Esempio n. 1
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 public DeadObject(Texture2D texture, Vector2 position, IsoGrid grid)
 {
     this.tex = texture;
     this.gridposition = position;
     this.rect = new Rectangle(0,0,tex.Width, tex.Height);
     this.position = grid.gridCoords(gridposition) - new Vector2(tex.Width/2.0f,tex.Height);
 }
Esempio n. 2
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        public void StartRoute(ModCity city, ModCity homeCity, IsoGrid isogrid, Path path)
        {
            // calculate a path for movement

            running = true;
            drawPath = path.PathList(homeCity.gridposition + new Vector2(2, 2), city.gridposition + new Vector2(2, 2), isogrid);
            pathStep = 1;
            walkingTarget = drawPath[pathStep];

            gridPosition = drawPath[0];
            position = isogrid.gridCoords( homeCity.position);
        }
Esempio n. 3
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        public void Draw(SpriteBatch sbatch, Path path, GraphicsDevice graphicsDevice,IsoGrid isogrid)
        {
            if (running == true)
            {
                if (drawPaths == true)
                {
                    path.Draw(graphicsDevice, sbatch, drawPath, Vector2.Zero, isogrid);
                }

                sbatch.Draw(tex, position + drawOffset, rect, Color.White, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.5f);
            }
        }
Esempio n. 4
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        public GridTileRegion(Texture2D texture, Vector2 gridposition,Vector2 region, IsoGrid grid, Random random)
        {
            this.tex = texture;
            this.rect = new Rectangle(0, 0, tex.Width/size, tex.Height/size);
            this.gridPosition = gridposition;
            this.region = region;

            for (int x = 0; x < region.X; x++)
            {
                for (int y = 0; y < region.Y; y++)
                {
                    nums.Add(new Vector2(random.Next(10),random.Next(10)));
                    pos.Add(grid.gridCoords(gridposition + new Vector2(x,y)));
                }
            }
        }
Esempio n. 5
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        public void Draw(GraphicsDevice graphicsDevice, SpriteBatch sbatch, List<Vector2> path, Vector2 offset, IsoGrid grid)
        {
            Texture2D blank = new Texture2D(graphicsDevice, 1, 1, false, SurfaceFormat.Color);
            blank.SetData(new[] { Microsoft.Xna.Framework.Color.White });

            for (int x = 0; x < (path.Count() - 1); x++)
            {
                Vector2 startPoint = grid.gridCoords(path[x]);
                Vector2 endPoint = grid.gridCoords(path[x + 1]);

                float angle = (float)Math.Atan2(endPoint.Y - startPoint.Y, endPoint.X - startPoint.X);
                float length = Vector2.Distance(startPoint, endPoint);

                sbatch.Draw(blank, startPoint + offset, null, Microsoft.Xna.Framework.Color.Blue, angle, Vector2.Zero, new Vector2(length, 3.0f), SpriteEffects.None, 0);

            }
        }
Esempio n. 6
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        public City(string name, Texture2D texture,Texture2D highlightTexture, Texture2D clickedTexture, Vector2 position, IsoGrid grid, Tuple<float,float,float> politicalStanding,List<Ship> shipList, List<Material> materialList, bool playerCity = false)
        {
            this.lowTex = texture;
            this.highTex = highlightTexture;
            this.clickTex = clickedTexture;
            this.gridposition = position;
            this.rect = new Rectangle(0, 0, lowTex.Width, lowTex.Height);
            this.position = grid.gridCoords(gridposition) - new Vector2(0, lowTex.Height);

            this.name = name;
            this.player = playerCity;

            this.politics = politicalStanding;
            this.ships = shipList;
            this.materials = materialList;

            this.tex = lowTex;
        }
Esempio n. 7
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        // The public instance class
        public ReachableArea(IsoGrid grid, List<ModCity> citiesList)
        {
            this.width  = (int)grid.size.X;
            this.height = (int)grid.size.Y;

            this.reachable = new int[width, height];

            for (int x = 0; x < (width); x++)
            {
                for (int y = 0; y < (height); y++)
                {
                    reachable[x, y] = 0;
                }
            }

            this.cityList = citiesList;

            foreach (ModCity city in cityList)
            {
                reachable[(int)city.gridposition.X , (int)city.gridposition.Y ] = 1;

            }
        }
Esempio n. 8
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        public List<Vector2> PathList(Vector2 start, Vector2 end, IsoGrid grid)
        {
            Vector2 startPosition = start;
            Vector2 endPosition = end;

               Vector2 currentPosition = startPosition;

