Esempio n. 1
0
        public void Draw(SpriteBatch a_spritebatch, GameAssets a_gameAssets, ModelClasses.Game a_game, DebugView a_debugView, ModelClasses.Save a_save)
        {
            a_spritebatch.Begin();

            //Checks debugoptions and checks the options in Debug menu if they return true else unchecks them
            CheckState(a_debugView);

            //Draws differint screens depending on if u won or lost
            if (a_game.m_state == ModelClasses.Game.GameState.GameOver)
            {
                if (a_game.HasWon(a_game.m_player))
                {
                    m_menuState = ViewClasses.Menu.Menu.MenuState.Win;
                }
                else
                {
                    m_menuState = ViewClasses.Menu.Menu.MenuState.Lose;
                }
            }

            //Draws the pause overlay that is transparent (black) if state is Pause ^_^
            if (a_game.m_state == ModelClasses.Game.GameState.Pause)
            {
                DrawObject(a_spritebatch, a_gameAssets.m_pause, m_pause, Color.White);
            }

            //Draws the menu
            DrawMenu(a_spritebatch, a_game, a_gameAssets, a_save);

            a_spritebatch.End();
        }
Esempio n. 2
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        private void DrawMenu(SpriteBatch a_spriteBatch, ModelClasses.Game a_game, GameAssets a_gameAssets, ModelClasses.Save a_save)
        {
            if (m_menuState == MenuState.Main || m_menuState == MenuState.PreGame || m_menuState == MenuState.InGameMenu || m_menuState == MenuState.Options ||
                m_menuState == MenuState.DebugMenu || m_menuState == MenuState.Save || m_menuState == MenuState.Load ||
                m_menuState == MenuState.Win || m_menuState == MenuState.Lose)
            {
                if (a_game.m_state == ModelClasses.Game.GameState.Main)
                {
                    DrawObject(a_spriteBatch, a_gameAssets.m_main, m_mainBackground, Color.White);
                }

                DrawObject(a_spriteBatch, a_gameAssets.m_background, m_menu, Color.White);
            }

            if (m_menuState == MenuState.Main)
            {
                //Draws the items in the main screen
                DrawMenuItems(a_spriteBatch, a_gameAssets, m_mainButtons);
            }
            else if (m_menuState == MenuState.PreGame)
            {
                DrawMenuItems(a_spriteBatch, a_gameAssets, null);
            }
            else if (m_menuState == MenuState.InGameMenu)
            {
                //Draws the items in menu screen
                DrawMenuItems(a_spriteBatch, a_gameAssets, m_menuButtons);
            }
            else if (m_menuState == MenuState.Options)
            {
                //Draws the items in options screen
                DrawMenuItems(a_spriteBatch, a_gameAssets, m_optionsButtons);
            }
            else if (m_menuState == MenuState.DebugMenu)
            {
                //Draws the items in debug screen
                DrawMenuItems(a_spriteBatch, a_gameAssets, m_checkBoxes);
            }
            else if (m_menuState == MenuState.Save)
            {
                //Draws the saveslots
                DrawMenuItems(a_spriteBatch, a_gameAssets, m_saves);
            }
            else if (m_menuState == MenuState.Load)
            {
                DrawMenuItems(a_spriteBatch, a_gameAssets, m_loaded);
            }
            else if (m_menuState == MenuState.Win)
            {
                DrawMenuItems(a_spriteBatch, a_gameAssets, null);
            }
            else if (m_menuState == MenuState.Lose)
            {
                DrawMenuItems(a_spriteBatch, a_gameAssets, null);
            }
        }
Esempio n. 3
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        private void CameraInputHandling(ModelClasses.Game a_game, ViewClasses.Camera a_camera)
        {
            if (m_input.movCameraLeft() ||
                m_input.m_mouse.m_mouseState.X <= 0 + a_camera.m_cameraBorder)
            {
                //if it may move left
                if (a_camera.m_focusPos.X > 0)
                {
                    a_camera.MoveCameraLeft();
                }
            }
            else if (m_input.movCameraRight() ||
                     m_input.m_mouse.m_mouseState.X >= MasterController.m_windowWidth - a_camera.m_cameraBorder)
            {
                //if it may move right
                if (a_camera.m_focusPos.X < a_game.m_map.m_mapWidth)
                {
                    a_camera.MoveCameraRight();
                }
            }

            if (m_input.movCameraForward() ||
                m_input.m_mouse.m_mouseState.Y <= 0 + a_camera.m_cameraBorder)
            {
                //if it may move forward
                if (a_camera.m_focusPos.Y < a_game.m_map.m_mapDepth)
                {
                    a_camera.MoveCameraForward();
                }
            }
            else if (m_input.movCameraBackward() ||
                     m_input.m_mouse.m_mouseState.Y >= MasterController.m_windowHeight - a_camera.m_cameraBorder)
            {
                //if it may move backward
                if (a_camera.m_focusPos.Y > 0)
                {
                    a_camera.MoveCameraBackward();
                }
            }

            if (m_input.moveCameraDown())
            {
                a_camera.MoveCameraDown();
            }
            else if (m_input.moveCameraUp())
            {
                a_camera.MoveCameraUp();
            }

            if (m_input.KeyPressed(m_input.m_home))
            {
                a_camera.ResetCamera();
            }
        }
Esempio n. 4
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        //draws HUD
        public void Draw(SpriteBatch a_spritebatch, GameAssets a_gameAssets, ModelClasses.Game a_game)
        {
            //Put the spritebatch Begin here, so it doesn't has to be called 5 times :p  since it sets some stuff, that's on long term bad!
            a_spritebatch.Begin();

