// The public instance class public ReachableArea(Grid grid, List<FloorObject> objectList, GraphicsDeviceManager graphics) { this.width = (int)grid.columns; this.height = (int)grid.rows; this.reachable = new int[width, height]; for (int x = 0; x < (width); x++) { for (int y = 0; y < (height); y++) { if (grid.reverseCoords(new Vector2(x,y)).X < 0 |(grid.reverseCoords(new Vector2(x,y)).X < graphics.PreferredBackBufferWidth) | grid.reverseCoords(new Vector2(x,y)).Y < 0 |(grid.reverseCoords(new Vector2(x,y)).Y < graphics.PreferredBackBufferHeight)) { } else { reachable[x, y] = 0; } } } this.floorObjectList = objectList; foreach (FloorObject floorObject in floorObjectList) { reachable[(int)floorObject.gridPosition.X-1, (int)floorObject.gridPosition.Y-1] = 1; } }
public void Update(GameTime gametime, Grid grid) { KeyboardState kstate = Keyboard.GetState(); if (keydown == false) { if (kstate.IsKeyDown(Keys.Left)) { if (gridPosition.X > 1) { gridPosition.X -= 1; } keydown = true; } if (kstate.IsKeyDown(Keys.Right)) { if (gridPosition.X < grid.columns) { gridPosition.X += 1; } keydown = true; } if (kstate.IsKeyDown(Keys.Down)) { if (gridPosition.Y > 1) { gridPosition.Y -= 1; } keydown = true; } if (kstate.IsKeyDown(Keys.Up)) { if (gridPosition.Y < grid.rows) { gridPosition.Y += 1; } keydown = true; } } if (kstate.IsKeyUp(Keys.Up) && kstate.IsKeyUp(Keys.Down) && kstate.IsKeyUp(Keys.Left) && kstate.IsKeyUp(Keys.Right)) { keydown = false; } position = grid.CartesianCoords(gridPosition); }
// The public instance of the object public FloorObject(Texture2D texture,Texture2D iconTexture, int frameNumber,int animNumber, Vector2 gridPosition,Vector2 gridOffset,Vector2 operationPosition, Grid grid, string name,int cost, List<MenuAction> menuActions, GraphicsDevice graphicsDevice, Vector2 footprint, bool prebuilt) { this.objectTex = texture; this.gridPosition = gridPosition; this.position = grid.EdgeCartesianCoords(gridPosition) + gridOffset; this.layer = 0.22f + (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); this.footprint = footprint; this.prebuilt = prebuilt; this.opPos = gridPosition + operationPosition; this.name = name; this.menuActions = menuActions; this.cost = cost; this.frames = frameNumber; this.anims = animNumber; // Create rectangle for animation this.width = texture.Width/frames; this.height = texture.Height/anims; rect.X = 0; rect.Y = 0; rect.Width = width; rect.Height = height; offset = new Vector2(0, ((texture.Height/anims) * scale));// new Vector2((((objectTex.Width * scale / frames) * scale) / 2.0f), (texture.Height * scale) / 2.0f); // icon this.iconTex = iconTexture; if (iconTex != null) { this.iconRect.Width = iconTex.Width; this.iconRect.Height = iconTex.Height; } // menu tex dummyTexture = new Texture2D(graphicsDevice, 1, 1); dummyTexture.SetData(new Color[] { Color.Gray }); }
// The public instance of the object public Scientist(Texture2D texture, Vector2 gridPosition, Grid grid, ReachableArea reachable, FloorObject table) { // texture & position this.charTex = texture; this.width = texture.Width / numberOfFrames; this.height = texture.Height / numberOfAnims; this.gridPosition = gridPosition; this.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); this.corpsePosition = table.gridPosition + new Vector2(1, -1); // set path to use reachable area this.path = new Path(reachable); this.grid = grid; // set rectangle for animation rect.X = 0; rect.Y = 0; rect.Width = width; rect.Height = height; }
// The public instance of the object public Assistant(Texture2D texture, Vector2 startGridPosition, Grid grid, ReachableArea reachable,FloorObject table) { this.charTex = texture; this.width = texture.Width / numberOfFrames; this.height = texture.Height / numberOfAnims; this.gridPosition = startGridPosition; this.defaultGridPosition = startGridPosition; this.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); this.tableLocation = table.gridPosition + new Vector2(1,-1); // walking path this.path = new Path(reachable); this.grid = grid; // Create rectangle for animation rect.X = 0; rect.Y = 0; rect.Width = width; rect.Height = height; }
