Esempio n. 1
0
        private static GameTile[] CreateHomeTiles(float distance, float tileSize, float angle, int i, Vector2 tilePosition, float angleOffset, CanvasBitmap sprite, GameRace gameRace, GameTile previousTile, GameTile gameTile)
        {
            List <GameTile> homeTiles        = new List <GameTile>();
            GameTile        previousHomeTile = CreateTile(sprite, tilePosition, tileSize, (bitmap, scale) => Scaler.ImgUniform(bitmap, scale), gameRace, previousTile);

            homeTiles.Add(previousHomeTile);
            for (int j = 1; j < 5; j++)
            {
                Vector2 homeTilePosition = new Vector2(MathF.Sin(angle * (i + j) + angleOffset) * (distance - (distance / 6) * (j)), MathF.Cos(angle * (i + j) + angleOffset) * (distance - (distance / 6) * (j)));
                previousHomeTile = CreateTile(sprite, homeTilePosition, tileSize, (bitmap, scale) => Scaler.ImgUniform(bitmap, scale), gameRace, previousHomeTile);
                homeTiles.Add(previousHomeTile);
            }
            homeTiles[homeTiles.Count - 1].nextTile = gameTile;
            return(homeTiles.ToArray());
        }
Esempio n. 2
0
        //public static bool MoveToGameTile(int diceResult, GamePiece gamePiece)
        //{
        //    if (gamePiece.isAvailableMove)
        //    {
        //        for (int i = 0; i < diceResult; i++) // Calls the change tile funk or each number on the dice
        //        {
        //            //await Task.Delay(400);
        //            ChangeTile(gamePiece, diceResult);// Changes tile the amount of times the loop goes.

        //            if (diceResult - 1 == i)
        //            {
        //                CheckIfHitGamePiece(gamePiece);

        //                gamePiece.isAvailableMove = false;
        //                return true;
        //            }
        //        }
        //        return true;

        //    }
        //    else
        //    {
        //        return false;
        //    }
        //}

        /// <summary>
        /// Tries to move the piece
        /// </summary>
        /// <param name="tileSpeed">Speed in coordinates per second to move the piece</param>
        /// <returns>If it successfully moved</returns>
        public static bool TryMovingPiece(float tileSpeed)
        {
            bool aPieceIsMoving = false;

            foreach (GamePiece piece in GameEngine.gamePieces)
            {
                if (piece.tile != piece.moveToTile && piece.moveToTile != null)
                {
                    aPieceIsMoving = true;
                    GameTile nextTile = piece.tile.GetNextTile(piece.race);
                    // if the piece is closer than the threshold snapp to the tile
                    if (Vector2Math.Magnitude(nextTile.Position - piece.Position) < 5)
                    {
                        piece.Position = nextTile.Position;
                        piece.tile     = nextTile;

                        if (piece.tile == piece.moveToTile)
                        {
                            CheckIfHitGamePiece(piece);
                            Wormhole.CheckIfHitWormhole(piece);
                            if (piece.moveToTile.GetNextTile(piece.race) == null)
                            {
                                Done(piece);
                            }
                        }
                    }
                    else
                    {
                        piece.Position += Vector2Math.Normalized(nextTile.Position - piece.Position) * tileSpeed * (float)GameEngine.GameCanvas.TargetElapsedTime.TotalSeconds;
                    }
                    break;
                }
            }

            return(aPieceIsMoving);
        }
Esempio n. 3
0
        /// <summary>
        /// Creates all of the game tiles
        /// </summary>
        /// <param name="sprites">a reference to the GameEngine sprites</param>
        /// <returns></returns>
        public static GameTile[] CreateGameTiles(Dictionary <string, CanvasBitmap> sprites) // this should be cleaned up
        {
            const int gameTileCount = 12 * 4;
            const int homeLocation  = gameTileCount / 8;
            const int redHome       = 1;
            const int greenHome     = homeLocation * 2 + 1;
            const int yellowHome    = homeLocation * 4;
            const int blueHome      = homeLocation * 6;

            float baseLocation = 800;
            float distance     = 900;
            float tileSize     = 1;
            float angle        = 360.0f / gameTileCount * MathF.PI / 180.0f;
            float angleOffset  = 45 * MathF.PI / 180;

            List <GameTile> gameTiles    = new List <GameTile>();
            GameTile        previousTile = null;