               List<Vector2> openList = new List<Vector2>(); // squares to check
               openList.Add(startPosition);

            List<Vector2> openListParent = new List<Vector2>(); // shortest path back from a square
               openListParent.Add(startPosition);

            List<float> openListF = new List<float>(); // usefulness of a square
               openListF.Add(0);

            List<float> openListG = new List<float>(); // distance of a square from start
               openListG.Add(0);

               List<Vector2> closedList = new List<Vector2>();   // checked squares
               List<Vector2> closedParents = new List<Vector2>();

               List<Vector2> path = new List<Vector2>(); // list of vectors between points

               int currentIndex;

            // --------- path finding loop -------------------------------

               if (startPosition != endPosition)
               {
               while (currentPosition != endPosition)
               {
                   // calculate adjacent points
                   Vector2[,] currentAdjacent = Adjacent(currentPosition);

                   currentIndex = openList.IndexOf(currentPosition);

                   // for each square adjacent to the current position...

                   for (int x = 0; x < 3; x++)
                   {
                       for (int y = 0; y < 3; y++)
                       {

                           // if the square is on the screen and reachable...

                           if (currentAdjacent[x, y] != currentPosition
                                && currentAdjacent[x, y].X >= 1 && currentAdjacent[x, y].Y >= 1
                                && currentAdjacent[x, y].X <= grid.size.X && currentAdjacent[x, y].Y <= grid.size.Y
                                && closedList.IndexOf(currentAdjacent[x, y]) < 0)
                           {
                               if (Check((int)currentAdjacent[x, y].X, (int)currentAdjacent[x, y].Y) == true)
                               {
                                   // calculate usefulness of the square...

                                   Vector2 Cvector = currentAdjacent[x, y] - currentPosition;
                                   Vector2 Hvector = currentAdjacent[x, y] - endPosition;
                                   double C = Math.Sqrt(Math.Pow((double)Cvector.X,2.0)+ Math.Pow((double)Cvector.Y,2.0));              // distance from current position
                                   float S = openListG[currentIndex];  // distance to current position
                                   float G = (float)C + S;                         // distance from start position
                                   float H = Hvector.Length();              // direct distance to final position
                                   //float H = Math.Abs(Hvector.X) + Math.Abs(Hvector.Y);  // 'Manhatten' distance estimate to final position (gives smoother paths)
                                   float F = G + H;                         // usefulness of this square

                                   // add to open array if not already present

                                   if (openList.IndexOf(currentAdjacent[x, y]) < 0)
                                   {
                                       openList.Add(currentAdjacent[x, y]);
                                       openListParent.Add(currentPosition);
                                       openListF.Add(F);
                                       openListG.Add(G);

                                   }

                                   // if present in open array, check if path from current position is shorter

                                   if (openList.IndexOf(currentAdjacent[x, y]) >= 0)
                                   {
                                       int adjacentIndex = openList.IndexOf(currentAdjacent[x, y]);

                                       if (G < openListG[adjacentIndex])
                                       {
                                           openListParent[adjacentIndex] = currentPosition;
                                           openListF[adjacentIndex] = F;
                                           openListG[adjacentIndex] = G;

                                       }

                                   }

                               }
                           }
                       }
                   }
                   // add current psition to closed list

                   closedList.Add(currentPosition);
                   closedParents.Add(openListParent[currentIndex]);

                   // remove current position from open list

                   openList.Remove(currentPosition);
                   openListF.Remove(openListF[currentIndex]);
                   openListG.Remove(openListG[currentIndex]);
                   openListParent.Remove(openListParent[currentIndex]);

                   // find coordinate with smallest F value, set to current position (if there's a path!)

                   if (openListF.Count > 0)
                   {

                       float minF = openListF.Min();

                       int minFIndex = openListF.IndexOf(minF);

                       currentPosition = openList[minFIndex];
                   }

                   else
                   {
                       break;
                   }

               }

               Vector2 pathCurrentPosition = closedList[closedList.Count - 1];
               int pathCurrentIndex = 0;

               path.Add(endPosition); ////////////////

               while (pathCurrentPosition != startPosition)
               {
                   path.Add(pathCurrentPosition);
                   pathCurrentIndex = closedList.IndexOf(pathCurrentPosition);
                   pathCurrentPosition = closedParents[pathCurrentIndex];
               }

               path.Add(startPosition);  ///////////////

               for (int x = 0; x < path.Count; x++)
               {
                   path[x] = new Vector2(path[x].X, path[x].Y);
               }
               }

               path.Reverse();

            return path;
        }
Esempio n. 9
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        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // grid & camera
            isoGrid = new IsoGrid(GraphicsDevice,Math.PI/6.0,30,new Vector2(100,100));
            cameraPosition = isoGrid.cameraCentre(new Vector2(11,12),graphics); // initial camera position!
            scrollSpeed = 10.0f;

