1 | using System; |
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2 | using System.IO; |
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3 | using System.Collections.Generic; |
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4 | using System.Linq; |
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5 | using System.Text; |
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6 | using Jypeli; |
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7 | |
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8 | /// <summary> |
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9 | /// Class that holds information of level and players location |
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10 | /// Also handles movement of player. |
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11 | /// </summary> |
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12 | public class BlockLevel |
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13 | { |
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14 | private Block[,] playfield; |
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15 | private Blockpusher game; |
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16 | private Dictionary<char, BlockType> charColor = new Dictionary<char, BlockType>(); |
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17 | private List<Block> goals = new List<Block>(); |
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18 | |
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19 | private int playerX; |
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20 | private int playerY; |
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21 | |
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22 | public delegate void GameEvent(); |
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23 | public event GameEvent Victory; |
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24 | |
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25 | /// <summary> |
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26 | /// Height of the playfield |
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27 | /// </summary> |
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28 | public int PlayfieldHeight { get { return playfield.GetLength(1); } } |
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29 | /// <summary> |
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30 | /// Width of the playfield |
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31 | /// </summary> |
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32 | public int PlayfieldWidth { get { return playfield.GetLength(0); } } |
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33 | |
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34 | /// <summary> |
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35 | /// Constructor from game |
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36 | /// </summary> |
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37 | /// <param name="game">Game that level is used in</param> |
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38 | public BlockLevel(Blockpusher game) |
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39 | { |
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40 | this.game = game; |
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41 | InitCharColors(); |
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42 | } |
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43 | |
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44 | /// <summary> |
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45 | /// Moves player x and y steps |
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46 | /// </summary> |
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47 | /// <param name="x">X Movement</param> |
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48 | /// <param name="y">Y Movement</param> |
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49 | public void MovePlayer(int x, int y) |
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50 | { |
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51 | switch (Type(playerX + x, playerY + y)) |
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52 | { |
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53 | case BlockType.SatisfiedGoalZone: |
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54 | case BlockType.Movable: |
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55 | int nextX = playerX + x; |
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56 | if (x != 0) { nextX += (x / Math.Abs(x)); } |
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57 | int nextY = playerY + y; |
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58 | if (y != 0) { nextY += (y / Math.Abs(y)); } |
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59 | BlockType t = Type(nextX, nextY); |
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60 | if (t == BlockType.Empty || t == BlockType.GoalZone || t == BlockType.SatisfiedGoalZone) |
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61 | { |
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62 | Move(playerX + x, playerY + y, nextX, nextY); |
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63 | Move(playerX, playerY, playerX + x, playerY + y); |
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64 | playerX += x; |
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65 | playerY += y; |
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66 | } |
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67 | |
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68 | break; |
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69 | case BlockType.GoalZone: |
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70 | case BlockType.Empty: |
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71 | Move(playerX, playerY, playerX + x, playerY + y); |
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72 | playerX += x; |
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73 | playerY += y; |
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74 | break; |
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75 | default: |
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76 | break; |
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77 | } |
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78 | |
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79 | if (VictoryCheck()) |
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80 | { |
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81 | //TODO Insert Event |
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82 | //MessageDisplay.Add("You Win!"); |
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83 | } |
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84 | } |
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85 | |
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86 | /// <summary> |
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87 | /// Moves block from place a to place b |
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88 | /// |
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89 | /// Don't move walls! |
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90 | /// </summary> |
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91 | /// <param name="startx">Source X coordinate</param> |
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92 | /// <param name="starty">Source Y coordinate</param> |
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93 | /// <param name="endx">Destination X coordinate</param> |
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94 | /// <param name="endy">Destination Y coordinate</param> |
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95 | public void Move(int startx, int starty, int endx, int endy) |
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96 | { |
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97 | //TODO Works, but fugly. |
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98 | BlockType destType = playfield[endx, endy].Type; |
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99 | BlockType sourType = playfield[startx, starty].Type; |
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100 | bool destGoal = playfield[endx, endy].IsGoalZone; |
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101 | bool sourGoal = playfield[startx, starty].IsGoalZone; |
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102 | |
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103 | if (sourGoal) |
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104 | { |
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105 | playfield[startx, starty].Type = BlockType.GoalZone; |
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106 | } |
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107 | else |
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108 | { |
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109 | playfield[startx, starty].Type = BlockType.Empty; |
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110 | } |
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111 | |
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112 | if (destGoal) |
