Example #1
0
 public override void Update(GameTime gameTime)
 {
     for (int index = 0; index < EntityManager.Entities.Count; index++)
     {
         var entity = EntityManager.Entities[index];
         if (entity is Soldier)
         {
             Vector2 distance1 = new Vector2(this.GetComponent<Component.Transform>().Grid.Position.X,
                                             this.GetComponent<Component.Transform>().Grid.Position.Y);
             Vector2 distance2 = new Vector2(entity.GetComponent<Component.Transform>().Grid.Position.X,
                                             entity.GetComponent<Component.Transform>().Grid.Position.Y);
             if (Vector2.Distance(distance1, distance2) < wakingDistance && TurnManager.currentTurn >= wakingTurn/* && Vector2.Distance(distance1, distance2) > sleepingDistance*/)
             {
                 var enemy = new SmallEnemy(ref swarm);
                 if (type == "BUB")
                 {
                     enemy.LoadBoss();
                 }
                 enemy.X = this.X;
                 enemy.Y = this.Y;
                 swarm.Add(enemy);
                 this.Remove();
                 break;
             }
         }
     }
 }
Example #2
0
 public override void Update(GameTime gameTime)
 {
     for (int index = 0; index < EntityManager.Entities.Count; index++)
     {
         var entity = EntityManager.Entities[index];
         if (entity is Soldier)
         {
             Vector2 distance1 = new Vector2(this.GetComponent <Component.Transform>().Grid.Position.X,
                                             this.GetComponent <Component.Transform>().Grid.Position.Y);
             Vector2 distance2 = new Vector2(entity.GetComponent <Component.Transform>().Grid.Position.X,
                                             entity.GetComponent <Component.Transform>().Grid.Position.Y);
             if (Vector2.Distance(distance1, distance2) < wakingDistance && TurnManager.currentTurn >= wakingTurn /* && Vector2.Distance(distance1, distance2) > sleepingDistance*/)
             {
                 var enemy = new SmallEnemy(ref swarm);
                 if (type == "BUB")
                 {
                     enemy.LoadBoss();
                 }
                 enemy.X = this.X;
                 enemy.Y = this.Y;
                 swarm.Add(enemy);
                 this.Remove();
                 break;
             }
         }
     }
 }
Example #3
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch       = new SpriteBatch(GraphicsDevice);
            lightShader       = Content.Load <Effect>("shaders/LightEffect");
            lightRenderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, false, SurfaceFormat.Color, DepthFormat.None, 0, RenderTargetUsage.PreserveContents);
            sceneRenderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height);

            Map = Content.Load <Map>("maps/prototyp2");
            //Map = Content.Load<Map>("maps/Aztek.Test");
            //Map = Content.Load<Map>("maps/Cave.Level1");

            // Load map objects
            Map.ParseObjects(this);

            Squad[0].Name = "Dean H. Jones";
            Squad[0].Transform.World.Rotation = -MathHelper.PiOver2;
            Squad[1].Name = "Walter L. Verville";
            Squad[1].Transform.World.Rotation = -MathHelper.PiOver2;
            Squad[2].Name = "Patrick Y. Southerland";
            Squad[2].Transform.World.Rotation = -MathHelper.PiOver2;
            Squad[3].Name = "Andrew C. Friend";
            Squad[3].Transform.World.Rotation = -MathHelper.PiOver2;
            Squad[4].Name = "Gary B. Whitley";
            Squad[4].Transform.World.Rotation = -MathHelper.PiOver2;

            // Center the camera on a unit
            Camera.Position = Squad[0].Transform.World.Position * -1 + new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2);

            GroupManager = new DynamicGroupManager(Squad.Cast <Entity>().ToList(), (float)Grid.TileSize * 3.5f);

            Interface.CreateUnitFrames(Squad);

            // TODO: use this.Content to load your game content here
            Soldier.LoadContent();
            //SmallEnemy.LoadContent();
            //Shot.LoadContent();

