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.Reflection; |
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5 | using Jypeli; |
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6 | using Jypeli.Assets; |
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7 | using Jypeli.Controls; |
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8 | using Jypeli.Effects; |
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9 | using Jypeli.Widgets; |
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10 | |
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11 | public class StoryItem |
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12 | { |
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13 | // Iso kuvake joka näkyy inventoryssä. |
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14 | public Image InventoryImage { get; set; } |
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15 | |
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16 | public Queue<string> Message { get; set; } |
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17 | |
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18 | public StoryItem(Queue<String> message, Image image) |
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19 | { |
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20 | this.InventoryImage = image; |
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21 | this.Message = message; |
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22 | } |
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23 | } |
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24 | |
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25 | class CycleSlot : Label |
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26 | { |
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27 | public Label UsageLabel { get; set; } |
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28 | |
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29 | public CycleSlot(double left, double top) |
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30 | { |
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31 | this.Left = left; |
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32 | this.Top = top; |
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33 | this.Size = new Vector(60, 40); |
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34 | |
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35 | UsageLabel = new Label("10"); |
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36 | UsageLabel.IsVisible = false; |
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37 | UsageLabel.TextColor = Color.White; |
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38 | UsageLabel.X = this.X + 10; |
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39 | UsageLabel.Top = this.Bottom; |
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40 | UsageLabel.Font = Font.DefaultSmallBold; |
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41 | } |
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42 | |
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43 | public void UpdateImage(Item item) |
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44 | { |
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45 | if (item != null) |
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46 | { |
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47 | this.Image = item.InventoryImage; |
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48 | UsageLabel.IsVisible = false; |
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49 | if (item.Usages.MaxValue > 0) |
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50 | { |
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51 | UsageLabel.IsVisible = true; |
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52 | UsageLabel.BindTo(item.Usages); |
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53 | } |
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54 | } |
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55 | } |
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56 | } |
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57 | |
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58 | public partial class TheLegendOfGabriel : PhysicsGame |
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59 | { |
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60 | public const int TILE_SIZE = 20; |
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61 | |
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62 | private Player player; |
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63 | private List<Creature> enemies = new List<Creature>(); |
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64 | |
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65 | private bool transition; |
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66 | List<GameObject> oldObjects = new List<GameObject>(); |
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67 | List<Exit> exits = new List<Exit>(); |
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68 | |
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69 | private bool viewing; |
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70 | private double midpoint; |
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71 | private double second; |
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72 | GameObject frame; |
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73 | Queue<string> messagesviewed; |
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74 | |
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75 | private const int STORYITEM_COUNT = 3; |
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76 | StoryItem[] storyItem = new StoryItem[3]; |
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77 | |
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78 | private CycleSlot currentItem; // Laatikossa näkyvä nykyinen kama. |
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79 | private CycleSlot nextItem; // Seuraavan kaman kuva. |
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80 | private CycleSlot prevItem; // Edellisen kaman kuva. |
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81 | private Label swordItem; // Laatikossa näkyvä miekka. |
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82 | |
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83 | #region Resources |
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84 | |
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85 | public static SoundEffect SwordSound = LoadSoundEffect("swordsound"); |
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86 | public static SoundEffect GunSound = LoadSoundEffect("gunsound"); |
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87 | |
