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 static readonly string tagPar = "par: "; |
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15 | private static readonly string tagName = "name: "; |
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16 | private static readonly string tagAuthor = "author: "; |
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17 | private static readonly string tagScore = "highscore: "; |
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18 | private static readonly int levelStartRow = 4; |
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19 | |
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20 | |
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21 | private Block[,] playfield; |
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22 | private Blockpusher game; |
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23 | private List<Tuple<char, BlockType>> charcolors = new List<Tuple<char, BlockType>>(); |
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24 | private List<Block> goals = new List<Block>(); |
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25 | |
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26 | private int playerX; |
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27 | private int playerY; |
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28 | |
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29 | public delegate void GameEvent(); |
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30 | public event GameEvent Victory; |
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31 | |
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32 | /// <summary> |
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33 | /// Height of the playfield |
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34 | /// </summary> |
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35 | public int PlayfieldHeight { get { return playfield.GetLength(1); } } |
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36 | /// <summary> |
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37 | /// Width of the playfield |
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38 | /// </summary> |
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39 | public int PlayfieldWidth { get { return playfield.GetLength(0); } } |
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40 | |
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41 | /// <summary> |
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42 | /// Name of the level |
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43 | /// </summary> |
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44 | public string Name { get; set; } |
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45 | |
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46 | /// <summary> |
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47 | /// Author of level |
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48 | /// </summary> |
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49 | public string Author { get;set; } |
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50 | |
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51 | /// <summary> |
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52 | /// Movecount |
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53 | /// </summary> |
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54 | public int Moves { get; set; } |
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55 | |
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56 | /// <summary> |
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57 | /// How many moves to par score |
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58 | /// </summary> |
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59 | public int ParMoves { get; set; } |
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60 | |
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61 | /// <summary> |
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62 | /// Highscore |
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63 | /// </summary> |
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64 | public int HighScore { get; set; } |
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65 | |
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66 | /// <summary> |
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67 | /// Constructor from game |
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68 | /// </summary> |
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69 | /// <param name="game">Game that level is used in</param> |
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70 | public BlockLevel(Blockpusher game) |
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71 | { |
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72 | this.game = game; |
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73 | InitCharColors(); |
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74 | } |
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75 | |
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76 | /// <summary> |
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77 | /// Adds blocks to game |
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78 | /// </summary> |
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79 | public void AddToGame() |
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80 | { |
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81 | game.Level.Size = new Vector(playfield.GetLength(0) * (Blockpusher.BlockSize + 1), playfield.GetLength(1) * (Blockpusher.BlockSize + 1)); |
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82 | game.Level.CreateBorders(); |
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83 | for (int i = 0; i < playfield.GetLength(0); i++) |
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84 | { |
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85 | for (int j = 0; j < playfield.GetLength(1); j++) |
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86 | { |
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87 | |
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88 | playfield[i, j].X = i * (Blockpusher.BlockSize + 1) + game.Level.Left + (Blockpusher.BlockSize / 2); |
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89 | playfield[i, j].Y = -(j * (Blockpusher.BlockSize + 1) + game.Level.Bottom + (Blockpusher.BlockSize / 2)); |
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90 | game.Add(playfield[i,j]); |
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91 | } |
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92 | } |
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93 | } |
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94 | |
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95 | /// <summary> |
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96 | /// Moves player x and y steps |
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97 | /// </summary> |
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98 | /// <param name="x">X Movement</param> |
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99 | /// <param name="y">Y Movement</param> |
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100 | public void MovePlayer(int x, int y) |
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101 | { |
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102 | switch (Type(playerX + x, playerY + y)) |
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103 | { |
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104 | case BlockType.SatisfiedGoalZone: |
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105 | case BlockType.Movable: |
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106 | int nextX = playerX + x; |
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107 | if (x != 0) { nextX += (x / Math.Abs(x)); } |
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108 | int nextY = playerY + y; |
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109 | if (y != 0) { nextY += (y / Math.Abs(y)); } |
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110 | BlockType t = Type(nextX, nextY); |
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111 | if (t == BlockType.Empty || t == BlockType.GoalZone || t == BlockType.SatisfiedGoalZone) |
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112 | { |
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113 | Move(playerX + x, playerY + y, nextX, nextY); |
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114 | Move(playerX, playerY, playerX + x, playerY + y); |
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115 | playerX += x; |
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116 | playerY += y; |
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117 | Moves++; |
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118 | } |
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119 | |
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120 | break; |
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121 | case BlockType.GoalZone: |
