-
Notifications
You must be signed in to change notification settings - Fork 0
/
GameModel.cs
332 lines (311 loc) · 10.9 KB
/
GameModel.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
using System;
using System.IO;
using System.Collections.Generic;
using System.Text;
namespace DonkeyKong
{
class GameModel
{
private List<Barrel> barrelList = new List<Barrel>();
private GameTiles[,] map;
private GameTiles[,] originalMap;
private Mario mario;
private DonkeyKong dk;
private bool isGameOver = false;
private bool isGameWon = false;
/// <summary>
/// Returns true if the game has been won, false otherwise.
/// Will be true if the player has successfully gotten
/// Mario to Donkey Kong. If Mario has not reached
/// Donkey Kong this property will return false.
/// </summary>
public bool IsGameWon
{
get
{
return isGameWon;
}
}
/// <summary>
/// Returns true if the game has been lost, false otherwise.
/// Will be true if the player allowed Mario to get
/// hit by a barrel. If Mario is still alive this property
/// will return false.
/// </summary>
public bool IsGameOver
{
get
{
return isGameOver;
}
}
public GameTiles this[int x, int y]
{
get
{
return map[x, y];
}
}
public GameModel(string path)
{
map = new GameTiles[Display.Size.Width, Display.Size.Height - 1];
originalMap = new GameTiles[Display.Size.Width, Display.Size.Height - 1];
LoadLevelFromFile(path);
}
/// <summary>
/// Loads a level from the specified file.
///
/// The file should be in plain text format and should
/// contain an 80x40 matrix of characters.
/// </summary>
/// <param name="path">The path where the file to be loaded is stored</param>
private void LoadLevelFromFile(string path)
{
StreamReader sr = new StreamReader(path);
string line;
for (int y = 0; y < map.GetLength(1); y++)
{
line = sr.ReadLine();
if (line == null || line.Length != map.GetLength(0))
{
throw new ArgumentException("Invalid map file. Invalid size on line " + (y + 1));
}
for (int x = 0; x < line.Length; x++)
{
switch (line[x])
{
case ' ':
case '.':
map[x, y] = GameTiles.Empty;
originalMap[x, y] = GameTiles.Empty;
break;
case '-':
case '=':
map[x, y] = GameTiles.Floor;
originalMap[x, y] = GameTiles.Floor;
break;
case 'K':
map[x, y] = GameTiles.DK;
if (dk == null)
{
dk = new DonkeyKong(x, y);
}
else
{
throw new ArgumentException("Invalid map file. Multiple enemy starting locations");
}
break;
case 'M':
map[x, y] = GameTiles.Mario;
if (mario == null)
{
mario = new Mario(x, y);
}
else
{
throw new ArgumentException("Invalid map file. Multiple player starting locations");
}
break;
case 'H':
map[x, y] = GameTiles.Ladder;
originalMap[x, y] = GameTiles.Ladder;
break;
}
}
}
if (mario == null)
{
throw new ArgumentException("Invalid map file. No player starting location");
}
if (dk == null)
{
throw new ArgumentException("Invalid map file. No enemy starting location");
}
}
/// <summary>
/// Creates a test map (not loaded from a file). Used for debugging purposes only.
/// </summary>
private void SetupMap()
{
for (int x = 0; x < map.GetLength(0); x++)
{
for (int y = 0; y < map.GetLength(1); y++)
{
map[x, y] = GameTiles.Empty;
}
}
for (int x = 0; x < map.GetLength(0); x++)
{
map[x, map.GetLength(1) - 1] = GameTiles.Floor;
}
for (int y = 0; y < 10; y++)
{
map[30, map.GetLength(1) - 2 - y] = GameTiles.Ladder;
}
map[0, map.GetLength(1) - 2] = GameTiles.Mario;
mario = new Mario(0, map.GetLength(1) - 2);
}
/// <summary>
/// Moves mario to the specified location. Updates map array and mario object.
/// </summary>
/// <param name="x">The X position of where to move Mario.</param>
/// <param name="y">The Y position of where to move Mario.</param>
/// <remarks>
/// This method contains the logic for checking the Game Won condition.
