/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here this.IsMouseVisible = true; Font1 = Content.Load <SpriteFont>("SpriteFont1"); // Create Scenario this.testScenario = new ZRTSModel.Scenario.Scenario(20, 20); // The most challenging obstacles //createTestGameWorld(); // Empty Map //createEmptyTestGameWorld(); // Simulating gameplay createTestGameWorldSimulateBuildings(); // Controller this.testGameController = new ZRTSLogic.Controller(this.testScenario); // Dummy unit //this.testScenario.getGameWorld().getUnits().Add(new ZRTSModel.Entities.Unit(0, 20, 100, 50, 0)); /** NOTE: Adding Entities should be done through the Controller from now on **/ this.testGameController.addUnit(new ZRTSModel.Entities.Unit(testGameController.scenario.getWorldPlayer(), 20, 100, 50, 0), 5, 10); this.testGameController.addUnit(new ZRTSModel.Entities.Unit(testGameController.scenario.getWorldPlayer(), 20, 100, 50, 0), 10, 5); input = new MouseState(); prevInput = input; base.Initialize(); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here this.IsMouseVisible = true; Font1 = Content.Load<SpriteFont>("SpriteFont1"); // Create Scenario this.testScenario = new ZRTSModel.Scenario.Scenario(20, 20); // The most challenging obstacles //createTestGameWorld(); // Empty Map //createEmptyTestGameWorld(); // Simulating gameplay createTestGameWorldSimulateBuildings(); // Controller this.testGameController = new ZRTSLogic.Controller(this.testScenario); // Dummy unit //this.testScenario.getGameWorld().getUnits().Add(new ZRTSModel.Entities.Unit(0, 20, 100, 50, 0)); /** NOTE: Adding Entities should be done through the Controller from now on **/ this.testGameController.addUnit(new ZRTSModel.Entities.Unit(testGameController.scenario.getWorldPlayer(), 20, 100, 50, 0), 5, 10); this.testGameController.addUnit(new ZRTSModel.Entities.Unit(testGameController.scenario.getWorldPlayer(), 20, 100, 50, 0), 10, 5); this.testGameController.addUnit(new ZRTSModel.Entities.Unit(testGameController.scenario.getWorldPlayer(), 20, 100, 50, 0), 15, 10); input = new MouseState(); prevInput = input; gameSelectView = new ViewSelect(); base.Initialize(); }
/// <summary> /// Loading game scenario object for process /// </summary> /// <param name="scene"></param> public void LoadScenario(ZRTSModel.Scenario.Scenario scene) { // Need not to load this scenario into View // Basically just return a command corresponding to the clicked icon // i.e. click at attack icon, will return attack command and then process the game logic in the gameloop inside ZRTS update(); this.scenario = scene; }
private void initialize() { // Initialize game world testScenario = new ZRTSModel.Scenario.Scenario(20, 20); for (int row = 0; row < this.testScenario.getGameWorld().map.height; ++row) { for (int col = 0; col < this.testScenario.getGameWorld().map.width; ++col) { this.testScenario.getGameWorld().map.getCell(col, row).isValid = true; } } this.testScenario.getGameWorld().map.getCell(9, 9).isValid = false; this.testScenario.getGameWorld().map.getCell(9, 10).isValid = false; this.testScenario.getGameWorld().map.getCell(9, 11).isValid = false; this.testScenario.getGameWorld().map.getCell(10, 9).isValid = false; this.testScenario.getGameWorld().map.getCell(10, 10).isValid = false; this.testScenario.getGameWorld().map.getCell(10, 11).isValid = false; this.testScenario.getGameWorld().map.getCell(11, 9).isValid = false; this.testScenario.getGameWorld().map.getCell(11, 10).isValid = false; this.testScenario.getGameWorld().map.getCell(14, 4).isValid = false; this.testScenario.getGameWorld().map.getCell(14, 5).isValid = false; this.testScenario.getGameWorld().map.getCell(14, 6).isValid = false; this.testScenario.getGameWorld().map.getCell(15, 4).isValid = false; this.testScenario.getGameWorld().map.getCell(15, 5).isValid = false; this.testScenario.getGameWorld().map.getCell(15, 6).isValid = false; this.testScenario.getGameWorld().map.getCell(16, 4).isValid = false; this.testScenario.getGameWorld().map.getCell(16, 5).isValid = false; this.testScenario.getGameWorld().map.getCell(4, 4).isValid = false; this.testScenario.getGameWorld().map.getCell(4, 5).isValid = false; this.testScenario.getGameWorld().map.getCell(4, 6).isValid = false; this.testScenario.getGameWorld().map.getCell(5, 4).isValid = false; this.testScenario.getGameWorld().map.getCell(5, 5).isValid = false; this.testScenario.getGameWorld().map.getCell(5, 6).isValid = false; this.testScenario.getGameWorld().map.getCell(6, 4).isValid = false; this.testScenario.getGameWorld().map.getCell(6, 5).isValid = false; ///Set controller testGameController = new ZRTSLogic.Controller(testScenario); ///Add a unit at (17, 17) this.testGameController.addUnit(new ZRTSModel.Entities.Unit(testGameController.scenario.getWorldPlayer(), 20), 17, 17); ///Initialize Player's resources this.testScenario.getPlayer().player_resources[0] = 300; this.testScenario.getPlayer().player_resources[1] = 300; this.testScenario.getPlayer().player_resources[2] = 300; this.testScenario.getPlayer().player_resources[3] = 300; }
private void initialize() { // Initialize game world testScenario = new ZRTSModel.Scenario.Scenario(20,20); for (int row = 0; row < this.testScenario.getGameWorld().map.height; ++row) { for (int col = 0; col < this.testScenario.getGameWorld().map.width; ++col) { this.testScenario.getGameWorld().map.getCell(col, row).isValid = true; } } this.testScenario.getGameWorld().map.getCell(9, 9).isValid = false; this.testScenario.getGameWorld().map.getCell(9, 10).isValid = false; this.testScenario.getGameWorld().map.getCell(9, 11).isValid = false; this.testScenario.getGameWorld().map.getCell(10, 9).isValid = false; this.testScenario.getGameWorld().map.getCell(10, 10).isValid = false; this.testScenario.getGameWorld().map.getCell(10, 11).isValid = false; this.testScenario.getGameWorld().map.getCell(11, 9).isValid = false; this.testScenario.getGameWorld().map.getCell(11, 10).isValid = false; this.testScenario.getGameWorld().map.getCell(14, 4).isValid = false; this.testScenario.getGameWorld().map.getCell(14, 5).isValid = false; this.testScenario.getGameWorld().map.getCell(14, 6).isValid = false; this.testScenario.getGameWorld().map.getCell(15, 4).isValid = false; this.testScenario.getGameWorld().map.getCell(15, 5).isValid = false; this.testScenario.getGameWorld().map.getCell(15, 6).isValid = false; this.testScenario.getGameWorld().map.getCell(16, 4).isValid = false; this.testScenario.getGameWorld().map.getCell(16, 5).isValid = false; this.testScenario.getGameWorld().map.getCell(4, 4).isValid = false; this.testScenario.getGameWorld().map.getCell(4, 5).isValid = false; this.testScenario.getGameWorld().map.getCell(4, 6).isValid = false; this.testScenario.getGameWorld().map.getCell(5, 4).isValid = false; this.testScenario.getGameWorld().map.getCell(5, 5).isValid = false; this.testScenario.getGameWorld().map.getCell(5, 6).isValid = false; this.testScenario.getGameWorld().map.getCell(6, 4).isValid = false; this.testScenario.getGameWorld().map.getCell(6, 5).isValid = false; ///Set controller testGameController = new ZRTSLogic.Controller(testScenario); ///Add a unit at (17, 17) this.testGameController.addUnit(new ZRTSModel.Entities.Unit(testGameController.scenario.getWorldPlayer(), 20), 17, 17); ///Initialize Player's resources this.testScenario.getPlayer().player_resources[0] = 150; this.testScenario.getPlayer().player_resources[1] = 150; this.testScenario.getPlayer().player_resources[2] = 150; this.testScenario.getPlayer().player_resources[3] = 150; }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here this.IsMouseVisible = true; Font1 = Content.Load <SpriteFont>("SpriteFont1"); // Create Scenario this.testScenario = new ZRTSModel.Scenario.Scenario(graphics.PreferredBackBufferWidth / 20, 20); // The most challenging obstacles //createTestGameWorld(); // Empty Map //createEmptyTestGameWorld(); // Simulating gameplay createTestGameWorldSimulateBuildings(); // Controller this.testGameController = new ZRTSLogic.Controller(this.testScenario); // Dummy unit //this.testScenario.getGameWorld().getUnits().Add(new ZRTSModel.Entities.Unit(0, 20, 100, 50, 0)); /** NOTE: Adding Entities should be done through the Controller from now on **/ //this.testGameController.addUnit(new ZRTSModel.Entities.Unit(testGameController.scenario.getWorldPlayer(), 20, 100, 50, 0), 5, 10); ZRTSModel.Entities.Unit unit1 = new ZRTSModel.Entities.Unit(testGameController.scenario.getPlayer(), 100); ZRTSModel.Entities.Unit unit2 = new ZRTSModel.Entities.Unit(testGameController.scenario.getZombiePlayer(), 100); this.testGameController.addUnit(unit1, 10, 5); this.testGameController.addUnit(unit2, 20, 10); unit2.setAttackStance(ZRTSModel.Entities.Unit.AttackStance.Agressive); unit1.setAttackStance(ZRTSModel.Entities.Unit.AttackStance.Guard); testGameController.scenario.getPlayer().player_resources[0] = 300; testGameController.scenario.getPlayer().player_resources[1] = 300; testGameController.scenario.getPlayer().player_resources[2] = 300; testGameController.scenario.getPlayer().player_resources[3] = 300; input = new MouseState(); prevInput = input; gameSelectView = new ViewSelect(); base.Initialize(); }
/// <summary> /// Loading game scenario object for process /// </summary> /// <param name="scene"></param> public void LoadScenario(ZRTSModel.Scenario.Scenario scene) { this.scenario = scene; }
/// <summary> /// Loading game scenario object for process /// </summary> /// <param name="scene"></param> public void LoadScenario(ZRTSModel.Scenario.Scenario scene) { // Need not to load this scenario into View // Basically just return a command corresponding to the clicked icon // i.e. click at attack icon, will return attack command and then process the game logic in the gameloop inside ZRTS update(); this.scenario = scene; }
/// <summary> /// Loading game scenario object for process /// </summary> /// <param name="scene"></param> public void LoadScenario(ZRTSModel.Scenario.Scenario scene) { this.scenario = scene; }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here this.IsMouseVisible = true; Font1 = Content.Load<SpriteFont>("SpriteFont1"); // Create Scenario this.testScenario = new ZRTSModel.Scenario.Scenario(graphics.PreferredBackBufferWidth/20, 20); // The most challenging obstacles //createTestGameWorld(); // Empty Map //createEmptyTestGameWorld(); // Simulating gameplay createTestGameWorldSimulateBuildings(); // Controller this.testGameController = new ZRTSLogic.Controller(this.testScenario); // Dummy unit //this.testScenario.getGameWorld().getUnits().Add(new ZRTSModel.Entities.Unit(0, 20, 100, 50, 0)); /** NOTE: Adding Entities should be done through the Controller from now on **/ //this.testGameController.addUnit(new ZRTSModel.Entities.Unit(testGameController.scenario.getWorldPlayer(), 20, 100, 50, 0), 5, 10); ZRTSModel.Entities.Unit unit1 = new ZRTSModel.Entities.Unit(testGameController.scenario.getPlayer(), 100); ZRTSModel.Entities.Unit unit2 = new ZRTSModel.Entities.Unit(testGameController.scenario.getZombiePlayer(), 100); this.testGameController.addUnit(unit1, 10, 5); this.testGameController.addUnit(unit2, 20, 10); unit2.setAttackStance(ZRTSModel.Entities.Unit.AttackStance.Agressive); unit1.setAttackStance(ZRTSModel.Entities.Unit.AttackStance.Guard); testGameController.scenario.getPlayer().player_resources[0] = 300; testGameController.scenario.getPlayer().player_resources[1] = 300; testGameController.scenario.getPlayer().player_resources[2] = 300; testGameController.scenario.getPlayer().player_resources[3] = 300; input = new MouseState(); prevInput = input; gameSelectView = new ViewSelect(); base.Initialize(); }