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122 | case BlockType.Empty: |
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123 | Move(playerX, playerY, playerX + x, playerY + y); |
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124 | playerX += x; |
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125 | playerY += y; |
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126 | Moves++; |
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127 | break; |
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128 | default: |
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129 | break; |
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130 | } |
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131 | |
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132 | VictoryCheck(); |
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133 | } |
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134 | |
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135 | /// <summary> |
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136 | /// Moves block from place a to place b |
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137 | /// |
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138 | /// Don't move walls! |
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139 | /// </summary> |
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140 | /// <param name="startx">Source X coordinate</param> |
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141 | /// <param name="starty">Source Y coordinate</param> |
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142 | /// <param name="endx">Destination X coordinate</param> |
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143 | /// <param name="endy">Destination Y coordinate</param> |
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144 | public void Move(int startx, int starty, int endx, int endy) |
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145 | { |
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146 | //TODO Works, but fugly. |
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147 | BlockType destType = playfield[endx, endy].Type; |
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148 | BlockType sourType = playfield[startx, starty].Type; |
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149 | bool destGoal = playfield[endx, endy].IsGoalZone; |
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150 | bool sourGoal = playfield[startx, starty].IsGoalZone; |
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151 | |
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152 | if (sourGoal) |
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153 | { |
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154 | playfield[startx, starty].Type = BlockType.GoalZone; |
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155 | } |
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156 | else |
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157 | { |
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158 | playfield[startx, starty].Type = BlockType.Empty; |
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159 | } |
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160 | |
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161 | if (destGoal) |
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162 | { |
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163 | if (sourType == BlockType.Player) { playfield[endx, endy].Type = BlockType.Player; } |
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164 | if (sourType == BlockType.SatisfiedGoalZone) { playfield[endx, endy].Type = BlockType.SatisfiedGoalZone; } |
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165 | if (sourType == BlockType.Movable) { playfield[endx, endy].Type = BlockType.SatisfiedGoalZone; } |
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166 | } |
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167 | else |
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168 | { |
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169 | if (sourType == BlockType.Player) { playfield[endx, endy].Type = BlockType.Player; } |
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170 | if (sourType == BlockType.SatisfiedGoalZone) { playfield[endx, endy].Type = BlockType.Movable; } |
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171 | if (sourType == BlockType.Movable) { playfield[endx, endy].Type = BlockType.Movable; } |
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172 | } |
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173 | } |
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174 | |
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175 | /// <summary> |
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176 | /// Checks if level is completed. |
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177 | /// </summary> |
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178 | /// <returns></returns> |
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179 | public bool VictoryCheck() |
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180 | { |
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181 | foreach (var item in goals) |
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182 | { |
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183 | if (!(item.Type == BlockType.SatisfiedGoalZone)) return false; |
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184 | } |
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185 | if (Victory != null) Victory(); |
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186 | return true; |
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187 | } |
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188 | |
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189 | /// <summary> |
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190 | /// Initialaizes char->Color-dict. |
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191 | /// </summary> |
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192 | public void InitCharColors() |
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193 | { |
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194 | charcolors.Add(new Tuple<char, BlockType>('x', BlockType.UnMovable)); |
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195 | charcolors.Add(new Tuple<char, BlockType>('b', BlockType.Movable)); |
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196 | charcolors.Add(new Tuple<char, BlockType>(' ', BlockType.Empty)); |
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197 | charcolors.Add(new Tuple<char, BlockType>('m', BlockType.GoalZone)); |
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198 | charcolors.Add(new Tuple<char, BlockType>('p', BlockType.Player)); |
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199 | charcolors.Add(new Tuple<char, BlockType>('s', BlockType.SatisfiedGoalZone)); |
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200 | } |
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201 | |
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202 | /// <summary> |
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203 | /// Finds char matching type. |
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204 | /// If not found, return ' ' |
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205 | /// </summary> |
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206 | /// <param name="type">Type you want to find</param> |
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207 | /// <returns>Matching char</returns> |
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208 | public char FindChar(BlockType type) |
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209 | { |
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210 | foreach (var item in charcolors) |
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211 | { |
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212 | if (item.Item2 == type) return item.Item1; |
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213 | } |
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214 | return ' '; |
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215 | } |
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216 | |
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217 | /// <summary> |
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218 | /// Finds Blocktype matching char. |
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219 | /// If not found, BlockType.Empty is returned. |
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220 | /// </summary> |
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221 | /// <param name="c">Char you want to find</param> |
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222 | /// <returns>Matching type</returns> |
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223 | public BlockType FindBlockType(char c) |
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224 | { |
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225 | foreach (var item in charcolors) |
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226 | { |