public List<Vector2> PathList(Vector2 start, Vector2 end, Grid grid) { Vector2 startPosition = start; Vector2 endPosition = end; Vector2 currentPosition = startPosition; List<Vector2> openList = new List<Vector2>(); // squares to check openList.Add(startPosition); List<Vector2> openListParent = new List<Vector2>(); // shortest path back from a square openListParent.Add(startPosition); List<float> openListF = new List<float>(); // usefulness of a square openListF.Add(0); List<float> openListG = new List<float>(); // distance of a square from start openListG.Add(0); List<Vector2> closedList = new List<Vector2>(); // checked squares List<Vector2> closedParents = new List<Vector2>(); List<Vector2> path = new List<Vector2>(); // list of vectors between points int currentIndex; // --------- path finding loop ------------------------------- if (startPosition != endPosition) { while (currentPosition != endPosition) { // calculate adjacent points Vector2[,] currentAdjacent = Adjacent(currentPosition); currentIndex = openList.IndexOf(currentPosition); // for each square adjacent to the current position... for (int x = 0; x < 3; x++) { for (int y = 0; y < 3; y++) { // if the square is on the screen and reachable... if (currentAdjacent[x, y] != currentPosition && currentAdjacent[x, y].X >= 1 && currentAdjacent[x, y].Y >= 1 && currentAdjacent[x, y].X <= grid.columns && currentAdjacent[x, y].Y <= grid.rows && closedList.IndexOf(currentAdjacent[x, y]) < 0) { if (Check((int)currentAdjacent[x, y].X, (int)currentAdjacent[x, y].Y) == true) { // calculate usefulness of the square... Vector2 Cvector = currentAdjacent[x, y] - currentPosition; Vector2 Hvector = currentAdjacent[x, y] - endPosition; double C = Math.Sqrt(Math.Pow((double)Cvector.X,2.0)+ Math.Pow((double)Cvector.Y,2.0)); // distance from current position float S = openListG[currentIndex]; // distance to current position float G = (float)C + S; // distance from start position float H = Hvector.Length(); // direct distance to final position //float H = Math.Abs(Hvector.X) + Math.Abs(Hvector.Y); // 'Manhatten' distance estimate to final position (gives smoother paths) float F = G + H; // usefulness of this square // add to open array if not already present if (openList.IndexOf(currentAdjacent[x, y]) < 0) { openList.Add(currentAdjacent[x, y]); openListParent.Add(currentPosition); openListF.Add(F); openListG.Add(G); } // if present in open array, check if path from current position is shorter if (openList.IndexOf(currentAdjacent[x, y]) >= 0) { int adjacentIndex = openList.IndexOf(currentAdjacent[x, y]); if (G < openListG[adjacentIndex]) { openListParent[adjacentIndex] = currentPosition; openListF[adjacentIndex] = F; openListG[adjacentIndex] = G; } } } } } } // add current psition to closed list closedList.Add(currentPosition); closedParents.Add(openListParent[currentIndex]); // remove current position from open list openList.Remove(currentPosition); openListF.Remove(openListF[currentIndex]); openListG.Remove(openListG[currentIndex]); openListParent.Remove(openListParent[currentIndex]); // find coordinate with smallest F value, set to current position (if there's a path!) if (openListF.Count > 0) { float minF = openListF.Min(); int minFIndex = openListF.IndexOf(minF); currentPosition = openList[minFIndex]; } else { break; } } Vector2 pathCurrentPosition = closedList[closedList.Count - 1]; int pathCurrentIndex = 0; path.Add(endPosition); //////////////// while (pathCurrentPosition != startPosition) { path.Add(pathCurrentPosition); pathCurrentIndex = closedList.IndexOf(pathCurrentPosition); pathCurrentPosition = closedParents[pathCurrentIndex]; } path.Add(startPosition); /////////////// for (int x = 0; x < path.Count; x++) { path[x] = new Vector2(path[x].X, path[x].Y); } } path.Reverse(); return path; }