            MouseInput = new MouseInput(this);
            MouseInput.LoadContent();
            KeyboardInput = new KeyboardInput(this);

            TestMonster   = new SmallEnemy(ref Swarm);
            TestMonster.X = 12;
            TestMonster.Y = 4;
            Swarm.Add(TestMonster);

            // Load Lua scripts after everything is created
            Lua.LoadScripts();
        }
Example #4
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            lightShader = Content.Load<Effect>("shaders/LightEffect");
            lightRenderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, false, SurfaceFormat.Color, DepthFormat.None, 0, RenderTargetUsage.PreserveContents);
            sceneRenderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height);

            Map = Content.Load<Map>("maps/prototyp2");
            //Map = Content.Load<Map>("maps/Aztek.Test");
            //Map = Content.Load<Map>("maps/Cave.Level1");

            // Load map objects
            Map.ParseObjects(this);

            Squad[0].Name = "Dean H. Jones";
            Squad[0].Transform.World.Rotation = -MathHelper.PiOver2;
            Squad[1].Name = "Walter L. Verville";
            Squad[1].Transform.World.Rotation = -MathHelper.PiOver2;
            Squad[2].Name = "Patrick Y. Southerland";
            Squad[2].Transform.World.Rotation = -MathHelper.PiOver2;
            Squad[3].Name = "Andrew C. Friend";
            Squad[3].Transform.World.Rotation = -MathHelper.PiOver2;
            Squad[4].Name = "Gary B. Whitley";
            Squad[4].Transform.World.Rotation = -MathHelper.PiOver2;

            // Center the camera on a unit
            Camera.Position = Squad[0].Transform.World.Position * -1 + new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2);

            GroupManager = new DynamicGroupManager(Squad.Cast<Entity>().ToList(), (float)Grid.TileSize * 3.5f);

            Interface.CreateUnitFrames(Squad);

            // TODO: use this.Content to load your game content here
            Soldier.LoadContent();
            //SmallEnemy.LoadContent();
            //Shot.LoadContent();

            MouseInput = new MouseInput(this);
            MouseInput.LoadContent();
            KeyboardInput = new KeyboardInput(this);

            TestMonster = new SmallEnemy(ref Swarm);
            TestMonster.X = 12;
            TestMonster.Y = 4;
            Swarm.Add(TestMonster);

            // Load Lua scripts after everything is created
            Lua.LoadScripts();
        }
Example #5
0
        public void Update(GameTime gameTime)
        {
            KeyboardState ks = Keyboard.GetState();

            // Brightness
            if (ks.IsKeyUp(Keys.Up) && lastKeyboardState.IsKeyDown(Keys.Up))
                core.Brightness = (int)MathHelper.Clamp(core.Brightness + 5, 0, 254);
            if (ks.IsKeyUp(Keys.Down) && lastKeyboardState.IsKeyDown(Keys.Down))
                core.Brightness = (int)MathHelper.Clamp(core.Brightness - 5, 0, 254);

            // Debug test: grouping
            if (ks.IsKeyUp(Keys.K) && lastKeyboardState.IsKeyDown(Keys.K))
            {
                if (groupManager == null)
                    groupManager = new DynamicGroupManager(core.Squad.Cast<Entity>().ToList(), Grid.TileSize * 1.5f);
                groupManager.UpdateGroups();
                //var groups = GetGroups(core.Squad, (float)Grid.TileSize * 1.5f);
                var groups = groupManager.Groups;
                foreach (var group in groups)
                {
                    Debug.WriteLine("Group #" + groups.IndexOf(group) + " Panic: " + group.Panic);
                    foreach (var entity in group.Entities)
                    {
                        var soldier = (Soldier)entity;
                        Debug.WriteLine(soldier.Name + " " + soldier.GetHashCode());
                    }
                }
            }