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88 | public static Image GunImage = LoadImage("gun"); |
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89 | public static Image BulletImage = LoadImage("bullet"); |
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90 | public static Image LetterImage = LoadImage("letter"); |
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91 | public static Image SmallSwordImage = LoadImage("smallsword"); |
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92 | public static Image MonocleImage = LoadImage("monocle"); |
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93 | public static Image BigMonocleImage = LoadImage("bigmonocle"); |
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94 | public static Image BigSwordImage = LoadImage("bigsword"); |
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95 | public static Image GrenadeImage = LoadImage("gran"); |
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96 | public static Image GrenadeSmallImage = LoadImage("gransmall"); |
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97 | |
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98 | public static Image FrameImage = LoadImage("frame"); |
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99 | public static Image ActiveItemFrameImageX = LoadImage("activeitemframe"); |
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100 | public static Image ActiveItemFrameImageZ = LoadImage("activeitemframez"); |
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101 | |
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102 | public static Image PlayerHealthImage = LoadImage("playerhealth"); |
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103 | public static Image PlayerHealthEmptyImage = LoadImage("playerhealthempty"); |
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104 | |
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105 | [AssetName("walkright")] |
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106 | internal Animation playerWalkRight; |
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107 | [AssetName("walkright", mirror: true)] |
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108 | internal Animation playerWalkLeft; |
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109 | [AssetName("walkup")] |
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110 | private Animation playerWalkUp; |
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111 | [AssetName("walkdown")] |
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112 | private Animation playerWalkDown; |
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113 | |
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114 | [AssetName("swingup")] |
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115 | private Animation playerSwingUp; |
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116 | [AssetName("swingright")] |
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117 | private Animation playerSwingRight; |
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118 | [AssetName("swingright", mirror: true)] |
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119 | private Animation playerSwingLeft; |
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120 | [AssetName("swingdown")] |
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121 | private Animation playerSwingDown; |
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122 | |
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123 | [AssetName("shootup")] |
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124 | private Animation playerShootUp; |
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125 | [AssetName("shootright")] |
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126 | private Animation playerShootRight; |
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127 | [AssetName("shootright", mirror: true)] |
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128 | private Animation playerShootLeft; |
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129 | [AssetName("shootdown")] |
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130 | private Animation playerShootDown; |
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131 | |
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132 | [AssetName("coyoteup")] |
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133 | private Animation coyoteUp; |
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134 | [AssetName("coyoteright")] |
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135 | private Animation coyoteRight; |
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136 | [AssetName("coyoteright", mirror: true)] |
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137 | private Animation coyoteLeft; |
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138 | [AssetName("coyotedown")] |
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139 | private Animation coyoteDown; |
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140 | |
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141 | [AssetName("coyotedown")] |
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142 | private Animation coyoteDown; |
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143 | [AssetName("coyotedown")] |
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144 | private Animation coyoteDown; |
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145 | |
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146 | #endregion |
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147 | |
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148 | public override void Begin() |
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149 | { |
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150 | Mouse.IsCursorVisible = true; |
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151 | SmoothTextures = false; |
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152 | LoadAnimations(); |
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153 | StartGame(); |
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154 | Intro(); |
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155 | BuildRightBar(); |
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156 | BuildInventoryCycle(); |
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157 | BuildHealthBar(); |
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158 | UpdateItemCycleImages(); |
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159 | } |
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160 | |
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161 | private void BuildHealthBar() |
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162 | { |
