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 | |
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9 | public class Dreamcast : PhysicsGame |
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10 | { |
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11 | |
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12 | PlatformCharacter character; |
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13 | PlatformCharacter character2; |
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14 | Image player1Picture = LoadImage("Player1"); |
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15 | Image player2picture= LoadImage("player2"); |
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16 | AssaultRifle Player1Gun; |
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17 | AssaultRifle Player2Gun; |
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18 | |
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19 | public override void Begin() |
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20 | |
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21 | |
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22 | { |
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23 | CreateLevel(); |
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24 | Camera.ZoomToAllObjects(); |
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25 | addControl(); |
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26 | Gravity = new Vector(0.0, -300.0); |
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27 | |
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28 | |
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29 | |
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30 | |
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31 | |
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32 | |
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33 | } |
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34 | |
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35 | void CreateLevel() |
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36 | { |
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37 | TileMap boxes = TileMap.FromLevelAsset ("Hassebproject"); |
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38 | boxes.SetTileMethod('i', Obstacles ); |
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39 | boxes.SetTileMethod('W', Wall); |
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40 | boxes.SetTileMethod('#', Ground); |
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41 | boxes.SetTileMethod('C', Character); |
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42 | boxes.SetTileMethod('D', Character2); |
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43 | boxes.Execute(); |
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44 | |
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45 | } |
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46 | void Obstacles(Vector place, double width, double height) |
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47 | { |
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48 | PhysicsObject obstacles = PhysicsObject.CreateStaticObject(width, height); |
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49 | obstacles.Position = place; |
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50 | obstacles.Shape = Shape.Rectangle; |
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51 | obstacles.Color = Color.GreenYellow; |
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52 | |
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53 | Add(obstacles); |
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54 | } |
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55 | |
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56 | void Wall(Vector place, double width, double height) |
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57 | { |
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58 | PhysicsObject wall = PhysicsObject.CreateStaticObject(width, height); |
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59 | wall.Position = place; |
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60 | wall.Shape = Shape.Rectangle; |
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61 | wall.Color = Color.Brown; |
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62 | wall.CollisionIgnoreGroup = 1; |
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63 | Add(wall); |
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64 | } |
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65 | void Ground(Vector place, double width, double height) |
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66 | { |
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67 | PhysicsObject ground = PhysicsObject.CreateStaticObject(width, height); |
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68 | ground.Position = place; |
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69 | ground.Color = Color.Gray; |
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70 | ground.Shape = Shape.Rectangle; |
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71 | //ground.CollisionIgnoreGroup = 1; |
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72 | Add(ground); |
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73 | } |
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74 | void Character(Vector place, double height, double width) |
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75 | { |
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76 | character = new PlatformCharacter(30, 30); |
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77 | character.Position = place; |
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78 | character.X = -50.0; |
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79 | character.Color = Color.Black; |
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80 | character.Shape = Shape.Rectangle; |
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81 | character.CollisionIgnoreGroup = 1; |
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82 | character.Image = player1Picture; |
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83 | Add(character); |
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84 | |
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85 | createGun(); |
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86 | } |
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87 | |
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88 | void Character2(Vector place, double height, double width) |
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89 | { |
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90 | character2 = new PlatformCharacter(30, 30); |
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91 | character2.Position = place; |
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92 | character2.X = 70.0; |
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93 | character2.Color = Color.Black; |
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94 | character2.Shape = Shape.Rectangle; |
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95 | character2.CollisionIgnoreGroup = 1; |
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96 | character2.Image = Image.Mirror(player2picture); |
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97 | Add(character2); |
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98 | |
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99 | createGun2(); |
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100 | } |
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101 | |
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102 | void createGun() |
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103 | { |
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104 | Player1Gun = new AssaultRifle(30, 10); |
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105 | Player1Gun.Ammo.Value = 1000; |
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106 | Player1Gun.MaxAmmoLifetime = TimeSpan.FromSeconds(3.0); |
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107 | //Add(Player1Gun); |
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108 | character.Weapon = Player1Gun; |
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109 | } |
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110 | void createGun2() |
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111 | { |
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112 | Player2Gun = new AssaultRifle(30, 10); |
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113 | Player2Gun.Ammo.Value = 1000; |
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114 | // player2 gun project tile collision = what happens after the bullet hit someone(); |
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115 | Player2Gun.MaxAmmoLifetime = TimeSpan.FromSeconds(3.0); |
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116 | character2.Weapon = Player2Gun; |
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117 | } |
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118 | void ProjectileHit(PhysicsObject ammunition, PhysicsObject target) |
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119 | { |
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120 | ammunition.Destroy(); |
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121 | } |
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122 | void Shootthegun(AssaultRifle weapon) |
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123 | { |
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124 | PhysicsObject ammo = weapon.Shoot(); |
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125 | if (ammo != null) |
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126 | { |
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127 | //ammo.Size *= 2; |
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128 | } |
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129 | } |
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130 | |
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131 | void addControl() |
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132 | { |
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133 | |
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134 | Keyboard.Listen(Key.W, ButtonState.Down,jump, "Player1 will jump", character,new Vector(0.0, 200.0)); |
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135 | Keyboard.Listen(Key.A, ButtonState.Down, movement, "Player1 will turn left", character, new Vector(-100.0, 0.0)); |
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136 | Keyboard.Listen(Key.D,ButtonState.Down, movement, "Player1 will turn right", character,new Vector(100.0, 0.0)); |
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137 | |
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138 | Keyboard.Listen(Key.LeftControl, ButtonState.Pressed, Shootthegun, "Shoot button", Player1Gun); |
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139 | |
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140 | |
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141 | Keyboard.Listen(Key.Up, ButtonState.Down, jump, "Player 2 will jump", character2, new Vector(0.0, 200.0)); |
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142 | Keyboard.Listen(Key.Left, ButtonState.Down, movement, "Player 2 will turn left", character2, new Vector(-100.0, 0.0)); |
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143 | Keyboard.Listen(Key.Right, ButtonState.Down, movement, "Player 2 will move right", character2, new Vector(100.0, 0.0)); |
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144 | Keyboard.Listen(Key.Space, ButtonState.Pressed, Shootthegun, "Shoot button for Player2", Player2Gun ); |
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145 | |
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146 | Keyboard.Listen(Key.Escape, ButtonState.Pressed, ConfirmExit, "Lopeta peli"); |
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147 | |
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148 | } |
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149 | void movement(PlatformCharacter player, Vector move) |
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150 | { |
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151 | player.Walk(move.X); |
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152 | } |
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153 | void jump (PlatformCharacter player, Vector jump) |
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154 | { |
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155 | player.Jump(jump.Y); |
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156 | } |
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157 | |
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158 | } |
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