mirror of
https://github.com/Memorix101/UnityXNA/
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554 lines
18 KiB
C#
554 lines
18 KiB
C#
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#region File Description
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//-----------------------------------------------------------------------------
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// Level.cs
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//
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// Microsoft XNA Community Game Platform
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// Copyright (C) Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#endregion
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using System;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Audio;
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using System.IO;
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using Microsoft.Xna.Framework.Input.Touch;
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using Microsoft.Xna.Framework.Input;
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namespace Platformer
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{
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/// <summary>
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/// A uniform grid of tiles with collections of gems and enemies.
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/// The level owns the player and controls the game's win and lose
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/// conditions as well as scoring.
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/// </summary>
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class Level : IDisposable
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{
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// Physical structure of the level.
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private Tile[,] tiles;
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private Texture2D[] layers;
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// The layer which entities are drawn on top of.
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private const int EntityLayer = 2;
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// Entities in the level.
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public Player Player
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{
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get { return player; }
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}
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Player player;
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private List<Gem> gems = new List<Gem>();
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private List<Enemy> enemies = new List<Enemy>();
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// Key locations in the level.
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private Vector2 start;
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private Point exit = InvalidPosition;
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private static readonly Point InvalidPosition = new Point(-1, -1);
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// Level game state.
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private Random random = new Random(354668); // Arbitrary, but constant seed
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public int Score
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{
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get { return score; }
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}
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int score;
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public bool ReachedExit
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{
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get { return reachedExit; }
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}
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bool reachedExit;
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public TimeSpan TimeRemaining
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{
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get { return timeRemaining; }
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}
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TimeSpan timeRemaining;
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private const int PointsPerSecond = 5;
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// Level content.
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public ContentManager Content
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{
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get { return content; }
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}
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ContentManager content;
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private SoundEffect exitReachedSound;
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#region Loading
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/// <summary>
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/// Constructs a new level.
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/// </summary>
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/// <param name="serviceProvider">
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/// The service provider that will be used to construct a ContentManager.
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/// </param>
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/// <param name="fileStream">
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/// A stream containing the tile data.
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/// </param>
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public Level(IServiceProvider serviceProvider, Stream fileStream, int levelIndex)
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{
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// Create a new content manager to load content used just by this level.
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content = new ContentManager(serviceProvider, "Content");
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timeRemaining = TimeSpan.FromMinutes(2.0);
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LoadTiles(fileStream);
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// Load background layer textures. For now, all levels must
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// use the same backgrounds and only use the left-most part of them.
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layers = new Texture2D[3];
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for (int i = 0; i < layers.Length; ++i)
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{
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// Choose a random segment if each background layer for level variety.
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int segmentIndex = levelIndex;
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layers[i] = Content.Load<Texture2D>("Backgrounds/Layer" + i + "_" + segmentIndex);
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}
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// Load sounds.
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exitReachedSound = Content.Load<SoundEffect>("Sounds/ExitReached");
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}
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/// <summary>
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/// Iterates over every tile in the structure file and loads its
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/// appearance and behavior. This method also validates that the
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/// file is well-formed with a player start point, exit, etc.
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/// </summary>
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/// <param name="fileStream">
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/// A stream containing the tile data.
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/// </param>
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private void LoadTiles(Stream fileStream)
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{
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// Load the level and ensure all of the lines are the same length.
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int width;
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List<string> lines = new List<string>();
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using (StreamReader reader = new StreamReader(fileStream))
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{
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string line = reader.ReadLine();
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width = line.Length;
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while (line != null)
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{
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lines.Add(line);
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if (line.Length != width)
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throw new Exception(String.Format("The length of line {0} is different from all preceeding lines.", lines.Count));
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line = reader.ReadLine();
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}
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}
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// Allocate the tile grid.
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tiles = new Tile[width, lines.Count];
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// Loop over every tile position,
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for (int y = 0; y < Height; ++y)
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{
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for (int x = 0; x < Width; ++x)
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{
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// to load each tile.