/// </remarks>
private void MoveMario(int x, int y)
{
map[mario.X, mario.Y] = originalMap[mario.X, mario.Y];
map[x, y] = GameTiles.Mario;
mario.X = x;
mario.Y = y;
if (mario.X == dk.X && mario.Y == dk.Y)
{
isGameWon = true;
}
}
/// <summary>
/// Move Mario left one position. Checks to see if move is valid.
/// If invalid Mario will not be moved.
/// </summary>
public void MarioLeft()
{
if (mario.X > 0)
{
if ((map[mario.X - 1, mario.Y + 1] == GameTiles.Floor ||
map[mario.X - 1, mario.Y + 1] == GameTiles.Ladder) &&
map[mario.X - 1, mario.Y] != GameTiles.Floor)
{
MoveMario(mario.X - 1, mario.Y);
}
}
}
/// <summary>
/// Move Mario right one position. Checks to see if move is valid.
/// If invalid Mario will not be moved.
/// </summary>
public void MarioRight()
{
if (mario.X < map.GetLength(0) - 2)
{
if ((map[mario.X + 1, mario.Y + 1] == GameTiles.Floor ||
map[mario.X + 1, mario.Y + 1] == GameTiles.Ladder) &&
map[mario.X + 1, mario.Y] != GameTiles.Floor)
{
MoveMario(mario.X + 1, mario.Y);
}
}
}
/// <summary>
/// Move Mario up one position. Checks to see if move is valid.
/// If invalid Mario will not be moved.
/// </summary>
public void MarioUp()
{
if (mario.Y > 0)
{
if (originalMap[mario.X, mario.Y] == GameTiles.Ladder)
{
MoveMario(mario.X, mario.Y - 1);
}
}
}
/// <summary>
/// Move Mario down one position. Checks to see if move is valid.
/// If invalid Mario will not be moved.
/// </summary>
public void MarioDown()
{
if (mario.Y < map.GetLength(1) - 2)
{
if (map[mario.X, mario.Y + 1] == GameTiles.Ladder)
{
MoveMario(mario.X, mario.Y + 1);
}
}
}
/// <summary>
/// Causes Donkey Kong to perform an action. This action may be do nothing
/// or throw a barrel, as determined by the logic in the Donkey Kong class
/// </summary>
public void MoveDonkeyKong()
{
dk.Move();
if (dk.ShouldCreateBarrel)
{
Barrel barrel = dk.CreateBarrel();
barrelList.Add(barrel);
map[barrel.X, barrel.Y] = GameTiles.Barrel;
}
}
/// <summary>
/// Causes all barrels to move once.
/// </summary>
/// <remarks>
/// Map array locations of all barrels are updated by this method.
/// This methods contains the checking logic for the Game Over condition.
///</remarks>
public void MoveBarrels()
{
for(int i = 0; i < barrelList.Count; i++)
{
Barrel b = barrelList[i];
map[b.X, b.Y] = originalMap[b.X, b.Y];
if (b.X <= 0 || b.X >= map.GetLength(0) - 1)
{
barrelList.Remove(b);
continue;
}
if (originalMap[b.X, b.Y + 1] == GameTiles.Ladder)
{
b.Move(b.X, b.Y + 1);
}
else
{
switch (b.Direction)
{
case BarrelDirection.Left:
if (originalMap[b.X - 1, b.Y + 1] == GameTiles.Floor ||
originalMap[b.X - 1, b.Y + 1] == GameTiles.Ladder)
{
b.Move(b.X - 1, b.Y);
}
else
{
b.SwitchDirection();
}
break;
case BarrelDirection.Right:
if (originalMap[b.X + 1, b.Y + 1] == GameTiles.Floor ||
originalMap[b.X + 1, b.Y + 1] == GameTiles.Ladder)
{
b.Move(b.X + 1, b.Y);
}
else
{
b.SwitchDirection();
}
break;
}
}
map[b.X, b.Y] = GameTiles.Barrel;
if (b.X == mario.X && b.Y == mario.Y)
{
isGameOver = true;
}
}
map[mario.X, mario.Y] = GameTiles.Mario;
map[dk.X, dk.Y] = GameTiles.DK;
}
}
public enum GameTiles
{
Empty,
Floor,
Ladder,
Barrel,
Mario,
DK,
Null
}
}