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| using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
using System.IO;
namespace LevelGame
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D blockTexture1;
Texture2D blockTexture2;
Texture2D idleTexture;
Texture2D runTexture;
Texture2D jumpTexture;
Texture2D ScrollingBack1;
Song song;
SoundEffect se;
SoundEffectInstance sei;
SoundEffect jump;
AnimatedSprite hero;
public int Width;
public int Height;
List<Block> blocks;
static int ScrollX;
int levelLength;
int currentLevel;
KeyboardState oldState;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
Width = graphics.PreferredBackBufferWidth = 1000;
Height = graphics.PreferredBackBufferHeight = 400;
}
public bool CollidesWithLevel(Rectangle rect)
{
foreach (Block block in blocks)
{
if (block.rect.Intersects(rect))
return true;
}
return false;
}
public static Rectangle GetScreenRect(Rectangle rect)
{
Rectangle screenRect = rect;
screenRect.Offset(-ScrollX, 0);
return screenRect;
}
public void Scroll(int dx)
{
if (ScrollX + dx >= 0 && ScrollX + dx <= levelLength - 400)
ScrollX += dx;
}
public void CreateLevel()
{
currentLevel++;
if (currentLevel > 3)
currentLevel = 1;
blocks = new List<Block>();
string[] s = File.ReadAllLines("content/levels/level" + currentLevel + ".txt");
levelLength = 40 * s[0].Length;
int x = 0;
int y = 0;
foreach (string str in s)
{
foreach (char c in str)
{
Rectangle rect = new Rectangle(x, y, 40, 40);
if (c == 'X')
{
Block block = new Block(rect, blockTexture1);
blocks.Add(block);
}
if (c == 'Y')
{
Block block = new Block(rect, blockTexture2);
blocks.Add(block);
}
x += 40;
}
x = 0;
y += 40;
}
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
blockTexture1 = Content.Load<Texture2D>("Textures/block");
blockTexture2 = Content.Load<Texture2D>("Textures/block2");
idleTexture = Content.Load<Texture2D>("Textures/idle");
runTexture = Content.Load<Texture2D>("Textures/run");
jumpTexture = Content.Load<Texture2D>("Textures/jump");
ScrollingBack1 = Content.Load<Texture2D>("Textures/background");
// se = Content.Load<SoundEffect>("w");
// sei = se.CreateInstance();
jump = Content.Load<SoundEffect>("jump");
Rectangle rect = new Rectangle(0, Height - idleTexture.Height - 40, 60, 60);
hero = new AnimatedSprite(rect, idleTexture, runTexture, jumpTexture, this);
CreateLevel();
// TODO: use this.Content to load your game content here
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
//sei.Play();//start musick fon
// TODO: Add your update logic here
KeyboardState keyState = Keyboard.GetState();
if (keyState.IsKeyDown(Keys.Space) && oldState.IsKeyUp(Keys.Space))
CreateLevel();
if (keyState.IsKeyDown(Keys.Left))
{
//условие запуска тру
}
else {
фолс если не нажато
}
if (keyState.IsKeyDown(Keys.Left))
hero.StartRun(false);
else if (keyState.IsKeyDown(Keys.Right))
hero.StartRun(true);
else hero.Stop();
if (keyState.IsKeyDown(Keys.Up))
{
hero.Jump();
jump.Play();
}
Rectangle heroScreenRect = GetScreenRect(hero.rect);
if (heroScreenRect.Left < Width / 2)
Scroll(-3 * gameTime.ElapsedGameTime.Milliseconds / 10);
if (heroScreenRect.Left > Width / 2)
Scroll(3 * gameTime.ElapsedGameTime.Milliseconds / 10);
oldState = keyState;
hero.Update(gameTime);
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
spriteBatch.Begin();
spriteBatch.Draw(ScrollingBack1, new Vector2(0, 0), Color.White); //Рисуем фон
foreach (Block block in blocks)
{
block.Draw(spriteBatch);
}
spriteBatch.End();
hero.Draw(spriteBatch);
base.Draw(gameTime);
}
}
} |