Beispiel #1
0
        public void Update(Cursor cursor)
        {
            // check cursor value adjust
            if (cursor.position.X >= knobPosition.X && cursor.position.X <= knobPosition.X + rect.Width
                 && cursor.position.Y >= knobPosition.Y && cursor.position.Y <= knobPosition.Y + rect.Height
                  && cursor.mouseState.LeftButton == ButtonState.Pressed | cursor.mouseState.RightButton == ButtonState.Pressed
                   && cursor.click == false)
            {
                if (start == true)
                {
                    cursor.click = true;
                    start = false;
                    mouseNum = cursor.position.X;
                }
            }
            if (cursor.position.X >= knobPosition.X && cursor.position.X <= knobPosition.X + rect.Width
                 && cursor.position.Y >= knobPosition.Y && cursor.position.Y <= knobPosition.Y + rect.Height
                  && start == false)
            {
                value += (cursor.position.X - mouseNum) * (max - min) / (rect.Width*extent - knobRect.Width);
                knobPosition.X += cursor.position.X - mouseNum;
                mouseNum = cursor.position.X;

                if (value > max) { value = max; }
                if (value < min) { value = min; }

                if (knobPosition.X > position.X + rect.Width * extent + (rect.Width * (1.0f - extent)) / 2.0f - knobTex.Width)
                {
                    knobPosition.X = position.X + rect.Width * extent + (rect.Width * (1.0f - extent)) / 2.0f - knobTex.Width;
                }

                if (knobPosition.X < position.X + (rect.Width * (1.0f - extent)) / 2.0f)
                {
                    knobPosition.X = position.X + (rect.Width * (1.0f - extent)) / 2.0f;
                }
            }

            param.value = value;

            if (cursor.mouseState.LeftButton == ButtonState.Released && cursor.mouseState.RightButton == ButtonState.Released)
            {
                start = true;
            }
        }
Beispiel #2
0
        public void Update(Cursor cursor)
        {
            // check cursor value adjust
            if (cursor.position.X >= position.X && cursor.position.X <= position.X + rect.Width
                 && cursor.position.Y >= position.Y && cursor.position.Y <= position.Y + rect.Height
                  && cursor.mouseState.LeftButton == ButtonState.Pressed | cursor.mouseState.RightButton == ButtonState.Pressed
                   && cursor.click == false)
            {
                if (start == true)
                {
                    cursor.click = true;
                    start = false;
                    mouseNum = cursor.position.Y;
                }
            }

            if (start == false)
            {
                value -= (cursor.position.Y - mouseNum)*(max - min)/200;
                mouseNum = cursor.position.Y;

                if (value > max) { value = max; }
                if (value < min) { value = min; }
            }

            param.value = value;

            if (cursor.mouseState.LeftButton == ButtonState.Released && cursor.mouseState.RightButton == ButtonState.Released)
            {
                start = true;
            }

            // update position for rotation

                rotation = ((value - min) / (max - min)) * (float)Math.PI - (float)Math.PI/2.0f;

            rotPosition.X = position.X + (float)Math.Sin((double)rotation - Math.PI / 4.0) * (diag / 2.0f) + (diag / 2.0f);
            rotPosition.Y = position.Y - (float)Math.Sin((double)rotation + Math.PI / 4.0) * (diag / 2.0f) + (diag / 2.0f) - 40.0f;
        }
Beispiel #3
0
        public void Render(SpriteBatch sbatch,Cursor cursor)
        {
            // icon

            if (cursor.position.X >= position.X && cursor.position.X < (position.X + tex.Width) && cursor.position.Y >= position.Y && cursor.position.Y < (position.Y + tex.Height))
            {
                sbatch.Draw(hTex, position, rect, Microsoft.Xna.Framework.Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, layer);
            }

            else
            {
                sbatch.Draw(tex, position, rect, Microsoft.Xna.Framework.Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, layer);
            }

            // menu
            if (menu == true)
            {
                // arrows
                if (buildList.Count > buildScreenLength)
                {
                    full = true;

                    if (scrollPos == (buildList.Count - buildScreenLength))
                    {
                        if (cursor.position.X >= leftArrowPos.X && cursor.position.X <= leftArrowPos.X + arrow.Width
                                    && cursor.position.Y >= leftArrowPos.Y - arrow.Height && cursor.position.Y <= leftArrowPos.Y)
                        {

                            sbatch.Draw(highArrow, leftArrowPos, null, Color.White, -(float)Math.PI / 2.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.1f);
                        }

                        else
                        {
                            sbatch.Draw(arrow, leftArrowPos, null, Color.White, -(float)Math.PI / 2.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.1f);
                        }
                    }

                    if (scrollPos == 0)
                    {

                        if (cursor.position.X >= rightArrowPos.X - arrow.Width && cursor.position.X <= rightArrowPos.X
                                    && cursor.position.Y >= rightArrowPos.Y && cursor.position.Y <= rightArrowPos.Y + arrow.Height)
                        {
                            sbatch.Draw(highArrow, rightArrowPos, null, Color.White, (float)Math.PI/2.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.1f);
                        }

                        else
                        {
                            sbatch.Draw(arrow, rightArrowPos, null, Color.White, (float)Math.PI / 2.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.1f);
                        }
                    }

                    if (scrollPos < (buildList.Count - buildScreenLength) && scrollPos > 0)
                    {
                        if (cursor.position.X >= leftArrowPos.X && cursor.position.X <= leftArrowPos.X + arrow.Width
                                    && cursor.position.Y >= leftArrowPos.Y - arrow.Height && cursor.position.Y <= leftArrowPos.Y)
                        {

                            sbatch.Draw(highArrow, leftArrowPos, null, Color.White, -(float)Math.PI / 2.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.1f);
                        }

                        else
                        {
                            sbatch.Draw(arrow, leftArrowPos, null, Color.White, -(float)Math.PI / 2.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.1f);
                        }

                        if (cursor.position.X >= rightArrowPos.X - arrow.Width && cursor.position.X <= rightArrowPos.X
                                    && cursor.position.Y >= rightArrowPos.Y && cursor.position.Y <= rightArrowPos.Y + arrow.Height)
                        {
                            sbatch.Draw(highArrow, rightArrowPos, null, Color.White, (float)Math.PI / 2.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.1f);
                        }

                        else
                        {
                            sbatch.Draw(arrow, rightArrowPos, null, Color.White, (float)Math.PI / 2.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.1f);
                        }
                    }

                }

                else
                {
                    full = false;
                }

                // render background

                sbatch.Draw(dummyTexture, buildPos, buildRectangle, boxColour, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0.17f);

                // render items

                for (int x = scrollPos; x < (scrollPos + buildScreenLength) && x < buildList.Count; x++)
                {
                    FloorObject curitem = buildList[x];

                    curitem.IconRender(sbatch,this);
                }

            }
        }
Beispiel #4
0
        public void Update(Corpse corpse,NumericalCounter lifeForce, NumericalCounter humanity, NumericalCounter longevity, FloorObject conductor,
                                GameTime gameTime, Cursor cursor,Scientist scientist, Assistant assistant)
        {
            // check if resurrection is possible

            if (conductor.on == true && corpse.visible == true && corpse.alive == false)
            {
                doable = true;
            }

            else
            {
                doable = false;
            }

            MouseState mouseState = Mouse.GetState();

