Example #1
0
        public void Draw(DrawManager d, fontManager f, Planets p)
        {
            int width  = 480;
            int height = 130;

            f.DrawText("planet ID: ", new Vector3(-230, height, 0), 1, Vector3.Zero, Color.White, d, false);
            f.DrawText(p.ID.ToString(), new Vector3(-150, height, 0), 1, Vector3.Zero, Color.White, d, false);

            f.DrawText("| Population: ", new Vector3(-140, height, 0), 1, Vector3.Zero, Color.White, d, false);
            f.DrawText(p._currentHab.ToString(), new Vector3(-50, height, 0), 1, Vector3.Zero, Color.White, d, false);

            f.DrawText("Health: ", new Vector3(0, height, 0), 1, Vector3.Zero, Color.White, d, false);
            f.DrawText(p.health.ToString(), new Vector3(50, height, 0), 1, Vector3.Zero, Color.White, d, false);

            f.DrawText("Money: ", new Vector3(100, height, 0), 1, Vector3.Zero, Color.White, d, false);
            f.DrawText(p.CurrentMoney.ToString(), new Vector3(150, height, 0), 1, Vector3.Zero, Color.White, d, false);
        }
Example #2
0
        private void GenerateWorld(long seed)
        {
            _planets = new Planets[0];
            int planetIndex = 0;

            long[] num = new long[SEEDSIZE];
            int    j;

            for (int i = 0; i < SEEDSIZE; i++)
            {
                j      = i;
                num[i] = (long)(seed / Math.Pow(10, SEEDSIZE - (i + 1)));
                while (j > 0)
                {
                    j--;
                    long power = (long)(Math.Pow(10, i - j));
                    num[i] -= num[j] * power;
                }
            }
            int sum = 0;

            for (int i = 0; i < num.Length; i++)
            {
                sum += (int)num[i];
            }
            if (sum < 0)
            {
                sum *= -1;
            }

            center           = new Planets();
            center.ID        = 0;
            center.Speed     = Vector3.Zero;
            center._position = position;
            center._mass     = 100;
            center._texCode  = 1;
            center.captured  = true;

            orbits = sum % MAXORBITS + 3;

            _orbt = new Orbt[orbits];
            for (int o = 0; o < orbits; o++)
            {
                _orbt[o]            = new Orbt();
                _orbt[o].planetsNum = (int)((sum + (sum / 2) * (2 * Math.Pow(o, 2))) % MAXPLANETS + 2);

                _orbt[o].radius = (int)((sum * 597 + sum * (2 * Math.Pow(o, 2))) % 9);
                R : for (int i = 0; i < o; i++)
                {
                    if (_orbt[o].radius == ((_orbt[i].radius - 100) / 150))
                    {
                        _orbt[o].radius++;
                        if (_orbt[o].radius > 9)
                        {
                            _orbt[o].radius = 0;
                        }
                        goto R;
                    }
                }
                _orbt[o].radius = (_orbt[o].radius * 150) + 100;
                Array.Resize(ref _planets, _planets.Length + _orbt[o].planetsNum);
                for (int p = 0; p < _orbt[o].planetsNum; p++)
                {
                    int pn = _orbt[o].planetsNum;
                    _planets[planetIndex]    = new Planets();
                    _planets[planetIndex].ID = (o * 10) + p + 1;
                    // v = sqrt(G * M / r)
                    _planets[planetIndex]._mass = .1f;//((sum + o + (pn * p)) % 1 + 5) + 0;
                    double v = Math.Sqrt(gravity * center._mass / _orbt[o].radius);
                    _planets[planetIndex].Speed = new Vector3(
                        (float)(v * Math.Sin((MathHelper.TwoPi / _orbt[o].planetsNum) * p)),
                        (float)(v * Math.Cos((MathHelper.TwoPi / _orbt[o].planetsNum) * p)),
                        0);

                    _planets[planetIndex]._maxHab = (sum + o + (pn * p)) % 50 + 50;
                    _planets[planetIndex]._temp   = (sum + o + (pn * p)) % 50 + 50;
                    // x' = x * cos(theta) - y * sin(theta)
                    // y' = x * sin(theta) + y * cos(theta)
                    _planets[planetIndex]._position = new Vector3(
                        -(float)(_orbt[o].radius * Math.Cos((MathHelper.TwoPi / _orbt[o].planetsNum) * p)) + center._position.X,
                        (float)(_orbt[o].radius * Math.Sin((MathHelper.TwoPi / _orbt[o].planetsNum) * p)) + center._position.Y,
                        0);
                    _planets[planetIndex]._texCode = 2;// (sum + 2 * p * o) % 2;
                    _planets[planetIndex].orbit    = o;
                    _planets[planetIndex].subOrbit = (sum + o + (pn * p)) % 2 - 1;

                    _planets[planetIndex].XP    = 0;
                    _planets[planetIndex].Level = 0;

                    // recursos
                    _planets[planetIndex].MaxWater     = (sum + o + (pn * p)) % 50 + 50;
                    _planets[planetIndex].CurrentWater = 0;
                    _planets[planetIndex].RestoreWater = (sum + o + (pn * p)) % 5 + 3;

                    _planets[planetIndex].MaxWood     = (sum + o + (pn * p)) % 50 + 50;
                    _planets[planetIndex].CurrentWood = 0;
                    _planets[planetIndex].RestoreWood = (sum + o + (pn * p)) % 5 + 3;

                    _planets[planetIndex].MaxIron     = (sum + o + (pn * p)) % 50 + 50;
                    _planets[planetIndex].CurrentIron = 0;
                    _planets[planetIndex].RestoreIron = (sum + o + (pn * p)) % 5 + 3;

                    // _planets[planetIndex].MaxPetroill = (sum + o + (pn * p)) % 50 + 50;
                    // _planets[planetIndex].CurrentPetroill = 0;
                    // _planets[planetIndex].RestorePetroil = (sum + o + (pn * p)) % 5 + 3;

                    // _planets[planetIndex].MaxUranium = (sum + o + (pn * p)) % 50 + 50;
                    // _planets[planetIndex].CurrentUrânium = 0;
                    // _planets[planetIndex].RestoreUranium = (sum + o + (pn * p)) % 5 + 3;

                    // _planets[planetIndex].MaxFood = (sum + o + (pn * p)) % 50 + 50;
                    // _planets[planetIndex].CurrentFood = 0;
                    // _planets[planetIndex].ProduceFood = (sum + o + (pn * p)) % 50 + 20;

                    _planets[planetIndex].MaxMoney     = 10000;
                    _planets[planetIndex].CurrentMoney = 0;
                    _planets[planetIndex].GetMoney     = 1;
                    planetIndex++;
                }
            }
        }