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char tileType = lines[y][x];
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tiles[x, y] = LoadTile(tileType, x, y);
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}
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}
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// Verify that the level has a beginning and an end.
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if (Player == null)
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throw new NotSupportedException("A level must have a starting point.");
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if (exit == InvalidPosition)
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throw new NotSupportedException("A level must have an exit.");
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}
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/// <summary>
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/// Loads an individual tile's appearance and behavior.
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/// </summary>
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/// <param name="tileType">
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/// The character loaded from the structure file which
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/// indicates what should be loaded.
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/// </param>
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/// <param name="x">
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/// The X location of this tile in tile space.
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/// </param>
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/// <param name="y">
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/// The Y location of this tile in tile space.
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/// </param>
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/// <returns>The loaded tile.</returns>
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private Tile LoadTile(char tileType, int x, int y)
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{
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switch (tileType)
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{
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// Blank space
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case '.':
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return new Tile(null, TileCollision.Passable);
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// Exit
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case 'X':
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return LoadExitTile(x, y);
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// Gem
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case 'G':
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return LoadGemTile(x, y);
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// Floating platform
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case '-':
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return LoadTile("Platform", TileCollision.Platform);
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// Various enemies
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case 'A':
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return LoadEnemyTile(x, y, "MonsterA");
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case 'B':
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return LoadEnemyTile(x, y, "MonsterB");
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case 'C':
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return LoadEnemyTile(x, y, "MonsterC");
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case 'D':
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return LoadEnemyTile(x, y, "MonsterD");
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// Platform block
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case '~':
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return LoadVarietyTile("BlockB", 2, TileCollision.Platform);
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// Passable block
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case ':':
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return LoadVarietyTile("BlockB", 2, TileCollision.Passable);
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// Player 1 start point
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case '1':
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return LoadStartTile(x, y);
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// Impassable block
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case '#':
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return LoadVarietyTile("BlockA", 7, TileCollision.Impassable);
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// Unknown tile type character
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default:
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throw new NotSupportedException(String.Format("Unsupported tile type character '{0}' at position {1}, {2}.", tileType, x, y));
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}
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}
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/// <summary>
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/// Creates a new tile. The other tile loading methods typically chain to this
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/// method after performing their special logic.
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/// </summary>
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/// <param name="name">
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/// Path to a tile texture relative to the Content/Tiles directory.
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/// </param>
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/// <param name="collision">
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/// The tile collision type for the new tile.
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/// </param>
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/// <returns>The new tile.</returns>
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private Tile LoadTile(string name, TileCollision collision)
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{
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return new Tile(Content.Load<Texture2D>("Tiles/" + name), collision);
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}
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/// <summary>
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/// Loads a tile with a random appearance.
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/// </summary>
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/// <param name="baseName">
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/// The content name prefix for this group of tile variations. Tile groups are
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/// name LikeThis0.png and LikeThis1.png and LikeThis2.png.
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/// </param>
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/// <param name="variationCount">
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/// The number of variations in this group.
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/// </param>
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private Tile LoadVarietyTile(string baseName, int variationCount, TileCollision collision)
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{
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int index = random.Next(variationCount);
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return LoadTile(baseName + index, collision);
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}
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/// <summary>
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/// Instantiates a player, puts him in the level, and remembers where to put him when he is resurrected.
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/// </summary>
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private Tile LoadStartTile(int x, int y)
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{
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if (Player != null)
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throw new NotSupportedException("A level may only have one starting point.");
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start = RectangleExtensions.GetBottomCenter(GetBounds(x, y));
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player = new Player(this, start);
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return new Tile(null, TileCollision.Passable);
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}
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/// <summary>
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/// Remembers the location of the level's exit.
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/// </summary>
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private Tile LoadExitTile(int x, int y)
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{
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if (exit != InvalidPosition)
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throw new NotSupportedException("A level may only have one exit.");
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exit = GetBounds(x, y).Center;
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return LoadTile("Exit", TileCollision.Passable);
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}
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/// <summary>
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/// Instantiates an enemy and puts him in the level.