            DrawHUDBackground(a_spritebatch, a_gameAssets);
            DrawActionbox(a_spritebatch, a_gameAssets, a_game);
            DrawTooltip(a_spritebatch, a_gameAssets, a_game);
            DrawInfo(a_spritebatch, a_gameAssets, a_game.m_player);
            DrawPortrait(a_spritebatch, a_gameAssets, a_game);
            DrawResourcesInfo(a_game.m_player, a_spritebatch, a_gameAssets);

            a_spritebatch.End();
        }
Esempio n. 5
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        public void DoInputControl(GraphicsDevice a_graphics, ref ModelClasses.Game a_game, ref ViewClasses.GameView a_gameView,
                                   ViewClasses.DebugView a_debugView, ViewClasses.Menu.Menu a_menu, ViewClasses.GameAssets a_gameAssets)
        {
            m_input.GetKeyboardMouseState();

            if (a_game.m_state == ModelClasses.Game.GameState.Game)
            {
                CameraInputHandling(a_game, a_gameView.m_camera);

                MouseHandling(a_graphics, a_game, a_gameView);

                HUDHandling(a_graphics, a_game, a_gameView);
            }

            MenuHandling(a_graphics, ref a_game, a_menu, a_debugView, a_gameAssets, ref a_gameView);
        }
Esempio n. 6
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        private void DrawGame(ModelClasses.Game a_game, GameAssets a_gameAsset, float a_elapsedTime)
        {
            //Draws the world objects
            DrawWorldObjects(a_game.m_map.m_worldObjects);

            foreach (Player player in a_game.m_allPlayers)
            {
                //If the player has surrendered, no need to go inside the function and change color on all models e.t.c.!
                if (!player.m_surrendered)
                {
                    DrawPlayer(player, a_gameAsset);
                }
            }

            DrawParticles(a_game, a_gameAsset, a_elapsedTime);
        }
Esempio n. 7
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        public void Draw(SpriteBatch a_spriteBatch, GameAssets a_gameAssets, ModelClasses.Game a_game, GraphicsDevice a_gd, DebugView a_debugView, ModelClasses.Save a_save, float a_elapsedTime)
        {
            //Sets the view matrix that is used by the shader
            m_camera.SetViewMatrix();
            m_camera.SetElapsedTime(a_elapsedTime);

            //DrawBackground(a_gameAssets.m_ground);

            //Draws a unit foreach unit added to a_game.m_units List of type Unit.
            m_mapTransformer.DrawMap(a_gd, m_camera);
            DrawGame(a_game, a_gameAssets, a_elapsedTime);
            DrawSelectionBorder(a_game.m_player, a_gd);

            //Draws HUD
            m_HUD.Draw(a_spriteBatch, a_gameAssets, a_game);
        }
Esempio n. 8
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        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            base.Initialize();

            m_mapSize = 48;

            graphics.PreferredBackBufferHeight = 800;
            graphics.PreferredBackBufferWidth  = 1024;

            if (!m_debugView.m_debugOptions.m_withVS)
            {
                graphics.SynchronizeWithVerticalRetrace = false;
                IsFixedTimeStep = false;
            }

            graphics.ApplyChanges();

            //graphics.ToggleFullScreen();

            m_windowHeight = graphics.GraphicsDevice.Viewport.Height;
            m_windowWidth  = graphics.GraphicsDevice.Viewport.Width;

            m_save = new ModelClasses.Save();

            m_menu = new ViewClasses.Menu.Menu(m_gameAssets, m_save);

            m_game         = new ModelClasses.Game(m_gameAssets, m_mapSize, m_mapSize);
            m_game.m_state = ModelClasses.Game.GameState.Main;

            m_gameAssets.LoadHeightMap(graphics.GraphicsDevice, m_game.m_map);

            m_gameView = new ViewClasses.GameView(graphics.GraphicsDevice, m_gameAssets, m_game);

            m_game.SetParticleHandler(m_gameView.m_particleHandler);

            m_gameView.m_mapTransformer.LoadGraphicsContent(graphics.GraphicsDevice);

            m_debugView.InitilizePositions();

            //LOLOL  Mouse wasn't visible for a strategy game at first, LOLOL!!
            IsMouseVisible = true;
            Window.Title   = "Cubes are cute";

            ViewClasses.BoundingBoxBuffer.InitiliazeBuffers(graphics.GraphicsDevice);
        }
Esempio n. 9
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        public void DrawDebug(GraphicsDevice a_graphics, Camera a_camera, ModelClasses.Game a_game, SpriteBatch spriteBatch, GameAssets a_gameAsset, Input a_input)
        {
            if (m_debugOptions.m_unitBoundingBoxDraw)
            {
                //draws Bounding boxes on units
                DrawBBOnUnits(a_game.m_player, a_camera, a_graphics);
            }
            if (m_debugOptions.m_gridBoundingBoxDraw)
            {
                DrawBBOnGrid(a_game.m_map, a_camera, a_graphics);
            }

            spriteBatch.Begin();

            if (m_debugOptions.m_showFPS)
            {
                //Draws the fps meter
                DrawFPS(spriteBatch, a_gameAsset.m_normalFont);
            }
            if (m_debugOptions.m_showUnitInfo)
            {
                //If m_focusedTarget is set to something it will draw the extra info about that target
                if (a_game.m_player.m_focusedTarget != null)
                {
                    DrawUnitInfo(a_game.m_player.m_focusedTarget, spriteBatch, a_gameAsset.m_normalFont);
                }
            }
            if (m_debugOptions.m_showMouseWpos)
            {
                Vector3?f_point = a_input.GetWorldPosition(a_graphics, a_game.m_groundPlane, a_game.m_map,
                                                           a_camera, a_input.m_mouse.m_mouseState.X, a_input.m_mouse.m_mouseState.Y);

