//END TEST CODE public void Start() { //while (!(new MainMenu()).Start) { /*Waiting on player to begin */} //Perhaps insert a thread here. //Game game = (new SetupMenu()).getGame(); //TESTING CODE DELETE THIS AFTER MENU wOrks logic = new GameLogicClassic(); //END TEST CODE //switch (game.mode) //{ // case ModeTypes.Battle: // logic = new GameLogicBattle(game.GetPlayers()); // break; // case ModeTypes.Classic: // logic = new GameLogicClassic(); // break; // case ModeTypes.GhostTag: // logic = new GameLogicTag(game.GetPlayers()); // break; // default: // logic = new GameLogicClassic(); // break; //} // Perhaps new thread here for the board UI. // Passing in the whole board so the UI can have access // to both the elements and the nodes. while (true) //Bad code. Perhaps different design for continued iteration. { } }
//END TEST CODE protected override void Initialize() { // TODO: Add your initialization logic here //Create a list of players //logic = new GameLogicBattle(game.GetPlayers()); logic = new GameLogicClassic(); boardToShare = logic.GameLogicSetup(plays); start = new Start(BoardWidth, BoardHeight, 0, 0); setup = new Setup(BoardWidth, BoardHeight, 0, 0); playerSetup = new PlayerSetup(BoardWidth, BoardHeight, 0, 0); endScreen = new EndScreen(BoardWidth, BoardHeight, 0, 0); IsMouseVisible = true; mouseState = Mouse.GetState(); previousMouseState = mouseState; padState = GamePad.GetState(PlayerIndex.One); prevPadState = padState; //screenCenter = new Point(((BoardWidth / 2)), 0); gameState = GameState.StartMenu; screenNumber = 0; //scoreBoard.Initialize(this); base.Initialize(); }
public void setupPlay() { gameUI = new BoardUI(logic.B, BoardWidth, BoardHeight, 0, 0); //((Window.ClientBounds.Width / 2) + (.5 * BoardWidth)), ((Window.ClientBounds.Height / 2) + (.5 * BoardHeight))); plays.Clear(); //plays.Add(new Element { et = ElementTypes.Ghost, X = 1, Y = 1 }); ControllerScheme scheme = new ControllerScheme(ControllerTypes.Keyboard); scheme.Add(Keys.Up); scheme.Add(Keys.Down); scheme.Add(Keys.Left); scheme.Add(Keys.Right); scheme.Add(Keys.Enter); ControllerScheme scheme2 = new ControllerScheme(ControllerTypes.Keyboard); scheme2.Add(Keys.W); scheme2.Add(Keys.S); scheme2.Add(Keys.A); scheme2.Add(Keys.D); scheme2.Add(Keys.Enter); byte controllerNum = 0; byte keyboardNum = 0; for (int i = 0; i < playerSetup.players.Count(); i++) { //Keyboard controlled ghost if (playerSetup.players[i].controllerType == ControllerTypes.Keyboard && playerSetup.players[i].IsGhost) { keyboardNum++; Element e = new Element(); e.et = ElementTypes.Ghost; if (keyboardNum == 1) { e.Control = new KeyboardInput(scheme); } else if (keyboardNum == 2) { e.Control = new KeyboardInput(scheme2); } else if (keyboardNum > 2 && e.et == ElementTypes.PacPlayer) { e.Control = new PacAI(e); } else if (keyboardNum > 2 && e.et == ElementTypes.Ghost) { e.Control = new GhostAI(e); } plays.Add(e); } //Keyboard controlled pacman else if (playerSetup.players[i].controllerType == ControllerTypes.Keyboard && !(playerSetup.players[i].IsGhost)) { keyboardNum++; Element e = new Element(); e.et = ElementTypes.PacPlayer; if (keyboardNum == 1) { e.Control = new KeyboardInput(scheme); } else if (keyboardNum == 2) { e.Control = new KeyboardInput(scheme2); } else if (keyboardNum > 2 && e.et == ElementTypes.PacPlayer) { e.Control = new PacAI(e); } else if (keyboardNum > 2 && e.et == ElementTypes.Ghost) { e.Control = new GhostAI(e); } plays.Add(e); } //AI controlled ghost else if ((playerSetup.players[i].controllerType == ControllerTypes.PacAI || playerSetup.players[i].controllerType == ControllerTypes.GhostAI) && (playerSetup.players[i].IsGhost)) { Element e = new Element(); e.et = ElementTypes.Ghost; e.Control = new GhostAI(e); e.IsAlive = true; plays.Add(e); } //AI controlled pacman else if ((playerSetup.players[i].controllerType == ControllerTypes.PacAI || playerSetup.players[i].controllerType == ControllerTypes.GhostAI) && !