Esempio n. 1
0
        private void CloneDrawableObjects(GameTypesXmlReader a_GameTypesXml)
        {
            Vector2 offset = new Vector2();
            List<Object> clonedObjects = new List<object>();
            foreach (Object item in m_SceneXmlReader.Objects)
            {
                Type type = item.GetType();
                GameType gameType = a_GameTypesXml.GameTypes.Find(t => t.Name == type.Name);

                bool hasBehavior = false;
                bool hasValue = gameType.Behaviors.TryGetValue("Drawable", out hasBehavior);

                if (gameType != null && hasBehavior)
                {
                    // get position
                    PropertyInfo propertyInfo = type.GetProperty("Position");
                    Vector2 position = (Vector2)propertyInfo.GetValue(item, null);

                    propertyInfo = type.GetProperty("SpriteRectangle");
                    Rectangle rectangle = (Rectangle)propertyInfo.GetValue(item, null);

                    propertyInfo = type.GetProperty("SpriteRepeat");
                    Vector2 spriteRepeat = (Vector2)propertyInfo.GetValue(item, null);

                    propertyInfo = type.GetProperty("RepeatRandomRangeX");
                    Vector2 repeatRandomRangeX = (Vector2)propertyInfo.GetValue(item, null);
                    float repeatRandomWidthX = repeatRandomRangeX.Y - repeatRandomRangeX.X;

                    propertyInfo = type.GetProperty("RepeatRandomRangeY");
                    Vector2 repeatRandomRangeY = (Vector2)propertyInfo.GetValue(item, null);
                    float repeatRandomWidthY = repeatRandomRangeY.Y - repeatRandomRangeY.X;

                    for (int y = 0; y < spriteRepeat.Y; y++)
                    {
                        for (int x = 0; x < spriteRepeat.X; x++)
                        {
                            if (x == 0 && y == 0)
                                continue; //Do not clone the first one because it already exists

                            Vector2 randomOffset = GetRandomOffset(repeatRandomRangeX, repeatRandomRangeY, repeatRandomWidthX, repeatRandomWidthY);
                            offset.X = rectangle.Width * x + randomOffset.X;
                            offset.Y = rectangle.Height * y + randomOffset.Y;

                            ConstructorInfo ci = type.GetConstructor(Type.EmptyTypes);
                            Object newObject = ci.Invoke(null);

                            foreach (PropertyField property in gameType.Properties.Values)
                            {
                                propertyInfo = type.GetProperty(property.PropertyName);
                                propertyInfo.SetValue(newObject, propertyInfo.GetValue(item, null), null);
                            }

                            propertyInfo = type.GetProperty("Position");
                            propertyInfo.SetValue(newObject, position + offset, null);

                            clonedObjects.Add(newObject);
                        }
                    }
                }
            }

            m_SceneXmlReader.Objects.AddRange(clonedObjects);
        }
Esempio n. 2
0
        private void InitDynamicObjects(GameTypesXmlReader a_GameTypesXml)
        {
            foreach (Object item in m_SceneXmlReader.Objects)
            {
                Type type = item.GetType();
                GameType gameType = a_GameTypesXml.GameTypes.Find(t => t.Name == type.Name);

                bool hasBehavior = false;
                bool hasValue = gameType.Behaviors.TryGetValue("Movable", out hasBehavior);

                if (gameType != null && hasBehavior)
                {
                    PropertyInfo propertyInfo = type.GetProperty("Position");
                    Vector2 position = (Vector2)propertyInfo.GetValue(item, null);

                    propertyInfo = type.GetProperty("InitialPosition");
                    propertyInfo.SetValue(item, position, null);

