Esempio n. 1
0
        public override void Update(GameTime gameTime)
        {
            selectedSize.Update(Game.Instance.GlobalClock.ContinuousMilliseconds);
            unselectedSize.Update(Game.Instance.GlobalClock.ContinuousMilliseconds);

            double        at            = gameTime.TotalGameTime.TotalMilliseconds;
            GamePadState  gamePadState  = GamePad.GetState(PlayerIndex.One);
            KeyboardState keyboardState = Keyboard.GetState();

            if (at > menu.buttonPressedAt + Menu.ButtonRepeatTimeout)
            {
                if ((gamePadState.Buttons.A == ButtonState.Pressed &&
                     menu.lastGPState.Buttons.A == ButtonState.Released) ||
                    (keyboardState.IsKeyDown(Keys.Enter) &&
                     menu.lastKBState.IsKeyUp(Keys.Enter)))
                {
                    SelectedItem.PerformAction();
                    menu.buttonPressedAt = at;
                }
            }

            base.Update(gameTime);
        }
Esempio n. 2
0
        public override void Update(GameTime gameTime)
        {
            double at = gameTime.TotalGameTime.TotalMilliseconds;

            playerBoxSize.Update(at);

            if (at > menu.buttonPressedAt + Menu.ButtonRepeatTimeout &&
                ((GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed &&
                  menu.lastGPState.Buttons.A == ButtonState.Released) ||
                 GamePad.GetState(PlayerIndex.One).Buttons.Start == ButtonState.Pressed ||
                 (Keyboard.GetState().IsKeyDown(Keys.Enter) &&
                  menu.lastKBState.IsKeyUp(Keys.Enter))))
            {
                List <Entity> players = new List <Entity>(MaxPlayers);
                for (int i = 0; i < MaxPlayers; i++)
                {
                    if (playerActive[i])
                    {
                        Entity player = new Entity("player" + (players.Count + 1));
                        player.AddIntAttribute(CommonNames.GamePadIndex, i);
                        player.AddStringAttribute("robot_entity", Game.Instance.Robots[robotSelected[i]].Entity);
                        player.AddStringAttribute(CommonNames.PlayerName, Game.Instance.Robots[robotSelected[i]].Name);
                        players.Add(player);
                    }
                }

                Game.Instance.AddPlayers(players.ToArray <Entity>());

                menu.Close();
                return;
            }

            for (int i = 0; i < MaxPlayers; i++)
            {
                GamePadState gamePadState = GamePad.GetState((PlayerIndex)i);

                if (i > 0 && // don't allow player1 do deactivate
                    gamePadState.Buttons.Start == ButtonState.Pressed &&
                    previousState[i].Buttons.Start == ButtonState.Released &&
                    at > playerButtonPressedAt[i] + Menu.ButtonRepeatTimeout)
                {
                    playerActive[i]          = !playerActive[i];
                    playerButtonPressedAt[i] = at;
                }

                if (at > menu.elementSelectedAt + Menu.StickRepeatTimeout)
                {
                    int oldRobotSelected = robotSelected[i];
                    if (Vector2.Dot(gamePadState.ThumbSticks.Left, Vector2.UnitY) > Menu.StickDirectionSelectionMin ||
                        gamePadState.DPad.Up == ButtonState.Pressed)
                    {
                        // select prev robot
                        robotSelected[i]--;
                        if (robotSelected[i] < 0)
                        {
                            robotSelected[i] = Game.Instance.Robots.Count - 1;
                        }
                        menu.elementSelectedAt = at;
                    }
                    else
                    if (Vector2.Dot(gamePadState.ThumbSticks.Left, Vector2.UnitY) < -Menu.StickDirectionSelectionMin ||
                        gamePadState.DPad.Down == ButtonState.Pressed)
                    {
                        // select next robot
                        robotSelected[i]++;
                        if (robotSelected[i] == Game.Instance.Robots.Count)
                        {
                            robotSelected[i] = 0;
                        }
                        menu.elementSelectedAt = at;
                    }
                    for (int j = 0; j < MaxPlayers; ++j)
                    {
                        if (robotSelected[j] == robotSelected[i] && i != j)
                        {
                            if (playerActive[j])
                            {
                                robotSelected[i] = oldRobotSelected;
                            }
                            else
                            {
                                robotSelected[j] = oldRobotSelected;
                            }
                        }
                    }
                }

                previousState[i] = gamePadState;
            }

            for (int i = 0; i < MaxPlayers; ++i)
            {
                // load templates
                LevelData            levelData  = Game.Instance.ContentManager.Load <LevelData>("Level/Common/RobotTemplates");
                EntityData           entityData = levelData.entities[Game.Instance.Robots[robotSelected[i]].Entity];
                List <AttributeData> attributes = entityData.CollectAttributes(levelData);
                List <PropertyData>  properties = entityData.CollectProperties(levelData);