                if (f_point.HasValue)
                {
                    DrawMouseWorldPos(f_point.Value, spriteBatch, a_gameAsset.m_normalFont);
                }
            }

            spriteBatch.End();
        }
Esempio n. 10
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        public GameView(GraphicsDevice graphics, GameAssets a_gameAssets, ModelClasses.Game a_game)
        {
            m_camera  = new Camera(graphics, a_gameAssets, a_game.m_map);
            m_pSystem = new ParticleSystem(a_gameAssets);

            m_particleHandler = new ParticlesHandler(m_pSystem);

            m_pView = new ParticleView();

            m_mapTransformer = new MapTransformer(a_game.m_map);

            int colorID = 0;

            //SetModelEffect(a_gameAssets.m_normalGround);
            colorID++;
            SetModelEffect(a_gameAssets.c_cube, colorID);
            SetModelEffect(a_gameAssets.c_barbarian, colorID);
            SetModelEffect(a_gameAssets.c_extractor, colorID);
            SetModelEffect(a_gameAssets.c_igloo, colorID);
            SetModelEffect(a_gameAssets.c_barrack, colorID);
            colorID++;
            SetModelEffect(a_gameAssets.m_sparkOfLife, colorID);
            SetModelEffect(a_gameAssets.m_projektil, colorID);
        }
Esempio n. 11
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        private void DrawTooltip(SpriteBatch a_spriteBatch, GameAssets a_gameAssets, ModelClasses.Game a_game)
        {
            if (m_tooltipData != null)
            {
                //format text
                string text = String.Format("{0} [{1}]\n\n{2}", m_tooltipData.m_name, m_tooltipData.m_hotkey, m_tooltipData.m_tooltip);

                //make tooltip area
                Rectangle tooltipArea = m_tooltipBase;

                //Multiplication 4 times, I think this is faster (A) ^_^
                int f_totalPadding = 2 * m_tooltipPadding;

                //change tooltip area (depending on the text)
                //NOTE: if you change the font then you will have to change here aswell (to get the correct length)
                tooltipArea.X      -= (int)(a_gameAssets.m_smallFont.MeasureString(text).X *m_tooltipTextScale) + f_totalPadding;
                tooltipArea.Y      -= (int)(a_gameAssets.m_smallFont.MeasureString(text).Y *m_tooltipTextScale) + f_totalPadding;
                tooltipArea.Width  += (int)(a_gameAssets.m_smallFont.MeasureString(text).X *m_tooltipTextScale) + f_totalPadding;
                tooltipArea.Height += (int)(a_gameAssets.m_smallFont.MeasureString(text).Y *m_tooltipTextScale) + f_totalPadding;

                //draw tooltip area
                //TEMP to see the tooltip area
                a_spriteBatch.Draw(a_gameAssets.m_button, tooltipArea, Color.DarkOrange);

                //draw text
                a_spriteBatch.DrawString(a_gameAssets.m_smallFont,
                                         text,
                                         new Vector2(tooltipArea.X + m_tooltipPadding, tooltipArea.Y + m_tooltipPadding),
                                         Color.Black,
                                         0.0f,
                                         m_textOrigin,
                                         m_tooltipTextScale,
                                         SpriteEffects.None,
                                         0.5f);
            }
        }
Esempio n. 12
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        public void HUDHandling(GraphicsDevice a_graphics, ModelClasses.Game a_game, ViewClasses.GameView a_gameView)
        {
            //update HUD
            //MUST HAPPEN FIRST
            a_gameView.m_HUD.Update();

            #region Actionboxes

            //if there IS a focusedTarget (otherwise there is no need to go through any of this)
            if (a_game.m_player.m_focusedTarget != null && a_game.m_player.m_focusedTarget.m_ownerID == a_game.m_player.m_playerID)
            {
                #region Hotkeys
                //HOTKEYS
                //check hotkeys
                for (int y = 0; y < a_gameView.m_HUD.m_actionboxButtons.GetLength(1); y++)
                {
                    for (int x = 0; x < a_gameView.m_HUD.m_actionboxButtons.GetLength(0); x++)
                    {
                        if (m_input.KeyClicked(a_game.m_player.m_focusedTarget.m_actionbox[x, y].m_hotkey))
                        {
                            //clear all pending buttons
                            a_gameView.m_HUD.ClearPendingButtons();

                            //add cooldown check here

                            if (a_game.m_player.m_focusedTarget.m_actionbox[x, y].m_type == ModelClasses.ObjectAction.Type.Instant)
                            {
                                //current position point (it needs a point with a value, even if the actual function does not)
                                Vector3?point = a_game.m_player.m_focusedTarget.m_currentposition;

