1 | using System; |
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2 | using System.Collections.Generic; |
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3 | using Jypeli; |
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4 | using Jypeli.Assets; |
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5 | using Jypeli.Controls; |
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6 | using Jypeli.Effects; |
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7 | using Jypeli.Widgets; |
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8 | using MathHelper; |
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9 | using Entity; |
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10 | using Rooms; |
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11 | using Gui; |
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12 | |
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13 | public class TheDungeonGame : PhysicsGame |
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14 | { |
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15 | public const double ROOMTHICKNESS = 60; |
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16 | public const double ROOMWIDTH = 800 - ROOMTHICKNESS; |
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17 | public const double ROOMHEIGHT = 450; |
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18 | |
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19 | public static Vector roomSize = new Vector(ROOMWIDTH, ROOMHEIGHT); |
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20 | private Player player; |
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21 | public Player Player { get { return player; } } |
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22 | private LevelGenerator generator; |
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23 | public LevelGenerator LevelGen { get { return generator; } } |
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24 | |
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25 | private Vector cameraPosMission, cameraVelocity, newPos, currentPos; |
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26 | private bool moveCamera = false; |
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27 | |
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28 | public Image playerPic = LoadImage("player"); |
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29 | public List<Image> levelTopBottoms = new List<Image>(); |
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30 | public List<Image> levelLeftRights = new List<Image>(); |
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31 | public List<Image> levelBackGrounds = new List<Image>(); |
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32 | public List<Image> objectTextures = new List<Image>(); |
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33 | public InGameGui gui; |
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34 | |
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35 | public override void Begin() |
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36 | { |
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37 | IsMouseVisible = true; |
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38 | SetWindowSize(800, 600); |
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39 | Level.Width = ROOMWIDTH * 20; |
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40 | Level.Height = ROOMHEIGHT * 20; |
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41 | setupLevelTextures(1); |
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42 | setupObjectTextures(); |
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43 | |
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44 | |
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45 | |
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46 | generator = new LevelGenerator(this, Level.Size, new Vector(20, 20)); |
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47 | generator.generateRandomLevel(5, 10); |
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48 | generator.buildDungeon(); |
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49 | Room centerRoom = generator.getRoomAt((int)(generator.CenterRoom.X), (int)(generator.CenterRoom.Y)); |
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50 | Camera.Position = centerRoom.Position + new Vector(ROOMWIDTH / 2 + ROOMTHICKNESS / 2, -ROOMHEIGHT / 2 + ROOMTHICKNESS / 4); |
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51 | //Camera.ZoomToLevel(); |
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52 | |
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53 | player = new Player(this, Vector.Zero, playerPic); |
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54 | setupPlayer(); |
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55 | AddCollisionHandler(player, player.performCollision); |
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56 | AddCollisionHandler(player, "Item", player.handleItemPickup); |
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57 | |
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58 | |
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59 | gui = new InGameGui(this); |
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60 | Add(gui); |
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61 | |
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62 | Keyboard.Listen(Key.Escape, ButtonState.Pressed, Exit, "Lopeta peli"); |
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63 | Keyboard.Listen(Key.R, ButtonState.Pressed, regenerateLevel, null); |
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64 | } |
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65 | |
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66 | private void setupLevelTextures(int levels) |
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67 | { |
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68 | for (int i = 1; i <= levels; i++) |
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69 | { |
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70 | levelTopBottoms.Add(LoadImage("level"+i+"/topBottom")); |
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71 | levelLeftRights.Add(LoadImage("level"+i+"/leftRight")); |
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72 | levelBackGrounds.Add(LoadImage("level"+i+"/levelBackground")); |
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73 | } |
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74 | } |
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75 | |
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76 | private void setupObjectTextures() |
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77 | { |
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78 | objectTextures.Add(LoadImage("objects/door_closed")); |
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79 | //objectTextures.Add(LoadImage("objects/door_open")); |
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80 | } |
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81 | |
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82 | public Image getLeftRightWall(int level) |
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83 | { |
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84 | return levelLeftRights[level - 1]; |
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85 | } |
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86 | |
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87 | public Image getTopBottomWall(int level) |
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88 | { |
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89 | return levelTopBottoms[level - 1]; |
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90 | } |
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91 | |
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92 | public Image getLevelBackground(int level) |
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93 | { |
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94 | return levelBackGrounds[level - 1]; |
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95 | } |
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96 | |
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97 | public void moveToRoom(Room room, int dir) |
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98 | { |
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99 | currentPos = player.currentRoom.Position + new Vector(ROOMWIDTH / 2 + ROOMTHICKNESS / 2, -ROOMHEIGHT / 2 + ROOMTHICKNESS / 4); |
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100 | newPos = room.Position + new Vector(ROOMWIDTH / 2 + ROOMTHICKNESS / 2, -ROOMHEIGHT / 2 + ROOMTHICKNESS / 4); |
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101 | moveCameraTo(newPos - currentPos); |
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102 | player.Position = player.currentRoom.getDoor(dir).Position + RoomDirection.getOffsetFromWorldDir(dir) * 130; |
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103 | } |
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104 | |
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105 | public void moveCameraTo(Vector pos) |
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106 | { |
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107 | cameraPosMission = pos; |
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108 | cameraVelocity = pos * 1.5; |
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109 | moveCamera = true; |
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110 | } |
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111 | |
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112 | private void moveCameraPart() |
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113 | { |
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114 | Camera.Velocity = cameraVelocity; |
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115 | Vector remainingLenght = Camera.Position - newPos; |
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116 | if (Math.Abs((int)remainingLenght.X) < 20 && Math.Abs((int)remainingLenght.Y) < 20) |
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117 | { |
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118 | cameraPosMission = Vector.Zero; |
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119 | cameraVelocity = Vector.Zero; |
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120 | Camera.Velocity = cameraVelocity; |
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121 | Camera.Position = newPos; |
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122 | moveCamera = false; |
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123 | } |
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124 | } |
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125 | |
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126 | private void setupPlayer() |
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127 | { |
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128 | player.Position = generator.getRoomAt(generator.CenterRoom).Position + new Vector(ROOMWIDTH / 2, -ROOMHEIGHT / 2); |
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129 | player.currentRoom = generator.getRoomAt(generator.CenterRoom); |
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130 | Add(player, 1); |
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131 | } |
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132 | |
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133 | private void regenerateLevel() |
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134 | { |
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135 | generator.destroyDungeon(); |
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136 | generator = new LevelGenerator(this, Level.Size, new Vector(20, 20)); |
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137 | generator.generateRandomLevel(10, 15); |
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138 | generator.buildDungeon(); |
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139 | player.currentRoom = generator.getRoomAt(generator.CenterRoom); |
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140 | } |
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141 | |
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142 | int errorAmount = 0; |
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143 | protected override void Update(Time time) |
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144 | { |
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145 | try // Tapa pakottaa Updatea toimimaan LevelGeneratorin kanssa |
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146 | { |
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147 | base.Update(time); |
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148 | } |
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149 | catch (FormatException) // Kaatuu tähän melkein kokoajan kun yrittää luoda tasoa. Mun koodi liian "likainen", tai hidas? |
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150 | { |
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151 | if (errorAmount > 50) // Virheitä voi tulla aika monta samaan aikaan, joten tehdään raja, jolloin regeneroidaan leveli |
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152 | { |
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153 | regenerateLevel(); |
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154 | errorAmount = 0; |
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155 | } |
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156 | errorAmount++; |
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157 | return; // Skipataan "virheelisiä" tickea ja huijataan peliä niin kuin pahat merimiehet (dirty pirates, Arr) |
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158 | } |
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159 | if (moveCamera) |
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160 | { |
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161 | moveCameraPart(); |
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162 | } |
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163 | |
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164 | player.Update(time); |
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165 | } |
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166 | } |
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