1 | using System; |
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2 | using System.Collections.Generic; |
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3 | using System.Linq; |
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4 | using System.Text; |
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5 | using Jypeli; |
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6 | using Jypeli.Assets; |
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7 | |
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8 | /* |
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9 | *Klassisia muistutuksia |
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10 | * 3 |
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11 | * 2 Pelaajan päällä näkyvät elementit |
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12 | * 1 Pelaaja |
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13 | * 0 Lisäkoriste |
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14 | * -1 Perustiili |
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15 | * -2 |
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16 | */ |
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17 | |
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18 | |
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19 | public partial class TheLegendOfGabriel : PhysicsGame |
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20 | { |
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21 | /// <summary> |
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22 | /// Luo kentän .tmx tiedostosta. |
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23 | /// </summary> |
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24 | void CreateLevel(string levelName) |
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25 | { |
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26 | var level = TiledTileMap.FromLevelAsset(levelName); |
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27 | level.SetTileMethod("base", CreateBaseTile); |
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28 | level.SetTileMethod("foreground", CreateForegroundTile); |
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29 | level.SetObjectMethod("exit", CreateExit); |
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30 | level.SetTileMethod("decoration", CreateDecoration); |
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31 | //level.SetObjectMethod("player", CreatePlayer); |
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32 | level.SetObjectMethod("blockade", CreateBlock); |
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33 | level.SetObjectMethod("coyote", CreateCoyote); |
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34 | level.Execute(); |
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35 | |
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36 | Level.Background.Color = Color.Black; |
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37 | } |
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38 | |
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39 | /// <summary> |
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40 | /// Näkymättömiä esteitä. |
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41 | /// </summary> |
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42 | void CreateBlock(Vector position, double width, double height, Angle angle, Shape shape, string name, Dictionary<string, string> properties) |
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43 | { |
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44 | PhysicsObject block = PhysicsObject.CreateStaticObject(width, height); |
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45 | block.Position = position; |
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46 | block.IsVisible = false; |
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47 | Add(block); |
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48 | |
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49 | } |
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50 | |
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51 | void CreateCoyote(Vector position, double width, double height, Angle angle, Shape shape, string name, Dictionary<string, string> properties) |
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52 | { |
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53 | var enemy = new Creature(width, height, 1); |
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54 | enemy.MoveAnimations = DirectionalAnimations(coyoteLeft, coyoteRight, coyoteUp, coyoteDown); |
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55 | enemy.Position = position; |
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56 | enemy.Tag = "enemy"; |
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57 | enemy.Brain = new FollowerBrain(player) { Speed = 50 }; |
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58 | Add(enemy, 1); |
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59 | enemies.Add(enemy); |
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60 | |
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61 | AddCollisionHandler(enemy, "playerattack", delegate(PhysicsObject e, PhysicsObject a) |
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62 | { |
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63 | enemy.Health.Value--; |
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64 | }); |
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65 | |
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66 | enemy.Health.LowerLimit += enemy.Destroy; |
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67 | |
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68 | /* |
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69 | Timer updateTimer = new Timer(); |
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70 | updateTimer.Interval = 0.02; |
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71 | updateTimer.Timeout += delegate |
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72 | { |
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73 | if (!(enemy.Brain is FollowerBrain)) |
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74 | { |
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75 | |
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76 | } |
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77 | enemy.UpdateCreature(Time); |
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78 | }; |
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79 | updateTimer.Start(); |
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80 | */ |
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81 | } |
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82 | |
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83 | /// <summary> |
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84 | /// Luo pelaajan. |
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85 | /// </summary> |
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86 | void CreatePlayer(Vector position, double width, double height, Angle angle, Shape shape, string name, Dictionary<string, string> properties) |
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87 | { |
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88 | player = new Player(); |
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89 | player.CanRotate = false; |
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90 | player.MovementSpeed = new DoubleMeter(2300, 0, 2300); |
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91 | player.Position = position; |
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92 | player.MoveAnimations = DirectionalAnimations(playerWalkLeft, playerWalkRight, playerWalkUp, playerWalkDown); |
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93 | player.SwingAnimations = DirectionalAnimations(playerSwingLeft, playerSwingRight, playerSwingUp, playerSwingDown); |
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94 | player.ShootAnimations = DirectionalAnimations(playerShootLeft, playerShootRight, playerShootUp, playerShootDown); |
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95 | player.Image = playerWalkDown.CurrentFrame; |
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96 | Add(player, 1); |
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97 | |
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98 | player.Sword = new Sword(player); |
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99 | player.Inventory.Add(new Pistol(player)); |
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100 | player.Inventory.Add(new Monocle(player)); |
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101 | player.Inventory.Add(new Grenade(player)); |
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102 | |
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103 | player.Health.Value = 3; // Alkuun vain kolme sydäntä. |
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104 | |
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105 | AddCollisionHandler(player, "exit", CollidesWithExit); |
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106 | AddCollisionHandler(player, "enemy", delegate(PhysicsObject p, PhysicsObject e) |
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107 | { |
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108 | player.Health.Value--; |
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109 | }); |
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110 | } |
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111 | |
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112 | /// <summary> |
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113 | /// Maassa oleva tiili. |
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114 | /// </summary> |
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115 | void CreateBaseTile(Vector position, double width, double height, Image image, string layerName, Dictionary<string, string> properties) |
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116 | { |
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117 | CreateBasicTile(position, width, height, image, -1, properties); |
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118 | } |
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119 | |
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120 | /// <summary> |
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121 | /// Pohjan päällä, pelaajan alla näkyvä tiili. |
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122 | /// </summary> |
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123 | void CreateDecoration(Vector position, double width, double height, Image image, string layerName, Dictionary<string, string> properties) |
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124 | { |
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125 | CreateBasicTile(position, width, height, image, 0, properties); |
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126 | } |
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127 | |
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128 | /// <summary> |
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129 | /// Pelaajan päällä näkyvä tiili. |
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130 | /// </summary> |
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131 | void CreateForegroundTile(Vector position, double width, double height, Image image, string layerName, Dictionary<string, string> properties) |
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132 | { |
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133 | CreateBasicTile(position, width, height, image, 2, properties); |
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134 | } |
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135 | |
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136 | /// <summary> |
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137 | /// Luo tavallisen tiilen. |
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138 | /// </summary> |
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139 | void CreateBasicTile(Vector position, double width, double height, Image image, int layer, Dictionary<string, string> properties) |
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140 | { |
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141 | var tile = properties.ContainsKey("collide") ? new PhysicsObject(width, height) : new GameObject(width, height); |
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142 | tile.Image = image; |
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143 | tile.Position = position; |
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144 | Add(tile, layer); |
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145 | } |
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146 | |
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147 | /// <summary> |
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148 | /// Luo uloskäynnin, joka vie toiseen kenttään. |
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149 | /// </summary> |
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150 | void CreateExit(Vector position, double width, double height, Angle angle, Shape shape, string name, Dictionary<string, string> properties) |
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151 | { |
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152 | var target = properties["goto"].Split('@'); // Jos peli kaatuaa tälle riville niin joltain exitiltä puuttuu goto-property. |
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153 | var exit = new Exit(width, height); |
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154 | exit.Position = position; |
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155 | exit.TargetLevel = target[0]; |
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156 | exit.TargetExitName = target[1]; |
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157 | exit.Name = name; |
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158 | Add(exit); |
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159 | exits.Add(exit); |
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160 | } |
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161 | } |
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