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163 | var bar = new ProgressBar(32 * 10, 32); |
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164 | bar.Right = Screen.Right - 50; |
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165 | bar.Top = Screen.Top - 50; |
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166 | bar.Image = PlayerHealthEmptyImage; |
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167 | bar.BarImage = PlayerHealthImage; |
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168 | bar.BindTo(player.Health); |
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169 | Add(bar); |
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170 | } |
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171 | |
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172 | void BuildInventoryCycle() |
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173 | { |
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174 | const int spacing = 20; |
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175 | |
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176 | prevItem = new CycleSlot(Screen.Left + 50, Screen.Top - 30); |
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177 | Add(prevItem); |
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178 | Add(prevItem.UsageLabel); |
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179 | |
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180 | currentItem = new CycleSlot(prevItem.Right + spacing, prevItem.Top); |
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181 | Add(currentItem); |
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182 | Add(currentItem.UsageLabel); |
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183 | |
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184 | nextItem = new CycleSlot(currentItem.Right + spacing, prevItem.Top); |
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185 | Add(nextItem); |
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186 | Add(nextItem.UsageLabel); |
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187 | |
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188 | // Ruutu jonka sisällä käytössä oleva kama on. |
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189 | var frame = new Label(); |
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190 | frame.Size = new Vector(60, 60); |
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191 | frame.Image = ActiveItemFrameImageX; |
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192 | frame.X = currentItem.X; |
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193 | frame.Top = currentItem.Top; |
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194 | Add(frame); |
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195 | |
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196 | // Miekan kuva. |
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197 | swordItem = new Label(); |
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198 | swordItem.Size = prevItem.Size; |
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199 | swordItem.Left = nextItem.Right + spacing * 2; |
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200 | swordItem.Top = currentItem.Top; |
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201 | Add(swordItem); |
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202 | |
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203 | // Miekan kuvan ympärillä oleva ruutu. |
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204 | var swordFrame = new Label(); |
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205 | swordFrame.Size = new Vector(60, 60); |
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206 | swordFrame.Image = ActiveItemFrameImageZ; |
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207 | swordFrame.X = swordItem.X; |
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208 | swordFrame.Top = swordItem.Top; |
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209 | Add(swordFrame); |
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210 | } |
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211 | |
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212 | void BuildRightBar() |
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213 | { |
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214 | for (int i = 0; i < STORYITEM_COUNT; i++) |
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215 | { |
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216 | Label member = new Label(FrameImage); |
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217 | member.Size = new Vector(40, 40); |
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218 | member.Position = new Vector(Screen.Right - FrameImage.Width, Screen.Top - Screen.Width * 0.25 - FrameImage.Height * i * 1.5); |
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219 | Add(member); |
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220 | |
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221 | GameObject inner = new GameObject(TILE_SIZE, TILE_SIZE); |
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222 | inner.Color = Color.Black; |
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223 | if (storyItem[i] != null) |
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224 | { |
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225 | inner.Image = storyItem[i].InventoryImage; |
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226 | Mouse.ListenOn(inner, MouseButton.Left, ButtonState.Pressed, ShowTextItem, "View those precious memories", storyItem[i]); |
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227 | } |
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228 | member.Add(inner); |
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229 | } |
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230 | } |
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231 | |
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232 | /// <summary> |
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233 | /// Lataa automaagisesti kaikki animaatiot. |
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234 | /// </summary> |
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235 | private void LoadAnimations() |
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236 | { |
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237 | // Haetaan tämän luokan kaikki ei-julkiset attribuutit. |
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238 | foreach (var field in GetType().GetFields(BindingFlags.NonPublic | BindingFlags.Instance)) |
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239 | { |
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240 | // Jos attribuutille on laitettu AsseName, niin ladataan sen niminen animaatio. |
