Example #1
0
        static void MainGame()
        {
            Console.Clear();
            Console.BackgroundColor = ConsoleColor.DarkBlue;
            Console.ForegroundColor = ConsoleColor.DarkRed;
            Console.CursorVisible = false;
            string left = "A";
            string right = "D";
            string up = "W";
            string down = "S";
            Grid grid = null;
            Grid grid2 = null;
            //There is no size limit so we need to catch out of memory exceptions.
            try
            {
                //Create game world.
                grid = new Grid(_gridWidth, _gridHeight);

                grid2 = new Grid(20, 20);
                grid2.worldPosition = new Position(-5, -5);
                Portal p1 = GameObject.Instantiate<Portal>(new Position(25, 25), grid);
                Portal p2 = GameObject.Instantiate<Portal>(new Position(1, 1), grid2);
                p1.linkedObject = p2;
                p2.linkedObject = p1;
                Grid grid3 = new Grid(50, 50);
                grid3.worldPosition = new Position(-2000, -2000);
                Portal p3 = GameObject.Instantiate<Portal>(new Position(15, 15), grid);
                Portal p4 = GameObject.Instantiate<Portal>(new Position(1, 1), grid3);
                p3.linkedObject = p4;
                p4.linkedObject = p3;
                GameObject.Instantiate<Grunt>(new Position(5, 5), grid2);
                GameObject.Instantiate<Grunt>(new Position(5, 5), grid3);

                //Create player object.
                g = GameObject.Instantiate<Grunt>(new Position(4, 7), grid);
                g.sign.sign = 'M';
                g.sign.color = ConsoleColor.Red;
                g.player = true;

                //Randomly shit out enemies everywhere.
                Random rand = new Random();
                ConsoleColor[] enemycolors = { ConsoleColor.DarkRed, ConsoleColor.DarkYellow, ConsoleColor.Yellow };
                for (int i = 0; i < _numEnemies; i++)
                {
                    GameObject gtemp = GameObject.Instantiate<Grunt>(new Position(1 + rand.Next(_gridWidth - 2), 1 + rand.Next(_gridHeight - 2)), grid);
                    gtemp.sign.color = enemycolors[rand.Next(enemycolors.Length)];
                }
            }
            catch (OutOfMemoryException)
            {
                if (grid != null) grid.NullForGC();
                grid = null;
                Console.Clear();
                Console.WriteLine("I ran out of memory. I am terribly sorry.");
                Console.ReadKey();
                _nextScreen = MAINMENU;
                return;
            }
            bool Running = true;
            DateTime nextupdate = DateTime.Now;
            int minsleeptime = 16;
            int framerate = 0;
            int lastFramerate = 0;
            DateTime framerateCounter = DateTime.Now;

            bool drawgriddebug = false;

            while (Running)
            {

                //Draw debug data
                Console.ForegroundColor = ConsoleColor.DarkRed;
                Console.SetCursorPosition(0, _displayHeight+1);
                Console.Write(DateTime.Now + "\n");
                Console.Write("Next update " + nextupdate + ":" + nextupdate.Millisecond + "\n");
                Console.Write("Waiting " + (nextupdate - DateTime.Now) + "ms.\n");

                //Set the cursor back 3 lines, if it waits to draw the next frame
                //this will make it overwrite the debug lines.
                Console.SetCursorPosition(Console.CursorLeft, Console.CursorTop - 3);

                if (DateTime.Now < nextupdate)
                {
                    Thread.Sleep(0);

                    continue;
                }

                //More debug
                Console.SetCursorPosition(_displayWidth, 0);
                Console.Write("X: " + g.position.x.ToString("D3"));
                Console.SetCursorPosition(_displayWidth, 1);
                Console.Write("Y: " + g.position.y.ToString("D3"));
                int worldx = g.position.x + g.attachedGrid.worldPosition.x;
                int worldy = g.position.y + g.attachedGrid.worldPosition.y;
                Console.SetCursorPosition(_displayWidth, 2);
                Console.Write("World X: " + (worldx < 0 ? "-" : " ") + Math.Abs(worldx).ToString("D4"));
                Console.SetCursorPosition(_displayWidth, 3);
                Console.Write("World Y: " + (worldy < 0 ? "-" : " ") + Math.Abs(worldy).ToString("D4"));

                string inputraw;
                //Only read input if there is input.
                if (Console.KeyAvailable)
                {
                    ConsoleKeyInfo key = Console.ReadKey(true);
                    inputraw = key.KeyChar.ToString();
                    inputraw = inputraw.ToUpper();
                    if (inputraw == up)
                    {
                        g.Move(0, 1);
                    }
                    else if (inputraw == down)
                    {
                        g.Move(0, -1);
                    }
                    else if (inputraw == right)
                    {
                        g.Move(1, 0);
                    }
                    else if (inputraw == left)
                    {
                        g.Move(-1, 0);
                    }
                    else if (inputraw == "X")
                    {
                        _nextScreen = QUIT;
                        Running = false;
                    }
                    else if (inputraw == "M")
                    {
                        _nextScreen = MAINMENU;
                        Running = false;
                    }