            // Next turn
            if (ks.IsKeyDown(Keys.Enter) && lastKeyboardState.IsKeyUp(Keys.Enter))
            {
                if (core.TurnManager.CurrentTurn == core.TurnManager["Player"])
                {
                    foreach (var unit in core.Squad)
                    {
                        unit.AP = unit.MaxActionPoints;
                        unit.Fired = false;
                    }

                    core.TurnManager.EndTurn();
                }

                if (core.TurnManager.CurrentTurn == core.TurnManager["Computer"])
                {
                    foreach (var enemy in core.Swarm)
                    {
                        enemy.step = 0;
                        enemy.AttackedThisTurn = false;
                        Point target = Point.Zero;
                        float distance = 7000;
                        foreach (var unit in core.Squad)
                        {
                            Vector2 soldier = new Vector2(unit.Transform.Grid.X, unit.Transform.Grid.Y);
                            Vector2 monster = new Vector2(enemy.Transform.Grid.X, enemy.Transform.Grid.Y);

                            float newDistance = Vector2.Distance(soldier, monster);

                            if (newDistance < distance)
                            {
                                target = unit.Transform.Grid;
                                distance = newDistance;
                            }
                        }
                        enemy.GetComponent<Component.PathFinder>().Goal = target;
                        distance = 7000;

                    }

                    core.TestMonster.step = 0;
                    Point testTarget = Point.Zero;
                    float testDistance = 7000;
                    foreach (var unit in core.Squad)
                    {
                        Vector2 soldier = new Vector2(unit.Transform.Grid.X, unit.Transform.Grid.Y);
                        Vector2 monster = new Vector2(core.TestMonster.Transform.Grid.X, core.TestMonster.Transform.Grid.Y);

                        float newDistance = Vector2.Distance(soldier, monster);

                        if (newDistance < testDistance)
                        {
                            testTarget = unit.Transform.Grid;
                            testDistance = newDistance;
                        }
                    }
                    core.TestMonster.GetComponent<Component.PathFinder>().Goal = testTarget;
                    testDistance = 7000;

                    core.TurnManager.EndTurn();
                }
            }
            if (ks.IsKeyDown(Keys.A))
            {
                /*foreach (var unit in core.Swarm)
                {
                    unit.X = 200;
                    unit.Y = 200;
                }*/
                core.TestMonster.X = 12;
                core.TestMonster.Y = 4;
            }
            if (ks.IsKeyUp(Keys.O) && lastKeyboardState.IsKeyDown(Keys.O))
            {
                try
                {
                    EntityManager.GetEntities<Door>()[0].Toggle();
                }
                catch
                {

                }
            }
            if (ks.IsKeyUp(Keys.P) && lastKeyboardState.IsKeyDown(Keys.P))
            {
                try
                {
                    var pos = core.GroupManager.Groups[1].Entities[0].Transform.World.Position;
                    var enemy = new SmallEnemy(ref core.Swarm);
                    enemy.Transform.World.Position = pos + new Vector2(0, Grid.TileSize*3);
                    core.Swarm.Add(enemy);
                }
                catch
                {