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113 | { |
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114 | if (sourType == BlockType.Player) { playfield[endx, endy].Type = BlockType.Player; } |
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115 | if (sourType == BlockType.SatisfiedGoalZone) { playfield[endx, endy].Type = BlockType.SatisfiedGoalZone; } |
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116 | if (sourType == BlockType.Movable) { playfield[endx, endy].Type = BlockType.SatisfiedGoalZone; } |
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117 | } |
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118 | else |
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119 | { |
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120 | if (sourType == BlockType.Player) { playfield[endx, endy].Type = BlockType.Player; } |
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121 | if (sourType == BlockType.SatisfiedGoalZone) { playfield[endx, endy].Type = BlockType.Movable; } |
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122 | } |
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123 | } |
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124 | |
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125 | /// <summary> |
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126 | /// Checks if level is completed. |
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127 | /// </summary> |
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128 | /// <returns></returns> |
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129 | public bool VictoryCheck() |
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130 | { |
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131 | foreach (var item in goals) |
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132 | { |
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133 | if (!(item.Type == BlockType.SatisfiedGoalZone)) return false; |
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134 | } |
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135 | if (Victory != null) Victory(); |
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136 | return true; |
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137 | } |
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138 | |
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139 | /// <summary> |
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140 | /// Initialaizes char->Color-dict. |
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141 | /// </summary> |
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142 | public void InitCharColors() |
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143 | { |
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144 | charColor.Add('x', BlockType.UnMovable); |
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145 | charColor.Add('b', BlockType.Movable); |
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146 | charColor.Add(' ', BlockType.Empty); |
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147 | charColor.Add('m', BlockType.GoalZone); |
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148 | charColor.Add('p', BlockType.Player); |
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149 | charColor.Add('s', BlockType.SatisfiedGoalZone); |
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150 | } |
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151 | |
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152 | /// <summary> |
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153 | /// Creates playfield from given list of strings |
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154 | /// </summary> |
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155 | /// <param name="level"></param> |
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156 | public void CreateField(List<string> level) |
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157 | { |
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158 | int playfieldWidth = level[0].Length; |
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159 | int playfieldHeight = level.Count; |
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160 | |
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161 | playfield = new Block[playfieldWidth, playfieldHeight]; |
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162 | game.Level.Size = new Vector(playfieldWidth * (Blockpusher.BlockSize + 1), playfieldHeight * (Blockpusher.BlockSize + 1)); |
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163 | game.Level.CreateBorders(); |
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164 | |
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165 | for (int i = 0; i < playfield.GetLength(0); i++) |
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166 | { |
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167 | for (int j = 0; j < playfield.GetLength(1); j++) |
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168 | { |
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169 | Block block = new Block(Blockpusher.BlockSize, Blockpusher.BlockSize); |
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170 | block.X = i * (Blockpusher.BlockSize + 1) + game.Level.Left + (Blockpusher.BlockSize / 2); |
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171 | block.Y = -(j * (Blockpusher.BlockSize + 1) + game.Level.Bottom + (Blockpusher.BlockSize / 2)); |
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172 | |
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173 | block.Type = charColor[level[j][i]]; |
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174 | if (block.Type == BlockType.Player) |
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175 | { |
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176 | playerX = i; |
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177 | playerY = j; |
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178 | } |
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179 | if (block.IsGoalZone) |
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180 | { |
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181 | goals.Add(block); |
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182 | } |
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183 | game.Add(block); |
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184 | playfield[i, j] = block; |
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185 | } |
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186 | } |
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187 | UpdatePlayer(BlockType.Player); |
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188 | } |
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189 | |
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190 | /// <summary> |
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191 | /// Checks if given coordinates are empty and can be moved to. |
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192 | /// |
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193 | /// If coordinates are not in playfield, UnMovable is returned. |
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194 | /// </summary> |
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195 | /// <param name="x">X-coordinate</param> |
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196 | /// <param name="y">Y-coordinate</param> |
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197 | /// <returns>State of block at given coordinates</returns> |
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198 | public BlockType Type(int x, int y) |
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199 | { |
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200 | if (x < 0) return BlockType.UnMovable; |
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201 | if (y < 0) return BlockType.UnMovable; |
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202 | if (x >= PlayfieldWidth) return BlockType.UnMovable; |
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203 | if (y >= PlayfieldHeight) return BlockType.UnMovable; |
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204 | |
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205 | return playfield[x, y].Type; |
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206 | } |
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207 | |
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208 | /// <summary> |
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209 | /// Changes color of players coordinates |
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210 | /// </summary> |
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211 | /// <param name="color">Color</param> |
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212 | public void UpdatePlayer(BlockType type) |
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213 | { |
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214 | playfield[playerX, playerY].Type = type; |
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215 | } |
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216 | } |
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217 | |
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