コード例 #1
0
ファイル: Game1.cs プロジェクト: streber91/3D-Game-Project
        protected override void Initialize()
        {
            gamestate         = Vars_Func.GameState.StartMenu;
            hexagonSideLength = 1;               //dont change
            mapDrawWidth      = 10;              //dont go over 15
            planeLength       = 50;              //need an even number!
            minimapSize       = 5 * planeLength; //in pixel
            frameTimeCounter  = 0;
            frames            = 0;
            drawFrame         = 0;
            updateTimeCounter = 0;
            updates           = 0;
            drawUpdates       = 0;
            showIngameMenu    = false;
            buttonIsPressed   = false;
            reinitializeDone  = false;
            timeCounter       = 0.0f;
            minDelayTime      = 100.0f;

            Vars_Func.loadContent(Content);
            map = new Map(planeLength, Logic.Vars_Func.HexTyp.Sand, true, hexagonSideLength);
            Mapgenerator.generateMap(map, planeLength, (int)(planeLength / 10), (int)(planeLength / 5), false);

            //cameraposition HQ.X * 1.5, HQ.Y * 1.75
            camera = new Camera(new Vector3((map.HQPosition.X * 1.5f) + 1, (map.HQPosition.Y * 1.75f) - 10 + 0.875f, 11), new Vector3((map.HQPosition.X * 1.5f) + 1, (map.HQPosition.Y * 1.75f) + 0.875f, 0),
                                Vector3.UnitZ, GraphicsDevice.Viewport.AspectRatio, 0.5f, 1000.0f, planeLength, hexagonSideLength);
            view          = camera.View;
            projection    = camera.Projection;
            keyboard      = Keyboard.GetState();
            mouseState    = Mouse.GetState();
            mousePosition = Vars_Func.mousepos(GraphicsDevice, mouseState, projection, view);


            minimap = new Minimap(map, new Vector2(graphics.PreferredBackBufferWidth - minimapSize, 0), new Vector2(minimapSize, minimapSize));
            BasicGUI.createGUI();
            StartMenu_GUI.createGUI();
            MainMenu_GUI.createGUI();
            Highscore_GUI.createGUI();
            Setting_GUI.createGUI();
            IngameMenu_GUI.createGUI();
            Confirm_GUI.createGUI();
            GameOver_GUI.createGUI();
            IntroMenu_GUI.createGUI();
            //InsertNameGUI.createGUI();

            base.Initialize();
            Interaction.Game = this;
            reinitializeDone = true;
        }
コード例 #2
0
ファイル: Game1.cs プロジェクト: streber91/3D-Game-Project
        protected override void Draw(GameTime gameTime)
        {
            //Frames per second
            frameTimeCounter += gameTime.ElapsedGameTime.Milliseconds;
            ++frames;
            if (frameTimeCounter >= 1000)
            {
                drawFrame         = frames;
                frames            = 0;
                frameTimeCounter -= 1000;
            }

            GraphicsDevice.Clear(Color.Black);
            effect.View               = camera.View;
            effect.Projection         = camera.Projection;
            effect.VertexColorEnabled = true;
            effect.CurrentTechnique.Passes[0].Apply();
            map.DrawModel(camera, indexOfMiddleHexagon, camera.Target, mapDrawWidth);

            spriteBatch.Begin();

            //if (Interaction.GameState != Vars_Func.GameState.MainMenu &&
            //    Interaction.GameState != Vars_Func.GameState.Highscore &&
            //    Interaction.GameState != Vars_Func.GameState.Tutorial)
            //{
            //    minimap.drawMinimap(spriteBatch, indexOfMiddleHexagon);
            //}
            //GUI.Draw(spriteBatch, font, mouseState, camera, map);
            //GUI.Draw(spriteBatch, font, minimap, indexOfMiddleHexagon);
            ////spriteBatch.DrawString(font, mouseState.X.ToString() + " : " + mouseState.Y.ToString(), new Vector2(20, 200), Color.Black);
            ////spriteBatch.DrawString(font, mousePosition.X.ToString() + " : " + mousePosition.Y.ToString() + " : " + mousePosition.Z.ToString(), new Vector2(20, 220), Color.Black);
            //spriteBatch.DrawString(font, "FPS: " + drawFrame.ToString(), new Vector2(20, 240), Color.Black);
            //spriteBatch.DrawString(font, "UPS: " + drawUpdates.ToString(), new Vector2(20, 260), Color.Black);

            switch (gamestate)
            {
                #region Startmenu
            case Vars_Func.GameState.StartMenu:
                StartMenu_GUI.Draw(spriteBatch, font);
                break;