                }
            }
            if (ks.IsKeyDown(Keys.S) || ks.IsKeyDown(Keys.R))
            {
                foreach (var soldier in core.Squad)
                {
                    if (soldier.Selected == true && soldier.Fired == false)
                    {
                        bool enoughActionPoints = true;
                        int cost = 0;
                        string type = "";
                        if (ks.IsKeyDown(Keys.S))
                        {
                            cost = bulletCost;
                            type = "bullet";
                        }
                        else if (ks.IsKeyDown(Keys.R))
                        {
                            cost = rocketCost;
                            type = "Rocket";
                        }
                        if (soldier.AP >= cost)
                        {
                            core.Volley.Add(new Shot(soldier.GetComponent<Component.Stat>(), type));
                            soldier.AP -= cost;
                            soldier.Fired = true;
                        }
                        else
                        {
                            enoughActionPoints = false;
                        }
                        if (enoughActionPoints == true)
                        {
                            foreach (var shot in core.Volley)
                            {
                                if (shot.select == false)
                                {
                                    shot.select = true;
                                    shot.X = soldier.X;
                                    shot.Y = soldier.Y;
                                    //shot.Transform.World.Position += soldier.Transform.World.Origin;
                                    //shot.Transform.World.X += Grid.TileSize / 2;
                                    //shot.Transform.World.Y += Grid.TileSize / 2;
                                }
                                if (shot.direction == Vector2.Zero)
                                {
                                    double directionX = Math.Cos(soldier.Transform.World.Rotation);
                                    double directionY = Math.Sin(soldier.Transform.World.Rotation);
                                    shot.direction = new Vector2((float)directionX, (float)directionY);
                                    shot.Transform.World.Rotation = soldier.Transform.World.Rotation;
                                    Vector2 yo = soldier.Transform.World.Position;
                                    shot.Stat.Remember = yo;
                                }
                            }
                        }
                    }
                }
            }
            if (ks.IsKeyDown(Keys.C))
            {
                foreach (var soldier in core.Squad)
                {
                    if (soldier.Selected == true && soldier.Fired == false)
                    {
                        Point checker = Point.Zero;
                        double directionX = Math.Cos(soldier.GetComponent<Component.Transform>().World.Rotation);
                        double directionY = Math.Sin(soldier.GetComponent<Component.Transform>().World.Rotation);
                        Vector2 direction = new Vector2((int)directionX, (int)directionY);
                        int range = 120;
                        int current = 0;
                        bool hit = false;
                        checker = new Point((int)soldier.Transform.World.Origin.X, (int)soldier.Transform.World.Origin.Y);
                        do
                        {
                            checker.X += (int)direction.X * checkerSpeed;
                            checker.Y += (int)direction.Y * checkerSpeed;
                            foreach (var creature in core.Swarm)
                            {
                                if (creature.GetComponent<Component.Collision>().Rectangle.Contains(checker))
                                {
                                    hit = true;
                                }
                            }
                            if (core.TestMonster.GetComponent<Component.Collision>().Rectangle.Contains(checker))
                            {

                            }
                            current++;
                        } while (hit == false && current < range);
                        current = 0;
                        if (soldier.Selected == true && soldier.Fired == false && hit == true)
                        {
                            core.Volley.Add(new Shot(soldier.GetComponent<Component.Stat>(), "Bullet"));
                            soldier.Fired = true;
                            foreach (var shot in core.Volley)
                            {
                                if (shot.select == false)
                                {
                                    shot.select = true;
                                    shot.X = soldier.X;
                                    shot.Y = soldier.Y;
                                    //shot.Transform.World.X += Grid.TileSize / 2;
                                    //shot.Transform.World.Y += Grid.TileSize / 2;
                                }
                                if (shot.direction == Vector2.Zero)
                                {
                                    shot.direction = new Vector2((float)directionX, (float)directionY);
                                    shot.Transform.World.Rotation = soldier.Transform.World.Rotation;
                                }
                            }
                        }
                        hit = false;
                    }
                }
            }

            lastKeyboardState = ks;
        }
Example #6
0
        public void Update(GameTime gameTime)
        {
            KeyboardState ks = Keyboard.GetState();

            // Brightness
            if (ks.IsKeyUp(Keys.Up) && lastKeyboardState.IsKeyDown(Keys.Up))
            {
                core.Brightness = (int)MathHelper.Clamp(core.Brightness + 5, 0, 254);
            }
            if (ks.IsKeyUp(Keys.Down) && lastKeyboardState.IsKeyDown(Keys.Down))
            {
                core.Brightness = (int)MathHelper.Clamp(core.Brightness - 5, 0, 254);
            }