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241 | var assetAttr = Attribute.GetCustomAttribute(field, typeof(AssetNameAttribute)) as AssetNameAttribute; |
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242 | if (assetAttr == null) continue; |
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243 | var anim = LoadAnimation(assetAttr.AssetName); |
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244 | field.SetValue(this, assetAttr.Mirror ? MirrorAnimation(anim) : anim); |
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245 | } |
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246 | } |
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247 | |
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248 | Dictionary<Direction, Animation> DirectionalAnimations(Animation left, Animation right, Animation up, Animation down) |
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249 | { |
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250 | var dict = new Dictionary<Direction, Animation>(); |
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251 | dict[Direction.Left] = left; |
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252 | dict[Direction.Right] = right; |
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253 | dict[Direction.Up] = up; |
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254 | dict[Direction.Down] = down; |
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255 | return dict; |
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256 | } |
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257 | |
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258 | void Intro() |
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259 | { |
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260 | storyItem[0] = new StoryItem(new Queue<string>(new[] { "Dear Alexander,", |
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261 | "", |
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262 | "", |
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263 | "I have accepted a position at the Communal Assets for Justice.", |
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264 | "Please do not consider this an act of rejection. I am simply", |
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265 | "a victim to the scathing uncertainty of your release from service.", |
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266 | "", |
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267 | "I still see your face in my dreams. I believe that when", |
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268 | "our immediate circumstances change, we'll meet again, we'll", |
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269 | "work it out. Were you here, we'd certainly fall in love.", |
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270 | "", |
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271 | "And perhaps then nothing could keep us apart.", |
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272 | "-Ana" |
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273 | }), LetterImage); |
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274 | |
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275 | //ShowTextItem(storyItem[0]); |
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276 | } |
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277 | |
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278 | void ShowTextItem(StoryItem item) |
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279 | { |
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280 | viewing = true; |
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281 | messagesviewed = new Queue<string>(item.Message); |
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282 | Pause(); |
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283 | |
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284 | Level.AmbientLight -= 0.75; |
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285 | |
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286 | frame = new GameObject(LetterImage); |
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287 | frame.Image = LetterImage; |
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288 | frame.Width = Window.Width * 0.25; |
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289 | frame.Height = Window.Height * 0.25; |
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290 | frame.Width = Level.Width * 0.25; |
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291 | frame.Height = Level.Height * 0.25; |
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292 | Add(frame); |
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293 | |
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294 | midpoint = 26 * item.Message.Count() * 0.5; |
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295 | |
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296 | } |
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297 | |
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298 | /// <summary> |
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299 | /// Peilaa kaikki animaation kuvat. |
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300 | /// </summary> |
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301 | private static Animation MirrorAnimation(Animation anim) |
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302 | { |
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303 | return new Animation(anim.Select(Image.Mirror).ToArray()) { FPS = anim.FPS }; |
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304 | } |
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305 | |
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306 | private void StartGame() |
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307 | { |
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308 | ClearAll(); |
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309 | CreatePlayer(new Vector(0, -300), TILE_SIZE, TILE_SIZE, Angle.Zero, Shape.Rectangle, "", null); |
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310 | CreateLevel("level1"); |
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311 | //CreatePlayer(new Vector(-Level.Width/3, Level.Bottom + TILE_SIZE * 2)); |
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312 | SetControls(); |
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313 | //Camera.ZoomToLevel(); |
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314 | Camera.Follow(player); |
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315 | Camera.ZoomFactor = 2.0; |
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316 | } |
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317 | |
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318 | void SetControls() |