                #endregion
                #region Mainmenu
            case Vars_Func.GameState.MainMenu:
                // Draw the old one unil menu is ready
                if (!MainMenu_GUI.UpdateReady)
                {
                    StartMenu_GUI.Draw(spriteBatch, font);
                }
                else
                {
                    MainMenu_GUI.Draw(spriteBatch, font);
                }
                break;

                #endregion
                #region Ingame
            case Vars_Func.GameState.Ingame:
                if (reinitializeDone)
                {
                    //minimap.drawMinimap(spriteBatch, indexOfMiddleHexagon);
                    BasicGUI.Draw(spriteBatch, font, minimap, indexOfMiddleHexagon);
                    //spriteBatch.DrawString(font, mouseState.X.ToString() + " : " + mouseState.Y.ToString(), new Vector2(20, 200), Color.Black);
                    //spriteBatch.DrawString(font, mousePosition.X.ToString() + " : " + mousePosition.Y.ToString() + " : " + mousePosition.Z.ToString(), new Vector2(20, 220), Color.Black);
                    //spriteBatch.DrawString(font, "FPS: " + drawFrame.ToString(), new Vector2(20, 240), Color.Black);
                    //spriteBatch.DrawString(font, "UPS: " + drawUpdates.ToString(), new Vector2(20, 260), Color.Black);

                    if (showIngameMenu)
                    {
                        if (!IngameMenu_GUI.UpdateReady)
                        {
                            //Do nothing
                        }
                        else
                        {
                            IngameMenu_GUI.Draw(spriteBatch, font);
                        }
                    }
                }
                else
                {
                    MainMenu_GUI.Draw(spriteBatch, font);
                }
                break;

                #endregion
                #region Highscore
            case Vars_Func.GameState.Highscore:
                if (showIngameMenu)
                {
                    if (!Highscore_GUI.UpdateReady)
                    {
                        IngameMenu_GUI.Draw(spriteBatch, font);
                    }
                    else
                    {
                        Highscore_GUI.Draw(spriteBatch, font);
                    }
                }
                else
                {
                    if (!Highscore_GUI.UpdateReady)
                    {
                        MainMenu_GUI.Draw(spriteBatch, font);
                    }
                    else
                    {
                        Highscore_GUI.Draw(spriteBatch, font);
                    }
                }
                break;

                #endregion
                #region Settings
            case Vars_Func.GameState.Settings:
                if (showIngameMenu)
                {
                    if (!Setting_GUI.UpdateReady)
                    {
                        IngameMenu_GUI.Draw(spriteBatch, font);
                    }
                    else
                    {
                        Setting_GUI.Draw(spriteBatch, font);
                        if (Setting_GUI.UseFullscreen && !this.graphics.IsFullScreen)
                        {
                            this.graphics.ToggleFullScreen();
                        }
                        else if (!Setting_GUI.UseFullscreen && this.graphics.IsFullScreen)
                        {
                            this.graphics.ToggleFullScreen();
                        }
                    }
                }
                else
                {
                    if (!Setting_GUI.UpdateReady)
                    {
                        MainMenu_GUI.Draw(spriteBatch, font);
                    }
                    else
                    {
                        Setting_GUI.Draw(spriteBatch, font);
                        if (Setting_GUI.UseFullscreen && !this.graphics.IsFullScreen)
                        {
                            this.graphics.ToggleFullScreen();
                        }
                        else if (!Setting_GUI.UseFullscreen && this.graphics.IsFullScreen)
                        {
                            this.graphics.ToggleFullScreen();
                        }
                    }
                }
                break;

                #endregion
                #region Confirm
            case Vars_Func.GameState.Confirm:
                if (!Confirm_GUI.UpdateReady)
                {
                    BasicGUI.Draw(spriteBatch, font, minimap, indexOfMiddleHexagon);
                    IngameMenu_GUI.Draw(spriteBatch, font);
                }
                else
                {
                    BasicGUI.Draw(spriteBatch, font, minimap, indexOfMiddleHexagon);
                    Confirm_GUI.Draw(spriteBatch, font);
                }
                break;