            // fonts
            font = Content.Load<SpriteFont>("font");

            // cursor
            cursor = new Cursor(Content.Load<Texture2D>("cursor"));

            // HUD
            buttons = new List<Button> { };

            // random seed
            random = new Random();

            // spacescape
            tiles = new GridTileRegion(Content.Load<Texture2D>("starTiles"), new Vector2(-1, 0),new Vector2(100,100), isoGrid,random);

            // --- game objects ----------

            // ships
            trader = new Ship("Trading Ship", Content.Load<Texture2D>("cargoShip"));
            transport = new Ship("Transport Ship", Content.Load<Texture2D>("cargoShip"));

            // materials
            metal = new Material("Metal");
            rock = new Material("Rock");
            gems = new Material("Gemstones");

            // buildings
            dwellBlock = new Building("Dwelling Block",Content.Load<Texture2D>("building2"),3,new Vector2(0,0),new Vector2(1,1));
            dwellBlockLarge = new Building("Large Dwelling Block",Content.Load<Texture2D>("building5"), 3, new Vector2(0, 0), new Vector2(1, 1));
            govTower = new Building("Goverment Central Tower",Content.Load<Texture2D>("building3"), 1, new Vector2(0, 0), new Vector2(3, 3));
            hugeGovTower = new Building("Huge Governemnt Central Tower", Content.Load<Texture2D>("hugeGovernmentTower"), 1, new Vector2(0, 0), new Vector2(12, 12));
            Factory = new Building("Factory",Content.Load<Texture2D>("building4"), 2, new Vector2(0, 0), new Vector2(2, 1));
            Arena = new Building("Entertainment Arena",Content.Load<Texture2D>("building1"), 1, new Vector2(0, 0), new Vector2(2, 2));

            // cities

            modCity = new ModCity("Customisable City", Content.Load<Texture2D>("smallcity"), Content.Load<Texture2D>("smallcityHigh"), Content.Load<Texture2D>("smallcityClick"), new Vector2(20, 3),new Vector2(20, 85),8, isoGrid, new Tuple<float, float, float>(0.33f, 0.33f, 0.34f), new List<Ship> { trader }, new List<Material> { metal }, new List<Tuple<Building, int>> { new Tuple<Building, int>(dwellBlock, 4), new Tuple<Building, int>(dwellBlockLarge, 4), new Tuple<Building, int>(govTower, 1), new Tuple<Building, int>(Arena, 1),new Tuple<Building,int>(Factory,3) }, GraphicsDevice, random);
            modCity2 = new ModCity("Another Customisable City", Content.Load<Texture2D>("smallcity"), Content.Load<Texture2D>("smallcityHigh"), Content.Load<Texture2D>("smallcityClick"), new Vector2(30, 5),new Vector2(20, 85),8, isoGrid, new Tuple<float, float, float>(0.33f, 0.33f, 0.34f), new List<Ship> { trader }, new List<Material> { metal }, new List<Tuple<Building, int>> { new Tuple<Building, int>(dwellBlock, 4), new Tuple<Building, int>(dwellBlockLarge, 4), new Tuple<Building, int>(govTower, 1), new Tuple<Building, int>(Arena, 1), new Tuple<Building, int>(Factory, 3) }, GraphicsDevice, random);
            homeModCity = new ModCity("Home Customisable City", Content.Load<Texture2D>("smallcity"), Content.Load<Texture2D>("smallcityHigh"), Content.Load<Texture2D>("smallcityClick"), new Vector2(10, 10),new Vector2(20, 85),8, isoGrid, new Tuple<float, float, float>(0.33f, 0.33f, 0.34f), new List<Ship> { trader }, new List<Material> { metal }, new List<Tuple<Building, int>> { new Tuple<Building, int>(dwellBlock, 4), new Tuple<Building, int>(dwellBlockLarge, 4), new Tuple<Building, int>(govTower, 1), new Tuple<Building, int>(Arena, 1), new Tuple<Building, int>(Factory, 3) }, GraphicsDevice, random, true);
            hugeCity = new ModCity("Huge City", Content.Load<Texture2D>("hugecity"), Content.Load<Texture2D>("hugecityHigh"), Content.Load<Texture2D>("hugecityClick"), new Vector2(30, 30), new Vector2(-100,280), 90, isoGrid, new Tuple<float, float, float>(0.30f, 0.30f, 0.4f), new List<Ship> { trader }, new List<Material> { metal }, new List<Tuple<Building, int>> {new Tuple<Building, int>(hugeGovTower,1), new Tuple<Building, int>(dwellBlock, 1000), new Tuple<Building, int>(dwellBlockLarge, 400), new Tuple<Building, int>(govTower, 1), new Tuple<Building, int>(Arena, 50), new Tuple<Building, int>(Factory, 300) }, GraphicsDevice, random);
            fullCity = new ModCity("A Full City", Content.Load<Texture2D>("smallcity"), Content.Load<Texture2D>("smallcityHigh"), Content.Load<Texture2D>("smallcityClick"), new Vector2(10, 15), new Vector2(7, 90), 9, isoGrid, new Tuple<float, float, float>(0.33f, 0.33f, 0.34f), new List<Ship> { trader }, new List<Material> { metal }, new List<Tuple<Building, int>> { new Tuple<Building, int>(dwellBlock, 64)}, GraphicsDevice, random);

