Exemple #1
0
        /// <summary>
        /// Initialize necessary components
        /// </summary>
        private void initialize()
        {
            game = new XnaUITestGame();
            ZRTSController controller = new ZRTSController(game);

            game.Components.Add(controller);

            model = new GameModel();
            ScenarioComponent scenario = new ScenarioComponent(50, 50);

            player1      = new PlayerComponent();
            player2      = new PlayerComponent();
            player1.Name = "Nate";
            player2.Name = "Smith";


            // Add sand cells at each cell.
            ZRTSModel.Map map = scenario.GetGameWorld().GetMap();
            for (int i = 0; i < map.GetWidth(); i++)
            {
                for (int j = 0; j < map.GetHeight(); j++)
                {
                    CellComponent cell = new CellComponent();
                    cell.AddChild(new Sand());
                    cell.X = i;
                    cell.Y = j;
                    map.AddChild(cell);
                }
            }
            model.AddChild(scenario);
            game.Model = model;
            game.Model.PlayerInContext = player1;   // Set a main Player

            //Create two players and set them to be enemies.
            game.Model.GetScenario().GetGameWorld().GetPlayerList().AddChild(player1);
            game.Model.GetScenario().GetGameWorld().GetPlayerList().AddChild(player2);

            // Set target enemy
            player1.EnemyList.Add(player2);
            player2.EnemyList.Add(player1);

            game.Controller = controller;

            // Add worker to player
            unitList = new List <ModelComponent>();
            unitList.Add(new UnitComponent());
            ((UnitComponent)unitList[0]).CanBuild      = true;
            ((UnitComponent)unitList[0]).Type          = "worker";
            ((UnitComponent)unitList[0]).PointLocation = new PointF(20, 20);


            //(1) Get Player#1
            currentPlayer1 = (PlayerComponent)((XnaUITestGame)game).Model.GetScenario().GetGameWorld().GetPlayerList().GetChildren()[0];

            // check if fetch the correct player
            Assert.AreEqual("Nate", currentPlayer1.Name);

            // (2) Add the actual player's unit list
            currentPlayer1.GetUnitList().AddChild(unitList[0]);
        }
        private void setupModel()
        {
            model = new GameModel();
            ScenarioComponent scenario = new ScenarioComponent(20, 20);             // 20 x 20 Gameworld.

            // Add grass cells at each cell.
            ZRTSModel.Map map = scenario.GetGameWorld().GetMap();
            for (int i = 0; i < map.GetWidth(); i++)
            {
                for (int j = 0; j < map.GetHeight(); j++)
                {
                    CellComponent cell = new CellComponent();
                    cell.AddChild(new Sand());
                    cell.X = i;
                    cell.Y = j;
                    map.AddChild(cell);
                }
            }
            model.AddChild(scenario);

            //Create two players and set them to be enemies.
            model.GetScenario().GetGameWorld().GetPlayerList().AddChild(new PlayerComponent());
            model.GetScenario().GetGameWorld().GetPlayerList().AddChild(new PlayerComponent());
            PlayerComponent player1 = (PlayerComponent)model.GetScenario().GetGameWorld().GetPlayerList().GetChildren()[0];
            PlayerComponent player2 = (PlayerComponent)model.GetScenario().GetGameWorld().GetPlayerList().GetChildren()[1];

            player1.EnemyList.Add(player2);
            player2.EnemyList.Add(player1);
        }
Exemple #3
0
        /// <summary>
        /// Creates a CreateNewScenario dialog and uses it to determine the name and size of the new scenario.  Then, generates a
        /// new scenario of the appropriate size.
        /// </summary>
        public void createNewScenario()
        {
            if (model.GetScenario() != null)
            {
                model.GetScenario().RemoveChild(model.GetScenario().GetGameWorld());
                // TODO: Ask if the user wants to discard the current scenario or save it.
            }
            CreateNewScenarioDialog dialog = new CreateNewScenarioDialog();

            dialog.ShowDialog();

            if (dialog.ExitWithCreate)
            {
                // Create a scenario with a map of the appropriate size
                ScenarioComponent scenario = new ScenarioComponent(dialog.ScenarioWidth, dialog.ScenarioHeight);

                // Add grass cells at each cell.
                ZRTSModel.Map map = scenario.GetGameWorld().GetMap();
                for (int i = 0; i < map.GetWidth(); i++)
                {
                    for (int j = 0; j < map.GetHeight(); j++)
                    {
                        CellComponent cell = new CellComponent();
                        cell.AddChild(new Grass());
                        cell.X = i;
                        cell.Y = j;
                        map.AddChild(cell);
                    }
                }

                // TODO: Update SaveInfo model to change filename and UpToDate flag.

                // Automatically discards old scenario, by overloaded AddChild function.
                model.AddChild(scenario);

                // Empty the command queue
                model.GetCommandStack().EmptyStacks();

                // We may have just destroyed a large scenario, so collect that garbage.
                // Commented out - only used for testing purposes.  The C# garbage collector takes a LONG time to be activated if this call is not made,
                // but if the call is made, it disrupts UI.
                // GC.Collect();
            }
        }
        private void setUpModel()
        {
            model = new GameModel();
            ScenarioComponent scenario    = new ScenarioComponent(20, 20); // 20 x 20 Gameworld.
            Building          obstruction = new Building();

            // Add grass cells at each cell.
            ZRTSModel.Map map = scenario.GetGameWorld().GetMap();
            for (int i = 0; i < map.GetWidth(); i++)
            {
                for (int j = 0; j < map.GetHeight(); j++)
                {
                    CellComponent cell = new CellComponent();
                    cell.AddChild(new Sand());
                    cell.X = i;
                    cell.Y = j;

                    if (i >= 2 && i <= 10 && j >= 2 && j <= 10)
                    {
                        cell.AddEntity(obstruction);
                    }

                    if (i >= 15 && i <= 18 && j >= 15 && j <= 18)
                    {
                        cell.AddEntity(obstruction);
                    }
                    if (i == 16 && j == 16)
                    {
                        cell.RemoveEntity(obstruction);
                    }

                    map.AddChild(cell);
                }
            }
            model.AddChild(scenario);
        }