                #endregion
                #region GameOver
            case Vars_Func.GameState.GameOver:
                if (!GameOver_GUI.UpdateReady)
                {
                    BasicGUI.Draw(spriteBatch, font, minimap, indexOfMiddleHexagon);
                }
                else
                {
                    BasicGUI.Draw(spriteBatch, font, minimap, indexOfMiddleHexagon);
                    GameOver_GUI.Draw(spriteBatch, font);
                }

                break;

                #endregion
                #region Intro
            case Vars_Func.GameState.Intro:
                if (!IntroMenu_GUI.UpdateReady)
                {
                    MainMenu_GUI.Draw(spriteBatch, font);
                }
                else
                {
                    IntroMenu_GUI.Draw(spriteBatch, font);
                }
                break;

                #endregion
                #region Insert Name After Confirm
            case Vars_Func.GameState.InsertNameConfirm:
                if (!InsertNameGUI.UpdateReady)
                {
                    BasicGUI.Draw(spriteBatch, font, minimap, indexOfMiddleHexagon);
                    Confirm_GUI.Draw(spriteBatch, font);
                }
                else
                {
                    BasicGUI.Draw(spriteBatch, font, minimap, indexOfMiddleHexagon);
                    InsertNameGUI.Draw(spriteBatch, font);
                }
                break;

                #endregion
                #region Insert Name Before Reset
            case Vars_Func.GameState.InserNameReset:
                if (!InsertNameGUI.UpdateReady)
                {
                    BasicGUI.Draw(spriteBatch, font, minimap, indexOfMiddleHexagon);
                    GameOver_GUI.Draw(spriteBatch, font);
                }
                else
                {
                    BasicGUI.Draw(spriteBatch, font, minimap, indexOfMiddleHexagon);
                    InsertNameGUI.Draw(spriteBatch, font);
                }
                break;

                #endregion
                #region Insert Name Before Quit
            case Vars_Func.GameState.InserNameQuit:
                if (!InsertNameGUI.UpdateReady)
                {
                    BasicGUI.Draw(spriteBatch, font, minimap, indexOfMiddleHexagon);
                    GameOver_GUI.Draw(spriteBatch, font);
                }
                else
                {
                    BasicGUI.Draw(spriteBatch, font, minimap, indexOfMiddleHexagon);
                    InsertNameGUI.Draw(spriteBatch, font);
                }
                break;

                #endregion
            default:
                break;
            }
            spriteBatch.Draw(Vars_Func.getCursor(), new Vector2(mouseState.X, mouseState.Y), Color.White);

            spriteBatch.End();

            base.Draw(gameTime);
        }
コード例 #3
0
ファイル: Game1.cs プロジェクト: streber91/3D-Game-Project
        protected override void Update(GameTime gameTime)
        {
            timeCounter += gameTime.ElapsedGameTime.Milliseconds;

            // updates per second
            updateTimeCounter += gameTime.ElapsedGameTime.Milliseconds;
            ++updates;
            if (updateTimeCounter >= 1000)
            {
                drawUpdates        = updates;
                updates            = 0;
                updateTimeCounter -= 1000;
            }

            //// DON'T TOUCH THIS////
            keyboard       = Keyboard.GetState();
            lastMouseState = mouseState;
            mouseState     = Mouse.GetState();
            //mousePosition = Vars_Func.mousepos(GraphicsDevice, mouseState, projection, view);
            //camera.Update(gameTime, gameTime.ElapsedGameTime.Milliseconds, mouseState);
            //view = camera.View;
            //map.update(gameTime, gameTime.ElapsedGameTime.Milliseconds);
            ////// DON'T TOUCH THIS////

            //indexOfMiddleHexagon = Vars_Func.gridColision(camera.Target, planeLength, hexagonSideLength);
            //Vector2 mouseover = Vars_Func.gridColision(mousePosition, planeLength, hexagonSideLength);

            //Vars_Func.resetHexagonColors(map);

            //wavecontroller.update(gameTime, map);