                                //do action
                                a_game.m_player.m_focusedTarget.m_actionbox[x, y].m_function(a_game, point.Value);
                            }
                            else
                            {
                                //set pending
                                a_gameView.m_HUD.m_actionboxButtons[x, y].m_state = Button.BtnState.Pending;
                                if (a_game.m_player.m_focusedTarget.m_actionbox[x, y].m_buildTag && a_game.m_player.m_selectedWorkers >= a_game.m_player.m_focusedTarget.m_actionbox[x, y].m_price)
                                {
                                    a_game.m_player.m_tryingToBuild        = true;
                                    a_gameView.m_HUD.m_visibleBuildingSize = a_game.m_player.m_focusedTarget.m_actionbox[x, y].m_buildSize;
                                    a_gameView.m_HUD.m_buildingNeedsWO     = a_game.m_player.m_focusedTarget.m_actionbox[x, y].m_lookingForWO;
                                }
                                else if (a_game.m_player.m_focusedTarget.m_actionbox[x, y].m_buildTag && a_game.m_player.m_selectedWorkers < a_game.m_player.m_focusedTarget.m_actionbox[x, y].m_price)
                                {
                                    a_gameView.m_HUD.m_actionboxButtons[x, y].NormalState();
                                    //Play some event here...
                                }
                            }
                        }//If key is down but not pressed, do graphics for showing button is pressed!
                        else if (m_input.KeyPressed(a_game.m_player.m_focusedTarget.m_actionbox[x, y].m_hotkey))
                        {
                            a_gameView.m_HUD.m_actionboxButtons[x, y].Press();
                        }
                    }
                }
                #endregion

                #region MouseOver
                //mouse part
                //if the mouse in in the HUD area
                if (m_input.m_mouse.m_mouseState.Y > HUD.m_area.Top)
                {
                    //the visual part
                    //check buttons
                    for (int y = 0; y < a_gameView.m_HUD.m_actionboxButtons.GetLength(1); y++)
                    {
                        for (int x = 0; x < a_gameView.m_HUD.m_actionboxButtons.GetLength(0); x++)
                        {
                            //if inside a button
                            if (a_gameView.m_HUD.m_actionboxButtons[x, y].IsMouseOver(m_input.m_mouse.m_mouseState.X, m_input.m_mouse.m_mouseState.Y))
                            {
                                //if the button DOES have a function
                                if (a_game.m_player.m_focusedTarget.m_actionbox[x, y].m_function != null)
                                {
                                    //set tooltip data
                                    a_gameView.m_HUD.m_tooltipData = a_game.m_player.m_focusedTarget.m_actionbox[x, y];

                                    //add cooldown check here

                                    if (m_input.mouseLeftButtonDown())
                                    {
                                        //press button
                                        a_gameView.m_HUD.m_actionboxButtons[x, y].Press();
                                    }
                                }
                            }
                        }
                    }
                    #endregion

                    #region MouseClick
                    //the action part
                    if (m_input.mouseLeftClick())
                    {
                        //MOUSE CLICKED
                        //check buttons
                        for (int y = 0; y < a_gameView.m_HUD.m_actionboxButtons.GetLength(1); y++)
                        {
                            for (int x = 0; x < a_gameView.m_HUD.m_actionboxButtons.GetLength(0); x++)
                            {
                                //if inside a button
                                if (a_gameView.m_HUD.m_actionboxButtons[x, y].m_rectangle.Contains(m_input.m_mouse.m_mouseState.X, m_input.m_mouse.m_mouseState.Y))
                                {
                                    //if the button DOES have a function
                                    if (a_game.m_player.m_focusedTarget.m_actionbox[x, y].m_function != null)
                                    {
                                        //add cooldown check here

                                        //if the action type is instant (no target needed)
                                        if (a_game.m_player.m_focusedTarget.m_actionbox[x, y].m_type == ModelClasses.ObjectAction.Type.Instant)
                                        {
                                            //current position point (it needs a point with a value, even if the actual function does not)
                                            Vector3?point = a_game.m_player.m_focusedTarget.m_currentposition;

                                            //clear pending buttons
                                            a_gameView.m_HUD.ClearPendingButtons();

                                            //do action
                                            a_game.m_player.m_focusedTarget.m_actionbox[x, y].m_function(a_game, point.Value);
                                        }
                                        //if the action needs a target
                                        else
                                        {
                                            //clear pending buttons
                                            a_gameView.m_HUD.ClearPendingButtons();

                                            //set pending
                                            a_gameView.m_HUD.m_actionboxButtons[x, y].m_state = Button.BtnState.Pending;
                                            if (a_game.m_player.m_focusedTarget.m_actionbox[x, y].m_buildTag && a_game.m_player.m_selectedWorkers >= a_game.m_player.m_focusedTarget.m_actionbox[x, y].m_price)
                                            {
                                                a_game.m_player.m_tryingToBuild        = true;
                                                a_gameView.m_HUD.m_visibleBuildingSize = a_game.m_player.m_focusedTarget.m_actionbox[x, y].m_buildSize;
                                                a_gameView.m_HUD.m_buildingNeedsWO     = a_game.m_player.m_focusedTarget.m_actionbox[x, y].m_lookingForWO;
                                            }
                                            else if (a_game.m_player.m_focusedTarget.m_actionbox[x, y].m_buildTag && a_game.m_player.m_selectedWorkers < a_game.m_player.m_focusedTarget.m_actionbox[x, y].m_price)
                                            {
                                                a_gameView.m_HUD.m_actionboxButtons[x, y].NormalState();
                                                //Play some event here...
                                            }
                                        }
                                    }
                                }
                            }
                        }
                    }
                    #endregion
                }
            }
            #endregion
        }
Esempio n. 13
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        //Draws the portrait
        private void DrawPortrait(SpriteBatch a_spriteBatch, GameAssets a_gameAssets, ModelClasses.Game a_game)
        {
            if (a_game.m_player.m_focusedTarget != null)
            {
                //Draws portrait (depending on what type the focused unit is)
                switch (a_game.m_player.m_focusedTarget.m_type)
                {
                case ModelClasses.Units.ThingType.C_Cube:
                    a_spriteBatch.Draw(a_gameAssets.m_cubePortrait, m_portraitArea, Color.White);
                    break;

                default:
                    break;
                }
            }
        }
Esempio n. 14
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 public void DrawParticles(ModelClasses.Game a_game, GameAssets a_assets, float a_elapsedTime)
 {
     m_pSystem.Update(a_elapsedTime);
     m_pView.Render(m_camera, m_pSystem, a_assets);
 }
Esempio n. 15
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        public void MenuHandling(GraphicsDevice a_graphics, ref ModelClasses.Game a_game, ViewClasses.Menu.Menu a_menu,
                                 ViewClasses.DebugView a_debugView, ViewClasses.GameAssets a_gameAssets, ref ViewClasses.GameView a_gameView)
        {
            //When menu is opened
            if (m_input.KeyClicked(m_input.m_f1))
            {
                if (a_menu.m_menuState == Menu.MenuState.None)
                {
                    a_game.m_state = ModelClasses.Game.GameState.Pause;

                    a_menu.m_menuState = Menu.MenuState.InGameMenu;
                }
                else if (a_menu.m_menuState == Menu.MenuState.Main)
                {
                    //Nothing
                }
                //when it's closed
                else
                {
                    a_game.m_state = ModelClasses.Game.GameState.Game;
                }
            }
            else
            {
                //Checks to se if mouse is in the menu area
                if (m_input.m_mouse.m_mouseState.Y < Menu.m_menu.Bottom && m_input.m_mouse.m_mouseState.X > Menu.m_menu.Left)
                {
                    VisualMenuCheck(a_menu);

                    if (m_input.mouseLeftClick())
                    {
                        if (a_menu.m_menuState == Menu.MenuState.Main)
                        {
                            if (ButtonPress(a_menu.m_mainButtons[0]))
                            {
                                a_menu.m_menuState = Menu.MenuState.PreGame;
                            }
                            else if (ButtonPress(a_menu.m_mainButtons[1]))
                            {
                                a_menu.m_menuState = Menu.MenuState.Load;
                            }
                            else if (ButtonPress(a_menu.m_mainButtons[2]))
                            {
                                a_menu.m_menuState = Menu.MenuState.Options;
                            }
                            else if (ButtonPress(a_menu.m_mainButtons[3]))
                            {
                                MasterController.m_exit = true;
                            }
                        }
                        else if (a_menu.m_menuState == Menu.MenuState.PreGame)
                        {
                            //Starts a session to play against computer
                            if (ButtonPress(a_menu.m_play))
                            {
                                ModelClasses.Game f_game        = new ModelClasses.Game(a_gameAssets, MasterController.m_mapSize, MasterController.m_mapSize);
                                GameBuilder       f_gameBuilder = new GameBuilder();

                                f_gameBuilder.BuildWorldForFour(f_game, a_gameAssets);

                                a_gameAssets.LoadHeightMap(a_graphics, f_game.m_map);

                                a_gameView = new ViewClasses.GameView(a_graphics, a_gameAssets, f_game);

                                f_game.SetParticleHandler(a_gameView.m_particleHandler);

                                a_gameView.m_mapTransformer.LoadGraphicsContent(a_graphics);

                                a_game = f_game;

                                a_menu.m_menuState = Menu.MenuState.None;
                            }
                            //Starts a Session to observe a Computer battle
                            else if (ButtonPress(a_menu.m_observer))
                            {
                                ModelClasses.Game f_game = new ModelClasses.Game(a_gameAssets, MasterController.m_mapSize, MasterController.m_mapSize);

                                f_game.SetParticleHandler(a_gameView.m_particleHandler);

                                a_gameAssets.LoadHeightMap(a_graphics, f_game.m_map);

                                a_gameView = new ViewClasses.GameView(a_graphics, a_gameAssets, f_game);

                                f_game.SetParticleHandler(a_gameView.m_particleHandler);

                                a_gameView.m_mapTransformer.LoadGraphicsContent(a_graphics);

                                a_game = f_game;

                                a_menu.m_menuState = Menu.MenuState.None;
                            }
                            //Return u to main menu
                            else if (ButtonPress(a_menu.m_ret))
                            {
                                a_menu.m_menuState = Menu.MenuState.Main;
                            }
                        }
                        else if (a_menu.m_menuState == Menu.MenuState.InGameMenu)
                        {
                            //Return to game button
                            if (ButtonPress(a_menu.m_return))
                            {
                                a_game.m_state = ModelClasses.Game.GameState.Game;
                            }

                            //Options button
                            else if (ButtonPress(a_menu.m_options))
                            {
                                a_menu.m_menuState = Menu.MenuState.Options;
                            }

                            //Save button
                            else if (ButtonPress(a_menu.m_save))
                            {
                                a_menu.m_menuState = Menu.MenuState.Save;
                            }

                            //Load Button
                            else if (ButtonPress(a_menu.m_load))
                            {
                                a_menu.m_menuState = Menu.MenuState.Load;
                            }

                            //Main Menu Button
                            else if (ButtonPress(a_menu.m_quit))
                            {
                                a_game.m_state     = ModelClasses.Game.GameState.Main;
                                a_menu.m_menuState = Menu.MenuState.Main;
                            }

                            //Quit button
                            else if (ButtonPress(a_menu.m_ret))
                            {
                                MasterController.m_exit = true;
                            }
                        }

