コード例 #1
0
ファイル: Game1.cs プロジェクト: RIT-GSD3-Survive/Survive
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if(GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
                this.Exit();

            MouseState mState = Mouse.GetState();

            mouseLoc = new Vector2(mState.X, mState.Y);

            left = (mState.LeftButton == ButtonState.Pressed);
            right = (mState.RightButton == ButtonState.Pressed);

            if(left) {
                foreach(Button alpha in buttons) {
                    if(alpha.CheckClicked(mState.X, mState.Y)) {
                        left = false;
                    }
                }
            } else {
                foreach(Button alpha in buttons) {
                    alpha.Last = false;
                }
            }
            if(left) {
                foreach(Area alpha in areas) {
                    if(alpha.ButtonClicked(mState.X, mState.Y)) {
                        currArea = alpha;
                        editName = false;
                        left = false;
                        break;
                    }
                }
            }

            IsMouseVisible = !left && !right;

            if(currArea != null && !IsMouseVisible) {
                int x = mState.X - (mState.X % 32) + 32;
                x /= 32;
                int y = mState.Y - (mState.Y % 32) - 60;
                y /= 32;
                if(left) {
                    if(currType == TerrainType.PORTAL) {
                        if(currArea.GetPortal(x, y) == null) {
                            if(toLink == null) {
                                currArea.AddTile(x, y, currType);
                                toLink = currArea.GetPortal(x, y);
                            } else {
                                currArea.AddTile(x, y, currType);
                                toLink.MakeLink(currArea.GetPortal(x, y));
                                toLink = null;
                            }
                        } else {
                            if(currArea.GetPortal(x, y).Link == null) {
                                if(toLink != null && toLink != currArea.GetPortal(x, y)) {
                                    toLink.MakeLink(currArea.GetPortal(x, y));
                                    toLink = null;
                                } else {
                                    toLink = currArea.GetPortal(x, y);
                                }
                            }
                        }
                    } else {
                        currArea.AddTile(x, y, currType);
                    }
                } else if(right) {
                    if(currArea.GetPortal(x, y) != null) {
                        if(toLink != null) {
                            toLink = null;
                        }
                        Portal linkedPortal = currArea.GetPortal(x, y).Link;
                        if(linkedPortal != null) {
                            linkedPortal.MyArea.RemoveTile(linkedPortal.Location.X, linkedPortal.Location.Y);
                        }
                    }
                    currArea.RemoveTile(x, y);
                }
            }

            if(editName && currArea != null) {
                ProcessEditName();
            }

            // TODO: Add your update logic here

            base.Update(gameTime);
        }
コード例 #2
0
ファイル: Game1.cs プロジェクト: RIT-GSD3-Survive/Survive
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            pencil = Content.Load<Texture2D>("Pencil32");
            erase = Content.Load<Texture2D>("Erase32");
            reticle = Content.Load<Texture2D>("Reticle8");

            GlobalVars.courier = Content.Load<SpriteFont>("Courier");
            GlobalVars.courierSmall = Content.Load<SpriteFont>("CourierSmall");

            Area.cap = Content.Load<Texture2D>("areaCap");
            Area.mid = Content.Load<Texture2D>("areaMid");

            Area.tiles = Content.Load<Texture2D>("Tiles");

            buttons.Add(new Button(Content.Load<Texture2D>("NewArea32"), false, 16, 16, delegate() { // New Area Function
                Area alpha = new Area();
                currArea = alpha;
                areas.Add(alpha);
                editName = true;
            }));
            buttons.Add(new Button(Content.Load<Texture2D>("EditArea32"), false, 48, 16, delegate() { // Edit Area Name Function
                editName = true;
            }));
            buttons.Add(new Button(Content.Load<Texture2D>("DeleteArea32"), false, 80, 16, delegate() { // Delete Area Function
                if(currArea != null) {
                    areas.Remove(currArea);
                    currArea = null;
                }
            }));
            buttons.Add(new Button(Content.Load<Texture2D>("Save32"), false, 112, 16, Save));
            buttons.Add(new Button(Content.Load<Texture2D>("ScrollLeft"), true, 0, GraphicsDevice.Viewport.Height - 32, delegate() { // Scroll Areas Left
                scrollX -= 5;
            }));
            buttons.Add(new Button(Content.Load<Texture2D>("ScrollRight"), true, GraphicsDevice.Viewport.Width - 16, GraphicsDevice.Viewport.Height - 32, delegate() { // Scroll Areas Right
                scrollX += 5;
            }));

            buttons.Add(new Button(Content.Load<Texture2D>("Brick32"), false, GraphicsDevice.Viewport.Width - 102, 16, delegate() { // Draw Platform Button
                currType = TerrainType.PLATFORM;
            }));
            buttons.Add(new Button(Content.Load<Texture2D>("Portal32"), false, GraphicsDevice.Viewport.Width - 70, 16, delegate() { // Place Portal Button
                currType = TerrainType.PORTAL;
            }));
            buttons.Add(new Button(Content.Load<Texture2D>("Decor32"), false, GraphicsDevice.Viewport.Width - 38, 16, delegate() { // Place Decor Button
                currType = TerrainType.DECOR;
            }));
        }
コード例 #3
0
ファイル: Terrain.cs プロジェクト: RIT-GSD3-Survive/Survive
 public Terrain(int x, int y, Area area)
 {
     loc = new Point(x, y);
     areaLoc = area;
 }
コード例 #4
0
ファイル: Platform.cs プロジェクト: RIT-GSD3-Survive/Survive
 public Platform(int x, int y, Area area)
     : base(x, y, area)
 {
 }
コード例 #5
0
ファイル: Portal.cs プロジェクト: RIT-GSD3-Survive/Survive
 public Portal(int x, int y, Area area)
     : base(x, y, area)
 {
 }