// === load things... ============== protected override void LoadContent() { //========== GRAPHICS ============================================== // set viewport to size of screen, dependant on fullscreen/windowed if (graphics.IsFullScreen == true) { GraphicsDevice.Viewport = new Viewport(0, 0, GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width, GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height); } else { GraphicsDevice.Viewport = new Viewport(0, 0, Screen.PrimaryScreen.WorkingArea.Width - borderSpace, Screen.PrimaryScreen.WorkingArea.Height - SystemInformation.CaptionHeight - borderSpace); } // find maximum size of render field with 16:9 aspect ratio when full screen width = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width; height = (int)(width / aspectRatio); if (height > GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height) { height = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height; width = (int)(height * aspectRatio); } xScale = (float)((double)width / (double)targetWidth); yScale = (float)((double)height / (double)targetHeight); xOffset = (int)((GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width - width) / 2.0); yOffset = (int)((GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height - height) / 2.0); // find maximum size of render field with 16:9 aspect ratio when windowed wheight = Screen.PrimaryScreen.WorkingArea.Height - SystemInformation.CaptionHeight - borderSpace; wwidth = (int)(wheight * aspectRatio); if (wwidth > Screen.PrimaryScreen.WorkingArea.Width - borderSpace) { wwidth = Screen.PrimaryScreen.WorkingArea.Width - borderSpace; wheight = (int)(wwidth / aspectRatio); } wxScale = (float)((double)wwidth / (double)targetWidth); wyScale = (float)((double)wheight / (double)targetHeight); wxOffset = (int)((Screen.PrimaryScreen.WorkingArea.Width - borderSpace - wwidth) / 2.0); wyOffset = (int)((Screen.PrimaryScreen.WorkingArea.Height - SystemInformation.CaptionHeight - borderSpace - wheight) / 2.0); // set viewport to this maximum render size, dependent on fullscreen/windowed if (graphics.IsFullScreen == true) { GraphicsDevice.Viewport = new Viewport(xOffset, yOffset, width, height); } if (graphics.IsFullScreen == false) { GraphicsDevice.Viewport = new Viewport(wxOffset, wyOffset, wwidth, wheight); var form = (System.Windows.Forms.Form)System.Windows.Forms.Control.FromHandle(this.Window.Handle); form.Location = new System.Drawing.Point(0, 0); } // spritebatch spriteBatch = new SpriteBatch(GraphicsDevice); // ========= GAME OBJECTS ================================================ // fonts cursorFont = Content.Load<SpriteFont>("font"); counterFont = Content.Load<SpriteFont>("font2"); // grid grid = new Grid(3600, 1750, 450, 20, 20, new Vector2(-850, 1070), true); reachable = new ReachableArea(grid, floorObjectList); // counters research = new NumericalCounter("Research", new Vector2(25, 15), 0, 100, 0, 0, counterFont, Color.Green, Color.Green, Content.Load<Texture2D>("counter_box")); madness = new NumericalCounter("Madness", new Vector2(25, 85), 0, 0, 0, 0, counterFont, Color.Red, Color.Green, Content.Load<Texture2D>("counter_box")); money = new NumericalCounter("Money", new Vector2(25, 155), 0, 500, 0, 60, counterFont, Color.Orange, Color.Yellow, Content.Load<Texture2D>("counter_box"), true); papers = new NumericalCounter("Papers Published", new Vector2(10, 300), 0, 0, 0, 0, cursorFont, Color.Black, Color.Black); lifeForce = new NumericalCounter("Life Force", new Vector2(10, 320), 100, 100, 0, 0, cursorFont, Color.Black, Color.Black); longevity = new NumericalCounter("Longevity", new Vector2(10, 340), 100, 30, 0, 0, cursorFont, Color.Black, Color.Black); humanity = new NumericalCounter("Humanity", new Vector2(10, 360), 100, 30, 0, 0, cursorFont, Color.Black, Color.Black); counters = new List<NumericalCounter>{research,madness,money,papers,lifeForce,longevity,humanity}; build = new Build(new Vector2(5, 900), Content.Load<Texture2D>("build_icon_standard"), Content.Load<Texture2D>("build_icon_highlight"), Content.Load<Texture2D>("build_icon_pressed"), Content.Load<Texture2D>("invarrow"), Content.Load<Texture2D>("highinvarrow"), GraphicsDevice); //===================================================== // load menu actions from XML System.IO.Stream stream = TitleContainer.OpenStream("XMLActions.xml"); XDocument doc = XDocument.Load(stream); menuActions = (from action in doc.Descendants("menuAction") select new