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- using System;
- using System.Collections.Generic;
- using System.Linq;
- using System.Text;
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Graphics;
- namespace XNAPacMan {
- /// <summary>
- /// This class provides global access to important game constants; what fruits appear on what levels,
- /// relative speeds of everything, timers, etc. Centralizing this data here makes it easy to change
- /// the game settings. It also relieves the data-heavy ghost and gameloop classes from a LOT of definitions.
- /// </summary>
- static class Constants {
- // Dispersion tiles for each ghost
- public static readonly List<Point> scatterTilesBlinky = new List<Point> { new Point(21, 1), new Point(26, 1),
- new Point(26, 5), new Point(21, 5)
- };
- public static readonly List<Point> scatterTilesPinky = new List<Point> { new Point(1, 1), new Point(6, 1),
- new Point(6, 5), new Point(1, 5)
- };
- public static readonly List<Point> scatterTilesClyde = new List<Point> { new Point(6, 23), new Point(9, 23),
- new Point(9, 26), new Point(12, 26),
- new Point(12, 29), new Point(1, 29),
- new Point(1, 26), new Point(6, 26)
- };
- public static readonly List<Point> scatterTilesInky = new List<Point> { new Point(18, 23), new Point(21, 23),
- new Point(21, 26), new Point(26, 26),
- new Point(26, 29), new Point(15, 29),
- new Point(15, 26), new Point(18, 26)
- };
- public static List<Point> scatterTiles(Ghosts identity) {
- switch (identity) {
- case Ghosts.Blinky:
- return scatterTilesBlinky;
- case Ghosts.Clyde:
- return scatterTilesClyde;
- case Ghosts.Inky:
- return scatterTilesInky;
- case Ghosts.Pinky:
- return scatterTilesPinky;
- default:
- throw new ArgumentException();
- }
- }
- public static readonly Position startPositionBlinky = new Position { Tile = new Point(13, 11), DeltaPixel = new Point(8, 0) };
- public static readonly Position startPositionPinky = new Position { Tile = new Point(13, 14), DeltaPixel = new Point(8, 8) };
- public static readonly Position startPositionInky = new Position { Tile = new Point(11, 13), DeltaPixel = new Point(8, 8) };
- public static readonly Position startPositionClyde = new Position { Tile = new Point(15, 13), DeltaPixel = new Point(8, 8) };
- public static Position startPosition(Ghosts identity) {
- switch (identity) {
- case Ghosts.Blinky:
- return startPositionBlinky;
- case Ghosts.Pinky:
- return startPositionPinky;
- case Ghosts.Clyde:
- return startPositionClyde;
- case Ghosts.Inky:
- return startPositionInky;
- default:
- throw new ArgumentException();
- }
- }
- public static int Level = 0;
- public static int InitialJumps(Ghosts ghost, bool newLevel) {
- if (newLevel) {
- switch (ghost) {
- case Ghosts.Inky:
- return (int)MathHelper.Clamp((20 - Level) / 2, 0, 10);
- case Ghosts.Clyde:
- return InitialJumps(Ghosts.Inky, true) + 2;
- default:
- return 0;
- }
- }
- else {
- switch (ghost) {
- case Ghosts.Inky:
- return 1;
- case Ghosts.Clyde:
- return 2;
- default:
- return 0;
- }
- }
- }
- private static int[] cruiseElroyTimers_ = { 20, 30, 40, 40, 40, 50, 50, 50, 60, 60 };
- public static int CruiseElroyTimer() {
- if (Level >= 10) {
- return cruiseElroyTimers_[9];
- }
- else {
- return cruiseElroyTimers_[Level - 1];
- }
- }
- public static Color colors(Ghosts identity) {
- switch (identity) {
- case Ghosts.Blinky:
- return Color.Red;
- case Ghosts.Clyde:
- return Color.Orange;
- case Ghosts.Inky:
- return Color.LightSkyBlue;
- case Ghosts.Pinky:
- return Color.LightPink;
- default:
- throw new ArgumentException();
- }
- }
- private static int[] blueTimes_ = { 6, 6, 4, 3, 2, 6, 2, 2, 1, 5, 2, 1, 1, 3, 1, 1, 0, 1, 0, 0, 0 };
- public static int BlueTime() {
- return Level > blueTimes_.Length - 2 ? 0 : blueTimes_[Level - 1];
- }
- private static int[] bonusScores_ = { 100, 300, 500, 700, 700, 1000, 1000, 2000, 2000, 3000, 3000, 5000, 5000, 5000 };
- public static int BonusScores() {
- return Level > bonusScores_.Length - 2 ? 5000 : bonusScores_[Level - 1];
- }
- private static string[] bonusSprites_ = { "Cherry", "Strawberry", "Apple", "Bell", "Orange", "Pear", "Pretzel", "Bell", "Banana", "Key", "Key" };
- public static string BonusSprite() {
- return Level > bonusSprites_.Length - 2 ? "Key" : bonusSprites_[Level - 1];
- }
- private static int[] pacManSpeed_ = { 7, 9, 8, 8, 9 };
- public static int PacManSpeed() {
- if (5 <= Level && Level <= 20) {
- return pacManSpeed_[4];
- }
- else if (5 > Level) {
- return pacManSpeed_[Level - 1];
- }
- else {
- return 10;
- }
- }
- private static int[] ghostSpeed_ = { 13, 11, 12, 12 };
- public static int GhostSpeed() {
- return Level > 4 ? 11 : ghostSpeed_[Level - 1];
- }
- }
- }
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