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319 | { |
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320 | Keyboard.Listen(Key.Left, ButtonState.Down, player.Move, null, Direction.Left); |
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321 | Keyboard.Listen(Key.Right, ButtonState.Down, player.Move, null, Direction.Right); |
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322 | Keyboard.Listen(Key.Up, ButtonState.Down, player.Move, null, Direction.Up); |
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323 | Keyboard.Listen(Key.Down, ButtonState.Down, player.Move, null, Direction.Down); |
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324 | |
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325 | Keyboard.Listen(Key.X, ButtonState.Pressed, delegate { UseItem(player.ActiveItem, player.Sword, () => player.ActiveItem.UseKeyPressed()); }, null); |
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326 | Keyboard.Listen(Key.X, ButtonState.Released, delegate { UseItem(player.ActiveItem, player.Sword, () => player.ActiveItem.UseKeyReleased()); }, null); |
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327 | Keyboard.Listen(Key.X, ButtonState.Down, delegate { UseItem(player.ActiveItem, player.Sword, () => player.ActiveItem.UseKeyDown()); }, null); |
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328 | |
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329 | Keyboard.Listen(Key.Z, ButtonState.Pressed, delegate { UseItem(player.Sword, player.ActiveItem, () => player.Sword.UseKeyPressed()); }, null); |
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330 | Keyboard.Listen(Key.Z, ButtonState.Released, delegate { UseItem(player.Sword, player.ActiveItem, () => player.Sword.UseKeyReleased()); }, null); |
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331 | Keyboard.Listen(Key.Z, ButtonState.Down, delegate { UseItem(player.Sword, player.ActiveItem, () => player.Sword.UseKeyDown()); }, null); |
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332 | |
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333 | Keyboard.Listen(Key.Space, ButtonState.Pressed, CycleItems, null); |
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334 | |
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335 | Keyboard.Listen(Key.Escape, ButtonState.Pressed, ConfirmExit, null); |
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336 | } |
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337 | |
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338 | /// <summary> |
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339 | /// Luo pelaajan. |
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340 | /// </summary> |
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341 | void CreatePlayer(Vector position, double width, double height, Angle angle, Shape shape, string name, Dictionary<string, string> properties) |
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342 | { |
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343 | player = new Player(); |
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344 | player.CanRotate = false; |
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345 | player.MovementSpeed = new DoubleMeter(2300, 0, 2300); |
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346 | player.Position = position; |
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347 | player.MoveAnimations = DirectionalAnimations(playerWalkLeft, playerWalkRight, playerWalkUp, playerWalkDown); |
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348 | player.SwingAnimations = DirectionalAnimations(playerSwingLeft, playerSwingRight, playerSwingUp, playerSwingDown); |
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349 | player.ShootAnimations = DirectionalAnimations(playerShootLeft, playerShootRight, playerShootUp, playerShootDown); |
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350 | player.Image = playerWalkDown.CurrentFrame; |
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351 | Add(player, 1); |
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352 | |
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353 | player.Sword = new Sword(player); |
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354 | player.Inventory.Add(new Pistol(player)); |
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355 | player.Inventory.Add(new Monocle(player)); |
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356 | player.Inventory.Add(new Grenade(player)); |
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357 | |
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358 | player.Health.Value = 3; // Alkuun vain kolme sydäntä. |
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359 | |
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360 | AddCollisionHandler(player, "exit", CollidesWithExit); |
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361 | AddCollisionHandler(player, "enemy", delegate(PhysicsObject p, PhysicsObject e) |
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362 | { |
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363 | player.Health.Value--; |
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364 | }); |
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365 | } |
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366 | |
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367 | void UseItem(Item item, Item otherItem, Action action) |
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368 | { |
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369 | bool inUse = false; |
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370 | if (otherItem != null) |
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371 | { |
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372 | inUse = otherItem.InUse; |
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373 | } |
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374 | |
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375 | if (item != null && !inUse) |
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376 | { |
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377 | action(); |
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378 | } |
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379 | } |
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380 | |
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381 | void CycleItems() |
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382 | { |
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383 | // Kaman vaihtossa simuloidaan että oltaisiin laskettu irti käyttönäppäimestä. |
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384 | if (player.ActiveItem != null) |
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385 | { |