            modCities = new List<ModCity> { modCity, modCity2,homeModCity,hugeCity,fullCity };

            universe = new DeadObject(Content.Load<Texture2D>("universe"), new Vector2(90, 94), isoGrid);
            uiball = new DeadUIObject(Content.Load<Texture2D>("rball"), new Vector2(10, 10));

            // accesible region and paths
            reach = new ReachableArea(isoGrid, modCities);
            path = new Path(reach);
        }
Esempio n. 10
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        public void Update(Cursor cursor, Matrix cameraTransform, List<Button> buttons, GraphicsDevice graphicsDevice, Path path,IsoGrid isogrid, City homeCity)
        {
            Vector2 translation = new Vector2(cameraTransform.Translation.X,cameraTransform.Translation.Y);

            screenPosition = position + translation;

            if (cursor.position.X >= screenPosition.X && cursor.position.X <= screenPosition.X + rect.Width
                && cursor.position.Y >= screenPosition.Y && cursor.position.Y <= screenPosition.Y + rect.Height)
            {
                tex = highTex;

                if (cursor.mstate.LeftButton == ButtonState.Pressed)
                {
                    if (cursor.click == false)
                    {
                        cursor.click = true;
                        clicked = true;

                        if (player == false && tradeDeal == false)
                        {
                            tradeButton = new Button(new Vector2(10, 350), 150, 40, "Trade", graphicsDevice);
                            buttons.Add(tradeButton);
                        }
                    }
                }

            }

            else
            {
                tex = lowTex;

                if (tradeButton != null)
                {
                    if (tradeButton.pressed == true)
                    {
                        buttons.Clear();
                        tradeDeal = true;
                        tradeButton = null;

                        ships[0].StartRoute(this,homeCity,isogrid,path);
                    }

                    else if (cursor.mstate.LeftButton == ButtonState.Pressed)
                    {
                        if (cursor.click == false)
                        {
                            cursor.click = true;

                            if (clicked == true)
                            {
                                clicked = false;
                                buttons.Clear();
                            }
                        }
                    }
                }

                else if (cursor.mstate.LeftButton == ButtonState.Pressed)
                {
                    if (cursor.click == false)
                    {

                        if (clicked == true)
                        {
                            cursor.click = true;
                            clicked = false;
                            buttons.Clear();
                        }
                    }
                }
            }

            if (clicked == true)
            {
                tex = clickTex;
            }
        }
Esempio n. 11
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        public ModCity(string name, Texture2D texture, Texture2D highlightTexture, Texture2D clickedTexture, Vector2 gridposition,Vector2 gridOffset,float size, IsoGrid grid, Tuple<float, float, float> politicalStanding, List<Ship> shipList, List<Material> materialList, List<Tuple<Building, int>> buildingList, GraphicsDevice graphicsDevice,Random random, bool playerCity = false)
        {
            this.lowTex = texture;
            this.highTex = highlightTexture;
            this.clickTex = clickedTexture;
            this.gridposition = gridposition;
            this.rect = new Rectangle(0, 0, lowTex.Width, lowTex.Height);
            this.position = grid.gridCoords(gridposition) - new Vector2(0, lowTex.Height);

            this.name = name;
            this.player = playerCity;

            this.politics = politicalStanding;
            this.ships = shipList;
            this.materials = materialList;
            this.buildingTypes = buildingList;

            this.tex = lowTex;

            this.isogrid = new CityIsoGrid(graphicsDevice, Math.PI / 6.0, 8, size ,position + gridOffset);

            // fill grid with buildings in random positions

            List<Vector2> positions = new List<Vector2>{}; // list of possible positions...

