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 | |
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14 | /* |
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15 | * --THE DUNGEON GAME-- |
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16 | * |
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17 | * Tässä pelissä on vielä lukuisia asioita, joita ei ole tehty loppuun. Joten jos tekee mieli vähän kehittää |
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18 | * C# taitoa tai saada tätä peliä loppuun, tässä lista asioita, jotka eivät ole tehty loppuun/ei kehitetty: |
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19 | * |
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20 | * - Lisää vihollisia |
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21 | * - Aktiiviset esineet eli voi käyttää kun haluaa (päälogikkaa on jo pelissä, mutta kommentoitu pois) |
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22 | * - Aarrehuoneet |
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23 | * - Minibossit (ei ollut ajatus, vain olisi hieno, jos sellainen olisi) |
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24 | * - Musiikki peliin |
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25 | * - Minikartta pelajan GUI:iin |
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26 | * - Esinelaatikko (myös on jo pelissä, kommentoitu pois ja kaipaa vähän kehittämistä) |
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27 | * - Lisää esineitä |
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28 | * - Reilumpi tappelumekanismi (vihollisten damage, jne) |
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29 | * - Level generatorin optimointia (joskus tasosta voi puuttua 1 huone) |
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30 | * - Level generatorin säätelyä (bossihuoneen asettaminen, arrehuoneen asettaminen, jne) |
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31 | * |
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32 | * Saatan kommentoida joitakin kohtia, kuten LevelGeneratorin |
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33 | * |
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34 | */ |
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35 | |
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36 | public class TheDungeonGame : PhysicsGame |
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37 | { |
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38 | public const double ROOMTHICKNESS = 60; |
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39 | public const double ROOMWIDTH = 800 - ROOMTHICKNESS; //Koko huone mahtuu näyttöön |
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40 | public const double ROOMHEIGHT = 450; |
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41 | |
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42 | public static Vector roomSize = new Vector(ROOMWIDTH, ROOMHEIGHT); |
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43 | private Player player; |
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44 | public Player Player { get { return player; } } |
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45 | private LevelGenerator generator; |
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46 | public LevelGenerator LevelGen { get { return generator; } } |
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47 | |
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48 | private Vector cameraPosMission, cameraVelocity, newPos, oldPos; // Kameran siirtämiselle tarvittavia vektoreita |
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49 | private Room oldRoom; |
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50 | private bool moveCamera = false; |
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51 | |
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52 | public List<Image> levelTopBottoms = new List<Image>(); |
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53 | public List<Image> levelLeftRights = new List<Image>(); |
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54 | public List<Image> levelBackGrounds = new List<Image>(); |
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55 | public List<Image> objectTextures = new List<Image>(); |
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56 | public static List<SoundEffect> soundEffects = new List<SoundEffect>(); |
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57 | public Image menuBg = LoadImage("background/menu"); |
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58 | public InGameGui gui; |
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59 | public static MediaPlayer soundPlayer; |
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60 | |
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61 | public override void Begin() |
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62 | { |
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63 | IsMouseVisible = true; |
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64 | SetWindowSize(800, 600); |
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65 | showMainMenu(); |
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66 | Keyboard.Listen(Key.Escape, ButtonState.Pressed, Exit, "Lopeta peli"); |
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67 | } |
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68 | |
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69 | private void showMainMenu() |
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70 | { |
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71 | Level.Background.Image = menuBg; |
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72 | MultiSelectWindow menu = new MultiSelectWindow("Welcome to: \nThe Dungeon Game!",new string[]{"Play!", "Exit"}); |
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73 | menu.AddItemHandler(0, initGame); |
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74 | menu.AddItemHandler(1, Exit); |
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75 | Add(menu); |
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76 | } |
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77 | |
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78 | private void initGame() |
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79 | { |
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80 | Level.Background.Image = null; |
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81 | Level.Width = ROOMWIDTH * 20; // 20 huonetta leveyssuuntaan |
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82 | Level.Height = ROOMHEIGHT * 20; // 20 huonetta pituussuuntaan |
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83 | setupLevelTextures(1); // luku 1 on tasojen määrä, jokaisella tasolla omat texturit |
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84 | setupObjectTextures(); |
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85 | setupSoundEffects(); |
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86 | soundPlayer = MediaPlayer; |
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87 | |
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88 | player = new Player(this, Vector.Zero); |
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89 | player.setupWeapon(); |
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90 | |
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91 | generator = new LevelGenerator(this, Level.Size, new Vector(20, 20)); |
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92 | generator.generateRandomLevel(10, 20); |
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93 | generator.initDungeon(); |
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94 | setupCamera(); |
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95 | setupPlayer(); |
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96 | |
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97 | gui = new InGameGui(this); |
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98 | Add(gui); |
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99 | |
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100 | gui.setupInfoMeters(); |
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101 | |
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102 | AddCollisionHandler(player, player.performCollision); |
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103 | AddCollisionHandler(player, "Item", player.handleItemPickup); |
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104 | |
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105 | |
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106 | Keyboard.Listen(Key.R, ButtonState.Pressed, restartGame, null); |
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107 | } |
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108 | |
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109 | private void setupSoundEffects() |
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110 | { |
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111 | soundEffects.Add(LoadSoundEffect("sound/door_close")); |
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112 | soundEffects.Add(LoadSoundEffect("sound/door_open")); |
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113 | soundEffects.Add(LoadSoundEffect("sound/bug_hit")); |
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114 | soundEffects.Add(LoadSoundEffect("sound/zombie_hit")); |
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115 | soundEffects.Add(LoadSoundEffect("sound/item_pickup")); |
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116 | } |
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117 | |
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118 | private void setupLevelTextures(int levels) |
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119 | { |
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120 | for (int i = 1; i <= levels; i++) |
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121 | { |
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122 | levelTopBottoms.Add(LoadImage("level" + i + "/topBottom")); |
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123 | levelLeftRights.Add(LoadImage("level" + i + "/leftRight")); |
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124 | levelBackGrounds.Add(LoadImage("level" + i + "/levelBackground")); |
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125 | } |
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126 | } |
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127 | |
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128 | private void setupObjectTextures() |
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129 | { |
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130 | objectTextures.Add(LoadImage("objects/door_closed")); |
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131 | objectTextures.Add(LoadImage("objects/door_opened")); |
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132 | objectTextures.Add(LoadImage("objects/bossdoor")); |
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133 | objectTextures.Add(LoadImage("objects/healthcan")); |
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134 | objectTextures.Add(LoadImage("objects/ammo_speed")); |
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135 | objectTextures.Add(LoadImage("objects/ammo_damage")); |
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136 | objectTextures.Add(LoadImage("objects/ammo_lifetime")); |
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137 | } |
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138 | |
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139 | public Image getLeftRightWall(int level) |
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140 | { |
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141 | return levelLeftRights[level - 1]; |
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142 | } |
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143 | |
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144 | public Image getTopBottomWall(int level) |
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145 | { |
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146 | return levelTopBottoms[level - 1]; |
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147 | } |
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148 | |
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149 | public Image getLevelBackground(int level) |
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150 | { |
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151 | return levelBackGrounds[level - 1]; |
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152 | } |
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153 | |
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154 | public void moveToRoom(Room room, int dir) |
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155 | { |
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156 | oldPos = player.currentRoom.Position + new Vector(ROOMWIDTH / 2 + ROOMTHICKNESS / 2, -ROOMHEIGHT / 2 + ROOMTHICKNESS / 4); |
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157 | newPos = room.Position + new Vector(ROOMWIDTH / 2 + ROOMTHICKNESS / 2, -ROOMHEIGHT / 2 + ROOMTHICKNESS / 4); |
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158 | oldRoom = player.currentRoom; |
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159 | |
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160 | if (room.isBuilt) room.restoreLevel(); |
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161 | else room.buildLevel(); |
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162 | |
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163 | oldRoom.killBrains(); |
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164 | moveCameraTo(newPos - oldPos); |
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165 | player.Position = player.currentRoom.getDoor(dir).Position + RoomDirection.getOffsetFromWorldDir(dir) * 130; |
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166 | } |
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167 | |
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168 | public void moveCameraTo(Vector pos) |
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169 | { |
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170 | cameraPosMission = pos; |
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171 | cameraVelocity = pos * 1.5; |
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172 | moveCamera = true; |
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173 | } |
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174 | |
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175 | private void moveCameraPart() |
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176 | { |
