// 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);
        }
Exemple #3
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        // 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 });
        }
Exemple #4
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        // 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;
        }
Exemple #5
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        // 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;
        }
Exemple #6
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        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;
        }
Exemple #7
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        // === 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...
        }
Exemple #8
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        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();
        }
Exemple #9
0
        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;
            }
        }