            // clicking on animate icon

            if (cursor.position.X >= position.X && cursor.position.X < (position.X + tex.Width) && cursor.position.Y >= position.Y && cursor.position.Y < (position.Y + tex.Height))
            {
                if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed)
                {
                    if (cursor.click == false && doable == true)
                    {
                        Animate(scientist, assistant);
                        clickOn = true;
                    }

                    cursor.click = true;
                }
            }

            if (clickOn == true)
            {
                clickCount += gameTime.ElapsedGameTime.Milliseconds;

                if (clickCount > 100)
                {
                    clickCount = 0;
                    clickOn = false;
                }
            }
        }
Beispiel #5
0
        public void Render(SpriteBatch sbatch, Cursor cursor)
        {
            // icon

            if (cursor.position.X >= position.X && cursor.position.X < (position.X + tex.Width)
                && cursor.position.Y >= position.Y && cursor.position.Y < (position.Y + tex.Height)
                && doable == true && clickOn == false)
            {
                sbatch.Draw(hTex, position, rect, Microsoft.Xna.Framework.Color.White, 0, Vector2.Zero, scale, SpriteEffects.None, layer);
            }

            else if (clickOn == true)
            {
                sbatch.Draw(cTex, position, rect, Microsoft.Xna.Framework.Color.White, 0, Vector2.Zero, scale, SpriteEffects.None, layer);
            }

            else
            {
                sbatch.Draw(tex, position, rect, Microsoft.Xna.Framework.Color.White, 0, Vector2.Zero, scale, SpriteEffects.None, layer);
            }
        }
Beispiel #6
0
        public void Update(GameTime gametime, GraphicsDevice graphicsDevice, Cursor cursor, NumericalCounter research,NumericalCounter money, NumericalCounter madness, List<MiniProgressBar> proglist, ReachableArea reachable)
        {
            // get most recent reachable areas
            path.Update(reachable);

            // update position from grid position

            position = grid.CartesianCoords(gridPosition);

            // determine later from position and direction of movement

            if (walking == true)
            {
                layer = 0.2f + (0.2f / (float)grid.rows) * walkingTarget.Y + (0.2f / ((float)grid.columns * (float)grid.rows + 1)) * Math.Abs(walkingTarget.X - (float)grid.columns / 2.0f);
            }

            else
            {
                layer = 0.2f + (0.2f / (float)grid.rows) * gridPosition.Y + (0.2f / ((float)grid.columns * (float)grid.rows + 1)) * Math.Abs(gridPosition.X - (float)grid.columns / 2.0f);
            }

            offset = new Vector2((width * scale) / 2.0f, height * scale); // factor of 2 here and in the draw command are just for this test anim, so it's a decent size...

            // walking....

            if (action != null && walking == false && doing == false)
            {
                // to corpse
                if (corpseWork == true)
                {
                    if (gridPosition != corpsePosition)
                    {
                        walking = true;
                        drawPath = path.PathList(gridPosition, corpsePosition, grid);
                        pathStep = 1;
                        walkingTarget = drawPath[pathStep];
                    }

                    else
                    {
                        doing = true;
                        currentFrame = 0;
                        gridPosition = drawPath[pathStep - 1];
                        position = grid.CartesianCoords(gridPosition);
                    }
                }

                // to machine
                else if (gridPosition !=  floorObject.opPos)
                {
                    walking = true;
                    drawPath = path.PathList(gridPosition, floorObject.opPos, grid);
                    pathStep = 1;
                    walkingTarget = drawPath[pathStep];
                }

                // arrived at destination, start doing
                else
                {
                    doing = true;
                    currentFrame = 0;
                    gridPosition = drawPath[pathStep - 1];
                    position = grid.CartesianCoords(gridPosition);
                }
            }

            if (walking == true)
            {
                direction = (grid.CartesianCoords(walkingTarget) - grid.CartesianCoords(gridPosition));
                targetDistance = direction.Length();
                direction.Normalize();

                walkingOffset += direction * gametime.ElapsedGameTime.Milliseconds * 0.2f;
                distanceGone = walkingOffset.Length();

                if (distanceGone < targetDistance)
                {
                    Vector2 move = walkingOffset;
                    position += move;
                }

                else
                {
                    pathStep += 1;

                    if (pathStep < drawPath.Count)
                    {
                        gridPosition = drawPath[pathStep - 1];
                        walkingTarget = drawPath[pathStep];
                        position = grid.CartesianCoords(gridPosition);
                    }

                    else
                    {
                        walking = false;
                        doing = true;
                        currentFrame = 0;
                        gridPosition = drawPath[pathStep-1];
                        position = grid.CartesianCoords(gridPosition);
                    }

                    walkingOffset = Vector2.Zero;
                    targetDistance = 0;
                    distanceGone = 0;

                }
            }

            // update animation frame

            timer += gametime.ElapsedGameTime.Milliseconds;

            if (timer >= msecsTweenFrames)
            {
                timer = 0;

                if (walking == true)
                {
                    if (Math.Abs(direction.X) >= Math.Abs(direction.Y))
                    {
                        if (direction.X >= 0)
                        {
                            anim = 1;
                        }

                        else
                        {
                            anim = 0;
                        }

                    }

                    if (Math.Abs(direction.Y) >= Math.Abs(direction.X))
                    {
                        if (direction.Y >= 0)
                        {
                            anim = 2;
                        }

                        else
                        {
                            anim = 3;
                        }
                    }

                    if (currentFrame++ == numberOfFrames - 1)
                    {
                        currentFrame = 0;
                    }
                }

                // start up menu action if doing is done, animate doing
                if (doing == true)
                {
                    anim = 4;

                    if (action != null)
                    {
                        // if not staying, run anim once, start progress bar
                        if (action.remain == false)
                        {
                            if (currentFrame++ == numberOfFrames - 1)
                            {
                                doing = false;
                                proglist.Add(new MiniProgressBar(graphicsDevice, floorObject.position + new Vector2(-5, -105), action, floorObject));
                                progBar = proglist[-1];
                                action = null;

                            }
                        }

                        // if staying to work machine...
                        else
                        {
                            // if starting, create progress bar and start anim
                            if (animStart == true)
                            {
                                animStart = false;

                                if (corpseWork == true)
                                {
                                    proglist.Add(new MiniProgressBar(graphicsDevice, position + new Vector2(0, -100), action, null));
                                    progBar = proglist[proglist.Count -1];
                                }

                                else
                                {
                                    proglist.Add(new MiniProgressBar(graphicsDevice, floorObject.position + new Vector2(-5, -105), action, floorObject));
                                    progBar = proglist[proglist.Count -1];
                                }
                            }

                            // run anim until machine work is finished
                            else
                            {
                                if (currentFrame++ == numberOfFrames - 1)
                                {
                                    currentFrame = 0;

                                    if (action.done == true)
                                    {
                                        doing = false;
                                        action.done = false;
                                        action = null;
                                        animStart = true;

                                        if (corpseWork == true)
                                        {
                                            corpseWork = false;
                                        }
                                    }
                                }

                            }
                        }

                    }

                    // animate animation if animating....
                    else if (animating == true)
                    {
                        anim = 4;

                        if (currentFrame++ == numberOfFrames - 1)
                        {
                            doing = false;
                            animating = false;

                        }

                    }
                }

                // if not walking, stand!
                if (walking == false && doing == false)
                {
                    anim = 2;
                    currentFrame = 0;
                }

                // set anim and frame
                rect.X = currentFrame * width;
                rect.Y = height * anim;
            }
        }
Beispiel #7
0
        public void Render(SpriteBatch sbatch,Cursor cursor,SpriteFont font,NumericalCounter money, List<FloorObject> floorObjectList, ReachableArea reachable, Scientist scientist, Assistant assistant)
        {
            // draw icon - highlighted

            if (cursor.position.X >= position.X && cursor.position.X < (position.X + width)
                && cursor.position.Y >= position.Y && cursor.position.Y < (position.Y + height)
                && clickOn == false)
            {
                sbatch.Draw(hTex, position, rect, Microsoft.Xna.Framework.Color.White, 0, Vector2.Zero,scale, SpriteEffects.None, layer);
            }

            // draw icon - clicked
            else if (clickOn == true)
            {
                sbatch.Draw(cTex, position, rect, Microsoft.Xna.Framework.Color.White, 0, Vector2.Zero, scale, SpriteEffects.None, layer);
            }

            // draw icon - unhighlighted
            else
            {
                sbatch.Draw(tex, position, rect, Microsoft.Xna.Framework.Color.White, 0, Vector2.Zero, scale, SpriteEffects.None, layer);
            }

            // menu
            if (menu == true)
            {

                // find longest string in menu

                int boxWidth = 0;

                if (menu == true)
                {
                    foreach (FloorObject machine in buildList)
                    {