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386 | player.ActiveItem.CancelUse(); |
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387 | } |
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388 | if (player.Sword != null) |
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389 | { |
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390 | player.Sword.CancelUse(); |
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391 | } |
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392 | |
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393 | player.CycleItems(); |
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394 | UpdateItemCycleImages(); |
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395 | } |
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396 | |
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397 | void UpdateItemCycleImages() |
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398 | { |
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399 | prevItem.UpdateImage(player.PrevItem); |
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400 | currentItem.UpdateImage(player.ActiveItem); |
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401 | nextItem.UpdateImage(player.NextItem); |
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402 | /* |
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403 | if (player.PrevItem != null) prevItem.Image = player.PrevItem.InventoryImage; |
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404 | if (player.NextItem != null) nextItem.Image = player.NextItem.InventoryImage; |
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405 | if (player.ActiveItem != null) currentItem.Image = player.ActiveItem.InventoryImage; |
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406 | */ |
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407 | |
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408 | if (player.Sword != null) |
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409 | { |
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410 | swordItem.Image = BigSwordImage; |
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411 | } |
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412 | } |
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413 | |
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414 | void CollidesWithEnemy(PhysicsObject player, PhysicsObject enemy) |
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415 | { |
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416 | |
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417 | } |
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418 | |
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419 | void CollidesWithExit(PhysicsObject pPlayer, PhysicsObject pExit) |
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420 | { |
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421 | var oldExit = pExit as Exit; |
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422 | if (oldExit == null || transition || oldExit.TargetLevel == null) |
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423 | return; |
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424 | |
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425 | transition = true; |
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426 | |
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427 | enemies.Clear(); |
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428 | |
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429 | // Otetaan vanhat objektit talteen. |
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430 | oldObjects.Clear(); |
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431 | foreach (var obj in GetObjects(o => o != player)) |
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432 | { |
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433 | if (obj != player) |
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434 | { |
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435 | oldObjects.Add(obj); |
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436 | } |
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437 | } |
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438 | |
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439 | // Luodaan seuraava kenttä. |
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440 | exits.Clear(); |
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441 | CreateLevel(oldExit.TargetLevel); |
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442 | |
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443 | // Etsitään seuraavan kentän kohde exitti johon siirrytään. |
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444 | var targetExit = exits.FirstOrDefault(e => e.Name == oldExit.TargetExitName); |
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445 | |
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446 | if (targetExit == null) |
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447 | { |
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448 | throw new Exception("Tarkisita kenttien exittien nimet."); |
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449 | } |
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450 | |
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451 | // Jompikumpi uloskäynti ei ole kentän laidalla, sulava siirtyminen ei ole mahdollista. |
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452 | if (GetExitDirection(targetExit) == Direction.None || GetExitDirection(oldExit) == Direction.None) |
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453 | { |
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454 | transition = false; |
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455 | oldObjects.ForEach(o => o.Destroy()); |
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456 | oldObjects.Clear(); |
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457 | |
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458 | BuildRightBar(); |
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459 | BuildInventoryCycle(); |
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460 | UpdateItemCycleImages(); |
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461 | |
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462 | // Yritetään päätellä pelaajalle joku järkevä paikka. |
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463 | player.Position = targetExit.Position + Direction.Inverse(targetExit.Position.Angle.MainDirection).GetVector() * TILE_SIZE * 2; |
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464 | Camera.ZoomToLevel(); |
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465 | return; |
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466 | } |