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227 | if (item.Item1 == c) return item.Item2; |
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228 | } |
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229 | return BlockType.Empty; |
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230 | } |
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231 | |
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232 | /// <summary> |
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233 | /// Creates playfield from given list of strings |
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234 | /// </summary> |
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235 | /// <param name="level"></param> |
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236 | public void CreateField(IList<string> level) |
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237 | { |
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238 | int playfieldWidth = level[levelStartRow].Length; |
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239 | int playfieldHeight = level.Count - levelStartRow; |
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240 | |
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241 | Name = level[0].Substring(tagName.Length); |
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242 | Author = level[1].Substring(tagAuthor.Length); |
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243 | ParMoves = int.Parse(level[2].Substring(tagPar.Length)); |
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244 | HighScore = int.Parse(level[3].Substring(tagScore.Length)); |
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245 | |
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246 | playfield = new Block[playfieldWidth, playfieldHeight]; |
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247 | |
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248 | for (int i = 0; i < playfield.GetLength(0); i++) |
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249 | { |
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250 | for (int j = 0; j < playfield.GetLength(1); j++) |
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251 | { |
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252 | Block block = new Block(Blockpusher.BlockSize, Blockpusher.BlockSize); |
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253 | block.X = i * (Blockpusher.BlockSize + 1) + game.Level.Left + (Blockpusher.BlockSize / 2); |
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254 | block.Y = -(j * (Blockpusher.BlockSize + 1) + game.Level.Bottom + (Blockpusher.BlockSize / 2)); |
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255 | |
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256 | block.Type = FindBlockType(level[j+levelStartRow][i]); |
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257 | if (block.Type == BlockType.Player) |
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258 | { |
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259 | playerX = i; |
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260 | playerY = j; |
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261 | } |
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262 | if (block.IsGoalZone) |
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263 | { |
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264 | goals.Add(block); |
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265 | } |
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266 | playfield[i, j] = block; |
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267 | } |
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268 | } |
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269 | UpdatePlayer(BlockType.Player); |
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270 | } |
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271 | |
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272 | /// <summary> |
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273 | /// Checks if given coordinates are empty and can be moved to. |
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274 | /// |
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275 | /// If coordinates are not in playfield, UnMovable is returned. |
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276 | /// </summary> |
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277 | /// <param name="x">X-coordinate</param> |
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278 | /// <param name="y">Y-coordinate</param> |
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279 | /// <returns>State of block at given coordinates</returns> |
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280 | public BlockType Type(int x, int y) |
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281 | { |
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282 | if (x < 0) return BlockType.UnMovable; |
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283 | if (y < 0) return BlockType.UnMovable; |
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284 | if (x >= PlayfieldWidth) return BlockType.UnMovable; |
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285 | if (y >= PlayfieldHeight) return BlockType.UnMovable; |
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286 | |
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287 | return playfield[x, y].Type; |
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288 | } |
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289 | |
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290 | /// <summary> |
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291 | /// Returns the current state of level. |
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292 | /// </summary> |
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293 | /// <returns></returns> |
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294 | public IList<string> CurrentState() |
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295 | { |
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296 | List<string> list = new List<string>(); |
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297 | |
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298 | list.Add(tagName + Name); |
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299 | list.Add(tagAuthor + Author); |
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300 | list.Add(tagPar + ParMoves); |
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301 | list.Add(tagScore + HighScore); |
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302 | |
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303 | for (int i = 0; i < playfield.GetLength(1); i++) |
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304 | { |
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305 | StringBuilder line = new StringBuilder(); |
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306 | for (int j = 0; j < playfield.GetLength(0); j++) |
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307 | { |
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308 | |
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309 | line.Append(FindChar(playfield[j,i].Type)); |
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310 | } |
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311 | list.Add(line.ToString()); |
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312 | } |
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313 | |
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314 | return list; |
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315 | } |
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316 | |
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317 | /// <summary> |
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318 | /// Changes color of players coordinates |
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319 | /// </summary> |
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320 | /// <param name="color">Color</param> |
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321 | public void UpdatePlayer(BlockType type) |
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322 | { |
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323 | playfield[playerX, playerY].Type = type; |
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324 | } |
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325 | |
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326 | public BlockLevel Clone() |
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327 | { |
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328 | BlockLevel clone = new BlockLevel(game); |
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329 | clone.CreateField(this.CurrentState()); |
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330 | |
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331 | return clone; |
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332 | } |
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333 | } |
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334 | |
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