                        if (machine.name.Length + 5 > boxWidth)
                        {
                            boxWidth = machine.name.Length + 5; // set box width for below

                        }
                    }
                }

                // draw boxes and outlines for each item, check if highlighted, clicked

                menuRectangle.Width  = boxWidth * 12 + 10;  // set width to widest text from above
                menuRectangle.Height = 30;                  // menu item height spread
                Vector2 menuItemPosition = menuPosition - new Vector2(0, menuRectangle.Height);    // position of each text menu item

                menuMouseover = false;

                MouseState mouseState = Mouse.GetState();

                FloorObject remove = null; // built items to remove from build list

                foreach (FloorObject machine in buildList)
                {
                    // declare colours
                    Color textColour;
                    Color boxColour;
                    Color lineColour;

                    // IF MOUSE-OVERED change colours, set to highlighted item

                    if (cursor.position.X >= menuItemPosition.X && cursor.position.X < (menuItemPosition.X + menuRectangle.Width) &&
                        cursor.position.Y >= menuItemPosition.Y && cursor.position.Y < (menuItemPosition.Y + menuRectangle.Height))
                    {
                        textColour = Color.Black;
                        boxColour  = Color.LightGray;
                        lineColour = Color.LimeGreen;

                        menuHighlightObject = machine;
                        menuMouseover = true;

                        // build item if clicked

                        if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed)
                        {
                            if (cursor.click == false)
                            {
                                menu = false;

                                if (money.value >= menuHighlightObject.cost)
                                {
                                    remove = menuHighlightObject;
                                }
                            }

                            cursor.click = true;

                        }

                    }

                    // IF NOT MOUSE-OVERED
                    else
                    {
                        // set colours to standard
                        textColour = Color.White;
                        boxColour = Color.Gray;
                        lineColour = Color.DarkGray;

                    }

                    // text

                    sbatch.DrawString(font, machine.name + ": $" + machine.cost.ToString(), menuItemPosition + new Vector2(5,0), textColour, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0.13f);

                    // text rectangle
                    sbatch.Draw(dummyTexture, menuItemPosition , menuRectangle, boxColour, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0.17f);

                    // top line
                    Tuple<Vector2, Vector2> line = new Tuple<Vector2, Vector2>(menuItemPosition, (menuItemPosition + new Vector2(menuRectangle.Width, 0)));

                    float angle = (float)Math.Atan2(line.Item2.Y - line.Item1.Y, line.Item2.X - line.Item1.X);
                    float length = Vector2.Distance(line.Item1, line.Item2);

                    sbatch.Draw(dummyTexture, line.Item1 + new Vector2(0, 0), null, lineColour, angle, Vector2.Zero, new Vector2(length, 3.0f), SpriteEffects.None, 0.15f);

                    // right line
                    Tuple<Vector2, Vector2> line2 = new Tuple<Vector2, Vector2>((menuItemPosition + new Vector2(menuRectangle.Width, menuRectangle.Height)), (menuItemPosition + new Vector2(menuRectangle.Width, 0)));

                    float angle2 = (float)Math.Atan2(line2.Item2.Y - line2.Item1.Y, line2.Item2.X - line2.Item1.X);
                    float length2 = Vector2.Distance(line2.Item1, line2.Item2);

                    sbatch.Draw(dummyTexture, line2.Item1 + new Vector2(0, 0), null, lineColour, angle2, Vector2.Zero, new Vector2(length2, 3.0f), SpriteEffects.None, 0.15f);

                    // left line
                    Tuple<Vector2, Vector2> line3 = new Tuple<Vector2, Vector2>(menuItemPosition, (menuItemPosition + new Vector2(0, menuRectangle.Height)));

                    float angle3 = (float)Math.Atan2(line3.Item2.Y - line3.Item1.Y, line3.Item2.X - line3.Item1.X);
                    float length3 = Vector2.Distance(line3.Item1, line3.Item2);

                    sbatch.Draw(dummyTexture, line3.Item1 + new Vector2(0, 0), null, lineColour, angle3, Vector2.Zero, new Vector2(length3, 3.0f), SpriteEffects.None, 0.15f);

                    // bottom line
                    Tuple<Vector2, Vector2> line4 = new Tuple<Vector2, Vector2>((menuItemPosition + new Vector2(menuRectangle.Width, menuRectangle.Height)), (menuItemPosition + new Vector2(0, menuRectangle.Height)));

                    float angle4 = (float)Math.Atan2(line4.Item2.Y - line4.Item1.Y, line4.Item2.X - line4.Item1.X);
                    float length4 = Vector2.Distance(line4.Item1, line4.Item2);

                    sbatch.Draw(dummyTexture, line4.Item1 + new Vector2(0, 0), null, lineColour, angle4, Vector2.Zero, new Vector2(length4, 3.0f), SpriteEffects.None, 0.15f);

                    // set to height of next text item
                    menuItemPosition -= new Vector2(0, menuRectangle.Height);

                }

                // remove anything that has been built from build list, build, update its position
                if (remove != null)
                {
                    floorObjectList.Add(remove);        // add to floor objects (build)
                    Remove(remove, money);              // remove from build list
                    reachable.Update(floorObjectList);  // update reachable squares of grid, update character's paths
                    scientist.path.Update(reachable);   // update path from updated reachable
                    assistant.path.Update(reachable);   // update path from updated reachable
                    remove = null;
                }

                // set to close menu if clicking is done outside...
                if (menuMouseover == false)
                {
                    if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed)
                    {
                        if (cursor.click == false)
                        {
                            menu = false;
                        }

                        cursor.click = true;
                    }
                }

            }
        }
Beispiel #8
0
        public void Render(SpriteBatch sbatch, SpriteFont font, Cursor cursor)
        {
            // object itself
            sbatch.Draw(objectTex, position - offset, rect, Color.White, 0, Vector2.Zero, scale, SpriteEffects.None, layer);

            // menu

            if (menu == true)
            {
                Vector2 menuItemPosition = menuPosition;    // position of first text menu item

                foreach (Tuple<string,Color,Color,Color> item in actions)
                {
                    textColour = item.Item2;
                    boxColour  = item.Item3;
                    lineColour = item.Item4;

                    string actionName = item.Item1;

                    // text

                    sbatch.DrawString(font, actionName, menuItemPosition + new Vector2(5, 0), textColour, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0.13f);

                    // text rectangle
                    sbatch.Draw(dummyTexture, menuItemPosition, menuRectangle, boxColour, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0.17f);

                    // top line
                    Tuple<Vector2, Vector2> line = new Tuple<Vector2, Vector2>(menuItemPosition, (menuItemPosition + new Vector2(menuRectangle.Width, 0)));

                    float angle = (float)Math.Atan2(line.Item2.Y - line.Item1.Y, line.Item2.X - line.Item1.X);
                    float length = Vector2.Distance(line.Item1, line.Item2);

                    sbatch.Draw(dummyTexture, line.Item1 + new Vector2(0, 0), null, lineColour, angle, Vector2.Zero, new Vector2(length, 3.0f), SpriteEffects.None, 0.15f);

                    // right line
                    Tuple<Vector2, Vector2> line2 = new Tuple<Vector2, Vector2>((menuItemPosition + new Vector2(menuRectangle.Width, menuRectangle.Height)), (menuItemPosition + new Vector2(menuRectangle.Width, 0)));

                    float angle2 = (float)Math.Atan2(line2.Item2.Y - line2.Item1.Y, line2.Item2.X - line2.Item1.X);
                    float length2 = Vector2.Distance(line2.Item1, line2.Item2);

                    sbatch.Draw(dummyTexture, line2.Item1 + new Vector2(0, 0), null, lineColour, angle2, Vector2.Zero, new Vector2(length2, 3.0f), SpriteEffects.None, 0.15f);

