public BuildView(ContentManager contentManager, SpriteBatch spriteBatch, BuildingListModel buildingListModel, PlayerModel playerModel, PlayerResourcesModel playerResourcesModel) : base(contentManager, spriteBatch)
        {
            var buildingTextures = contentManager.Load <Texture2D>("buildings");
            var barTexture       = contentManager.Load <Texture2D>("resbarbackground");

            _buildings = new SpriteSheet(spriteBatch, buildingTextures, 128, 128);
            _bar       = new SpriteSheet(spriteBatch, barTexture, 256, 256);

            _buildingListModel    = buildingListModel;
            _playerModel          = playerModel;
            _playerResourcesModel = playerResourcesModel;

            _spriteBatch   = spriteBatch;
            _gameFont      = contentManager.Load <SpriteFont>("FontFile");
            _gameFontSmall = contentManager.Load <SpriteFont>("font_small");
        }
        public override void Enter(params object[] args)
        {
            _screen      = new RenderTarget2D(StateMachine.Game.GraphicsDevice, VirtualScreenSize.Width * VirtualScreenSize.ScreenSizeMultiplier, VirtualScreenSize.Height * VirtualScreenSize.ScreenSizeMultiplier);
            _spriteBatch = new SpriteBatch(StateMachine.Game.GraphicsDevice);

            bool resetForNewGame = true;

            if (args.Length > 0 && args[0] is bool)
            {
                resetForNewGame = (bool)args[0];
            }
            // Generate map
            TerrainFactory.GenerateGrid();
            TerrainFactory.GenerateResourceGrid();

            // Generate available buildings
            var buildings = BuildingFactory.GenerateAvailableBuildings();

            // Create models
            _playerModel          = new PlayerModel();
            _playerResourcesModel = new PlayerResourcesModel();
            _terrainTileListModel = new TerrainTileListModel(TerrainFactory.Tiles, TerrainFactory.Resources);
            _buildingListModel    = new BuildingListModel(buildings);


            // Create and add controllers
            var playerController     = new PlayerController(_playerModel, _terrainTileListModel);
            var backgroundController = new BackgroundController(_playerModel, _terrainTileListModel, _playerResourcesModel);
            var buildController      = new BuildController(_buildingListModel, _playerModel, _playerResourcesModel);

            _controllers.Add(playerController);
            _controllers.Add(backgroundController);
            _controllers.Add(buildController);

            // Create and add views
            _views.Add(new BackgroundView(StateMachine.Game.Content, _spriteBatch, _terrainTileListModel, _playerModel));
            _views.Add(new PlayerResourcesView(StateMachine.Game.Content, _spriteBatch, _playerResourcesModel, _playerModel));
            _views.Add(new PlayerView(StateMachine.Game.Content, _spriteBatch, _playerModel));
            _views.Add(new BuildView(StateMachine.Game.Content, _spriteBatch, _buildingListModel, _playerModel, _playerResourcesModel));
        }
Esempio n. 3
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        public PlayerResourcesView(ContentManager contentManager, SpriteBatch spriteBatch, PlayerResourcesModel playerResourcesModel, PlayerModel playerModel) : base(contentManager, spriteBatch)
        {
            _playerResourcesModel = playerResourcesModel;
            _playerModel          = playerModel;

            var terrainTextures = contentManager.Load <Texture2D>("terrain");
            var treeTextures    = contentManager.Load <Texture2D>("trees");
            var waterTexture    = contentManager.Load <Texture2D>("water");
            var foodTexture     = contentManager.Load <Texture2D>("food");
            var mineralTextures = contentManager.Load <Texture2D>("minerals");
            var barTexture      = contentManager.Load <Texture2D>("resbarbackground");
            var popTexture      = contentManager.Load <Texture2D>("npc");

            _terrain    = new SpriteSheet(spriteBatch, terrainTextures, (int)TerrainTileModelSize.Width, (int)TerrainTileModelSize.Height);
            _food       = new SpriteSheet(spriteBatch, foodTexture, (int)ResourceSize.MineralWidth, (int)ResourceSize.MineralHeight);
            _water      = new SpriteSheet(spriteBatch, waterTexture, (int)TerrainTileModelSize.Width, (int)TerrainTileModelSize.Height);
            _tree       = new SpriteSheet(spriteBatch, treeTextures, (int)ResourceSize.TreeWidth, (int)ResourceSize.TreeHeight);
            _population = new SpriteSheet(spriteBatch, popTexture, 48, 51);
            _minerals   = new SpriteSheet(spriteBatch, mineralTextures, (int)ResourceSize.MineralWidth, (int)ResourceSize.MineralHeight);
            _bar        = new SpriteSheet(spriteBatch, barTexture, 256, 256);

            _spriteBatch = spriteBatch;
            _gameFont    = contentManager.Load <SpriteFont>("FontFile");
        }
 public BuildController(BuildingListModel buildingListModel, PlayerModel playerModel, PlayerResourcesModel playerResourcesModel)
 {
     _buildingListModel   = buildingListModel;
     _playerModel         = playerModel;
     _playerResourceModel = playerResourcesModel;
 }
 public BackgroundController(PlayerModel playerModel, TerrainTileListModel terrainListModel, PlayerResourcesModel playerResources)
 {
     _playerModel          = playerModel;
     _terrainTileListModel = terrainListModel;
     _playerResourcesModel = playerResources;
 }