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/// </summary>
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private Tile LoadEnemyTile(int x, int y, string spriteSet)
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{
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Vector2 position = RectangleExtensions.GetBottomCenter(GetBounds(x, y));
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enemies.Add(new Enemy(this, position, spriteSet));
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return new Tile(null, TileCollision.Passable);
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}
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/// <summary>
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/// Instantiates a gem and puts it in the level.
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/// </summary>
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private Tile LoadGemTile(int x, int y)
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{
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Point position = GetBounds(x, y).Center;
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gems.Add(new Gem(this, new Vector2(position.X, position.Y)));
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return new Tile(null, TileCollision.Passable);
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}
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/// <summary>
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/// Unloads the level content.
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/// </summary>
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public void Dispose()
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{
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Content.Unload();
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}
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#endregion
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#region Bounds and collision
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/// <summary>
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/// Gets the collision mode of the tile at a particular location.
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/// This method handles tiles outside of the levels boundries by making it
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/// impossible to escape past the left or right edges, but allowing things
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/// to jump beyond the top of the level and fall off the bottom.
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/// </summary>
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public TileCollision GetCollision(int x, int y)
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{
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// Prevent escaping past the level ends.
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if (x < 0 || x >= Width)
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return TileCollision.Impassable;
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// Allow jumping past the level top and falling through the bottom.
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if (y < 0 || y >= Height)
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return TileCollision.Passable;
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return tiles[x, y].Collision;
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}
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/// <summary>
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/// Gets the bounding rectangle of a tile in world space.
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/// </summary>
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public Rectangle GetBounds(int x, int y)
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{
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return new Rectangle(x * Tile.Width, y * Tile.Height, Tile.Width, Tile.Height);
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}
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/// <summary>
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/// Width of level measured in tiles.
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/// </summary>
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public int Width
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{
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get { return tiles.GetLength(0); }
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}
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/// <summary>
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/// Height of the level measured in tiles.
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/// </summary>
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public int Height
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{
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get { return tiles.GetLength(1); }
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}
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#endregion
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#region Update
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/// <summary>
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/// Updates all objects in the world, performs collision between them,
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/// and handles the time limit with scoring.
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/// </summary>
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public void Update(
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GameTime gameTime,
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KeyboardState keyboardState,
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GamePadState gamePadState,
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TouchCollection touchState,
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AccelerometerState accelState,
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DisplayOrientation orientation)
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{
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// Pause while the player is dead or time is expired.
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if (!Player.IsAlive || TimeRemaining == TimeSpan.Zero)
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{
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// Still want to perform physics on the player.
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Player.ApplyPhysics(gameTime);
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}
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else if (ReachedExit)
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{
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// Animate the time being converted into points.
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int seconds = (int)Math.Round(gameTime.ElapsedGameTime.TotalSeconds * 100.0f);
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seconds = Math.Min(seconds, (int)Math.Ceiling(TimeRemaining.TotalSeconds));
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timeRemaining -= TimeSpan.FromSeconds(seconds);
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score += seconds * PointsPerSecond;
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}
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else
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{
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timeRemaining -= gameTime.ElapsedGameTime;
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Player.Update(gameTime, keyboardState, gamePadState, touchState, accelState, orientation);
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UpdateGems(gameTime);
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// Falling off the bottom of the level kills the player.
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if (Player.BoundingRectangle.Top >= Height * Tile.Height)
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OnPlayerKilled(null);
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UpdateEnemies(gameTime);
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// The player has reached the exit if they are standing on the ground and
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// his bounding rectangle contains the center of the exit tile. They can only
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// exit when they have collected all of the gems.
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if (Player.IsAlive &&
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Player.IsOnGround &&
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Player.BoundingRectangle.Contains(exit))
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{
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OnExitReached();
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}
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}
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// Clamp the time remaining at zero.
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if (timeRemaining < TimeSpan.Zero)
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timeRemaining = TimeSpan.Zero;
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}
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/// <summary>
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/// Animates each gem and checks to allows the player to collect them.