                    // left line
                    Tuple<Vector2, Vector2> line3 = new Tuple<Vector2, Vector2>(menuItemPosition, (menuItemPosition + new Vector2(0, menuRectangle.Height)));

                    float angle3 = (float)Math.Atan2(line3.Item2.Y - line3.Item1.Y, line3.Item2.X - line3.Item1.X);
                    float length3 = Vector2.Distance(line3.Item1, line3.Item2);

                    sbatch.Draw(dummyTexture, line3.Item1 + new Vector2(0, 0), null, lineColour, angle3, Vector2.Zero, new Vector2(length3, 3.0f), SpriteEffects.None, 0.15f);

                    // bottom line
                    Tuple<Vector2, Vector2> line4 = new Tuple<Vector2, Vector2>((menuItemPosition + new Vector2(menuRectangle.Width, menuRectangle.Height)), (menuItemPosition + new Vector2(0, menuRectangle.Height)));

                    float angle4 = (float)Math.Atan2(line4.Item2.Y - line4.Item1.Y, line4.Item2.X - line4.Item1.X);
                    float length4 = Vector2.Distance(line4.Item1, line4.Item2);

                    sbatch.Draw(dummyTexture, line4.Item1 + new Vector2(0, 0), null, lineColour, angle4, Vector2.Zero, new Vector2(length4, 3.0f), SpriteEffects.None, 0.15f);

                    // set to height of next text item
                    menuItemPosition += new Vector2(0, menuRectangle.Height);

                }

            }

            // Mouse-over text

            if (mouseOver == true)
            {
               sbatch.DrawString(font, name, cursor.position + textOffset, Microsoft.Xna.Framework.Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0.01f);
            }
        }
Beispiel #9
0
        public void Update(GameTime gameTime, MenuAction dissect, MenuAction study,NumericalCounter longevity, NumericalCounter humanity, NumericalCounter lifeforce, Scientist scientist, Assistant assistant,
                                MenuAction talk, Cursor cursor,List<MiniProgressBar> bars, MenuAction clearCorpse)
        {
            cursor.corpseMouseover = false;

            if (flyTimer >= flyTime && alive == false)
            {
                flyTimer = 0;
                flies.AddFlies(1);
            }

            flyTimer += gameTime.ElapsedGameTime.Milliseconds;

            if (flyTimer >= flyLossTime && visible == false)
            {
                if (flies.flies.Count > 0)
                {
                    flyTimer = 0;
                    flies.RemoveFlies(1);
                }
            }

            if (this.visible == true)
            {

                // update cut up-ness
                if (dead == false)
                {
                    cut = dissect.count * 3 + study.count;
                }

                if (cut > 3)
                {
                    cut = 3;
                }

                // check for mouseover & click

                if (cursor.position.X >= position.X && cursor.position.X <= position.X + fwidth*scale
                           && cursor.position.Y >= position.Y  && cursor.position.Y <= position.Y + height  && visible == true && corpseMenu == false)
                {

                    cursor.corpseMouseover = true; // add object mouseover text

                    // turn on menu when object is clicked

                    if (cursor.mouseState.LeftButton == ButtonState.Pressed | cursor.mouseState.RightButton == ButtonState.Pressed)
                    {
                        if (cursor.click == false)
                        {
                            corpseMenu = true;
                            menuOpen = true;
                            cursor.corpseMouseover = false;
                        }

                        cursor.click = true;
                    }
                }

                // rotting timer and count and flies

                timer += gameTime.ElapsedGameTime.Milliseconds;
                rotTimer += gameTime.ElapsedGameTime.Milliseconds;
                colorTimer += gameTime.ElapsedGameTime.Milliseconds;

                if (rotTimer >= rotTime * 1000.0 && alive == false && dead == false)
                {
                    rotTimer = 0;

                    if (rot.value > 1)
                    {
                        rot.value -= 1;
                        flyTime -= 1500;
                    }

                    else
                    {
                        Die();
                        corpseColor = Microsoft.Xna.Framework.Color.Brown;
                        rot.value = 3;
                    }
                }

                if (colorTimer >= colorTime)
                {
                    colorTimer = 0;
                    if (corpseColor.R > 90)
                    {
                        this.corpseColor.R -= 1;
                    }
                    if (corpseColor.B > 0)
                    {
                        this.corpseColor.B -= 1;
                    }
                    if (corpseColor.G > 60)
                    {
                        this.corpseColor.G -= 1;
                    }
                }

                // live corpse dead count && anim change

                if (alive == true)
                {
                    longevity.valueChange = -0.01f;

                    if (longevity.value == 0)
                    {
                        Die();
                    }

                    if (scientist.action == talk && scientist.doing == true)
                    {

                        talking = true;
                        anim = 2;
                        frames = nframes[2];
                    }
                    else
                    {
                        talking = false;
                        anim = 1;
                        frames = nframes[1];
                    }

                }

                else if (dead == false)
                {
                    longevity.valueChange = 0;

                    anim = 0;
                    frames = nframes[0];
                }

                // kill if dissected

                if (dissect.done == true)
                {
                    Die();
                }

                // kill if studies 3 times

                if (study.count >= 3)
                {
                    Die();
                }

                // update anim

                if (timer >= frate)
                {
                    timer = 0;

                    if (currentFrame++ == frames - 1)
                    {
                        currentFrame = 0;
                    }

                    rect.Y = cut * height + currentFrame; // * fwidth
                }

                // menu setup

                if (corpseMenu == true && menuOpen == true)
                {
                    menuPosition = cursor.position;
                    menuOpen = false;

                    // find longest string in menu

                    int boxWidth = 0;
                    actions = new List<Tuple<string, Color, Color, Color>> { };

                    if (alive == false && dead == false)
                    {
                        menuActions = workMenuActions;

                        foreach (MenuAction action in workMenuActions)
                        {
                            // add
                            actions.Add(new Tuple<string, Color, Color, Color>(action.name, Color.White, Color.Gray, Color.DarkGray));

                            if (action.name.Length > boxWidth)
                            {
                                boxWidth = action.name.Length; // set box width for below

                            }
                        }
                    }

                    if (alive == true)
                    {
                        menuActions = aliveMenuActions;

                        foreach (MenuAction action in aliveMenuActions)
                        {
                            // add
                            actions.Add(new Tuple<string, Color, Color, Color>(action.name, Color.White, Color.Gray, Color.DarkGray));

                            if (action.name.Length > boxWidth)
                            {
                                boxWidth = action.name.Length; // set box width for below

                            }
                        }
                    }

                    if (dead == true)
                    {
                        menuActions = deadMenuActions;

                        foreach (MenuAction action in deadMenuActions)
                        {
                            // add
                            actions.Add(new Tuple<string, Color, Color, Color>(action.name, Color.White, Color.Gray, Color.DarkGray));

                            if (action.name.Length > boxWidth)
                            {
                                boxWidth = action.name.Length; // set box width for below

                            }
                        }
                    }

                    // boxes and outlines

                    menuRectangle.Width = boxWidth * 12 + 10;  // set width to widest text from above
                    menuRectangle.Height = 30;                  // menu item height spread
                }

                // menu update

                if (corpseMenu == true)
                {

                    menuMouseover = false;
                    Vector2 menuItemPosition = menuPosition;

                    foreach (MenuAction action in menuActions)
                    {

                        // IF MOUSE-OVERED change colours, set to highlighted item

                        if (cursor.position.X >= menuItemPosition.X && cursor.position.X < (menuItemPosition.X + menuRectangle.Width) && cursor.position.Y >= menuItemPosition.Y && cursor.position.Y < (menuItemPosition.Y + menuRectangle.Height))
                        {
                            textColour = Color.Black;
                            boxColour = Color.LightGray;
                            lineColour = Color.LimeGreen;

                            menuHighlightAction = action;
                            menuMouseover = true;

                            if (cursor.mouseState.LeftButton == ButtonState.Pressed | cursor.mouseState.RightButton == ButtonState.Pressed)
                            {
                                if (cursor.click == false)
                                {
                                    corpseMenu = false;

                                        if (action.scientist == true)
                                        {
                                            if (scientist.walking == true)
                                            {
                                                scientist.walking = false;
                                                scientist.floorObject = null;
                                                scientist.action = null;
                                            }