                        //Options Screen
                        else if (a_menu.m_menuState == Menu.MenuState.Options)
                        {
                            if (a_game.m_state == ModelClasses.Game.GameState.Main)
                            {
                                //Debug Button
                                if (ButtonPress(a_menu.m_debug))
                                {
                                    a_menu.m_menuState = Menu.MenuState.DebugMenu;
                                }
                                else if (ButtonPress(a_menu.m_ret))
                                {
                                    a_menu.m_menuState = Menu.MenuState.Main;
                                }
                            }
                            else
                            {
                                //Debug Button
                                if (ButtonPress(a_menu.m_debug))
                                {
                                    a_menu.m_menuState = Menu.MenuState.DebugMenu;
                                }
                                else if (ButtonPress(a_menu.m_ret))
                                {
                                    a_menu.m_menuState = Menu.MenuState.InGameMenu;
                                }
                            }
                        }

                        //Debug Screen
                        else if (a_menu.m_menuState == Menu.MenuState.DebugMenu)
                        {
                            if (ButtonPress(a_menu.m_ret))
                            {
                                a_menu.m_menuState = Menu.MenuState.Options;
                            }
                            else
                            {
                                for (int i = 0; i < a_menu.m_checkBoxes.Length; i++)
                                {
                                    if (a_menu.m_checkBoxes[i].m_state == CheckBox.ChkState.Checked)
                                    {
                                        a_debugView.m_debugOptions.m_options[i] = true;

                                        a_debugView.m_debugOptions.Update();
                                    }
                                    else if (a_menu.m_checkBoxes[i].m_state == CheckBox.ChkState.Unchecked)
                                    {
                                        a_debugView.m_debugOptions.m_options[i] = false;

                                        a_debugView.m_debugOptions.Update();
                                    }
                                }
                            }
                        }
                        //Save screen
                        else if (a_menu.m_menuState == Menu.MenuState.Save)
                        {
                            if (ButtonPress(a_menu.m_ret))
                            {
                                a_menu.m_menuState = Menu.MenuState.InGameMenu;
                            }
                            //New save button
                            //It creates a new save slot and saves the game and adds it to the save/load screens
                            else if (ButtonPress(a_menu.m_newSave))
                            {
                                m_save.TryToSave(a_game, "New Save");

                                //in order to update save/load screens to populate new saves
                                a_menu.UpdateSlots(a_gameAssets, m_save);

                                a_game.m_state = ModelClasses.Game.GameState.Game;
                            }
                            else if (ButtonPress(a_menu.m_Sup))
                            {
                                a_menu.ScrollUp();

                                a_menu.UpdateSlots(a_gameAssets, m_save);
                            }
                            else if (ButtonPress(a_menu.m_Sdown))
                            {
                                a_menu.ScrollDown();

                                a_menu.UpdateSlots(a_gameAssets, m_save);
                            }
                            else
                            {
                                //Loops through the saves to see if user have pressed a save and if true it saves the game and break
                                Button f_click = ButtonClicked(a_menu.m_saves);

                                if (f_click != null)
                                {
                                    m_save.TryToSave(a_game, f_click.m_buttonText);

                                    a_menu.UpdateSlots(a_gameAssets, m_save);

                                    a_game.m_state = ModelClasses.Game.GameState.Game;
                                }
                            }
                        }
                        //Load screen
                        else if (a_menu.m_menuState == Menu.MenuState.Load)
                        {
                            if (ButtonPress(a_menu.m_Lup))
                            {
                                a_menu.ScrollUp();

                                a_menu.UpdateSlots(a_gameAssets, m_save);
                            }
                            else if (ButtonPress(a_menu.m_Ldown))
                            {
                                a_menu.ScrollDown();

                                a_menu.UpdateSlots(a_gameAssets, m_save);
                            }
                            else
                            {
                                Button f_click = ButtonClicked(a_menu.m_loaded);

                                if (f_click != null)
                                {
                                    ModelClasses.Game f_game = m_save.TryToLoad(f_click.m_buttonText);

                                    if (f_game != null)
                                    {
                                        f_game.InitializeModels(a_gameView.m_particleHandler, a_gameAssets);

                                        a_gameAssets.LoadHeightMap(a_graphics, f_game.m_map);

                                        a_gameView = new ViewClasses.GameView(a_graphics, a_gameAssets, f_game);

                                        f_game.SetParticleHandler(a_gameView.m_particleHandler);

                                        a_gameView.m_mapTransformer = new ViewClasses.MapTransformer(f_game.m_map);

                                        a_gameView.m_mapTransformer.LoadGraphicsContent(a_graphics);

                                        a_game = f_game;

                                        a_game.m_state = ModelClasses.Game.GameState.Game;
                                    }
                                }
                            }

                            if (a_game.m_state == ModelClasses.Game.GameState.Main)
                            {
                                if (ButtonPress(a_menu.m_ret))
                                {
                                    a_menu.m_menuState = Menu.MenuState.Main;
                                }
                            }
                            else
                            {
                                if (ButtonPress(a_menu.m_ret))
                                {
                                    a_menu.m_menuState = Menu.MenuState.InGameMenu;
                                }
                            }
                        }
                        else if (a_menu.m_menuState == Menu.MenuState.Win)
                        {
                            if (a_game.m_state == ModelClasses.Game.GameState.GameOver)
                            {
                                if (ButtonPress(a_menu.m_ret))
                                {
                                    a_game.m_state = ModelClasses.Game.GameState.Main;

