/// <summary> /// /// </summary> /// <param name="player">The player - allows us to give player the array of tiles</param> /// <param name="terrainSheet">The spriteSheet that tiles will load their texture from</param> /// <param name="_armies">An array of armies participating in the battle</param> public Battle(Game1 g, Scenario loadedScenario) { endTurn = false; turn = 0; players = new Player[loadedScenario.ArmyAmount]; pauseMenu = new PauseMenu(3, Game1.GameHeight / 2 - 25, 192); terrainSheet = Game1.GameContent.Load<Texture2D>("Spritesheet"); playerSheet = Game1.GameContent.Load<Texture2D>("selector"); unitSheet = Game1.GameContent.Load<Texture2D>("ArmySpriteSheet"); testArmy = loadedScenario.Armies[0]; g.InfoBar.YMod = 110; g.InfoBar.Visible = false; players[0] = new Human(g.InfoBar,Game1.UpdateBox, playerSheet, loadedScenario.Armies[0]); players[0].RectPos = new Rectangle(64, 64, GV.TileSize, GV.TileSize); players[0].ActualPosition = new Rectangle(64, 64, GV.TileSize, GV.TileSize); for (int i = 1; i < players.Length; i++) { List<Army> allies = new List<Army>(); List<Army> enemies = new List<Army>(); for (int j = 0; j < loadedScenario.ArmyAmount; j++) { if (j != i) { if (loadedScenario.Armies[j].Team == loadedScenario.Armies[i].Team) { allies.Add(loadedScenario.Armies[j]); } else { enemies.Add(loadedScenario.Armies[j]); } } } players[i] = new AI(allies, enemies, loadedScenario.Armies[i]); } g.Camera.Focus = players[0]; DirectoryInfo d = new DirectoryInfo(Environment.CurrentDirectory); while (d.ToString() != "dynasty") d = d.Parent; string path = d.FullName + @"\GameData\Maps\"; XmlReader mapReader = XmlReader.Create(path + loadedScenario.MapFile); int currentRow = 0; int currentCol = 0; mapReader.ReadToFollowing("map"); //read to the first map element available players[0].Position2 = new Point(160, 160); //place the player at a default point for now mapSize = Convert.ToInt32(mapReader.GetAttribute("size")); //get the size of the map (both the length and width of the map are the same, so we use "size") tiles = new Tile[mapSize, mapSize]; //Create a 2D array that holds the required amount of tiles int lastPlaced = 0; currentRow = 0; currentCol = 0; mapReader.ReadToFollowing("tile"); //Read to the first tile elements of the map so we can begin creating tiles do { int length = Convert.ToInt32(mapReader.GetAttribute("length")); //Get the rectangle size of the tile //string[] bound = bounds.Split(','); //Split the values provided into an array //int startX = int.Parse(bound[0]); //our starting x location for creating tiles //int startY = int.Parse(bound[1]); //our starting y location for creating tiles //int endX = int.Parse(bound[2]); //our ending x location for creating tiles //int endY = int.Parse(bound[3]); //our ending y location for creating tiles for (int i = 0; i < length; i++) { tiles[currentRow, currentCol] = new Tile(mapReader.GetAttribute("terrain"), terrainSheet, currentRow, currentCol); currentRow++; if (currentRow >= mapSize) { currentRow = 0; currentCol++; } if ((currentCol == mapSize) && (currentRow == mapSize)) break; } } while (mapReader.ReadToNextSibling("tile")); mapReader.ReadToNextSibling("spawns"); //spawns = new List<Tile>(); mapReader.ReadToFollowing("tile"); do { string bounds = mapReader.GetAttribute("location"); string[] bound = bounds.Split(','); int startX = int.Parse(bound[0]); int startY = int.Parse(bound[1]); int endX = int.Parse(bound[2]); int endY = int.Parse(bound[3]); for (int i = startX; i < endX; i++) { for (int j = startY; j < endY; j++) { //_tiles[i, j].Spawn = true; //spawns.Add(_tiles[i, j]); } } } while (mapReader.ReadToNextSibling("tile")); //head to the next tile element if one exists, otherwise we exit this loop mapReader.Close(); foreach (Player p in players) { p.SetTiles(tiles); foreach (Unit u in p.OwnArmy.Units) { tiles[u.UnitBox.X / GV.TileSize, u.UnitBox.Y / GV.TileSize].Unit = u; u.UnitSprite = unitSheet; u.UnitPic = unitSheet; } } }
/// <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) { // VOLUME CONTROL (with plus and minus keys next to backspace) if (InputManager.KeyReady(Keys.OemPlus) && creditsSongInstance.Volume < 1) { if (creditsSongInstance.Volume + .1f < 1) creditsSongInstance.Volume += .1f; else creditsSongInstance.Volume = 1f; if (battleSongInstance.Volume + .1f < 1) battleSongInstance.Volume += .1f; else battleSongInstance.Volume = 1f; } if (InputManager.KeyReady(Keys.OemMinus) && creditsSongInstance.Volume > 0) { if (creditsSongInstance.Volume - .1f > 0) creditsSongInstance.Volume -= .1f; else creditsSongInstance.Volume = 0f; if (battleSongInstance.Volume - .1f > 0) battleSongInstance.Volume -= .1f; else battleSongInstance.Volume = 0f; } // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); if (menus.Count > 0) // if there's a menu { currMenu = menus.Peek(); if (currMenu is ScenarioMenu) { selectedScenario = (currMenu as ScenarioMenu).Update(this); if (selectedScenario != null) { battle = new Battle(this, selectedScenario); if (!Components.Contains(camera)) Components.Add(camera); // Add camera to the components to be updated when base.update is called camera.ResetPosition(); } } else { currMenu.Update(); } if (battleSongInstance.State == SoundState.Playing) battleSongInstance.Stop(); } else { /// Toggle battle music on/off with the "M" key!!!! if (battleSongInstance.State == SoundState.Playing) { if (InputManager.KeyReady(Keys.M)) { battleSongInstance.Pause(); } } else if (battleSongInstance.State == SoundState.Paused) { if (InputManager.KeyReady(Keys.M)) { battleSongInstance.Resume(); } } else if (battleSongInstance.State == SoundState.Stopped) { if (InputManager.KeyReady(Keys.M)) { battleSongInstance.Play(); } } battle.Update(this); //if (Components.Contains(camera)) Components.Remove(camera); infoBar.Update(); updateBox.Update(gameTime, ref battle); } InputManager.Update(gameTime); if (exiting == true) { Exit(); } base.Update(gameTime); }