                                            else if (scientist.doing == true)
                                            {
                                                scientist.doing = false;
                                                scientist.corpseWork = false;
                                                scientist.floorObject = null;
                                                bars.Remove(scientist.progBar);
                                                scientist.action = null;
                                                scientist.animStart = true;
                                            }

                                            scientist.action = menuHighlightAction;
                                            scientist.corpseWork = true;
                                        }

                                        if (action.assistant == true)
                                        {
                                            if (assistant.walking == true)
                                            {
                                                assistant.walking = false;
                                                assistant.floorObject = null;
                                                assistant.action = null;
                                            }

                                            else if (assistant.doing == true)
                                            {
                                                assistant.doing = false;
                                                assistant.digging = false;
                                                assistant.floorObject = null;
                                                bars.Remove(assistant.progBar);
                                                assistant.action = null;
                                                assistant.animStart = true;
                                            }

                                            assistant.action = menuHighlightAction;
                                            assistant.corpseWork = true;

                                        }

                                    }

                                cursor.click = true;
                            }
                        }

                        else
                        {
                            textColour = Color.White;
                            boxColour = Color.Gray;
                            lineColour = Color.DarkGray;

                            if (cursor.mouseState.LeftButton == ButtonState.Pressed | cursor.mouseState.RightButton == ButtonState.Pressed)
                            {
                                if (cursor.click == false)
                                {
                                    corpseMenu = false;
                                }
                            }
                        }

                        int index = menuActions.IndexOf(action);
                        actions[index] = new Tuple<string, Color, Color, Color>(actions[index].Item1, textColour, boxColour, lineColour);

                        menuItemPosition = menuItemPosition + new Vector2(0, menuRectangle.Height);

                    }
                }
            }

            // check for cleared up dead corpse, reset corpse if so.

            if (clearCorpse.count > 0)
            {
                clearCorpse.count = 0;
                visible = false;
                dead = false;
                corpseColor = Color.White;
                rot.value = 3;
            }

            // update the rot counter
            rot.Update(gameTime);

            // update fly swarm

            flies.Update();
        }
Beispiel #10
0
        public void Update(GameTime gameTime, Cursor cursor, List<FloorObject> floorObjectList, FloorObject table, Assistant assistant, Corpse corpse, List<MiniProgressBar> bars,MenuAction dissect,MenuAction study)
        {
            if (floorObjectList.Contains(table) && assistant.digging == false && corpse.visible == false && assistant.outside == false && assistant.corpseCarrying == false)
            {
                doable = true;
            }

            else
            {
                doable = false;
            }

            // clicking on build icon

            if (cursor.position.X >= iposition.X && cursor.position.X < (iposition.X + iwidth) && cursor.position.Y >= iposition.Y && cursor.position.Y < (iposition.Y + iheight))
            {
                high = true;

                if (cursor.mouseState.LeftButton == ButtonState.Pressed | cursor.mouseState.RightButton == ButtonState.Pressed)
                {
                    if (cursor.click == false)
                    {
                        if (doable == true)
                        {
                            assistant.DigUpCorpse(corpse,dissect,study);
                            clickOn = true;
                        }

                    }

                    cursor.click = true;
                }
            }

            else
            {
                high = false;
            }

            if (clickOn == true)
            {
                clickCount += gameTime.ElapsedGameTime.Milliseconds;

                if (clickCount > 100)
                {
                    clickCount = 0;
                    clickOn = false;
                }
            }
        }
Beispiel #11
0
        public void Update(GameTime gameTime, Cursor cursor, List<FloorObject> floorObjectList, FloorObject table, Assistant assistant, Corpse corpse, List<MiniProgressBar> bars)
        {
            // check for mouseover and click

            if (menu == false)
            {

                cursor.graveMouseOver = false;

                // graveyard
                if (cursor.position.X >= tlcorner.X && cursor.position.X <= brcorner.X
                        && cursor.position.Y >= tlcorner.Y && cursor.position.Y <= brcorner.Y)
                {

                    cursor.graveMouseOver = true; // add object mouseover text

                    // turn on menu when object is clicked

                    if (cursor.mouseState.LeftButton == ButtonState.Pressed | cursor.mouseState.RightButton == ButtonState.Pressed)
                    {
                        if (cursor.click == false)
                        {
                            menu = true;
                            menuStart = true;
                            menuPosition = cursor.position;
                            cursor.graveMouseOver = false;
                        }

                        cursor.click = true;

                    }
                }
            }

            if (menu == true)
            {

                if (cursor.mouseState.LeftButton == ButtonState.Pressed | cursor.mouseState.RightButton == ButtonState.Pressed)
                {
                    if (cursor.click == false)
                    {

                        menu = false;

                        if (menuMouseover == true)
                        {
                            if (floorObjectList.Contains(table))
                            {
                                assistant.DigUpCorpse(corpse);
                            }
                        }

                    }

                    cursor.click = true;
                }

            }

            // set menu dimensions, make list of names and colours for each object

            if (menu == true && menuStart == true)
            {

                // find longest string in menu

                int boxWidth = 0;
                actions = new List<Tuple<string, Color, Color, Color>> { };

                foreach (MenuAction action in menuActions)
                {
                    // add
                    actions.Add(new Tuple<string, Color, Color, Color>(action.name, Color.White, Color.Gray, Color.DarkGray));

                    if (action.name.Length > boxWidth)
                    {
                        boxWidth = action.name.Length; // set box width for below

                    }
                }

                // boxes and outlines

                menuRectangle.Width = boxWidth * 12 + 10;  // set width to widest text from above
                menuRectangle.Height = 30;                  // menu item height spread
            }

            if (menu == true)
            {

                menuMouseover = false;
                Vector2 menuItemPosition = menuPosition;

                foreach (MenuAction action in menuActions)
                {

                    // IF MOUSE-OVERED change colours, set to highlighted item

                    if (cursor.position.X >= menuItemPosition.X && cursor.position.X < (menuItemPosition.X + menuRectangle.Width) && cursor.position.Y >= menuItemPosition.Y && cursor.position.Y < (menuItemPosition.Y + menuRectangle.Height))
                    {
                        textColour = Color.Black;
                        boxColour = Color.LightGray;
                        lineColour = Color.LimeGreen;

                        menuHighlightAction = action;
                        menuMouseover = true;
                    }

                    else
                    {
                        textColour = Color.White;
                        boxColour = Color.Gray;
                        lineColour = Color.DarkGray;
                    }

                    int index = menuActions.IndexOf(action);
                    actions[index] = new Tuple<string, Color, Color, Color>(actions[index].Item1, textColour, boxColour, lineColour);

                    if (cursor.mouseState.LeftButton == ButtonState.Pressed | cursor.mouseState.RightButton == ButtonState.Pressed)
                    {
                        if (cursor.click == false)
                        {
                            menu = false;

                            if (menuMouseover == true)
                            {

                                if (action.assistant == true && assistant.outside == false && assistant.corpseCarrying == false)
                                {
                                    if (assistant.walking == true)
                                    {
                                        assistant.walking = false;
                                        assistant.floorObject = null;
                                        assistant.action = null;
                                    }

                                    else if (assistant.doing == true)
                                    {
                                        assistant.doing = false;
                                        assistant.digging = false;
                                        assistant.floorObject = null;
                                        bars.Remove(assistant.progBar);
                                        assistant.action = null;
                                        assistant.animStart = true;
                                    }

                                }

                            }

                        }

                        cursor.click = true;
                    }

                    menuItemPosition = menuItemPosition + new Vector2(0, menuRectangle.Height);

                }
            }
        }
Beispiel #12
0
        public void Update(Cursor cursor, GameTime gameTime, NumericalCounter money)
        {
            // clicking on build icon

            if (cursor.position.X >= position.X && cursor.position.X < (position.X + width) && cursor.position.Y >= position.Y && cursor.position.Y < (position.Y + height))
            {
                if (cursor.mouseState.LeftButton == ButtonState.Pressed | cursor.mouseState.RightButton == ButtonState.Pressed)
                {
                    if (cursor.click == false)
                    {
                        menu = true;
                        clickOn = true;