             for (int i=0;i<isogrid.size;i++)
            {
                for (int j=0;j<isogrid.size;j++)
                {
                    if (isogrid.usage[i,j] == 0)
                    {
                        positions.Add(new Vector2(i,j));
                    }
                }
             }

            List<Vector2> rpositions = new List<Vector2>{}; // randomised list of possible positions...

            foreach (Vector2 p in positions)
            {
                int i = random.Next(rpositions.Count);
                rpositions.Insert(i,p);
            }

            foreach (Tuple<Building, int> buildingType in buildingList) // fit them all in somewhere...
            {
                for (int n = 0; n < buildingType.Item2; n++) // for the number in the city...
                {
                    Vector2 pos = Vector2.Zero;

                    for (int j = 0; j < rpositions.Count; j++) // find a suitable position...
                    {
                        pos = rpositions[j];
                        bool fit = true;

                        for (int l = 0; l < buildingType.Item1.footprint.X; l ++)
                        {
                            for (int k = 0; k < buildingType.Item1.footprint.Y; k++)
                            {
                                if ((int)pos.X + l >= isogrid.usage.GetLength(0) | (int)pos.Y + k >= isogrid.usage.GetLength(1))
                                {
                                    fit = false;
                                }

                                else if (isogrid.usage[(int)pos.X + l, (int)pos.Y + k] == 1)
                                {
                                    fit = false;
                                }
                            }
                        }

                        if (fit == true)
                        {
                            break;
                        }
                    }

                    int type = random.Next(1, buildingType.Item1.variations);

                    buildings.Add(new Tuple<Building, int, Vector2>(buildingType.Item1, type, pos));

                    for (int x = (int)pos.X; x < buildingType.Item1.footprint.X + (int)pos.X; x++)
                    {
                        for (int y = (int)pos.Y; y < buildingType.Item1.footprint.Y + (int)pos.Y; y++)
                        {
                            isogrid.usage[x, y] = 1;
                            rpositions.Remove(pos + new Vector2(x, y));
                        }
                    }
                }
            }
        }
Esempio n. 12
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        public void Update(ModCity homeCity, IsoGrid isogrid, GameTime gametime)
        {
            // continuous movement
            if (running == true)
            {
                direction = (isogrid.gridCoords(walkingTarget) - isogrid.gridCoords(gridPosition));

                targetDistance = direction.Length();
                direction.Normalize();

                walkingOffset += direction * gametime.ElapsedGameTime.Milliseconds * 0.02f;
                distanceGone = walkingOffset.Length();

                if (distanceGone < targetDistance)
                {
                    position = isogrid.gridCoords(gridPosition) + walkingOffset;
                }

                else
                {
                    pathStep += 1;

                    if (pathStep < drawPath.Count)
                    {
                        gridPosition = drawPath[pathStep - 1];
                        walkingTarget = drawPath[pathStep];
                        position = isogrid.gridCoords(gridPosition);
                    }

                    else
                    {
                        drawPath.Reverse();
                        pathStep = 1;
                        walkingTarget = drawPath[pathStep];
                        gridPosition = drawPath[pathStep - 1];
                        position = isogrid.gridCoords(gridPosition);
                    }

                    walkingOffset = Vector2.Zero;
                    targetDistance = 0;
                    distanceGone = 0;
                }

            }

            // set direction anim (8 directions!)

            double dot = Vector2.Dot(new Vector2(0, -1), direction); // dot product of direction with vertical

            double angle = Math.Acos(dot); // angle from vertical

            if (angle == 0) { dir = 0; }
            else if (0 < angle && angle < Math.PI / 2 && direction.X > 0) { dir = 1; }
            else if (angle == Math.PI / 2 && direction.X > 0) { dir = 2; }
            else if (Math.PI / 2 < angle && angle < Math.PI && direction.X > 0) { dir = 3; }
            else if (angle == Math.PI) { dir = 4; }
            else if (Math.PI / 2 < angle && angle < Math.PI && direction.X < 0) { dir = 5; }
            else if (angle == Math.PI / 2 && direction.X < 0) { dir = 6; }
            else if (0 < angle && angle < Math.PI/2 && direction.X < 0) { dir = 7; }

            if (dir != 0)
            {
            }

            // update animation
            timer += gametime.ElapsedGameTime.Milliseconds;

            if (timer >= msecsTweenFrames)
            {
                timer = 0;

                if (currentFrame++ == numberOfFrames - 1)
                {
                    currentFrame = 0;
                }
            }

            rect.X = currentFrame * rect.Width;
            rect.Y = dir * rect.Height;
        }