                                    a_menu.m_menuState = Menu.MenuState.Main;
                                }
                            }
                        }
                        else if (a_menu.m_menuState == Menu.MenuState.Lose)
                        {
                            if (a_game.m_state == ModelClasses.Game.GameState.GameOver)
                            {
                                if (ButtonPress(a_menu.m_ret))
                                {
                                    a_game.m_state = ModelClasses.Game.GameState.Main;

                                    a_menu.m_menuState = Menu.MenuState.Main;
                                }
                            }
                        }
                    }
                }
            }
        }
Esempio n. 16
0
        private void MouseHandling(GraphicsDevice a_graphics, ModelClasses.Game a_game, ViewClasses.GameView a_gameView)
        {
            if (m_input.mouseRightClick())
            {
                //Check if Ray from right clicking hit anything
                //If it did attack that target

                //If it didn't, Move to that target
                //If Attack is active Set units to hunting towards target
                //gets a world position based on a plane, and mouse position

                //rightclicks clears pending actions
                a_gameView.m_HUD.ClearPendingButtons();
                a_game.m_player.m_tryingToBuild = false;

                Ray f_worldRay = m_input.GetWorldRay(a_graphics, a_gameView.m_camera, m_input.m_mouse.m_mouseState.X, m_input.m_mouse.m_mouseState.Y);

                ModelClasses.Units.Thing f_target = a_game.TryToAttackOrMove(f_worldRay);

                //If didn't find any target, then move to location!
                if (f_target == null)
                {
                    //Get world pos point
                    Vector3?point = m_input.GetWorldPosition(a_graphics, a_game.m_groundPlane, a_game.m_map, a_gameView.m_camera, m_input.m_mouse.m_mouseState.X, m_input.m_mouse.m_mouseState.Y);
                    if (point.HasValue)
                    {
                        //Check if shift is down, do queue up paths
                        if (m_input.m_keyboardState.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.LeftShift))
                        {
                            a_game.TryToAddDestination(a_game.m_player, point.Value, false);
                        }
                        else
                        {
                            a_game.TryToAddDestination(a_game.m_player, point.Value, true);
                        }
                    }
                }//If it found a target from the ray
                else
                {
                    //If the target isn't owned by player, attack!!!!
                    if (f_target.m_ownerID != a_game.m_player.m_playerID)
                    {
                        a_game.m_player.SetAttackTarget(f_target);
                    }//If player owns the target, move towards!
                    else
                    {
                        //If the target is building and has standardbuild as build interface
                        if (!f_target.m_isUnit && f_target.m_buildBehavior is ModelClasses.BehaviorInterfaces.StandardBuild && f_target.m_thingState != ModelClasses.Units.ThingState.BeingBuilt)
                        {
                            //Creates the bounding box
                            BoundingBox f_box = (BoundingBox)f_target.m_model.Tag;

                            f_box.Max += f_target.m_currentposition;
                            f_box.Min += f_target.m_currentposition;

                            foreach (ModelClasses.Units.Thing selectedThing in a_game.m_player.m_selectedThings)
                            {
                                //The direction of the ray (from selectedItem -> target)
                                Vector3 f_dir = new Vector3(f_target.m_currentposition.X - selectedThing.m_currentposition.X, f_target.m_currentposition.Y - selectedThing.m_currentposition.Y, 0);

                                f_dir.Normalize();

                                //The ray from unit -> building
                                Ray f_tempRay = new Ray(new Vector3(selectedThing.m_currentposition.X, selectedThing.m_currentposition.Y, f_target.m_currentposition.Z), f_dir);

                                float?f_intersection = f_tempRay.Intersects(f_box);

                                if (f_intersection.HasValue)
                                {
                                    //Point =  Raypos + (Raydir * distanceToPoint)
                                    Vector3 point = (f_tempRay.Position + f_tempRay.Direction * f_intersection.Value);

                                    //If it finds a path
                                    //  Martin: The pathfinder IS working correctly. However there is no way to find a path to a tile which is surrounded by blocked tiles.
                                    //          A center position of a building of 3x3 size is obviously unreachable.
                                    //          Also, the pathfinder doesn't use the height when calculating a path, it only cares about if a tile is blocked or not
                                    if (a_game.m_pathFinder.FindPath(selectedThing.m_currentposition, point) == 1)
                                    {
                                        selectedThing.ChangeDestination(a_game.m_pathFinder.m_pathList);

                                        if (selectedThing.m_type == ModelClasses.Units.ThingType.C_Cube)
                                        {
                                            f_target.m_buildBehavior.AddSacrifice(selectedThing);
                                        }
                                    }
                                }
                            }
                        }//If not, move towards point!
                        else
                        {
                            //Get world pos point
                            Vector3?point = m_input.GetWorldPosition(a_graphics, a_game.m_groundPlane, a_game.m_map, a_gameView.m_camera, m_input.m_mouse.m_mouseState.X, m_input.m_mouse.m_mouseState.Y);
                            if (point.HasValue)
                            {
                                //Check if shift is down, do queue up paths
                                if (m_input.m_keyboardState.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.LeftShift))
                                {
                                    a_game.TryToAddDestination(a_game.m_player, point.Value, false);
                                }
                                else
                                {
                                    a_game.TryToAddDestination(a_game.m_player, point.Value, true);
                                }
                            }
                        }
                    }
                }
            }