                        cursor.click = true;
                    }

                }
            }

            // turn click anim on for a bit
            if (clickOn == true)
            {
                clickCount += gameTime.ElapsedGameTime.Milliseconds;

                if (clickCount > 100)
                {
                    clickCount = 0;
                    clickOn = false;
                }
            }

            // turm the menu off
             if (menuMouseover == false && (cursor.position.X >= position.X && cursor.position.X < (position.X + width) && cursor.position.Y >= position.Y && cursor.position.Y < (position.Y + height)) == false)
                {
                    if (cursor.position.Y < buildPos.Y)
                    {
                        if (cursor.mouseState.LeftButton == ButtonState.Pressed | cursor.mouseState.RightButton == ButtonState.Pressed)
                        {
                            if (menu == true)
                            {
                                menu = false;
                            }

                        }
                    }
                }

            // remove objects that have been built

             removeUpdate();
        }
Beispiel #13
0
        public void Render(SpriteBatch sbatch,Cursor cursor,SpriteFont font,NumericalCounter money, List<FloorObject> floorObjectList, ReachableArea reachable, Scientist scientist, Assistant assistant)
        {
            // draw icon - highlighted

            if (cursor.position.X >= position.X && cursor.position.X < (position.X + width)
                && cursor.position.Y >= position.Y && cursor.position.Y < (position.Y + height)
                && clickOn == false)
            {
                sbatch.Draw(hTex, position, rect, Microsoft.Xna.Framework.Color.White, 0, Vector2.Zero,scale, SpriteEffects.None, layer);
            }

            // draw icon - clicked
            else if (clickOn == true)
            {
                sbatch.Draw(cTex, position, rect, Microsoft.Xna.Framework.Color.White, 0, Vector2.Zero, scale, SpriteEffects.None, layer);
            }

            // draw icon - unhighlighted
            else
            {
                sbatch.Draw(tex, position, rect, Microsoft.Xna.Framework.Color.White, 0, Vector2.Zero, scale, SpriteEffects.None, layer);
            }

            // menu
            if (menu == true)
            {
                // arrows
                if (buildList.Count > buildScreenLength)
                {
                    full = true;

                    if (scrollPos == (buildList.Count - buildScreenLength))
                    {
                        if (cursor.position.X >= leftArrowPos.X && cursor.position.X <= leftArrowPos.X + arrow.Width
                                    && cursor.position.Y >= leftArrowPos.Y - arrow.Height && cursor.position.Y <= leftArrowPos.Y)
                        {

                            sbatch.Draw(highArrow, leftArrowPos, null, Color.White, -(float)Math.PI / 2.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.1f);
                        }

                        else
                        {
                            sbatch.Draw(arrow, leftArrowPos, null, Color.White, -(float)Math.PI / 2.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.1f);
                        }
                    }

                    if (scrollPos == 0)
                    {

                        if (cursor.position.X >= rightArrowPos.X - arrow.Width && cursor.position.X <= rightArrowPos.X
                                    && cursor.position.Y >= rightArrowPos.Y && cursor.position.Y <= rightArrowPos.Y + arrow.Height)
                        {
                            sbatch.Draw(highArrow, rightArrowPos, null, Color.White, (float)Math.PI/2.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.1f);
                        }

                        else
                        {
                            sbatch.Draw(arrow, rightArrowPos, null, Color.White, (float)Math.PI / 2.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.1f);
                        }
                    }

                    if (scrollPos < (buildList.Count - buildScreenLength) && scrollPos > 0)
                    {
                        if (cursor.position.X >= leftArrowPos.X && cursor.position.X <= leftArrowPos.X + arrow.Width
                                    && cursor.position.Y >= leftArrowPos.Y - arrow.Height && cursor.position.Y <= leftArrowPos.Y)
                        {

                            sbatch.Draw(highArrow, leftArrowPos, null, Color.White, -(float)Math.PI / 2.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.1f);
                        }

                        else
                        {
                            sbatch.Draw(arrow, leftArrowPos, null, Color.White, -(float)Math.PI / 2.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.1f);
                        }

                        if (cursor.position.X >= rightArrowPos.X - arrow.Width && cursor.position.X <= rightArrowPos.X
                                    && cursor.position.Y >= rightArrowPos.Y && cursor.position.Y <= rightArrowPos.Y + arrow.Height)
                        {
                            sbatch.Draw(highArrow, rightArrowPos, null, Color.White, (float)Math.PI / 2.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.1f);
                        }

                        else
                        {
                            sbatch.Draw(arrow, rightArrowPos, null, Color.White, (float)Math.PI / 2.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.1f);
                        }
                    }

                }

                else
                {
                    full = false;
                }

                // render background

                sbatch.Draw(dummyTexture, buildPos, buildRectangle, boxColour, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0.17f);

                // render items

                for (int x = scrollPos; x < (scrollPos + buildScreenLength) && x < buildList.Count; x++)
                {
                    FloorObject curitem = buildList[x];

                    curitem.IconRender(sbatch,this);
                }

            }
        }
Beispiel #14
0
        public void Update(GameTime gametime, GraphicsDevice graphicsDevice, Grid grid, Cursor cursor, NumericalCounter research, NumericalCounter money, 
                                        NumericalCounter madness, List<MiniProgressBar> proglist, Corpse corpse,NonInteractive door,NonInteractive digger, Resurrect resurrect, NonInteractive Switch,
                                        NumericalCounter humanity, NumericalCounter longevity,NumericalCounter lifeForce, Random random, ReachableArea reachable)
        {
            path.Update(reachable);

            if (outside == false)
            {
                position = grid.CartesianCoords(gridPosition);

                if (walking == true)
                {
                    layer = 0.21f + (0.2f / (float)grid.rows) * walkingTarget.Y + (0.2f / ((float)grid.columns * (float)grid.rows + 1)) * Math.Abs(walkingTarget.X - (float)grid.columns / 2.0f);
                }

                else
                {
                    layer = 0.21f + (0.2f / (float)grid.rows) * gridPosition.Y + (0.2f / ((float)grid.columns * (float)grid.rows + 1)) * Math.Abs(gridPosition.X - (float)grid.columns / 2.0f);
                }
            }

            offset = new Vector2((width * scale) / 2.0f, height * scale); // factor of 2 here and in the draw command are just for this test anim, so it's a decent size...

            // walking....

            // to use a machine
            if (action != null && walking == false && doing == false)
            {

                // to corpse
                if (corpseWork == true)
                {
                    if (gridPosition != tableLocation)
                    {
                        walking = true;
                        drawPath = path.PathList(gridPosition, tableLocation, grid);
                        pathStep = 1;
                        walkingTarget = drawPath[pathStep];
                    }

                    else
                    {
                        doing = true;
                        currentFrame = 0;
                        gridPosition = drawPath[pathStep - 1];
                        position = grid.CartesianCoords(gridPosition);
                    }
                }

                else if (gridPosition != floorObject.opPos)
                {
                    walking = true;

                    drawPath = path.PathList(gridPosition, floorObject.opPos, grid);

                    pathStep = 1;

                    walkingTarget = drawPath[pathStep];
                }

                else
                {
                    doing = true;
                    currentFrame = 0;
                    gridPosition = drawPath[pathStep - 1];
                    position = grid.CartesianCoords(gridPosition);
                }

            }

            else if (gridPosition != defaultGridPosition && walking == false && doing == false)
            {
                walking = true;
                drawPath = path.PathList(gridPosition, defaultGridPosition, grid);
                pathStep = 1;
                walkingTarget = drawPath[pathStep];
            }

            // if he's walking, make him walk!

