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 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. 3
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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. 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 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. 6
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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. 7
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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;
        }