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/// </summary>
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private void UpdateGems(GameTime gameTime)
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{
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for (int i = 0; i < gems.Count; ++i)
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{
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Gem gem = gems[i];
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gem.Update(gameTime);
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if (gem.BoundingCircle.Intersects(Player.BoundingRectangle))
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{
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gems.RemoveAt(i--);
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OnGemCollected(gem, Player);
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}
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}
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}
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/// <summary>
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/// Animates each enemy and allow them to kill the player.
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/// </summary>
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|||
|
private void UpdateEnemies(GameTime gameTime)
|
|||
|
{
|
|||
|
foreach (Enemy enemy in enemies)
|
|||
|
{
|
|||
|
enemy.Update(gameTime);
|
|||
|
|
|||
|
// Touching an enemy instantly kills the player
|
|||
|
if (enemy.BoundingRectangle.Intersects(Player.BoundingRectangle))
|
|||
|
{
|
|||
|
OnPlayerKilled(enemy);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Called when a gem is collected.
|
|||
|
/// </summary>
|
|||
|
/// <param name="gem">The gem that was collected.</param>
|
|||
|
/// <param name="collectedBy">The player who collected this gem.</param>
|
|||
|
private void OnGemCollected(Gem gem, Player collectedBy)
|
|||
|
{
|
|||
|
score += Gem.PointValue;
|
|||
|
|
|||
|
gem.OnCollected(collectedBy);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Called when the player is killed.
|
|||
|
/// </summary>
|
|||
|
/// <param name="killedBy">
|
|||
|
/// The enemy who killed the player. This is null if the player was not killed by an
|
|||
|
/// enemy, such as when a player falls into a hole.
|
|||
|
/// </param>
|
|||
|
private void OnPlayerKilled(Enemy killedBy)
|
|||
|
{
|
|||
|
Player.OnKilled(killedBy);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Called when the player reaches the level's exit.
|
|||
|
/// </summary>
|
|||
|
private void OnExitReached()
|
|||
|
{
|
|||
|
Player.OnReachedExit();
|
|||
|
exitReachedSound.Play();
|
|||
|
reachedExit = true;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Restores the player to the starting point to try the level again.
|
|||
|
/// </summary>
|
|||
|
public void StartNewLife()
|
|||
|
{
|
|||
|
Player.Reset(start);
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Draw
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Draw everything in the level from background to foreground.
|
|||
|
/// </summary>
|
|||
|
public void Draw(GameTime gameTime, SpriteBatch spriteBatch)
|
|||
|
{
|
|||
|
for (int i = 0; i <= EntityLayer; ++i)
|
|||
|
spriteBatch.Draw(layers[i], Vector2.Zero, Color.White);
|
|||
|
|
|||
|
DrawTiles(spriteBatch);
|
|||
|
|
|||
|
foreach (Gem gem in gems)
|
|||
|
gem.Draw(gameTime, spriteBatch);
|
|||
|
|
|||
|
Player.Draw(gameTime, spriteBatch);
|
|||
|
|
|||
|
foreach (Enemy enemy in enemies)
|
|||
|
enemy.Draw(gameTime, spriteBatch);
|
|||
|
|
|||
|
for (int i = EntityLayer + 1; i < layers.Length; ++i)
|
|||
|
spriteBatch.Draw(layers[i], Vector2.Zero, Color.White);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Draws each tile in the level.
|
|||
|
/// </summary>
|
|||
|
private void DrawTiles(SpriteBatch spriteBatch)
|
|||
|
{
|
|||
|
// For each tile position
|
|||
|
for (int y = 0; y < Height; ++y)
|
|||
|
{
|
|||
|
for (int x = 0; x < Width; ++x)
|
|||
|
{
|
|||
|
// If there is a visible tile in that position
|
|||
|
Texture2D texture = tiles[x, y].Texture;
|
|||
|
if (texture != null)
|
|||
|
{
|
|||
|
// Draw it in screen space.
|
|||
|
Vector2 position = new Vector2(x, y) * Tile.Size;
|
|||
|
spriteBatch.Draw(texture, position, Color.White);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
}
|
|||
|
}
|