            // Debug test: grouping
            if (ks.IsKeyUp(Keys.K) && lastKeyboardState.IsKeyDown(Keys.K))
            {
                if (groupManager == null)
                {
                    groupManager = new DynamicGroupManager(core.Squad.Cast <Entity>().ToList(), Grid.TileSize * 1.5f);
                }
                groupManager.UpdateGroups();
                //var groups = GetGroups(core.Squad, (float)Grid.TileSize * 1.5f);
                var groups = groupManager.Groups;
                foreach (var group in groups)
                {
                    Debug.WriteLine("Group #" + groups.IndexOf(group) + " Panic: " + group.Panic);
                    foreach (var entity in group.Entities)
                    {
                        var soldier = (Soldier)entity;
                        Debug.WriteLine(soldier.Name + " " + soldier.GetHashCode());
                    }
                }
            }

            // Next turn
            if (ks.IsKeyDown(Keys.Enter) && lastKeyboardState.IsKeyUp(Keys.Enter))
            {
                if (core.TurnManager.CurrentTurn == core.TurnManager["Player"])
                {
                    foreach (var unit in core.Squad)
                    {
                        unit.AP    = unit.MaxActionPoints;
                        unit.Fired = false;
                    }

                    core.TurnManager.EndTurn();
                }

                if (core.TurnManager.CurrentTurn == core.TurnManager["Computer"])
                {
                    foreach (var enemy in core.Swarm)
                    {
                        enemy.step             = 0;
                        enemy.AttackedThisTurn = false;
                        Point target   = Point.Zero;
                        float distance = 7000;
                        foreach (var unit in core.Squad)
                        {
                            Vector2 soldier = new Vector2(unit.Transform.Grid.X, unit.Transform.Grid.Y);
                            Vector2 monster = new Vector2(enemy.Transform.Grid.X, enemy.Transform.Grid.Y);

                            float newDistance = Vector2.Distance(soldier, monster);

                            if (newDistance < distance)
                            {
                                target   = unit.Transform.Grid;
                                distance = newDistance;
                            }
                        }
                        enemy.GetComponent <Component.PathFinder>().Goal = target;
                        distance = 7000;
                    }

                    core.TestMonster.step = 0;
                    Point testTarget   = Point.Zero;
                    float testDistance = 7000;
                    foreach (var unit in core.Squad)
                    {
                        Vector2 soldier = new Vector2(unit.Transform.Grid.X, unit.Transform.Grid.Y);
                        Vector2 monster = new Vector2(core.TestMonster.Transform.Grid.X, core.TestMonster.Transform.Grid.Y);

                        float newDistance = Vector2.Distance(soldier, monster);

                        if (newDistance < testDistance)
                        {
                            testTarget   = unit.Transform.Grid;
                            testDistance = newDistance;
                        }
                    }
                    core.TestMonster.GetComponent <Component.PathFinder>().Goal = testTarget;
                    testDistance = 7000;