            if (m_input.mouseLeftButtonDown() && !a_game.m_player.m_tryingToBuild)
            {
                BoundingBox?box = m_input.CreateBBSelection(a_graphics, a_game.m_groundPlane, a_game.m_map, a_gameView.m_camera);
                if (box.HasValue)
                {
                    ViewClasses.BoundingBoxBuffer.m_color = Color.White;
                    ViewClasses.GameView.DrawBoundingBox(box.Value, a_graphics, Matrix.Identity, a_gameView.m_camera);
                }
            }


            if (m_input.mouseLeftClick())
            {
                //if the focused unit does NOT have any pending buttons
                if (!a_gameView.m_HUD.HasAPendingButton())
                {
                    //If mouse hasn't moved, for eg. you clicked
                    if (m_input.m_mouse.m_mouseState.X == m_input.m_mouse.m_oldXpos && m_input.m_mouse.m_mouseState.Y == m_input.m_mouse.m_oldYpos)
                    {
                        if (m_input.m_mouse.m_mouseState.Y <= HUD.m_area.Top)
                        {
                            a_game.TryToSelect(m_input.GetWorldRay(a_graphics, a_gameView.m_camera, m_input.m_mouse.m_mouseState.X, m_input.m_mouse.m_mouseState.Y));
                        }
                    }//If mouse moved after you pressed it
                    else
                    {
                        BoundingBox?f_mouseBox = m_input.CreateBBSelection(a_graphics, a_game.m_groundPlane, a_game.m_map, a_gameView.m_camera);

                        if (f_mouseBox.HasValue)
                        {
                            a_game.TryToSelect(f_mouseBox.Value);
                        }
                    }
                }
                else
                {
                    //the mouse point
                    Vector3?point = m_input.GetWorldPosition(a_graphics, a_game.m_groundPlane, a_game.m_map, a_gameView.m_camera, m_input.m_mouse.m_mouseState.X, m_input.m_mouse.m_mouseState.Y);

                    //Gotta check if it's null or not, or might get null exception
                    if (point.HasValue)
                    {
                        //check buttons
                        for (int y = 0; y < a_gameView.m_HUD.m_actionboxButtons.GetLength(1); y++)
                        {
                            for (int x = 0; x < a_gameView.m_HUD.m_actionboxButtons.GetLength(0); x++)
                            {
                                //if the button is pending
                                if (a_gameView.m_HUD.m_actionboxButtons[x, y].m_state == Button.BtnState.Pending)
                                {
                                    //use the function of the pending button
                                    a_game.m_player.m_focusedTarget.m_actionbox[x, y].m_function(a_game, point.Value);

                                    //reset the now used button
                                    a_gameView.m_HUD.m_actionboxButtons[x, y].m_state = Button.BtnState.Normal;
                                    a_game.m_player.m_tryingToBuild = false;
                                }
                            }
                        }
                    }
                }
            }
        }
Esempio n. 17
0
        private void DrawActionbox(SpriteBatch a_spriteBatch, GameAssets a_gameAssets, ModelClasses.Game a_game)
        {
            //draws actionbox
            for (int y = 0; y < m_actionboxButtons.GetLength(0); y++)
            {
                for (int x = 0; x < m_actionboxButtons.GetLength(1); x++)
                {
                    if (a_game.m_player.m_focusedTarget != null)
                    {
                        //TEMP the real solution should use focusedUnit and depending on what it is, it will draw something different
                        a_spriteBatch.Draw(a_gameAssets.m_emptybox,
                                           m_actionboxButtons[x, y].m_rectangle,
                                           Color.White);

                        if (a_game.m_player.m_focusedTarget.m_moveBehavior != null)
                        {
                            a_spriteBatch.Draw(a_gameAssets.m_move,
                                               m_actionboxButtons[0, 0].m_rectangle,
                                               Color.White);

                            a_spriteBatch.Draw(a_gameAssets.m_hold,
                                               m_actionboxButtons[0, 1].m_rectangle,
                                               Color.White);

                            a_spriteBatch.Draw(a_gameAssets.m_hold,
                                               m_actionboxButtons[1, 0].m_rectangle,
                                               Color.White);
                        }

                        if (a_game.m_player.m_focusedTarget.m_type == ThingType.C_Cube)
                        {
                            a_spriteBatch.Draw(a_gameAssets.m_factory,
                                               m_actionboxButtons[0, 2].m_rectangle,
                                               Color.White);

                            a_spriteBatch.Draw(a_gameAssets.m_igloo,
                                               m_actionboxButtons[1, 2].m_rectangle,
                                               Color.White);

                            a_spriteBatch.Draw(a_gameAssets.m_factory,
                                               m_actionboxButtons[2, 2].m_rectangle,
                                               Color.White);
                        }
                        else if (a_game.m_player.m_focusedTarget.m_type == ThingType.C_Barrack)
                        {
                            if (a_game.m_player.m_focusedTarget.m_thingState != ThingState.BeingBuilt)
                            {
                                a_spriteBatch.Draw(a_gameAssets.m_barbarian,
                                                   m_actionboxButtons[0, 2].m_rectangle,
                                                   Color.White);

                                a_spriteBatch.Draw(a_gameAssets.m_cancel,
                                                   m_actionboxButtons[0, 0].m_rectangle,
                                                   Color.White);

                                a_spriteBatch.Draw(a_gameAssets.m_cancelAll,
                                                   m_actionboxButtons[1, 0].m_rectangle,
                                                   Color.White);

                                a_spriteBatch.Draw(a_gameAssets.m_cancelBuild,
                                                   m_actionboxButtons[2, 2].m_rectangle,
                                                   Color.White);
                            }
                        }
                    }
                }
            }
        }