Esempio n. 1
0
        public void Run()
        {
            dispWindow      = new RenderWindow(VideoMode.DesktopMode, "RaceGame", Styles.Default);
            dispWindow.Size = windowSize;
            dispWindow.SetVerticalSyncEnabled(true);
            dispWindow.Closed += DispWindow_Closed;
            dispWindow.SetView(new View((Vector2f)windowSize / 2, (Vector2f)windowSize));

            Color clearCol = new Color(40, 40, 40);

            //GroupShape myPath = new GroupShape(LoadObjects("racepath4"), new Vector2f(1, 1));
            List <Cart> cartList = new List <Cart>();

            CorrectPath path = null;


            GroupShape map = new GroupShape(LoadFromPoly(out path, "testRacePath8"), new Vector2f(1, 1));

            foreach (ConvexShape shap in path.path.shapes)
            {
                shap.FillColor = new Color(shap.FillColor.R, shap.FillColor.G, shap.FillColor.B, 30);
            }

            List <GroupShape> mapList = new List <GroupShape>()
            {
                map,
            };

            Cart car  = new Cart(new GroupShape(LoadObjects("car1"), path.path.shapes[0].Position + (path.path.shapes[0].GetPoint(0) + path.path.shapes[0].GetPoint(1)) * .5F));
            Cart car2 = new Cart(new GroupShape(LoadObjects("car1"), path.path.shapes[0].Position + (path.path.shapes[0].GetPoint(0) + path.path.shapes[0].GetPoint(1)) * .5F));

            CarInterface carInt1 = new CarInterface(car, path);
            ExampleRobot myRobot = new ExampleRobot(carInt1);

            cartList.Add(car);
            cartList.Add(car2);

            //StartObjectEditor(dispWindow);

            //* Main game loop
            while (isRunning)
            {
                dispWindow.DispatchEvents();
                dispWindow.Clear(clearCol);

                //Begin logic
                //-----------
                Vector2f relativeMousePos = new Vector2f((((float)Mouse.GetPosition(dispWindow).X / (float)windowSize.X) * (float)zoomSize.X) + ((float)dispWindow.GetView().Center.X - (.5F * (float)zoomSize.X)),
                                                         (((float)Mouse.GetPosition(dispWindow).Y / (float)windowSize.Y) * (float)zoomSize.Y) + ((float)dispWindow.GetView().Center.Y - (.5F * (float)zoomSize.Y)));


                myRobot.Update();

                if (Keyboard.IsKeyPressed(Keyboard.Key.Up))
                {
                    car.Drive(1);
                }
                if (Keyboard.IsKeyPressed(Keyboard.Key.Down))
                {
                    car.Drive(-1);
                }
                if (Keyboard.IsKeyPressed(Keyboard.Key.Left))
                {
                    car.Turn(-1);
                }
                if (Keyboard.IsKeyPressed(Keyboard.Key.Right))
                {
                    car.Turn(1);
                }
                if (Keyboard.IsKeyPressed(Keyboard.Key.Space))
                {
                    car.Brake(1F);
                }
                if (Mouse.IsButtonPressed(Mouse.Button.Left))
                {
                    car.Position = relativeMousePos;
                }

