), yp + TileSize * (4.5 + i), last_platform_0);
            }

            xp -= 2 * TileSize;
            yp += TileSize;
            for (int i = 0; i < 9; i++)
            {
                last_platform_1 = new ExtenderPlatform(Stage, xp + TileSize * (-1 + i), yp + TileSize * (7), last_platform_1);
            }

            var fs30 = new PressureSwitch(Front, ft_room_r.CornerX, ft_room_r.CornerY + TileSize + recess_switch, (sender, e) => {
                bool bstate = (SwitchState)e.Info != SwitchState.Open;
                last_platform_1.OnAction(e.Self, new ActionEventArgs(bstate, last_platform_1));
            }, 6.0);

            var bs_lower2 = new ProjectileSwitch(Front, ep2x + TileSize * (23.55), ep2y + TileSize * (7 + 0.5), (sender, e) =>
            {
                bool bstate = (SwitchState)e.Info != SwitchState.Open;
                last_platform_0.OnAction(e.Self, new ActionEventArgs(bstate, last_platform_0));
            }, 3.0);

            //bs_lower2.CenterShift();
            bs_lower2.Theta += MathHelper.Pi;

            // Set up next door:

            /*(
             * Scene next_scene = (Scene)Program.MainGame.Scenes["SceneThree"];
             * _DoorToNextScene.Destination = next_scene.DoorToPreviousScene;
             * _DoorToNextScene.PositionX = last_platform_1.PositionX;
             * _DoorToNextScene.CornerY = yp += last_platform_1.SizeY;
             *
             * // Update next scene's door position
             * _DoorToNextScene.Destination.Position = _DoorToNextScene.Position;
             */
            Scene next_scene = (Scene)_Game.Scenes["SceneFive"];

            //Scene next_scene = (Scene)Program.MainGame.Scenes["SceneSix"];
            //_DoorToNextScene = new Door(Rear, x0 + TileSize * 76, y1 + TileSize, next_scene.DoorToPreviousScene);
            _DoorToNextScene         = new Door(Rear, ft_door.CornerX, ft_door.CornerY + TileSize, next_scene.DoorToPreviousScene);
            _DoorToNextScene.CornerX = ft_door.CornerX;
            _DoorToNextScene.CornerY = ft_door.CornerY + TileSize;
            _DoorToNextScene.Destination.Position += _DoorToNextScene.Position;



            // Call the base class initializer
            base.InitializeScene();
        }
示例#10
0
 public override void InstantiateConnections()
 {
     _DoorToPreviousScene = new Door(Rear, 0, -30);
     //_DoorToNextScene = new Door(Rear, _DoorToPreviousScene.CornerX + 8 * TileSize, 3 * TileSize);
     _DoorToNextScene = new Door(Rear, _DoorToPreviousScene.CornerX + 3 * TileSize, _DoorToPreviousScene.CornerY);
 }