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177 | Camera.Velocity = cameraVelocity; |
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178 | Vector remainingLenght = Camera.Position - newPos; |
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179 | if (Math.Abs((int)remainingLenght.X) < 20 && Math.Abs((int)remainingLenght.Y) < 20) |
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180 | { |
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181 | cameraPosMission = Vector.Zero; |
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182 | cameraVelocity = Vector.Zero; |
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183 | Camera.Velocity = cameraVelocity; |
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184 | Camera.Position = newPos; |
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185 | moveCamera = false; |
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186 | oldRoom.hideLevel(); |
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187 | player.currentRoom.restoreBrains(); |
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188 | |
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189 | if (player.currentRoom.roomName == "Boss Room") |
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190 | { |
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191 | EntityBossMario mario = (EntityBossMario)player.currentRoom.getEntityAt(3, 3); |
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192 | if (mario.IsDestroyed) return; |
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193 | gui.setupBossGauge(mario); |
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194 | mario.enableMovement(); |
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195 | } |
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196 | } |
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197 | } |
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198 | |
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199 | private void setupPlayer() |
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200 | { |
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201 | player.Position = generator.getRoomAt(generator.CenterRoom).Position + new Vector(ROOMWIDTH / 2, -ROOMHEIGHT / 2); |
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202 | player.currentRoom = generator.getRoomAt(generator.CenterRoom); |
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203 | player.currentRoom.buildLevel(); |
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204 | Add(player, 2); |
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205 | } |
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206 | |
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207 | private void setupCamera() |
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208 | { |
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209 | Room centerRoom = generator.getRoomAt((int)(generator.CenterRoom.X), (int)(generator.CenterRoom.Y)); |
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210 | Camera.Position = centerRoom.Position + new Vector(ROOMWIDTH / 2 + ROOMTHICKNESS / 2, -ROOMHEIGHT / 2 + ROOMTHICKNESS / 4); |
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211 | } |
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212 | |
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213 | private void regenerateLevel() |
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214 | { |
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215 | generator.destroyDungeon(); |
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216 | generator = new LevelGenerator(this, Level.Size, new Vector(20, 20)); |
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217 | generator.generateRandomLevel(10, 20); |
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218 | generator.initDungeon(); |
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219 | player.Position = generator.getRoomAt(generator.CenterRoom).Position + new Vector(ROOMWIDTH / 2, -ROOMHEIGHT / 2); |
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220 | player.currentRoom = generator.getRoomAt(generator.CenterRoom); |
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221 | player.currentRoom.buildLevel(); |
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222 | setupCamera(); |
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223 | } |
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224 | |
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225 | public void restartGame() |
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226 | { |
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227 | Keyboard.EnableAll(); |
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228 | player.resetValues(); |
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229 | gui.Destroy(); |
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230 | gui = new InGameGui(this); |
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231 | Add(gui); |
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232 | gui.setupInfoMeters(); |
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233 | regenerateLevel(); |
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234 | } |
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235 | |
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236 | int errorAmount = 0; |
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237 | protected override void Update(Time time) |
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238 | { |
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239 | try // Tapa pakottaa Updatea toimimaan LevelGeneratorin kanssa |
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240 | { |
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241 | base.Update(time); |
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242 | } |
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243 | catch (FormatException) // Kaatuu tähän melkein kokoajan kun yrittää luoda tasoa. Mun koodi liian "likainen", tai hidas? |
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244 | { |
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245 | if (errorAmount > 50) // Virheitä voi tulla aika monta samaan aikaan, joten tehdään raja, jolloin regeneroidaan leveli |
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246 | { |
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247 | regenerateLevel(); |
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248 | errorAmount = 0; |
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249 | } |
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250 | errorAmount++; |
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251 | return; // Skipataan "virheelisiä" tickea ja huijataan peliä niin kuin pahat merimiehet (dirty pirates, Arr) |
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252 | } |
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253 | if (moveCamera) |
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254 | { |
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255 | moveCameraPart(); |
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256 | } |
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257 | if (player != null) |
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258 | player.Update(time); |
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259 | } |
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260 | } |
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