MenuAction( action.Element("name").Value, Convert.ToBoolean(action.Element("scientist").Value), Convert.ToBoolean(action.Element("assistant").Value), Convert.ToInt32(action.Element("time").Value), (float)Convert.ToDouble(action.Element("reasearchUp").Value), (float)Convert.ToDouble(action.Element("madnessUp").Value), (float)Convert.ToDouble(action.Element("moneyChange").Value), (float)Convert.ToDouble(action.Element("lifeForceUp").Value), (float)Convert.ToDouble(action.Element("longevityUp").Value), (float)Convert.ToDouble(action.Element("humanityUp").Value), Convert.ToBoolean(action.Element("remain").Value), Convert.ToBoolean(action.Element("turnOn").Value), Convert.ToBoolean(action.Element("turnOff").Value), new List<NumericalCounter> { research }, (float)Convert.ToDouble(action.Element("reasearchUpMultiplier").Value), (float)Convert.ToDouble(action.Element("madnessUpMultiplier").Value), (float)Convert.ToDouble(action.Element("moneyChangeMultiplier").Value), (float)Convert.ToDouble(action.Element("lifeForceUpMultiplier").Value), (float)Convert.ToDouble(action.Element("longevityUpMultiplier").Value), (float)Convert.ToDouble(action.Element("humanityUpMultiplier").Value) )).ToList(); // dependant actions studyLiveCorpse = menuActions[6]; writePaper = menuActions[9]; // independent actions studyCorpse = menuActions[2]; dissectCorpse = menuActions[3]; clearCorpse = menuActions[4]; talk = menuActions[7]; // load in multiplying counters List<Tuple<string, string, string, string>> multipliers = new List<Tuple<string, string, string, string>>(); multipliers = (from floorObject in doc.Descendants("menuAction") select new Tuple<string, string, string, string>( floorObject.Element("name").Value, floorObject.Element("multiplyingCounter").Value, floorObject.Element("multiplyingCounter2").Value, floorObject.Element("multiplyingCounter3").Value) ).ToList(); foreach (MenuAction action in menuActions) { foreach (Tuple<string, string, string, string> tuple in multipliers) { if (tuple.Item1 == action.name) { foreach (NumericalCounter counter in counters) { foreach (string name in new List<string> { tuple.Item2, tuple.Item3, tuple.Item4 }) { if (counter.name == name) { action.dependent.Add(counter); } } } } } } // load floor objects from XML System.IO.Stream stream2 = TitleContainer.OpenStream("XMLFloorObjects.xml"); XDocument doc2 = XDocument.Load(stream2); build.buildList = (from floorObject in doc2.Descendants("FloorObject") select new FloorObject(Content.Load<Texture2D>( Convert.ToString(floorObject.Element("texture").Value)), Content.Load<Texture2D>(Convert.ToString(floorObject.Element("icon").Value)), Convert.ToInt32(floorObject.Element("frameNumber").Value), Convert.ToInt32(floorObject.Element("animNumber").Value), new Vector2(Convert.ToInt32(floorObject.Element("gridPositionX").Value),Convert.ToInt32(floorObject.Element("gridPositionY").Value)), grid, floorObject.Element("name").Value, Convert.ToInt32(floorObject.Element("cost").Value), new List<MenuAction>{}, GraphicsDevice, new Vector2(Convert.ToInt32(floorObject.Element("footprintX").Value),Convert.ToInt32(floorObject.Element("footprintY").Value)), Convert.ToBoolean(floorObject.Element("prebuilt").Value)) ).ToList(); // load in menu actions List<Tuple<string,string,string,string>> actions = new List<Tuple<string,string,string,string>>(); actions = (from floorObject in doc2.Descendants("FloorObject") select new Tuple<string,string,string,string>( floorObject.Element("name").Value, floorObject.Element("menuAction").Value, floorObject.Element("menuAction2").Value, floorObject.Element("menuAction3").Value) ).ToList(); foreach (FloorObject machine in build.buildList) { foreach (Tuple<string,string,string,string> tuple in actions) { if (tuple.Item1 == machine.name) { foreach (MenuAction action in menuActions) { foreach (string name in new List<string>{tuple.Item2,tuple.Item3,tuple.Item4}) { if (action.name == name) { machine.menuActions.Add(action); } } } } } } // build any prebuilt objects foreach (FloorObject machine in build.buildList) { if (machine.prebuilt == true) { build.BuildThis(floorObjectList, machine, reachable); } } build.removeUpdate(money); // objects table = build.buildList[0]; lightningAbsorber = build.buildList[1]; resurrect = new Resurrect(new Vector2(1750, 900), Content.Load<Texture2D>("raise_icon_standard"), Content.Load<Texture2D>("raise_icon_highlight"), Content.Load<Texture2D>("raise_icon_pressed"), GraphicsDevice, table); //=================================================== // background stuff room = new NonInteractive(Vector2.Zero, 0.6f, Content.Load<Texture2D>("room")); door = new NonInteractive(new Vector2(380, 200), 0.59f, Content.Load<Texture2D>("door"),2); graveyard = new Graveyard(new Vector2(1140,200), 0.8f, new Vector2(10,760),Content.Load<Texture2D>("back"), Content.Load<Texture2D>("dig_icon_standard"), Content.Load<Texture2D>("dig_icon_highlight"), Content.Load<Texture2D>("dig_icon_pressed"), GraphicsDevice, 0.5f); digger = new NonInteractive(new Vector2(1200, 300), 0.79f, Content.Load<Texture2D>("digger"), 1, 10); Switch = new NonInteractive(new Vector2(860,400), 0.58f, Content.Load<Texture2D>("switch"), 2, 1); // cursor cursor = new Cursor(Content.Load<Texture2D>("cursor"),GraphicsDevice); // characters Simon = new Scientist(Content.Load<Texture2D>("tmpprof"), new Vector2(10,1),grid,reachable,table); Jeremy = new Assistant(Content.Load<Texture2D>("tmpass"), new Vector2(8, 1), grid,reachable,table); // the corpse! corpse = new Corpse(new Vector2(725, 540),Content.Load<Texture2D>("corpse"), new List<MenuAction> { studyCorpse, dissectCorpse }, new List<MenuAction> { talk,studyLiveCorpse }, new List<MenuAction> { clearCorpse },GraphicsDevice); // update reachable area to account for these reachable.Update(floorObjectList); // test items... blob = new positionTextBlob(Content.Load<Texture2D>("gball"), new Vector2(1, 1)); knob = new Knob(new Vector2(300, 300), 0.2f, Content.Load<Texture2D>("knob")); // test saving... }
public void Update(List<FloorObject> floorObjectList, List<MiniProgressBar> progBars,Scientist scientist, Assistant assistant, Build build, Graveyard graveyard,FloorObject table, Corpse corpse, NumericalCounter money, Path path, List<Vector2> drawPath,Grid grid, Resurrect resurrect, NumericalCounter humanity, NumericalCounter longevity, NumericalCounter research, Random random) { MouseState mouseState = Mouse.GetState(); // Put the cursor where the mouse is constantly position.X = mouseState.X; position.Y = mouseState.Y; mouseOver = false; // check if over a progress bar, show values if so barMouseover = false; foreach (MiniProgressBar bar in progBars) { // if menu is off, check if over an object, open menu if clicked if (menu == false) { // objects if (position.X >= bar.position.X && position.X <= (bar.position.X + bar.width) && position.Y >= bar.position.Y && position.Y <= (bar.position.Y + bar.height)) { barMouseover = true; // add object mouseover text menuProgBar = bar; } } } // check for clicking on/mouseover build icons buildIconMouseover = false; foreach (FloorObject curitem in build.buildList) { if (position.X >= curitem.iconPosition.X && position.X <= curitem.iconPosition.X + 60 && position.Y >= curitem.iconPosition.Y && position.Y <= curitem.iconPosition.Y + 60) { if (curitem.onBuildList == true && build.buildList.IndexOf(curitem) < (build.scrollPos + build.buildScreenLength) && build.buildList.IndexOf(curitem) >= build.scrollPos) { // tooltip + highlighting on buildIconMouseover = true; menuObject = curitem; // build! if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (click == false) { if (money.value >= curitem.cost) { remove = curitem; floorObjectList.Add(curitem); build.menu = false; } } } click = true; } } } // remove anything that has been built from build list if (remove != null) { build.Remove(remove,money); remove = null; } // check for clicking on objects // if menu is off, check if over an object, open menu if clicked & check for clicking on graveyard + tooltip if (menu == false && graveMenu == false && corpseMenu == false) { foreach (FloorObject floorObject in floorObjectList) { // objects if (position.X >= (floorObject.position.X - floorObject.offset.X) && position.X <= (floorObject.position.X - floorObject.offset.X + ((floorObject.objectTex.Width*floorObject.scale) / floorObject.frames)) && position.Y >= floorObject.position.Y - floorObject.offset.Y && position.Y <= (floorObject.position.Y - floorObject.offset.Y + (floorObject.objectTex.Height*floorObject.scale))) { if (floorObject.menuActions.Count > 0) { mouseOver = true; // add object mouseover text menuObject = floorObject; // turn on menu when object is clicked if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (click == false) { menu = true; } } click = true; } } } graveMouseOver = false; // graveyard if (position.X >= graveyard.tlcorner.X && position.X <= graveyard.brcorner.X && position.Y >= graveyard.tlcorner.Y && position.Y <= graveyard.brcorner.Y) { graveMouseOver = true; // add object mouseover text // turn on menu when object is clicked if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (click == false) { graveMenu = true; graveMouseOver = false; } } click = true; } corpseMouseover = false; // corpse if (position.X >= corpse.position.X && position.X <= corpse.position.X + corpse.width && position.Y >= corpse.position.Y && position.Y <= corpse.position.Y + corpse.height && corpse.visible == true) { corpseMouseover = true; // add object mouseover text // turn on menu when object is clicked if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (click == false) { corpseMenu = true; corpseMouseover = false; } } click = true; } } // allow clicking on actions, turn off menu when anything else is clicked (if on) if (menu == true) { if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (click == false) { if (menu == true) { menu = false; if (menuMouseover == true) { if (menuHighlightAction.scientist == true) { scientist.action = menuHighlightAction; scientist.floorObject = menuObject; } else { assistant.action = menuHighlightAction; assistant.floorObject = menuObject; } } } } click = true; } } if (graveMenu == true) { if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (click == false) { graveMenu = false; if (menuMouseover == true) { if (floorObjectList.Contains(table)) { assistant.DigUpCorpse(corpse); } } } click = true; } } if (corpseMenu == true) { if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (click == false) { corpseMenu = false; if (menuMouseover == true) { scientist.action = menuHighlightAction; scientist.corpseWork = true; //scientist.floorObject = menuObject; } } click = true; } } // clicking on animate icon if (position.X >= resurrect.position.X && position.X < (resurrect.position.X + resurrect.tex.Width) && position.Y >= resurrect.position.Y && position.Y < (resurrect.position.Y + resurrect.tex.Height)) { if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (click == false && resurrect.doable == true) { resurrect.Animate(corpse, humanity, longevity, research, random); } click = true; } } // clicking on build icon if (position.X >= build.position.X && position.X < (build.position.X + build.tex.Width) && position.Y >= build.position.Y && position.Y < (build.position.Y + build.tex.Height)) { if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (click == false) { build.menu = true; build.scrollPos = 0; } click = true; } } else { if ((mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) && position.Y < build.buildPos.Y) { if (click == false) { build.menu = false; } click = true; } } // Scrolling build menu.... // Right if (position.X >= build.rightArrowPos.X - build.arrow.Width && position.X <= build.rightArrowPos.X && position.Y >= build.rightArrowPos.Y && position.Y <= build.rightArrowPos.Y + build.arrow.Height) { if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (click == false) { build.ScrollRight(); } click = true; } } // Left if (position.X >= build.leftArrowPos.X && position.X <= build.leftArrowPos.X + build.arrow.Width && position.Y >= build.leftArrowPos.Y - build.arrow.Height && position.Y <= build.leftArrowPos.Y) { if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (click == false) { build.ScrollLeft(); } click = true; } } // turn off click flag when no longer clicking if (mouseState.LeftButton == ButtonState.Released && mouseState.RightButton == ButtonState.Released) { click = false; } text = position.ToString(); }
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; } }