                // create a dummy entity
                Entity entity = new Entity(entityData.name);
                foreach (AttributeData attributeData in attributes)
                {
                    entity.AddAttribute(attributeData.name, attributeData.template, attributeData.value);
                }

                Vector3 color1 = entity.GetVector3(CommonNames.Color1);
                Vector3 color2 = entity.GetVector3(CommonNames.Color2);

                RenderTargetBinding[] oldRenderTarget = Game.Instance.GraphicsDevice.GetRenderTargets();
                Game.Instance.GraphicsDevice.SetRenderTargets(playerPreview[i]);
                Game.Instance.GraphicsDevice.Clear(new Color(0, 0, 0, 0));

                ////////playerModel.Meshes[0].Draw();
                playerMesh.Effects[0].CurrentTechnique = playerMesh.Effects[0].Techniques["AnimatedPlayer"];
                playerMesh.Effects[0].Parameters["Local"].SetValue(Matrix.Identity);
                playerMesh.Effects[0].Parameters["World"].SetValue(Matrix.Identity * 0.8f);
                playerMesh.Effects[0].Parameters["View"].SetValue(Matrix.CreateLookAt(new Vector3(3, 3, 3), new Vector3(0, 2.0f, -3), Vector3.Up));
                ////////playerMesh.Effects[0].Parameters["View"].SetValue(Matrix.CreateLookAt(new);
                playerMesh.Effects[0].Parameters["Projection"].SetValue(Matrix.CreateOrthographic(8.5f, 8.5f, 0.001f, 1000) * Matrix.CreateTranslation(Vector3.UnitX * 0.36f));
                playerMesh.Effects[0].Parameters["DiffuseTexture"].SetValue(playerTexture);
                playerMesh.Effects[0].Parameters["SpecularTexture"].SetValue(specularTexture);
                playerMesh.Effects[0].Parameters["DiffuseColor"].SetValue(Vector3.One * 1.0f);
                playerMesh.Effects[0].Parameters["SpecularColor"].SetValue(Vector3.One);
                playerMesh.Effects[0].Parameters["SpecularPower"].SetValue(16f);
                playerMesh.Effects[0].Parameters["EmissiveColor"].SetValue(Vector3.One * 0.2f);
                playerMesh.Effects[0].Parameters["ToneColor"].SetValue(entity.GetVector3(CommonNames.Color1));
                playerMesh.Effects[0].Parameters["DirLight0Direction"].SetValue(-Vector3.One);
                playerMesh.Effects[0].Parameters["DirLight0DiffuseColor"].SetValue(entity.GetVector3(CommonNames.Color1) * 0.5f);
                playerMesh.Effects[0].Parameters["DirLight0SpecularColor"].SetValue(Vector3.One / 3);
                playerMesh.Effects[0].Parameters["DirLight1Direction"].SetValue(new Vector3(-1, 1, -1));
                playerMesh.Effects[0].Parameters["DirLight1DiffuseColor"].SetValue(new Vector3(1, 1, 1) * 0.75f);
                playerMesh.Effects[0].Parameters["DirLight1SpecularColor"].SetValue(Vector3.One / 3);
                playerMesh.Effects[0].Parameters["DirLight2Direction"].SetValue(new Vector3(-1, -1, 1));
                playerMesh.Effects[0].Parameters["DirLight2DiffuseColor"].SetValue(entity.GetVector3(CommonNames.Color2) * 0.75f);
                playerMesh.Effects[0].Parameters["DirLight2SpecularColor"].SetValue(Vector3.One / 3);

                Viewport oldViewport = Game.Instance.GraphicsDevice.Viewport;

                double now = Game.Instance.GlobalClock.ContinuousMilliseconds;

                GameTime myGameTime = new GameTime(
                    new TimeSpan((long)(now * 10000d)),
                    new TimeSpan((long)((now - last) * 10000d)) /*,
                                                                 * new TimeSpan((long)(now * 10000d)),
                                                                 * new TimeSpan((long)((now - last) * 10000d))*/);
                last = now;

                animator.World = Matrix.Identity;
                walkController.Update(myGameTime);
                animator.Update();
                animator.Draw();

                playerMesh.Draw();

                Game.Instance.GraphicsDevice.SetRenderTargets(oldRenderTarget);
            }
        }