Esempio n. 1
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            // Window size is 1300 x 650
            GraphicsDevice.Clear(Color.CornflowerBlue);
            spriteBatch.Begin();

            // Holds data for things to be drawn across all battle states (combatant textures, health bars,
            // and the trapazoid back)
            #region
            if (state == GameState.SelectMove || state == GameState.SelectTarget || state == GameState.PreformAttack)
            {
                // Gauntlet Information
                spriteBatch.DrawString(font, "Round: " + currentRound, new Vector2(5, 5), Color.Black);

                // Menu Back and game descriptor box
                spriteBatch.Draw(InfoBack, Manager.TextDisplayBack, Color.White);
                spriteBatch.Draw(MenuBackground, Manager.BattleMenuBack, Color.White);


                // person Drawing
                if (guard1.checkAlive())
                {
                    spriteBatch.Draw(GuardTex, Manager.Com1Loc, Color.White);
                }
                if (ally.checkAlive())
                {
                    spriteBatch.Draw(AllyTex, Manager.Com2Loc, Color.White);
                }
                if (guard2.checkAlive())
                {
                    spriteBatch.Draw(GuardTex, Manager.Com3Loc, Color.White);
                }
                if (player.checkAlive())
                {
                    spriteBatch.Draw(PlayerTex, Manager.Com4Loc, Color.White);
                }

                // HP Drawing
                drawBattle.DrawHealth(HP_Bar, Manager.Com1HP, guard1);
                drawBattle.DrawHealth(HP_Bar, Manager.Com2HP, ally);
                drawBattle.DrawHealth(HP_Bar, Manager.Com3HP, guard2);
                drawBattle.DrawHealth(HP_Bar, Manager.Com4HP, player);
            }
            #endregion

            // Holds data for state specific drawings, like buttons and their color logic.
            switch (state)
            {
            case GameState.SelectMove:

                // Select move buttons, button info boxes, and feedback box
                #region
                // Top left button
                drawBattle.DrawButtonWithText(BattleButtonBackground, Manager.BattleButton1,
                                              !Manager.Move1Select.enterButton() ? Color.White : Color.Gray,
                                              Manager.Move1Select.moveName, 75, 25, Color.Black);
                // Top right button
                drawBattle.DrawFlippedButtonWithText(BattleButtonBackground, Manager.BattleButton2,
                                                     Manager.fullTexture(BattleButtonBackground), !Manager.Move2Select.enterButton() ? Color.White : Color.Gray,
                                                     Manager.Move2Select.moveName, 75, 25, Color.Black);
                // Bottom left button
                drawBattle.DrawButtonWithText(BattleButtonBackground, Manager.BattleButton3,
                                              !Manager.Move3Select.enterButton() ? Color.White : Color.Gray,
                                              Manager.Move3Select.moveName, 75, 25, Color.Black);
                // Bottom right button
                drawBattle.DrawFlippedButtonWithText(BattleButtonBackground, Manager.BattleButton4,
                                                     Manager.fullTexture(BattleButtonBackground), !Manager.Move4Select.enterButton() ? Color.White : Color.Gray,
                                                     Manager.Move4Select.moveName, 75, 25, Color.Black);

                // Draws feedback box and data (Who is selecting their move)
                drawBattle.DrawInfo("Select " + Party[parCou].name + "'s move");

                // Draws move info boxes

                // Top left move
                if (Manager.Move1Select.enterButton())
                {
                    drawBattle.DrawInfoBox(InfoBack, Manager.Move1Select.moveName);
                }
                // Top right move
                if (Manager.Move2Select.enterButton())
                {
                    drawBattle.DrawInfoBox(InfoBack, Manager.Move2Select.moveName);
                }
                // Bottom left move
                if (Manager.Move3Select.enterButton())
                {
                    drawBattle.DrawInfoBox(InfoBack, Manager.Move3Select.moveName);
                }
                // Bottom right move
                if (Manager.Move4Select.enterButton())
                {
                    drawBattle.DrawInfoBox(InfoBack, Manager.Move4Select.moveName);
                }
                break;
                #endregion

            case GameState.SelectTarget:

                // Select target buttons and feedback box
                #region
                // Top left box
                if (Enemy1Select.target.checkAlive())
                {
                    drawBattle.DrawButtonWithText(BattleButtonBackground, Manager.BattleButton1,
                                                  !Enemy1Select.enterButton() ? Color.White : Color.Gray,
                                                  Enemy1Select.moveName, 75, 25, Color.Black);
                }
                // Bottom left box
                if (Enemy2Select.target.checkAlive())
                {
                    drawBattle.DrawButtonWithText(BattleButtonBackground, Manager.BattleButton3,
                                                  !Enemy2Select.enterButton() ? Color.White : Color.Gray,
                                                  Enemy2Select.moveName, 75, 25, Color.Black);
                }
                // Back button
                drawBattle.DrawFlippedButtonWithText(BattleButtonBackground, Manager.BattleButton4,
                                                     Manager.fullTexture(BattleButtonBackground), !Manager.Back.enterButton() ? Color.White : Color.Gray,
                                                     Manager.Back.moveName, 75, 25, Color.Black);
                // feedback box
                drawBattle.DrawInfo("Select " + Party[parCou].name + "'s target");
                break;
                #endregion

            case GameState.PreformAttack:

                // Holds for growing the feedback box, and 'animates' it.
                #region
                // The rate at which the feedback box grows
                const int additive = 2;
                Rectangle moveBox;

                // if not finished growing
                if (grow <= 350)
                {
                    grow += additive;
                }
                // begin timer doubles in countdown.
                else
                {
                    count++;
                }
                // 'animates' feedback box.
                spriteBatch.Draw(InfoBack, moveBox = new Rectangle(
                                     Manager.TextDisplayBack.X, Manager.TextDisplayBack.Y - grow,
                                     Manager.TextDisplayBack.Width, Manager.TextDisplayBack.Height + grow), Color.White);
                // Makes sure there is data, then runs the basis of a character by character input into the box.
                // TODO: Fully implement character-by-character display of combat data.
                if (!string.IsNullOrEmpty(battleData))
                {
                    var xOffset = moveBox.X / 3;
                    var yOffset = 4;
                    //string output = "";

                    //foreach (var letter in info)
                    //{

                    //output = output + letter;
                    spriteBatch.DrawString(font, battleData, new Vector2(
                                               moveBox.X + xOffset,
                                               moveBox.Y + yOffset), Color.Black);
                }
                // Makes sure the menu background is on top of the feedback box, making it look like it's sliding up
                // from behind it.
                spriteBatch.Draw(MenuBackground, Manager.BattleMenuBack, Color.White);
                #endregion

                break;

            case GameState.Win:
                // Placeholder win state (Game currently unwinable by design)
                spriteBatch.DrawString(font, "You Win!",
                                       new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2), Color.Black);
                break;

            case GameState.Lose:
                // Tells the user how many rounds they survived.
                spriteBatch.DrawString(font, "You made it " + currentRound + " rounds.",
                                       new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2), Color.Black);
                break;
            }


            spriteBatch.End();
            base.Draw(gameTime);
        }
Esempio n. 2
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }
            ms = new MouseState();


            // Makes sure game is only running the logic it needs to.
            switch (state)
            {
            case GameState.SelectMove:
                // Has button logic for finding correct moves and saving them each person's Attackname attribute

                // Attempting to catch game-breaking bug with parCou.
                try
                {
                    // Removes party member from pool if they die.
                    if (!Party[parCou].checkAlive())
                    {
                        Party.Remove(Party[parCou]);

                        // if Party [1] dies, remove party[1] from the list, and move on with Party[2](Now Party[1])
                        // So do nothing.

                        // if Party [3] dies, remove party[3] from the list, and go to the next state.
                        //  0 base      1 base
                        if (parCou > Party.Count + 1)
                        {
                            state = GameState.PreformAttack;
                            break;
                        }
                    }
                }
                catch (Exception e)
                {
                    throw new Exception("ParCou error. Inform Developer of exact steps to replicate" +
                                        e.Message);
                }

                // Has logic for clicking on buttons.
                #region
                if (Manager.Move1Select.ButtonClicked())
                {
                    Party[parCou].attackName = Manager.Move1Select.moveName;
                    state = GameState.SelectTarget;
                    Click.Play();
                }

                if (Manager.Move2Select.ButtonClicked())
                {
                    Party[parCou].attackName = Manager.Move2Select.moveName;
                    state = GameState.SelectTarget;
                    Click.Play();
                }
                if (Manager.Move3Select.ButtonClicked())
                {
                    Party[parCou].attackName = Manager.Move3Select.moveName;
                    state = GameState.SelectTarget;
                    Click.Play();
                }
                if (Manager.Move4Select.ButtonClicked())
                {
                    Party[parCou].attackName = Manager.Move4Select.moveName;
                    state = GameState.SelectTarget;
                    Click.Play();
                }
                #endregion


                // Logic purly for sounds.
                #region
                // If the mouse has entered a button[enterbutton], the sound is not playing[hover.state], and the sound has
                // only played once [hovercheck]
                if ((Manager.Move1Select.enterButton() || Manager.Move2Select.enterButton() ||
                     Manager.Move3Select.enterButton() || Manager.Move4Select.enterButton()) &&
                    hover.State != SoundState.Playing && !hoverCheck)
                {
                    hover.Play();
                    hoverCheck = true;
                }

                // Makes the hoverCheck false when the mouse leaves the button area.
                if (!(Manager.Move1Select.enterButton() || Manager.Move2Select.enterButton() ||
                      Manager.Move3Select.enterButton() || Manager.Move4Select.enterButton()))
                {
                    hoverCheck = false;
                }
                #endregion

                break;

            case GameState.SelectTarget:

                // Logic for selecting target and going back to previous screen.
                #region
                if (Enemy1Select.ButtonClicked() && Enemy1Select.target.checkAlive())
                {
                    Party[parCou].target = Enemy1Select.target;
                    if (parCou == (Party.Count - 1))
                    {
                        state  = GameState.PreformAttack;
                        parCou = 0;
                    }

                    else
                    {
                        parCou++;
                        state = GameState.SelectMove;
                    }
                    Click.Play();
                }



                if (Enemy2Select.ButtonClicked() && Enemy2Select.target.checkAlive())
                {
                    Party[parCou].target = Enemy2Select.target;
                    if (parCou == (Party.Count - 1))
                    {
                        state  = GameState.PreformAttack;
                        parCou = 0;
                    }
                    else
                    {
                        state = GameState.SelectMove;
                        parCou++;
                    }
                    Click.Play();
                }


                if (Manager.Back.ButtonClicked())
                {
                    state = GameState.SelectMove;
                    Click.Play();
                }
                #endregion

                // Logic stricly for sounds
                if ((Manager.Back.enterButton() || Enemy1Select.enterButton() || Enemy2Select.enterButton()) &&
                    hover.State != SoundState.Playing && !hoverCheck)
                {
                    hover.Play();
                    hoverCheck = true;
                }

                if (!(Manager.Back.enterButton() || Enemy1Select.enterButton() || Enemy2Select.enterButton()))
                {
                    hoverCheck = false;
                }



                break;

            case GameState.PreformAttack:

                // Begins the turn
                var test = new Battle(player, ally, guard1, guard2, spriteBatch, font);

                // Running the turn returns a string. If the string is null, it runs the logic.
                if (string.IsNullOrEmpty(battleData))
                {
                    battleData = test.RunBattle(player.attackName, ally.attackName, guard1.attackName, guard2.attackName);
                }

                // If the screen is clicked during this state, the timer times out.
                if (Manager.Screen.ButtonClicked())
                {
                    count = 600;
                }

                // increments timer if there is time to be counted.
                if (count < 600)
                {
                    count++;
                }

                // If the timer is done or the screen is clicked.
                else
                {
                    // Run each stage of the battle until the user clicks.
                    // Lose if your team dies
                    if (!player.checkAlive() && !ally.checkAlive())
                    {
                        state = GameState.Lose;
                    }

                    // win if the other team dies
                    else if (!guard1.checkAlive() && !guard2.checkAlive())
                    {
                        //Reruns all initialize data to reset game(creates entirely new combatant group).
                        // Also where the round/level increment.
                        #region
                        // Increments current round
                        currentRound++;

                        // Resets all combatants, and levels up guards.
                        player = new Friendly("Player", "(Special Unit)", 5, Divine, Evasive);
                        ally   = new Friendly("Ally", "(Attack Unit)", 5, Divine, Offensive);
                        guard1 = new Enemy("Guard 1", "(Attack Unit)", currentRound, Mage, Offensive);
                        guard2 = new Enemy("Guard 2", "(Tank Unit)", currentRound, Martial, Defensive);

                        // Brings everyone back to life.
                        Party = new List <Friendly>
                        {
                            player,
                            ally
                        };

                        // Begins counter at 0
                        parCou = 0;

                        // TODO: FIGURE OUT HOW TO GET BUTTONS IN MANAGER
                        // The problem is that the enemies aren't established in the manager class.
                        // The manager class is only for Rectangles and Buttons. Changable logic
                        // (such as players, kingdoms, and movelists) stay in the Game1 class for now.
                        // Units can't be made public because it messes with the game in scary ways.
                        Enemy1Select = new Button(Manager.BattleButton1, guard1, guard1.name);
                        Enemy2Select = new Button(Manager.BattleButton3, guard2, guard2.name);



                        // Handles enemy "AI"
                        guard1.AddMove(new List <string>
                        {
                            "Chop", "Ready Guard", "Faint Attack", "Helm Smash", "Shield Charge"
                        });
                        guard2.AddMove(new List <string>
                        {
                            "Chop", "Ready Guard", "Faint Attack", "Helm Smash", "Shield Charge"
                        });
                        guard1.LoadAI(player, ally);
                        guard2.LoadAI(player, ally);


                        // Resets Data Box logic
                        battleData = "";
                        count      = 0;
                        grow       = 0;
                        #endregion

                        state = GameState.SelectMove;
                    }


                    // if someone on both teams is alive, goes back to select move.
                    else
                    {
                        // text display box is reset
                        battleData = "";
                        count      = 0;
                        grow       = 0;
                        // State is reverted.
                        state = GameState.SelectMove;
                    }
                }
                break;
            }
            // Saves previous ms state.
            msPrev = ms;
            base.Update(gameTime);
        }