                    PropertyInfo propertyInfoVel = type.GetProperty("Velocity");
                    Vector2 velocity = (Vector2)propertyInfoVel.GetValue(item, null);

                    propertyInfo = type.GetProperty("RandomVelocityX");
                    Vector2 randomVelocityX = (Vector2)propertyInfo.GetValue(item, null);

                    propertyInfo = type.GetProperty("RandomVelocityY");
                    Vector2 randomVelocityY = (Vector2)propertyInfo.GetValue(item, null);

                    if (randomVelocityX != Vector2.Zero)
                    {
                        velocity.X = (float)m_Random.Next((int)randomVelocityX.X, (int)randomVelocityX.Y);
                    }
                    if (randomVelocityY != Vector2.Zero)
                    {
                        velocity.Y = (float)m_Random.Next((int)randomVelocityY.X, (int)randomVelocityY.Y);
                    }

                    propertyInfoVel.SetValue(item, velocity, null);
                }
            }
        }
Esempio n. 3
0
        protected override void Initialize()
        {
            // setup player
            m_Player.Sprite = Content.Load<Texture2D>(@"Sprites\TileSet.png");
            m_Player.SpriteRectangle = new Rectangle(467, 302, 38, 192);
            m_Player.AABB = new Rectangle(0, 0, 38, 192);
            m_Player.InitBullets();
            m_PlayerCollisionRectangle = new Rectangle(0,0,0,0);

            // setup dynamic game and create genGame.dll
            BehaviorTypesXmlReader behaviorTypesXml = new BehaviorTypesXmlReader();
            behaviorTypesXml.Parse(Directory.GetCurrentDirectory() + @"\Content\BehaviorTypes.xml");

            GameTypesXmlReader gameTypesXml = new GameTypesXmlReader();
            gameTypesXml.Parse(Directory.GetCurrentDirectory() + @"\Content\GameTypes.xml", behaviorTypesXml.GameBehaviorProperties);
            gameTypesXml.ParseProperties(behaviorTypesXml.GameBehaviorProperties);

            GameTypesAssemblyBuilder ass = new GameTypesAssemblyBuilder();
            ass.GenerateAssembly(gameTypesXml.GameTypes);

            m_SceneXmlReader = new SceneXmlReader(Content);
            m_SceneXmlReader.Parse(Directory.GetCurrentDirectory() + @"\Content\Scene.xml", gameTypesXml.GameTypes);

            CloneDrawableObjects(gameTypesXml);
            InitDynamicObjects(gameTypesXml);

            m_SceneManager = new SceneManager();
            m_SceneManager.ParseObjects(m_SceneXmlReader.Objects, gameTypesXml.GameTypes, behaviorTypesXml.GameBehaviorProperties);

            List<Object> staticCollidableList = m_SceneManager.GetStaticObjectList("Collidable");
            List<Object> staticDrawableList = m_SceneManager.GetStaticObjectList("Drawable");
            m_DynamicObjects = m_SceneManager.GetObjectList("Movable");

            List<Tuple<Rectangle, int>> staticRectangles = new List<Tuple<Rectangle, int>>();
            foreach (Object obj in staticCollidableList)
                staticRectangles.Add(new Tuple<Rectangle, int>(GetRectangleFromObject(obj), GetHashFromObject(obj)));

            m_QuadTreeRect = new Rectangle(-3000, -3000, 6000, 6000);
            quadTree = new AssemblyQuadTree(m_QuadTreeRect, staticRectangles);

            // this class will generate the game assembly
            GameAssemblyBuilder gameAssemblyBuilder = new GameAssemblyBuilder();
            //gameAssemblyBuilder.GenerateGameObjects(m_SceneXmlReader.Objects, gameTypesXml.GameTypes);
            gameAssemblyBuilder.GenerateDrawFunction(staticDrawableList);
            gameAssemblyBuilder.GenerateStaticCollisionFunction(quadTree);
            gameAssemblyBuilder.Save();

            m_Collidables = staticCollidableList;

            // loads game dll (genGame.dll)
            LoadGameDLL();

            // clear all game objects, wont delete objects that are still referenced!
            m_SceneXmlReader.Clear();
            m_SceneManager.Clear();

            CreateDebugQuad();

            base.Initialize();
        }