                //Set View
                Vector2f mySize   = (Vector2f)dispWindow.Size;
                Vector2f startPos = new Vector2f(float.MaxValue, float.MaxValue);
                Vector2f endPos   = new Vector2f(float.MinValue, float.MinValue);
                foreach (Cart x in cartList)
                {
                    if (x.Position.X < startPos.X)
                    {
                        startPos.X = x.Position.X;
                    }
                    if (x.Position.Y < startPos.Y)
                    {
                        startPos.Y = x.Position.Y;
                    }
                    if (x.Position.X > endPos.X)
                    {
                        endPos.X = x.Position.X;
                    }
                    if (x.Position.Y > endPos.Y)
                    {
                        endPos.Y = x.Position.Y;
                    }
                }
                startPos -= new Vector2f(100, 100);
                endPos   += new Vector2f(100, 100);
                if (endPos.X - startPos.X < mySize.X && endPos.Y - startPos.Y < mySize.Y)
                {
                    if (startPos.X < prevWindowPos.X)
                    {
                        prevWindowPos = new Vector2f(startPos.X, prevWindowPos.Y);
                    }
                    if (startPos.Y < prevWindowPos.Y)
                    {
                        prevWindowPos = new Vector2f(prevWindowPos.X, startPos.Y);
                    }
                    if (endPos.X - mySize.X > prevWindowPos.X)
                    {
                        prevWindowPos = new Vector2f(endPos.X - mySize.X, prevWindowPos.Y);
                    }
                    if (endPos.Y - mySize.Y > prevWindowPos.Y)
                    {
                        prevWindowPos = new Vector2f(prevWindowPos.X, endPos.Y - mySize.Y);
                    }
                    dispWindow.SetView(new View(prevWindowPos + .5F * mySize, mySize));
                }
                else
                {
                    endPos -= startPos;
                    if (endPos.X / mySize.X > endPos.Y / mySize.Y)
                    {
                        endPos.Y = endPos.X * mySize.Y / mySize.X;
                    }
                    else
                    {
                        endPos.X = endPos.Y * mySize.X / mySize.Y;
                    }
                    dispWindow.SetView(new View(startPos + .5F * endPos, endPos));
                }
                //--


                cartList.ForEach(x => x.Update());
                cartList.ForEach(x => x.CollisionCheck(mapList));


                //FINAL stage logic
                Debug.FinishUp();

                //Logic is done, begin drawing
                //----------------------------
                path.path.Draw(dispWindow, rs);
                map.Draw(dispWindow, rs);
                cartList.ForEach(x => x.Draw(dispWindow, rs));
                Debug.Draw(dispWindow, rs);
                dispWindow.Display();
            }// */ // End main game loop
        }
Esempio n. 2
0
        public static List <ConvexShape> LoadFromPoly(out CorrectPath path, string title)
        {
            const int rectsize = 60;
            const int wallSize = 45;

            ConvexShape        pathShape = LoadObjects(title)[0];
            List <ConvexShape> pathList  = new List <ConvexShape>();
            List <ConvexShape> mapList   = new List <ConvexShape>();

            for (uint i = 0; i < pathShape.GetPointCount(); i++)
            {
                Vector2f        point1    = pathShape.GetPoint(i) + pathShape.Position;
                Vector2f        point2    = pathShape.GetPoint((i + 1) % pathShape.GetPointCount()) + pathShape.Position;
                float           angle     = Trig.FindAngleToTarget(point1, point2);
                ConvexShape     myShape   = new ConvexShape(4);
                List <Vector2f> pathPoint = new List <Vector2f>();
                pathPoint.Add(point1 + Trig.MoveDist(angle + 90, rectsize));
                pathPoint.Add(point1 + Trig.MoveDist(angle - 90, rectsize));
                pathPoint.Add(point2 + Trig.MoveDist(angle - 90, rectsize));
                pathPoint.Add(point2 + Trig.MoveDist(angle + 90, rectsize));
                Vector2f min = pathPoint[0];
                foreach (Vector2f point in pathPoint)
                {
                    if (point.X < min.X)
                    {
                        min.X = point.X;
                    }
                    if (point.Y < min.Y)
                    {
                        min.Y = point.Y;
                    }
                }
                for (int j = 0; j < pathPoint.Count; j++)
                {
                    pathPoint[j] -= min;
                }
                myShape.Position = min;
                for (int j = 0; j < pathPoint.Count; j++)
                {
                    myShape.SetPoint((uint)j, pathPoint[j]);
                }
                pathList.Add(myShape);
            }

            pathList = new Sempoolfi(pathList).Run();


            for (int i = 0; i < pathList.Count; i++)
            {
                int      index  = (i + 1) % pathList.Count;
                Vector2f point1 = pathList[i].GetPoint(3) + pathList[i].Position;
                Vector2f point2 = pathList[i].GetPoint(0) + pathList[i].Position;