            if (walking == true)
            {

                direction = (grid.CartesianCoords(walkingTarget) - grid.CartesianCoords(gridPosition));

                targetDistance = direction.Length();
                direction.Normalize();

                walkingOffset += direction * gametime.ElapsedGameTime.Milliseconds * 0.2f;
                distanceGone = walkingOffset.Length();

                if (distanceGone < targetDistance)
                {
                    Vector2 move = walkingOffset;
                    position += move;
                }

                else
                {
                    pathStep += 1;

                    if (pathStep < drawPath.Count)
                    {
                        gridPosition = drawPath[pathStep - 1];
                        walkingTarget = drawPath[pathStep];
                        position = grid.CartesianCoords(gridPosition);
                    }

                    else
                    {
                        walking = false;
                        doing = true;
                        currentFrame = 0;
                        gridPosition = drawPath[pathStep - 1];
                        position = grid.CartesianCoords(gridPosition);
                    }

                    walkingOffset = Vector2.Zero;
                    targetDistance = 0;
                    distanceGone = 0;

                }
            }

            // update animation frame

            timer += gametime.ElapsedGameTime.Milliseconds;

            if (timer >= msecsTweenFrames)
            {
                timer = 0;

                if (walking == true)
                {
                    if (Math.Abs(direction.X) >= Math.Abs(direction.Y))
                    {
                        if (direction.X >= 0)
                        {
                            anim = 1;
                        }

                        else
                        {
                            anim = 0;
                        }
                    }

                    if (Math.Abs(direction.Y) >= Math.Abs(direction.X))
                    {
                        if (direction.Y >= 0)
                        {
                            anim = 2;
                        }

                        else
                        {
                            anim = 3;
                        }
                    }

                    if (currentFrame++ == numberOfFrames - 1)
                    {
                        currentFrame = 0;
                    }
                }

                // start up menu action if doing is done, animate doing
                if (doing == true)
                {
                    // coming through door (either way)
                    if (digging == true)
                    {
                        anim = 4;

                        if (door.animNum == 0)
                        {
                            door.SetAnim(1);
                            door.layer -= 0.3f;
                        }

                        if (currentFrame++ == 2)
                        {

                            digging = false;

                            if (dug == true)
                            {
                                CarryCorpse();
                                doing = false;
                                dug = false;
                                outside = false;
                            }

                            else
                            {
                                outside = true;
                                layer = 0.61f;
                                position += new Vector2(0, -20);
                            }

                            currentFrame = 0;
                            door.SetAnim(0);
                            door.layer += 0.3f;
                        }

                        else if (dug == true)
                        {
                            layer = 0.595f;
                            anim = 5;
                        }
                    }

                    // animate digging outside
                    else if (outside == true)
                    {
                        outTimer += gametime.ElapsedGameTime.Milliseconds;

                        if (outTimer >= 150 && dug == false)
                        {
                            digger.anim = true;
                            dug = true;
                            outTimer = 0;
                        }

                        if (dug == true && digger.anim == false && outTimer >= 350)
                        {
                            digging = true;
                            outTimer = 0;

                        }
                    }

                    // animate putting corpse on table
                    else if (corpseCarrying == true)
                    {

                        doing = false;
                        corpseCarrying = false;
                        corpse.flies.Restart(0);
                        corpse.visible = true;
                    }

                    // animate animation!
                    else if (animating == true)
                    {
                        anim = 4;

                        if (currentFrame++ == numberOfFrames - 1)
                        {
                            doing = false;
                            animating = false;
                            Switch.SetAnim(1);
                            resurrect.Alive(corpse, humanity, longevity,lifeForce, research,madness, random, this);
                        }
                    }

                    // if not in the usual spot...
                    else if (gridPosition != defaultGridPosition)
                    {
                        anim = 4;

                        if (action != null)
                        {
                            // if not staying to run machine, run doing anim once, create mini progress bar
                            if (action.remain == false)
                            {
                                if (currentFrame++ == numberOfFrames - 1)
                                {
                                    doing = false;
                                    proglist.Add(new MiniProgressBar(graphicsDevice, floorObject.position + new Vector2(-5, -105), action, floorObject));
                                    progBar = proglist[proglist.Count - 1];
                                    action = null;

                                }
                            }

                            // if staying to run machine...
                            else
                            {
                                // create a progess bar if starting
                                if (animStart == true)
                                {
                                    animStart = false;

                                    if (corpseWork == true)
                                    {
                                        proglist.Add(new MiniProgressBar(graphicsDevice, corpse.position + new Vector2(-5, -105), action, floorObject));
                                        progBar = proglist[proglist.Count - 1];
                                        corpseWork = false;
                                    }

                                    else
                                    {
                                        proglist.Add(new MiniProgressBar(graphicsDevice, floorObject.position + new Vector2(-5, -105), action, floorObject));
                                        progBar = proglist[proglist.Count - 1];
                                    }
                                }

                                // run animation until finished
                                else
                                {
                                    if (currentFrame++ == numberOfFrames - 1)
                                    {
                                        currentFrame = 0;

                                        if (action.done == true)
                                        {
                                            doing = false;
                                            action.done = false;
                                            action = null;
                                            animStart = true;

                                        }
                                    }

                                }
                            }
                        }
                    }

                    // if not doing anything, stop...
                    else
                    {
                        walking = false;
                        doing = false;
                        currentFrame = 0;
                    }

                }

                // if not walking, do standing anim
                if (walking == false && doing == false)
                {
                    anim = 2;
                    currentFrame = 0;
                }

                // set frame and anim
                rect.X = currentFrame * width;
                rect.Y = height * anim;
            }
        }
Beispiel #15
0
 public void Update(Cursor cursor)
 {
     MouseState mouseState = Mouse.GetState();
 }
Beispiel #16
0
        public void Update(GameTime gameTime, Cursor cursor)
        {
            mouseover = false;

            if (cursor.menu == false)
            {
                // objects
                if (cursor.position.X >= position.X && cursor.position.X <= (position.X + width)
                        && cursor.position.Y >= position.Y && cursor.position.Y <= (position.Y + height)
                            && cursor.mouseOver == false)
                {
                    mouseover = true; // add object mouseover text
                    cursor.menuProgBar = this;
                }

            }

            // change bar length according to vlue - decrease value over time

            elapsed += (float)gameTime.ElapsedGameTime.Milliseconds;

            if (elapsed >= timeInterval)
            {
                elapsed = 0;
                value += timeInterval/1000.0f;
            }

            if (value > init)
            {
                value = init;
                action.done = true;

            }

            bar.Width = (int)(fullWidth * (value / (float)init));
            barText = value.ToString("#.#") + "/" + init.ToString("#.#");
        }
Beispiel #17
0
        public void Update(Cursor cursor, Random random, GameTime gameTime)
        {
            // update all the positions if coming down....

            if (comingDown == true)
            {
                drop = gameTime.ElapsedGameTime.Milliseconds / 1.0f;

                if (drop + totalDrop > fall)
                {
                    drop = fall - totalDrop;
                }

                totalDrop += drop;

                foreach (Knob knob in controls.Item1)
                {
                    knob.position.Y += drop;
                }
                foreach (Slider slider in controls.Item2)
                {
                    slider.position.Y += drop;
                    slider.knobPosition.Y += drop;
                }
                foreach (Gauge gauge in controls.Item3)
                {
                    gauge.position.Y += drop;
                    gauge.handPosition.Y += drop;
                }
                foreach (SlideGauge slideGauge in controls.Item4)
                {
                    slideGauge.position.Y += drop;
                    slideGauge.handPosition.Y += drop;
                }

                if (totalDrop >= fall)
                {
                    totalDrop = 0;
                    drop = 0;
                    comingDown = false;
                    down = true;
                }
            }

            if (goingUp == true)
            {
                drop = gameTime.ElapsedGameTime.Milliseconds / 1.0f;

                if (drop + totalDrop > fall)
                {
                    drop = fall - totalDrop;
                }

                totalDrop += drop;

                foreach (Knob knob in controls.Item1)
                {
                    knob.position.Y -= drop;
                }
                foreach (Slider slider in controls.Item2)
                {
                    slider.position.Y -= drop;
                    slider.knobPosition.Y -= drop;
                }
                foreach (Gauge gauge in controls.Item3)
                {
                    gauge.position.Y -= drop;
                    gauge.handPosition.Y -= drop;
                }
                foreach (SlideGauge slideGauge in controls.Item4)
                {
                    slideGauge.position.Y -= drop;
                    slideGauge.handPosition.Y -= drop;
                }

                if (totalDrop >= fall)
                {
                    totalDrop = 0;
                    drop = 0;
                    goingUp = false;