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467 | |
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468 | // Pysäytetään peli siirtymän ajaksi. |
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469 | Pause(); |
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470 | PhysicsEnabled = false; |
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471 | |
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472 | // Lasketaan siirtymävektorit. |
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473 | Direction dir = GetExitDirection(targetExit); |
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474 | Vector exitDelta = targetExit.Position - oldExit.Position; |
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475 | Vector transitionVector = Level.Size; |
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476 | if (dir == Direction.Left || dir == Direction.Right) |
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477 | { |
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478 | transitionVector.X *= dir.GetVector().X; |
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479 | transitionVector.Y = exitDelta.Y; |
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480 | } |
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481 | else |
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482 | { |
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483 | transitionVector.Y *= dir.GetVector().Y; |
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484 | transitionVector.X = exitDelta.X; |
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485 | } |
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486 | |
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487 | // Siirretään vanhoja objekteja ja pelaajaa. |
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488 | foreach (var obj in oldObjects) |
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489 | { |
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490 | obj.Position += transitionVector; |
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491 | } |
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492 | player.Position += transitionVector + Direction.Inverse(dir).GetVector() * TILE_SIZE * 4; |
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493 | |
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494 | // Zoomataan kameraa sopivasti ja liikutetaan se vanhan kentän päälle, josta se sitten siirtyy uuden kentän päälle. |
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495 | Camera.Position += transitionVector; |
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496 | Vector pos = Camera.Position; |
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497 | Camera.ZoomToLevel(); |
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498 | Camera.Position = pos; |
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499 | } |
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500 | |
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501 | /// <summary> |
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502 | /// Palauttaa suunnan millä puolella kenttää uloskäynti on. |
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503 | /// </summary> |
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504 | Direction GetExitDirection(Exit exit) |
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505 | { |
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506 | const double epsilon = 1e-3; |
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507 | Func<double, double, bool> isSame = (x, y) => Math.Abs(y - x) < epsilon; |
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508 | |
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509 | if (isSame(exit.Top, Level.Top)) |
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510 | { |
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511 | return Direction.Up; |
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512 | } |
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513 | if (isSame(exit.Bottom, Level.Bottom)) |
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514 | { |
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515 | return Direction.Down; |
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516 | } |
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517 | if (isSame(exit.Left, Level.Left)) |
---|
518 | { |
---|
519 | return Direction.Left; |
---|
520 | } |
---|
521 | if (isSame(exit.Right, Level.Right)) |
---|
522 | { |
---|
523 | return Direction.Right; |
---|
524 | } |
---|
525 | return Direction.None; |
---|
526 | } |
---|
527 | |
---|
528 | protected override void PausedUpdate(Time gameTime) |
---|
529 | { |
---|
530 | base.PausedUpdate(gameTime); |
---|
531 | double dt = gameTime.SinceLastUpdate.TotalSeconds; |
---|
532 | |
---|
533 | const double transitionSpeed = 500.0; |
---|
534 | |
---|
535 | if (transition && !viewing) |
---|
536 | { |
---|
537 | Camera.Position += Camera.Position.Normalize() * -transitionSpeed * dt; |
---|
538 | |
---|
539 | // Siirtymä on ohi, jatketaan peliä ja poistetaan edellinen kenttä. |
---|
540 | if (Camera.Position.Magnitude < transitionSpeed * dt) |
---|
541 | { |
---|
542 | transition = false; |
---|
543 | Pause(); |
---|
544 | PhysicsEnabled = true; |
---|
545 | Camera.Position = Vector.Zero; |
---|
546 | |
---|
547 | foreach (var obj in oldObjects) |
---|
548 | { |
---|
549 | obj.Destroy(); |
---|
550 | } |
---|
551 | oldObjects.Clear(); |
---|
552 | |
---|
553 | BuildRightBar(); |
---|
554 | BuildInventoryCycle(); |
---|
555 | UpdateItemCycleImages(); |
---|
556 | } |
---|
557 | } |
---|
558 | |
---|
559 | if(viewing && !transition) //!transition perhaps being somewhat unnecessary, but now I do feel a bit safer. |
---|
560 | { |
---|
561 | second += dt; |
---|
562 | if(second > 1) |
---|
563 | { |
---|
564 | if (messagesviewed.Count < 1) //The letter's read, better head back. |
---|
565 | { |
---|
566 | Level.AmbientLight = 1; |
---|
567 | frame.Destroy(); |
---|
568 | GetObjectsWithTag("labelWaitingToDie").ForEach(g => g.Destroy()); |
---|
569 | viewing = false; |
---|
570 | Pause(); |
---|
571 | return; |
---|
572 | } |
---|
573 | |
---|
574 | second = 0; |
---|
575 | var storyLabel = new Label(messagesviewed.Dequeue()) { TextColor = Color.White }; |
---|
576 | storyLabel.Y = -midpoint + storyLabel.Height * messagesviewed.Count() + 1; |
---|
577 | storyLabel.Tag = "labelWaitingToDie"; |
---|
578 | Add(storyLabel); |
---|
579 | |
---|
580 | } |
---|
581 | } |
---|
582 | } |
---|
583 | |
---|
584 | protected override void Update(Time time) |
---|
585 | { |
---|
586 | player.UpdateCreature(time); |
---|
587 | enemies.ForEach(e => e.UpdateCreature(time)); |
---|
588 | base.Update(time); |
---|
589 | } |
---|
590 | } |
---|