                Vector2f    point3 = point1;
                ConvexShape shape1 = new ConvexShape(2);
                Vector2f    min    = point1;
                if (point2.X < min.X)
                {
                    min.X = point2.X;
                }
                if (point2.Y < min.Y)
                {
                    min.Y = point2.Y;
                }
                if (point3.X < min.X)
                {
                    min.X = point3.X;
                }
                if (point3.Y < min.Y)
                {
                    min.Y = point3.Y;
                }
                point1         -= min;
                point2         -= min;
                point3         -= min;
                shape1.Position = min;
                shape1.SetPoint(0, point1);
                shape1.SetPoint(1, point2);
                //shape1.SetPoint(2, point3);
                shape1.FillColor = Color.Black;
                mapList.Add(shape1);

                Vector2f    point1_2 = pathList[i].GetPoint(2) + pathList[i].Position;
                Vector2f    point2_2 = pathList[i].GetPoint(1) + pathList[i].Position;
                Vector2f    point3_2 = point1_2;
                ConvexShape shape2   = new ConvexShape(2);
                Vector2f    min2     = point1_2;
                if (point2_2.X < min2.X)
                {
                    min2.X = point2_2.X;
                }
                if (point2_2.Y < min2.Y)
                {
                    min2.Y = point2_2.Y;
                }
                if (point3_2.X < min2.X)
                {
                    min2.X = point3_2.X;
                }
                if (point3_2.Y < min2.Y)
                {
                    min2.Y = point3_2.Y;
                }
                point1_2       -= min2;
                point2_2       -= min2;
                point3_2       -= min2;
                shape2.Position = min2;
                shape2.SetPoint(0, point1_2);
                shape2.SetPoint(1, point2_2);
                //shape2.SetPoint(2, point3_2);
                shape2.FillColor = Color.Black;
                mapList.Add(shape2);
            }
            for (int i = 0; i < pathList.Count; i++)
            {
                int      index  = (i + 1) % pathList.Count;
                Vector2f point1 = pathList[i].GetPoint(3) + pathList[i].Position;
                Vector2f point2 = pathList[index].GetPoint(0) + pathList[index].Position;

                Vector2f    point3 = point1;
                ConvexShape shape1 = new ConvexShape(2);
                Vector2f    min    = point1;
                if (point2.X < min.X)
                {
                    min.X = point2.X;
                }
                if (point2.Y < min.Y)
                {
                    min.Y = point2.Y;
                }
                if (point3.X < min.X)
                {
                    min.X = point3.X;
                }
                if (point3.Y < min.Y)
                {
                    min.Y = point3.Y;
                }
                point1         -= min;
                point2         -= min;
                point3         -= min;
                shape1.Position = min;
                shape1.SetPoint(0, point1);
                shape1.SetPoint(1, point2);
                //shape1.SetPoint(2, point3);
                shape1.FillColor = Color.Black;
                mapList.Add(shape1);

                Vector2f    point1_2 = pathList[i].GetPoint(2) + pathList[i].Position;
                Vector2f    point2_2 = pathList[index].GetPoint(1) + pathList[index].Position;
                Vector2f    point3_2 = point1_2;
                ConvexShape shape2   = new ConvexShape(2);
                Vector2f    min2     = point1_2;
                if (point2_2.X < min2.X)
                {
                    min2.X = point2_2.X;
                }
                if (point2_2.Y < min2.Y)
                {
                    min2.Y = point2_2.Y;
                }
                if (point3_2.X < min2.X)
                {
                    min2.X = point3_2.X;
                }
                if (point3_2.Y < min2.Y)
                {
                    min2.Y = point3_2.Y;
                }
                point1_2       -= min2;
                point2_2       -= min2;
                point3_2       -= min2;
                shape2.Position = min2;
                shape2.SetPoint(0, point1_2);
                shape2.SetPoint(1, point2_2);
                //shape2.SetPoint(2, point3_2);
                shape2.FillColor = Color.Black;
                mapList.Add(shape2);
            }
            path = new CorrectPath(new GroupShape(pathList));
            return(mapList);
        }
Esempio n. 3
0
 public CarInterface(Cart car, CorrectPath path)
 {
     this.car  = car;
     this.path = path;
 }