            //Interaction.Update(gameTime, map, mouseover, mouseState, lastMouseState, keyboard);
            //GUI.update(gameTime, map, mouseState);
            if (Interaction.GameState == Vars_Func.GameState.GameOver)
            {
                gamestate = Vars_Func.GameState.GameOver;
            }

            switch (gamestate)
            {
                #region Startmenu
            case Vars_Func.GameState.StartMenu:
                StartMenu_GUI.update(gameTime, mouseState, keyboard);
                if (timeCounter > minDelayTime)
                {
                    if (StartMenu_GUI.getGUI_Button() != null && StartMenu_GUI.getGUI_Button().Typ == Vars_Func.GUI_Typ.StartButton)
                    {
                        gamestate   = Vars_Func.GameState.MainMenu;
                        timeCounter = 0;
                    }
                }
                break;

                #endregion
                #region Mainmenu
            case Vars_Func.GameState.MainMenu:
                MainMenu_GUI.update(gameTime, mouseState, keyboard);
                Highscore_GUI.restGUI();
                Setting_GUI.restGUI();
                GameOver_GUI.restGUI();
                IntroMenu_GUI.restGUI();
                showIngameMenu = false;

                if (MainMenu_GUI.getGUI_Button() != null)
                {
                    if (timeCounter > minDelayTime)
                    {
                        switch (MainMenu_GUI.getGUI_Button().Typ)
                        {
                        case Vars_Func.GUI_Typ.NewGameButton:
                            reinitialize();
                            //gamestate = Vars_Func.GameState.Ingame;
                            gamestate   = Vars_Func.GameState.Intro;
                            timeCounter = 0;
                            //MainMenu_GUI.restGUI();
                            break;

                        case Vars_Func.GUI_Typ.SettingsButton:
                            gamestate   = Vars_Func.GameState.Settings;
                            timeCounter = 0;
                            break;

                        case Vars_Func.GUI_Typ.HighScoreButton:
                            gamestate   = Vars_Func.GameState.Highscore;
                            timeCounter = 0;
                            break;

                        case Vars_Func.GUI_Typ.QuitButton:
                            timeCounter = 0;
                            this.Exit();
                            break;

                        default: break;
                        }
                    }
                }
                break;

                #endregion
                #region Ingame
            case Vars_Func.GameState.Ingame:
                MainMenu_GUI.restGUI();
                Setting_GUI.restGUI();
                Highscore_GUI.restGUI();
                Confirm_GUI.restGUI();
                GameOver_GUI.restGUI();

                IntroMenu_GUI.restGUI();
                if (keyboard.IsKeyDown(Keys.Tab) && !buttonIsPressed)
                {
                    buttonIsPressed = true;
                    showIngameMenu  = !showIngameMenu;
                }
                if (!keyboard.IsKeyDown(Keys.Tab) && buttonIsPressed)
                {
                    buttonIsPressed = false;
                }

                // Add ingame menu
                if (showIngameMenu)
                {
                    IngameMenu_GUI.update(gameTime, mouseState, keyboard);
                    if (IngameMenu_GUI.getGUI_Button() != null)
                    {
                        switch (IngameMenu_GUI.getGUI_Button().Typ)
                        {
                        case Vars_Func.GUI_Typ.NewGameButton:
                            showIngameMenu = false;
                            IngameMenu_GUI.restGUI();
                            break;

                        case Vars_Func.GUI_Typ.SettingsButton:
                            gamestate = Vars_Func.GameState.Settings;
                            break;

                        case Vars_Func.GUI_Typ.HighScoreButton:
                            gamestate = Vars_Func.GameState.Highscore;
                            break;

                        case Vars_Func.GUI_Typ.StartButton:
                            //Player.saveScore();
                            //reinitialize();
                            gamestate = Vars_Func.GameState.Confirm;
                            break;

                        default: break;
                        }
                    }
                }
                else
                {
                    mousePosition = Vars_Func.mousepos(GraphicsDevice, mouseState, projection, view);
                    camera.Update(gameTime, gameTime.ElapsedGameTime.Milliseconds, mouseState);
                    view = camera.View;

                    map.update(gameTime, gameTime.ElapsedGameTime.Milliseconds, this);
                    //// DON'T TOUCH THIS////
                    indexOfMiddleHexagon = Vars_Func.gridColision(camera.Target, planeLength, hexagonSideLength);
                    Vector2 mouseover = Vars_Func.gridColision(mousePosition, planeLength, hexagonSideLength);

                    Vars_Func.resetHexagonColors(map);

                    WaveController.update(gameTime, map);
                    BasicGUI.update(gameTime, map, mouseState);
                    Interaction.Update(gameTime, map, mouseover, mouseState, lastMouseState, keyboard);
                }
                break;

                #endregion
                #region Highscore
            case Vars_Func.GameState.Highscore:
                Highscore_GUI.update(gameTime, mouseState, keyboard);
                if (showIngameMenu)
                {
                    IngameMenu_GUI.restGUI();
                    if (timeCounter > minDelayTime)
                    {
                        if (Highscore_GUI.getGUI_Button() != null && Highscore_GUI.getGUI_Button().Typ == Vars_Func.GUI_Typ.StartButton)
                        {
                            gamestate   = Vars_Func.GameState.Ingame;
                            timeCounter = 0;
                        }
                    }
                }
                else
                {
                    MainMenu_GUI.restGUI();
                    if (timeCounter > minDelayTime)
                    {
                        if (Highscore_GUI.getGUI_Button() != null && Highscore_GUI.getGUI_Button().Typ == Vars_Func.GUI_Typ.StartButton)
                        {
                            gamestate   = Vars_Func.GameState.MainMenu;
                            timeCounter = 0;
                        }
                    }
                }
                break;

                #endregion
                #region Settings
            case Vars_Func.GameState.Settings:
                Setting_GUI.update(gameTime, mouseState, lastMouseState, keyboard);
                if (showIngameMenu)
                {
                    IngameMenu_GUI.restGUI();
                    if (timeCounter > minDelayTime)
                    {
                        if (Setting_GUI.getGUI_Button() != null && Setting_GUI.getGUI_Button().Typ == Vars_Func.GUI_Typ.StartButton)
                        {
                            gamestate   = Vars_Func.GameState.Ingame;
                            timeCounter = 0;
                        }
                    }
                }
                else
                {
                    MainMenu_GUI.restGUI();
                    if (timeCounter > minDelayTime)
                    {
                        if (Setting_GUI.getGUI_Button() != null && Setting_GUI.getGUI_Button().Typ == Vars_Func.GUI_Typ.StartButton)
                        {
                            gamestate   = Vars_Func.GameState.MainMenu;
                            timeCounter = 0;
                        }
                    }
                }

                break;

                #endregion
                #region Confirm
            case Vars_Func.GameState.Confirm:
                Confirm_GUI.update(gameTime, mouseState, keyboard);
                if (timeCounter > minDelayTime)
                {
                    if (Confirm_GUI.getGUI_Button() != null && Confirm_GUI.getGUI_Button().Typ == Vars_Func.GUI_Typ.NewGameButton)
                    {
                        showIngameMenu = false;
                        IngameMenu_GUI.restGUI();
                        gamestate = Vars_Func.GameState.Ingame;
                        //showIngameMenu = false;
                        //IngameMenu_GUI.restGUI();
                        //gamestate = Vars_Func.GameState.GameOver;
                        timeCounter = 0;
                    }
                    if (Confirm_GUI.getGUI_Button() != null && Confirm_GUI.getGUI_Button().Typ == Vars_Func.GUI_Typ.QuitButton)
                    {
                        Player.saveScore();
                        reinitialize();
                        IntroMenu_GUI.createGUI();
                        MainMenu_GUI.createGUI();
                        Highscore_GUI.createGUI();
                        gamestate = Vars_Func.GameState.MainMenu;
                        //gamestate = Vars_Func.GameState.InsertNameConfirm;
                        //showIngameMenu = false;
                        //IngameMenu_GUI.restGUI();
                        //gamestate = Vars_Func.GameState.Ingame;
                        timeCounter = 0;
                    }
                }
                break;

