Esempio n. 1
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            Globals.Content = Content;
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            _spriteFont = Content.Load<SpriteFont>("SpriteFont1");
            _gridViewDrawable = new GridViewDrawable(new Point(20, 20), 8, 8, 50, 50);

            // TODO: use this.Content to load your game content here
        }
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)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();
            MouseState currentMouseState = Mouse.GetState();
            KeyboardState currentKeyboardState = Keyboard.GetState();
            if(currentMouseState.LeftButton == ButtonState.Pressed && _previousMouseState.LeftButton == ButtonState.Released)
            {
                Point cursorPosition = new Point(currentMouseState.X, currentMouseState.Y);
                if(_gridViewDrawable.Rectangle.Contains(cursorPosition))
                {
                    _gridViewDrawable.Click(cursorPosition);
                }
            }
            if(currentMouseState.LeftButton == ButtonState.Pressed && _previousMouseState.LeftButton == ButtonState.Pressed)
            {
                Point cursorPosition = new Point(currentMouseState.X, currentMouseState.Y);
                if(_gridViewDrawable.Rectangle.Contains(cursorPosition))
                {
                    _gridViewDrawable.DragTo(cursorPosition);
                }
            }
            if(currentMouseState.RightButton == ButtonState.Pressed && _previousMouseState.RightButton == ButtonState.Released)
            {
                Point cursorPosition = new Point(currentMouseState.X, currentMouseState.Y);
                if (_gridViewDrawable.Rectangle.Contains(cursorPosition))
                {
                    _gridViewDrawable.Update();
                }
            }

            if (currentKeyboardState.IsKeyDown(Keys.B) && _previousKeyboardState.IsKeyUp(Keys.B))
            {
                playAlone = !playAlone;
            }
            if (playAlone)
            {
                MoveFinder.IMoveFinder moveFinder = new RecursiveMoveFinder();
                Move bestMove = moveFinder.GetBestMove(_gridViewDrawable.ToGridModel(), 2);
                if (bestMove == null)
                {
                    Debug.WriteLine("Game over on turn {0}. \n Score:{1}", _gridViewDrawable.Turn,
                                    _gridViewDrawable.Score);
                    _gridViewDrawable = new GridViewDrawable(new Point(20, 20), 8, 8, 50, 50);
                }
                else
                {
                    int predictedScore = _gridViewDrawable.Score + bestMove.PredictedScore;
                    _gridViewDrawable.DoMove(bestMove);
                    if (predictedScore > _gridViewDrawable.Score)
                    {
                        //Debug.WriteLine("predicted score was too high");
                    }
                }
                _lastMoveTotalGameTime = gameTime.TotalGameTime;
            }

            _previousKeyboardState = currentKeyboardState;
            _previousMouseState = currentMouseState;

            _gridViewDrawable.Update();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }