1 | using System; |
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2 | using Jypeli; |
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3 | using Jypeli.Widgets; |
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4 | using Jypeli.Assets; |
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5 | |
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6 | public class Peli : PhysicsGame |
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7 | { |
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8 | //PhysicsObject block; |
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9 | PhysicsObject ground; |
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10 | PhysicsObject newestBlock; |
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11 | |
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12 | PhysicsObject dropArrow; |
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13 | Image dropArrowImage; |
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14 | Boolean drop; |
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15 | WandererBrain dropArrowBrain; |
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16 | |
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17 | protected override void Begin() |
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18 | { |
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19 | LoadContent(); |
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20 | CreateLevel(); |
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21 | Keyboard.Listen(Key.Space, ButtonState.Released, CreateBlock, ""); |
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22 | //CreateBlock(new Vector(0, 200)); |
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23 | //CreateBlock(new Vector(10, 350)); |
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24 | //CreateBlock(new Vector(-10, 500)); |
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25 | } |
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26 | void LoadContent() |
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27 | { |
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28 | dropArrowImage = LoadImage("dropArrow"); |
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29 | } |
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30 | void CreateLevel() |
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31 | { |
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32 | ground = Level.CreateGround(Level.Bottom, 20, 10, Color.Green, 10); |
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33 | Camera.ZoomToLevel(); |
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34 | Gravity = new Vector(0, -400); |
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35 | drop = true; |
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36 | |
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37 | CreateDropArrow(); |
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38 | } |
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39 | |
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40 | void CreateDropArrow() |
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41 | { |
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42 | dropArrow = new PhysicsObject(48, 48); |
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43 | dropArrow.Image = dropArrowImage; |
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44 | dropArrow.Position = new Vector(Camera.X, Camera.Y + 350); |
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45 | Add(dropArrow); |
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46 | |
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47 | UpdateDropArrowBrain(); |
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48 | } |
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49 | |
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50 | void UpdateDropArrowBrain() |
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51 | { |
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52 | dropArrow.Y = Camera.Y + 350; |
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53 | dropArrowBrain = new WandererBrain(); |
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54 | Vector point1 = new Vector(Camera.X - 150, Camera.Y + 350); |
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55 | Vector point2 = new Vector(Camera.X + 150, Camera.Y + 350); |
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56 | dropArrowBrain.Add(point1, point2); |
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57 | dropArrowBrain.Active = true; |
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58 | dropArrowBrain.MovingSpeed = 100; |
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59 | dropArrow.Brain = dropArrowBrain; |
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60 | } |
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61 | |
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62 | void CreateBlock() |
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63 | { |
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64 | if (drop) |
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65 | { |
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66 | drop = false; |
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67 | PhysicsObject block = new PhysicsObject(100, 100, Shapes.Rectangle); |
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68 | block.Position = new Vector(dropArrow.X, Camera.Y + 200); |
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69 | block.KineticFriction = 1.0; |
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70 | block.AngularVelocity = 0; |
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71 | //block.CanRotate = false; |
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72 | block.LinearDamping = 1.0; |
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73 | block.Restitution = 0.2; |
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74 | block.Tag = "block"; |
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75 | Add(block); |
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76 | newestBlock = block; |
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77 | AddCollisionHandler(block, BlockCollision); |
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78 | } |
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79 | } |
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80 | |
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81 | void BlockCollision(PhysicsObject collider, PhysicsObject target) |
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82 | { |
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83 | if (collider == newestBlock) |
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84 | { |
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85 | drop = true; |
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86 | } |
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87 | if (collider.Y > Camera.Y) |
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88 | { |
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89 | Camera.Y += 100; |
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90 | UpdateDropArrowBrain(); |
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91 | } |
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92 | } |
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93 | } |
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