                    //Debug.
                    //Switch between grid 1 and 2 if possible.
                    else if (inputraw == "B")
                    {
                        g.MoveToGrid(g.attachedGrid == grid ? grid2 : grid, true);
                    }
                    //Draw the world position of grid 1.
                    else if (inputraw == "L")
                    {
                        drawgriddebug = !drawgriddebug;
                    }

                    //Use
                    else if (inputraw == "U")
                    {
                        IUsable ius = g.attachedGrid.GetUsableOnPos(g.position);
                        if(ius != null)
                        {
                            ius.Use(g);
                        }
                    }
                    //Clear all buffered keys.
                    while (Console.KeyAvailable)
                        Console.ReadKey(true);
                }

                Console.SetCursorPosition(0, 0);
                if (!drawgriddebug) g.attachedGrid.DisplayPart(g.position, _displayWidth, _displayHeight);
                else grid.DisplayPart(g.position + g.attachedGrid.worldPosition, _displayHeight, _displayWidth);

                framerate += 1;
                Console.ForegroundColor = ConsoleColor.DarkRed;
                Console.SetCursorPosition(0, _displayHeight);

                if (DateTime.Now > framerateCounter)
                {
                    Console.Write(framerate.ToString("D3"));
                    lastFramerate = framerate;
                    framerate = 0;
                    framerateCounter = framerateCounter.AddSeconds(1);
                }
                else
                    Console.Write(lastFramerate.ToString("D3"));

                Console.Write("FPS");
                Console.Write(" Current game objects: " + grid.NumberOfGameObjects() + "\n");
                if (DateTime.Compare(DateTime.Now, nextupdate.AddMilliseconds(minsleeptime)) < 0)
                    nextupdate = nextupdate.AddMilliseconds(minsleeptime);
                else
                    nextupdate = DateTime.Now;
            }
            //Clear out references so GC can do its thing in Main()
            grid.NullForGC();
            grid = null;
        }
Example #2
0
        static void MainGame()
        {
            Console.Clear();
            Console.BackgroundColor = ConsoleColor.DarkBlue;
            Console.ForegroundColor = ConsoleColor.DarkRed;
            Console.CursorVisible   = false;
            string left  = "A";
            string right = "D";
            string up    = "W";
            string down  = "S";
            Grid   grid  = null;
            Grid   grid2 = null;
            Grid   grid3 = null;

            //There is no size limit so we need to catch out of memory exceptions.
            try
            {
                //Create game world.
                grid = new Grid(_gridWidth, _gridHeight);

                grid2 = new Grid(200, 200);
                grid2.worldPosition = new Position(-100, -100);
                Portal p1 = GameObject.Instantiate <Portal>(new Position(25, 25), grid);
                Portal p2 = GameObject.Instantiate <Portal>(new Position(1, 1), grid2);
                p1.linkedObject     = p2;
                p2.linkedObject     = p1;
                grid3               = new Grid(50, 50);
                grid3.worldPosition = new Position(-2000, -2000);
                Portal p3 = GameObject.Instantiate <Portal>(new Position(15, 15), grid);
                Portal p4 = GameObject.Instantiate <Portal>(new Position(1, 1), grid3);
                p3.linkedObject = p4;
                p4.linkedObject = p3;
                GameObject.Instantiate <Grunt>(new Position(5, 5), grid2);
                GameObject.Instantiate <Grunt>(new Position(5, 5), grid3);

                //Create player object.
                g            = GameObject.Instantiate <Grunt>(new Position(4, 7), grid);
                g.sign.sign  = 'M';
                g.sign.color = ConsoleColor.Red;
                g.player     = true;

                //Randomly shit out enemies everywhere.
                Random         rand        = new Random();
                ConsoleColor[] enemycolors = { ConsoleColor.DarkRed, ConsoleColor.DarkYellow, ConsoleColor.Yellow };
                for (int i = 0; i < _numEnemies; i++)
                {
                    GameObject gtemp = GameObject.Instantiate <Grunt>(new Position(1 + rand.Next(_gridWidth - 2), 1 + rand.Next(_gridHeight - 2)), grid);
                    gtemp.sign.color = enemycolors[rand.Next(enemycolors.Length)];
                }
            }
            catch (OutOfMemoryException)
            {
                if (grid != null)
                {
                    grid.NullForGC();
                }
                grid = null;
                Console.Clear();
                Console.WriteLine("I ran out of memory. I am terribly sorry.");
                Console.ReadKey();
                _nextScreen = MAINMENU;
                return;
            }
            bool     Running          = true;
            DateTime nextupdate       = DateTime.Now;
            int      minsleeptime     = 16;
            int      framerate        = 0;
            int      lastFramerate    = 0;
            DateTime framerateCounter = DateTime.Now;

            bool drawgriddebug = false;

            List <MultiDimensionalBeam> MDBList = new List <MultiDimensionalBeam>();