                #endregion
                #region GameOver
            case Vars_Func.GameState.GameOver:
                GameOver_GUI.update(gameTime, mouseState, keyboard);
                if (timeCounter > minDelayTime)
                {
                    if (GameOver_GUI.getGUI_Button() != null && GameOver_GUI.getGUI_Button().Typ == Vars_Func.GUI_Typ.NewGameButton)
                    {
                        showIngameMenu = false;
                        Player.saveScore();
                        reinitialize();
                        MainMenu_GUI.createGUI();
                        IngameMenu_GUI.restGUI();
                        Highscore_GUI.createGUI();
                        gamestate = Vars_Func.GameState.Ingame;
                        //gamestate = Vars_Func.GameState.InserNameReset;
                        //timeCounter = 0;
                    }

                    if (GameOver_GUI.getGUI_Button() != null && GameOver_GUI.getGUI_Button().Typ == Vars_Func.GUI_Typ.QuitButton)
                    {
                        Player.saveScore();
                        this.Exit();
                        //gamestate = Vars_Func.GameState.InserNameQuit;
                        //timeCounter = 0;
                    }
                }
                break;

                #endregion
                #region Intro
            case Vars_Func.GameState.Intro:
                IntroMenu_GUI.update(gameTime, mouseState, keyboard);
                if (timeCounter > minDelayTime)
                {
                    if (IntroMenu_GUI.getGUI_Button() != null && IntroMenu_GUI.getGUI_Button().Typ == Vars_Func.GUI_Typ.NewGameButton)
                    {
                        MainMenu_GUI.restGUI();
                        reinitialize();
                        Setting_GUI.ShowHelp = true;
                        gamestate            = Vars_Func.GameState.Ingame;
                        timeCounter          = 0;
                    }
                    if (IntroMenu_GUI.getGUI_Button() != null && IntroMenu_GUI.getGUI_Button().Typ == Vars_Func.GUI_Typ.QuitButton)
                    {
                        MainMenu_GUI.restGUI();
                        reinitialize();
                        Setting_GUI.ShowHelp = false;
                        gamestate            = Vars_Func.GameState.Ingame;
                        timeCounter          = 0;
                    }
                }
                break;

                #endregion
                #region Insert Name After Confirm
            case Vars_Func.GameState.InsertNameConfirm:
                InsertNameGUI.update(gameTime, mouseState, keyboard);
                if (timeCounter > minDelayTime)
                {
                    if (InsertNameGUI.getGUI_Button() != null && InsertNameGUI.getGUI_Button().Typ == Vars_Func.GUI_Typ.QuitButton)
                    {
                        //Retrun the player name
                        string PlayerName = InsertNameGUI.getPlayerName();

                        //TODO: pass on to the Player class

                        Player.saveScore();
                        reinitialize();
                        IntroMenu_GUI.createGUI();
                        MainMenu_GUI.createGUI();
                        gamestate   = Vars_Func.GameState.MainMenu;
                        timeCounter = 0;
                    }
                }
                break;

                #endregion
                #region Insert Name Before Reset
            case Vars_Func.GameState.InserNameReset:
                InsertNameGUI.update(gameTime, mouseState, keyboard);
                if (timeCounter > minDelayTime)
                {
                    if (InsertNameGUI.getGUI_Button() != null && InsertNameGUI.getGUI_Button().Typ == Vars_Func.GUI_Typ.QuitButton)
                    {
                        //Retrun the player name
                        string PlayerName = InsertNameGUI.getPlayerName();

                        //TODO: pass on to the Player class

                        showIngameMenu = false;
                        Player.saveScore();
                        reinitialize();
                        MainMenu_GUI.createGUI();
                        IngameMenu_GUI.restGUI();
                        gamestate   = Vars_Func.GameState.Ingame;
                        timeCounter = 0;
                    }
                }
                break;

                #endregion
                #region Insert Name Before Quit
            case Vars_Func.GameState.InserNameQuit:
                InsertNameGUI.update(gameTime, mouseState, keyboard);
                if (timeCounter > minDelayTime)
                {
                    if (InsertNameGUI.getGUI_Button() != null && InsertNameGUI.getGUI_Button().Typ == Vars_Func.GUI_Typ.QuitButton)
                    {
                        timeCounter = 0;
                        //Retrun the player name
                        string PlayerName = InsertNameGUI.getPlayerName();

                        //TODO: pass on to the Player class

                        Player.saveScore();
                        this.Exit();
                    }
                }
                break;

                #endregion
            default:
                break;
            }
            base.Update(gameTime);
        }