            GameTile[] homeTiles = null;
            GameTile   blackhole = CreateTile(sprites["blackhole"], Vector2.Zero, 0.3f, (bitmap, scale) => Scaler.ImgUniform(bitmap, scale), GameRace.None, null);

            for (int i = 0; i < gameTileCount; i++)
            {
                Vector2 tilePosition = new Vector2(MathF.Sin(angle * i + angleOffset) * distance, MathF.Cos(angle * i + angleOffset) * distance);
                switch (i)
                {
                case redHome:
                    homeTiles = CreateHomeTiles(distance, tileSize, angle, i, tilePosition, angleOffset, sprites["redTile"], (GameRace)1, previousTile, blackhole);
                    gameTiles.AddRange(homeTiles);
                    previousTile = homeTiles[0];

                    break;

                case greenHome:
                    homeTiles = CreateHomeTiles(distance, tileSize, angle, i, tilePosition, angleOffset, sprites["greenTile"], (GameRace)2, previousTile, blackhole);
                    gameTiles.AddRange(homeTiles);
                    previousTile = homeTiles[0];
                    break;

                case yellowHome:
                    homeTiles = CreateHomeTiles(distance, tileSize, angle, i, tilePosition, angleOffset, sprites["yellowTile"], (GameRace)3, previousTile, blackhole);
                    gameTiles.AddRange(homeTiles);
                    previousTile = homeTiles[0];
                    break;

                case blueHome:
                    homeTiles = CreateHomeTiles(distance, tileSize, angle, i, tilePosition, angleOffset, sprites["blueTile"], (GameRace)4, previousTile, blackhole);
                    gameTiles.AddRange(homeTiles);
                    previousTile = homeTiles[0];
                    break;

                default:
                    previousTile = CreateTile(sprites["whiteTile"], tilePosition, tileSize, (bitmap, scale) => Scaler.ImgUniform(bitmap, scale), 0, previousTile);
                    gameTiles.Add(previousTile);
                    break;
                }
            }

            gameTiles[0].previousTile = gameTiles[gameTiles.Count - 1];

            CreateBaseTile(sprites["redBase"], gameTiles, new Vector2(baseLocation, baseLocation), (GameRace)1, redHome);
            CreateBaseTile(sprites["greenBase"], gameTiles, new Vector2(baseLocation, -baseLocation), (GameRace)2, greenHome + 4);
            CreateBaseTile(sprites["yellowBase"], gameTiles, new Vector2(-baseLocation, -baseLocation), (GameRace)3, yellowHome + 8);
            CreateBaseTile(sprites["blueBase"], gameTiles, new Vector2(-baseLocation, baseLocation), (GameRace)4, blueHome + 12);

            gameTiles.Add(blackhole);

            return(gameTiles.ToArray());
        }
Esempio n. 4
0
 public GameTile(Drawable drawable, GameRace raceHome, GameTile previousTile)
 {
     this.drawable     = drawable;
     this.raceHome     = raceHome;
     this.previousTile = previousTile;
 }
Esempio n. 5
0
        private static GameTile CreateTile(CanvasBitmap image, Vector2 position, float imageScale, Drawable.Scale scalerMethood, GameRace gameRace, GameTile previousTile)
        {
            Drawable newTile = new Drawable(image, position, imageScale, scalerMethood);

            GameEngine.drawables.Add(newTile);
            return(new GameTile(newTile, gameRace, previousTile));
        }
Esempio n. 6
0
        /// <summary>
        /// Creates a single game piece and the drawable that it needs to be drawn
        /// </summary>
        /// <param name="race">The race of the player</param>
        /// <param name="sprite">The prite used for the game pieces</param>
        /// <param name="offsetPosition">The position to place the pieces when at baseTile</param>
        /// <returns>The created game piece</returns>
        private static GamePiece CreateGamePiece(GameRace race, CanvasBitmap sprite, Vector2 offsetPosition, GameTile baseTile)
        {
            Drawable draw = new Drawable(sprite, baseTile.Position + offsetPosition, 1, (bitmap, scale) => Scaler.ImgUniform(bitmap, scale));

            GameEngine.drawables.Add(draw);
            return(new GamePiece(race, offsetPosition, baseTile, draw));
        }
Esempio n. 7
0
 /// <summary>
 /// Creates all of the necesairy game pieces for a player
 /// </summary>
 /// <param name="race">The race of the player</param>
 /// <param name="sprite">The prite used for the game pieces</param>
 /// <param name="offset">The distance from the center of the baseTile to place the pieces when at baseTile</param>
 /// <returns>The created game pieces</returns>
 public static GamePiece[] CreateGamePieces(GameRace race, CanvasBitmap sprite, float offset, GameTile baseTile)
 {
     GamePiece[] gamePieces =
     {
         CreateGamePiece(race, sprite, new Vector2(offset,  offset),  baseTile),
         CreateGamePiece(race, sprite, new Vector2(-offset, -offset), baseTile),
         CreateGamePiece(race, sprite, new Vector2(offset,  -offset), baseTile),
         CreateGamePiece(race, sprite, new Vector2(-offset, offset),  baseTile)
     };
     return(gamePieces);
 }