            MDBList.Add(new MultiDimensionalBeam(new List <Grid> {
                grid, grid2, grid3
            }, new Position(40, 40), 70, 10));
            MDBList.Add(new MultiDimensionalBeam(new List <Grid> {
                grid, grid2, grid3
            }, new Position(0, -5), 70, 10));
            MDBList.Add(new MultiDimensionalBeam(new List <Grid> {
                grid, grid2, grid3
            }, new Position(-10, -30), 70, 10));

            while (Running)
            {
                //Draw debug data
                Console.ForegroundColor = ConsoleColor.DarkRed;
                Console.SetCursorPosition(0, _displayHeight + 1);
                Console.Write(DateTime.Now + "\n");
                Console.Write("Next update " + nextupdate + ":" + nextupdate.Millisecond + "\n");
                Console.Write("Waiting " + (nextupdate - DateTime.Now) + "ms.\n");



                //Set the cursor back 3 lines, if it waits to draw the next frame
                //this will make it overwrite the debug lines.
                Console.SetCursorPosition(Console.CursorLeft, Console.CursorTop - 3);


                if (DateTime.Now < nextupdate)
                {
                    Thread.Sleep(0);


                    continue;
                }

                //More debug
                Console.SetCursorPosition(_displayWidth, 0);
                Console.Write("X: " + g.Position.x.ToString("D3"));
                Console.SetCursorPosition(_displayWidth, 1);
                Console.Write("Y: " + g.Position.y.ToString("D3"));
                int worldx = g.Position.x + g.attachedGrid.worldPosition.x;
                int worldy = g.Position.y + g.attachedGrid.worldPosition.y;
                Console.SetCursorPosition(_displayWidth, 2);
                Console.Write("World X: " + (worldx < 0 ? "-" : " ") + Math.Abs(worldx).ToString("D4"));
                Console.SetCursorPosition(_displayWidth, 3);
                Console.Write("World Y: " + (worldy < 0 ? "-" : " ") + Math.Abs(worldy).ToString("D4"));

                string inputraw;
                //Only read input if there is input.
                if (Console.KeyAvailable)
                {
                    ConsoleKeyInfo key = Console.ReadKey(true);
                    inputraw = key.KeyChar.ToString();
                    inputraw = inputraw.ToUpper();
                    if (inputraw == up)
                    {
                        g.Move(0, 1);
                    }
                    else if (inputraw == down)
                    {
                        g.Move(0, -1);
                    }
                    else if (inputraw == right)
                    {
                        g.Move(1, 0);
                    }
                    else if (inputraw == left)
                    {
                        g.Move(-1, 0);
                    }
                    else if (inputraw == "X")
                    {
                        _nextScreen = QUIT;
                        Running     = false;
                    }
                    else if (inputraw == "M")
                    {
                        _nextScreen = MAINMENU;
                        Running     = false;
                    }

                    //Debug.
                    //Switch between grid 1 and 2 if possible.
                    else if (inputraw == "B")
                    {
                        g.MoveToGrid(g.attachedGrid == grid ? grid2 : grid, true);
                    }
                    //Draw the world position of grid 1.
                    else if (inputraw == "L")
                    {
                        drawgriddebug = !drawgriddebug;
                    }

                    //Use
                    else if (inputraw == "U")
                    {
                        IUsable ius = g.attachedGrid.GetUsableOnPos(g.Position);
                        if (ius != null)
                        {
                            ius.Use(g);
                        }
                    }
                    //Clear all buffered keys.
                    while (Console.KeyAvailable)
                    {
                        Console.ReadKey(true);
                    }
                }



                //Beam stuff
                foreach (MultiDimensionalBeam m in MDBList)
                {
                    m.UpdateBeams();
                }

                Console.SetCursorPosition(0, 0);
                if (!drawgriddebug)
                {
                    g.attachedGrid.DisplayPart(g.Position, _displayWidth, _displayHeight);
                }
                else
                {
                    grid.DisplayPart(g.Position + g.attachedGrid.worldPosition, _displayWidth, _displayHeight);
                }

                framerate += 1;
                Console.ForegroundColor = ConsoleColor.DarkRed;
                Console.SetCursorPosition(0, _displayHeight);


                if (DateTime.Now > framerateCounter)
                {
                    Console.Write(framerate.ToString("D3"));
                    lastFramerate    = framerate;
                    framerate        = 0;
                    framerateCounter = framerateCounter.AddSeconds(1);
                }
                else
                {
                    Console.Write(lastFramerate.ToString("D3"));
                }

                Console.Write("FPS");
                Console.Write(" Current game objects: " + grid.NumberOfGameObjects() + "\n");
                if (DateTime.Compare(DateTime.Now, nextupdate.AddMilliseconds(minsleeptime)) < 0)
                {
                    nextupdate = nextupdate.AddMilliseconds(minsleeptime);
                }
                else
                {
                    nextupdate = DateTime.Now;
                }
            }
            //Clear out references so GC can do its thing in Main()
            grid.NullForGC();
            grid = null;
        }