                    core.TurnManager.EndTurn();
                }
            }
            if (ks.IsKeyDown(Keys.A))
            {
                /*foreach (var unit in core.Swarm)
                 * {
                 *  unit.X = 200;
                 *  unit.Y = 200;
                 * }*/
                core.TestMonster.X = 12;
                core.TestMonster.Y = 4;
            }
            if (ks.IsKeyUp(Keys.O) && lastKeyboardState.IsKeyDown(Keys.O))
            {
                try
                {
                    EntityManager.GetEntities <Door>()[0].Toggle();
                }
                catch
                {
                }
            }
            if (ks.IsKeyUp(Keys.P) && lastKeyboardState.IsKeyDown(Keys.P))
            {
                try
                {
                    var pos   = core.GroupManager.Groups[1].Entities[0].Transform.World.Position;
                    var enemy = new SmallEnemy(ref core.Swarm);
                    enemy.Transform.World.Position = pos + new Vector2(0, Grid.TileSize * 3);
                    core.Swarm.Add(enemy);
                }
                catch
                {
                }
            }
            if (ks.IsKeyDown(Keys.S) || ks.IsKeyDown(Keys.R))
            {
                foreach (var soldier in core.Squad)
                {
                    if (soldier.Selected == true && soldier.Fired == false)
                    {
                        bool   enoughActionPoints = true;
                        int    cost = 0;
                        string type = "";
                        if (ks.IsKeyDown(Keys.S))
                        {
                            cost = bulletCost;
                            type = "bullet";
                        }
                        else if (ks.IsKeyDown(Keys.R))
                        {
                            cost = rocketCost;
                            type = "Rocket";
                        }
                        if (soldier.AP >= cost)
                        {
                            core.Volley.Add(new Shot(soldier.GetComponent <Component.Stat>(), type));
                            soldier.AP   -= cost;
                            soldier.Fired = true;
                        }
                        else
                        {
                            enoughActionPoints = false;
                        }
                        if (enoughActionPoints == true)
                        {
                            foreach (var shot in core.Volley)
                            {
                                if (shot.select == false)
                                {
                                    shot.select = true;
                                    shot.X      = soldier.X;
                                    shot.Y      = soldier.Y;
                                    //shot.Transform.World.Position += soldier.Transform.World.Origin;
                                    //shot.Transform.World.X += Grid.TileSize / 2;
                                    //shot.Transform.World.Y += Grid.TileSize / 2;
                                }
                                if (shot.direction == Vector2.Zero)
                                {
                                    double directionX = Math.Cos(soldier.Transform.World.Rotation);
                                    double directionY = Math.Sin(soldier.Transform.World.Rotation);
                                    shot.direction = new Vector2((float)directionX, (float)directionY);
                                    shot.Transform.World.Rotation = soldier.Transform.World.Rotation;
                                    Vector2 yo = soldier.Transform.World.Position;
                                    shot.Stat.Remember = yo;
                                }
                            }
                        }
                    }
                }
            }
            if (ks.IsKeyDown(Keys.C))
            {
                foreach (var soldier in core.Squad)
                {
                    if (soldier.Selected == true && soldier.Fired == false)
                    {
                        Point   checker    = Point.Zero;
                        double  directionX = Math.Cos(soldier.GetComponent <Component.Transform>().World.Rotation);
                        double  directionY = Math.Sin(soldier.GetComponent <Component.Transform>().World.Rotation);
                        Vector2 direction  = new Vector2((int)directionX, (int)directionY);
                        int     range      = 120;
                        int     current    = 0;
                        bool    hit        = false;
                        checker = new Point((int)soldier.Transform.World.Origin.X, (int)soldier.Transform.World.Origin.Y);
                        do
                        {
                            checker.X += (int)direction.X * checkerSpeed;
                            checker.Y += (int)direction.Y * checkerSpeed;
                            foreach (var creature in core.Swarm)
                            {
                                if (creature.GetComponent <Component.Collision>().Rectangle.Contains(checker))
                                {
                                    hit = true;
                                }
                            }
                            if (core.TestMonster.GetComponent <Component.Collision>().Rectangle.Contains(checker))
                            {
                            }
                            current++;
                        } while (hit == false && current < range);
                        current = 0;
                        if (soldier.Selected == true && soldier.Fired == false && hit == true)
                        {
                            core.Volley.Add(new Shot(soldier.GetComponent <Component.Stat>(), "Bullet"));
                            soldier.Fired = true;
                            foreach (var shot in core.Volley)
                            {
                                if (shot.select == false)
                                {
                                    shot.select = true;
                                    shot.X      = soldier.X;
                                    shot.Y      = soldier.Y;
                                    //shot.Transform.World.X += Grid.TileSize / 2;
                                    //shot.Transform.World.Y += Grid.TileSize / 2;
                                }
                                if (shot.direction == Vector2.Zero)
                                {
                                    shot.direction = new Vector2((float)directionX, (float)directionY);
                                    shot.Transform.World.Rotation = soldier.Transform.World.Rotation;
                                }
                            }
                        }
                        hit = false;
                    }
                }
            }

            lastKeyboardState = ks;
        }