(playerSetup.players[i].IsGhost)) { Element e = new Element(); e.et = ElementTypes.PacPlayer; e.Control = new PacAI(e); e.IsAlive = true; plays.Add(e); } //Controller controlled pacman else if (playerSetup.players[i].controllerType == ControllerTypes.Xbox && !(playerSetup.players[i].IsGhost)) { controllerNum++; Element e = new Element(); e.et = ElementTypes.PacPlayer; if (controllerNum == 1) { e.Control = new ControllerInput(PlayerIndex.One); } else if (controllerNum == 2) { e.Control = new ControllerInput(PlayerIndex.Two); } else if (controllerNum == 3) { e.Control = new ControllerInput(PlayerIndex.Three); } else if (controllerNum == 4) { e.Control = new ControllerInput(PlayerIndex.Four); } else if (controllerNum > 4 && e.et == ElementTypes.PacPlayer) { //e.Control = new PacAI(); } else if (controllerNum > 4 && e.et == ElementTypes.Ghost) { e.Control = new GhostAI(e); } plays.Add(e); } //Controller controlled ghost else if (playerSetup.players[i].controllerType == ControllerTypes.Xbox && (playerSetup.players[i].IsGhost)) { controllerNum++; Element e = new Element(); e.et = ElementTypes.Ghost; if (controllerNum == 1) { e.Control = new ControllerInput(PlayerIndex.One); } else if (controllerNum == 2) { e.Control = new ControllerInput(PlayerIndex.Two); } else if (controllerNum == 3) { e.Control = new ControllerInput(PlayerIndex.Three); } else if (controllerNum == 4) { e.Control = new ControllerInput(PlayerIndex.Four); } else if (controllerNum > 4 && e.et == ElementTypes.PacPlayer) { //e.Control = new PacAI(); } else if (controllerNum > 4 && e.et == ElementTypes.Ghost) { e.Control = new GhostAI(e); } plays.Add(e); } } if (setup.gameMode == Setup.GameModes.Classic) { logic = new GameLogicClassic(); } else if (setup.gameMode == Setup.GameModes.GhostHunt) { logic = new GameLogicGhostHunt(); } boardToShare = logic.GameLogicSetup(plays); new Node(boardToShare, gameUI); Node.Handle.GenerateMatrix(); List<Sprite> sprites = new List<Sprite>(); foreach (Element Element in boardToShare.Elements) { Sprite gameSprite = Sprite.getSprite(Element, logic.B, (int)Math.Min(BoardWidth / logic.B.Width, BoardHeight / logic.B.Height)); gameUI.RegisterSprite(gameSprite); //Assigning the elements within sprites names. if (gameSprite.Element.et == ElementTypes.Ghost) { if (gameSprite.getColor() == Color.HotPink) gameSprite.Element.Name = "Pinky"; else if (gameSprite.getColor() == Color.Cyan) gameSprite.Element.Name = "Inky"; else if (gameSprite.getColor() == Color.Red) gameSprite.Element.Name = "Blinky"; else if (gameSprite.getColor() == Color.Orange) gameSprite.Element.Name = "Clyde"; } else if (gameSprite.Element.et == ElementTypes.PacPlayer) { gameSprite.Element.Name = "PacPlayer " + PacPlayerID; PacPlayerID += 1; } if (gameSprite.Element.et == ElementTypes.Ghost || gameSprite.Element.et == ElementTypes.PacPlayer) sprites.Add(gameSprite); } scoreManager = new ScoreManager(sprites); gameUI.LoadContent(Content); var aliveSprites = from m in plays.ToArray() where m.IsAlive where m.et == ElementTypes.PacPlayer || m.et == ElementTypes.Ghost select m; scoreBoards = new SBoardManager(this, aliveSprites.ToArray()); }
protected override void Initialize() { // TODO: Add your initialization logic here List<Element> plays = new List<Element>(); plays.Add(new Element { et = ElementTypes.Ghost, X = 1, Y = 1 }); plays.Add(new Element { et = ElementTypes.PacPlayer, X = 5, Y = 2 }); //logic = new GameLogicBattle(game.GetPlayers()); logic = new GameLogicClassic(); boardToShare = logic.GameLogicSetup(plays); gameUI = new BoardUI(logic.B, BoardWidth, BoardHeight, 0, 0); //((Window.ClientBounds.Width / 2) + (.5 * BoardWidth)), ((Window.ClientBounds.Height / 2) + (.5 * BoardHeight))); foreach(Element Element in plays){ gameUI.RegisterSprite(new StaticSprite(Element, "images/pacdemo")); } base.Initialize(); }