                }
            }

            if (down == true || comingDown == true || goingUp == true)
            {
                foreach (Knob knob in controls.Item1)
                {
                    knob.Update(cursor);
                }
                foreach (Slider slider in controls.Item2)
                {
                    slider.Update(cursor);
                }
                foreach (Gauge gauge in controls.Item3)
                {
                    gauge.Update(random,gameTime);
                }
                foreach (SlideGauge slideGauge in controls.Item4)
                {
                    slideGauge.Update(random,gameTime);
                }
            }
        }
Beispiel #18
0
        // build this object
        public void Update(GameTime gametime,Cursor cursor,Scientist scientist, Assistant assistant, List<MiniProgressBar> bars, Build build, List<FloorObject> floorObjectList, ReachableArea reachable, NumericalCounter money)
        {
            // check for mouseover/click on machine

            mouseOver = false;

            if (cursor.position.X >= (position.X - offset.X) && cursor.position.X <= (position.X - offset.X + ((rect.Width * scale) / frames))
                    && cursor.position.Y >= position.Y - offset.Y && cursor.position.Y <= (position.Y - offset.Y + (rect.Height * scale))
                        && cursor.corpseMouseover == false && menu == false && menuActions.Count > 0 && build.menu == false)
            {
                    // turn on menu when object is clicked

                if (cursor.mouseState.LeftButton == ButtonState.Pressed | cursor.mouseState.RightButton == ButtonState.Pressed)
                    {
                        if (cursor.click == false)
                        {
                            menu = true;
                            menuStart = true;
                            menuPosition = cursor.position;
                            cursor.click = true;
                        }
                    }

                    if (menu == false && mouseOver == false && cursor.mouseOver == false)
                    {
                        cursor.menuObject = this;
                        mouseOver = true; // add object mouseover text if no menu
                        cursor.mouseOver = true;
                    }

            }

            // check for mouseover/click on build menu icon

            iconMouseover = false;
            badIconMouseover = false;

            if (onBuildList == true)
            {
                if (cursor.position.X >= iconPosition.X && cursor.position.X <= iconPosition.X + iconTex.Width
                       && cursor.position.Y >= iconPosition.Y && cursor.position.Y <= iconPosition.Y + iconTex.Height && cursor.buildIconMouseover == false)
                {

                    iconMouseover = true;
                    cursor.buildIconMouseover = true;
                    cursor.menuObject = this;

                    // build object is clicked

                    if (cursor.mouseState.LeftButton == ButtonState.Pressed | cursor.mouseState.RightButton == ButtonState.Pressed)
                    {
                        if (cursor.click == false)
                        {
                            if (money.value >= this.cost)
                            {
                                money.value -= this.cost;
                                build.BuildThis(floorObjectList, this, reachable);
                                cursor.click = true;
                            }

                            else
                            {
                                iconMouseover = false;
                                badIconMouseover = true;
                            }
                        }
                    }

                }
            }

            // animation
            timer += gametime.ElapsedGameTime.Milliseconds;

            if (on == true)
            {
                currentAnim = 1;
            }
            else
            {
                currentAnim = 0;
            }

            if (timer >= frate)
            {
                timer = 0;

                if (currentFrame++ == frames - 1)
                {
                    currentFrame = 0;
                }

                rect.X = currentFrame * width;
                rect.Y = currentAnim * height;
            }

            // set menu dimensions, make list of names and colours for each object

            if (menu == true && menuStart == true)
            {

                // find longest string in menu

                int boxWidth = 0;
                actions = new List<Tuple<string, Color, Color, Color>> { };

                    foreach (MenuAction action in menuActions)
                    {
                        // add
                        actions.Add(new Tuple<string, Color, Color, Color> ( action.name, Color.White, Color.Gray, Color.DarkGray ) );

                        if (action.name.Length > boxWidth)
                        {
                            boxWidth = action.name.Length; // set box width for below

                        }
                    }

                // boxes and outlines

                menuRectangle.Width = boxWidth * 12 + 10;  // set width to widest text from above
                menuRectangle.Height = 30;                  // menu item height spread
            }

            // menu update

            if (menu == true)
            {
                menuMouseover = false;

                Vector2 menuItemPosition = menuPosition;

                foreach (MenuAction action in menuActions)
                {

                    // IF MOUSE-OVERED change colours, set to highlighted item

                    if (cursor.position.X >= menuItemPosition.X && cursor.position.X < (menuItemPosition.X + menuRectangle.Width) && cursor.position.Y >= menuItemPosition.Y && cursor.position.Y < (menuItemPosition.Y + menuRectangle.Height))
                    {
                        textColour = Color.Black;
                        boxColour = Color.LightGray;
                        lineColour = Color.LimeGreen;

                        menuHighlightAction = action;
                        menuMouseover = true;

                        if (cursor.mouseState.LeftButton == ButtonState.Pressed | cursor.mouseState.RightButton == ButtonState.Pressed)
                        {
                            if (cursor.click == false)
                            {
                                    if (action.scientist == true)
                                    {
                                        if (scientist.walking == true)
                                        {
                                            scientist.walking = false;
                                            scientist.floorObject = null;
                                            scientist.action = null;
                                        }

                                        else if (scientist.doing == true)
                                        {
                                            scientist.doing = false;
                                            scientist.corpseWork = false;
                                            scientist.floorObject = null;
                                            bars.Remove(scientist.progBar);
                                            scientist.action = null;
                                            scientist.animStart = true;
                                        }

                                        scientist.action = menuHighlightAction;
                                        scientist.floorObject = this;
                                    }

                                    if (action.assistant == true && assistant.outside == false && assistant.corpseCarrying == false)
                                    {
                                        if (assistant.walking == true)
                                        {
                                            assistant.walking = false;
                                            assistant.floorObject = null;
                                            assistant.action = null;
                                        }

                                        else if (assistant.doing == true)
                                        {
                                            assistant.doing = false;
                                            assistant.digging = false;
                                            assistant.floorObject = null;
                                            bars.Remove(assistant.progBar);
                                            assistant.action = null;
                                            assistant.animStart = true;
                                        }

                                        assistant.action = menuHighlightAction;
                                        assistant.floorObject = this;
                                    }

                                    // both using same machine?
                                    if (action.assistant == true && action.scientist == true)
                                    {
                                        assistant.twoWork = true;
                                    }

                                menu = false;

                            }

                            cursor.click = true;
                        }
                    }

                    else
                    {
                        textColour = Color.White;
                        boxColour = Color.Gray;
                        lineColour = Color.DarkGray;

                        if (cursor.mouseState.LeftButton == ButtonState.Pressed | cursor.mouseState.RightButton == ButtonState.Pressed)
                        {
                            if (cursor.click == false)
                            {
                                menu = false;
                            }
                        }
                    }

                    int index = menuActions.IndexOf(action);
                    actions[index] = new Tuple<string, Color, Color, Color>(actions[index].Item1, textColour, boxColour, lineColour);

                    menuItemPosition = menuItemPosition + new Vector2(0, menuRectangle.Height);

                }
            }
        }
Beispiel #19
0
        public void Update(Cursor cursor, GameTime gameTime)
        {
            // clicking on build icon

            if (cursor.position.X >= position.X && cursor.position.X < (position.X + width) && cursor.position.Y >= position.Y && cursor.position.Y < (position.Y + height))
            {
                if (cursor.mouseState.LeftButton == ButtonState.Pressed | cursor.mouseState.RightButton == ButtonState.Pressed)
                {
                    if (cursor.click == false)
                    {
                        menu = true;
                        clickOn = true;
                    }

                    cursor.click = true;
                }
            }

            if (clickOn == true)
            {
                clickCount += gameTime.ElapsedGameTime.Milliseconds;

                if (clickCount > 100)
                {
                    clickCount = 0;
                    clickOn = false;
                }
            }
        }