/// <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. graphics.PreferredBackBufferWidth = WIDTH; graphics.PreferredBackBufferHeight = HEIGHT; //graphics.IsFullScreen = true; graphics.ApplyChanges(); this.IsMouseVisible = true; spriteBatch = new SpriteBatch(GraphicsDevice); font = Content.Load<SpriteFont>("Fonts/AchievementText"); blank = new Texture2D(GraphicsDevice, 1, 1, false, SurfaceFormat.Color); blank.SetData(new[] { Color.White }); circle = new Texture2D(GraphicsDevice, circler * 2, circler * 2, false, SurfaceFormat.Color); Color[] circleData = new Color[circler * 2 * circler * 2]; for (int i = 0; i != circler * 2 * circler * 2; i++) { int x = (i % (circler * 2)) - circler; int y = (i / (circler * 2)) - circler; if (x * x + y * y <= circler * circler) circleData[i] = Color.White; else circleData[i] = Color.Transparent; } circle.SetData(circleData); scene = Content.Load<Texture2D>("levelDesign_Full"); maxW = scene.Width; maxH = scene.Height; camSpeed = 5; startPos = new Vector2(); endPos = new Vector2(); mouseBox = new Box(0, 0, 0, 0, false); selected = null; mouseNode = new Node(0, 0); mouseEdge = new Edge(null, null); mouseNPC = new NPC(0, 0, npcType, npcMode); mouseConsumable = new Consumable(0, 0, consType); mousePlayer = new NPC(0, 0, NPC.Type.Streaker, NPC.Mode.Static); boxes = new List<Box>(); nodes = new Dictionary<int, Node>(); edges = new List<Edge>(); NPCs = new List<NPC>(); consumables = new List<Consumable>(); triggers = new List<Trigger>(); player = null; boxColor = new Color(1f, 0.5f, 0.05f, 0.5f); wallColor = new Color(1f, 0.0f, 0.0f, 0.5f); triggerColor = new Color(0.5f, 1.0f, 0.0f, 0.5f); nodeColor = new Color(0f, 0.2f, 1f, 0.75f); edgeColor = Color.LightCyan; SpriteDatabase.loadSprites(Content); Camera = new Rectangle(0, 0, 800, 600); // TODO: use this.Content to load your game content here }
/// <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) { KeyboardState ks = Keyboard.GetState(); MouseState ms = Mouse.GetState(); // Allows the game to exit if (ks.IsKeyDown(Keys.Escape)) this.Exit(); int dx = 0, dy = 0; if (ks.IsKeyDown(Keys.Left)) { dx = -camSpeed; } if (ks.IsKeyDown(Keys.Right)) { dx = camSpeed; } if (ks.IsKeyDown(Keys.Up)) { dy = -camSpeed; } if (ks.IsKeyDown(Keys.Down)) { dy = camSpeed; } if (ks.IsKeyDown(Keys.D1)) { if (mode == DrawModes.NPC) { npcType = NPC.Type.Civilian; mouseNPC.type = NPC.Type.Civilian; } if (mode == DrawModes.Consumable) { consType = Consumable.Type.TURN; mouseConsumable.type = Consumable.Type.TURN; } } if (ks.IsKeyDown(Keys.D2)) { if (mode == DrawModes.NPC) { npcType = NPC.Type.DumbCop; mouseNPC.type = NPC.Type.DumbCop; } if (mode == DrawModes.Consumable) { consType = Consumable.Type.MASS; mouseConsumable.type = Consumable.Type.MASS; } } if (ks.IsKeyDown(Keys.D3)) { if (mode == DrawModes.NPC) { npcType = NPC.Type.SmartCop; mouseNPC.type = NPC.Type.SmartCop; } if (mode == DrawModes.Consumable) { consType = Consumable.Type.SLIP; mouseConsumable.type = Consumable.Type.SLIP; } } if (ks.IsKeyDown(Keys.D4)) { if (mode == DrawModes.NPC) { npcType = NPC.Type.RoboCop; mouseNPC.type = NPC.Type.RoboCop; } if (mode == DrawModes.Consumable) { consType = Consumable.Type.SPEED; mouseConsumable.type = Consumable.Type.SPEED; } } if (ks.IsKeyDown(Keys.L) && !lpressed) { load("level.txt"); lpressed = true; } if (ks.IsKeyDown(Keys.M) && !mpressed) { if (mode == DrawModes.Box) mode = DrawModes.Node; else if (mode == DrawModes.Node) mode = DrawModes.NPC; else if (mode == DrawModes.NPC) mode = DrawModes.Trigger; else if (mode == DrawModes.Trigger) mode = DrawModes.Consumable; else if (mode == DrawModes.Consumable) mode = DrawModes.Player; else if (mode == DrawModes.Player) mode = DrawModes.Box; mpressed = true; } if (ks.IsKeyDown(Keys.S) && !saving) { save(); saving = true; } if (ks.IsKeyDown(Keys.W) && !wpressed) { if (mode == DrawModes.Box) { mouseBox.seeThrough = !mouseBox.seeThrough; } else if (mode == DrawModes.Node) { mouseNode.isKey = !mouseNode.isKey; nodeType = mouseNode.isKey; } else if (mode == DrawModes.NPC) { if (npcMode == NPC.Mode.Static) npcMode = NPC.Mode.Wander; else if (npcMode == NPC.Mode.Wander) npcMode = NPC.Mode.Patrol; else if (npcMode == NPC.Mode.Patrol) npcMode = NPC.Mode.Static; mouseNPC.mode = npcMode; } wpressed = true; } if (ks.IsKeyUp(Keys.L)) lpressed = false; if (ks.IsKeyUp(Keys.M)) mpressed = false; if (ks.IsKeyUp(Keys.S)) saving = false; if (ks.IsKeyUp(Keys.W)) wpressed = false; if (ms.LeftButton == ButtonState.Pressed) { if (mode == DrawModes.Box || mode == DrawModes.Trigger) { if (!drawing) { drawing = true; startPos.X = ms.X + Camera.X; startPos.Y = ms.Y + Camera.Y; } endPos.X = ms.X + Camera.X; endPos.Y = ms.Y + Camera.Y; mouseBox.rect.X = (int)Math.Min(startPos.X, endPos.X); mouseBox.rect.Y = (int)Math.Min(startPos.Y, endPos.Y); mouseBox.rect.Width = (int)Math.Abs(startPos.X - endPos.X); mouseBox.rect.Height = (int)Math.Abs(startPos.Y - endPos.Y); } else if (mode == DrawModes.Node) { mouseNode.position = new Vector2(ms.X + Camera.X, ms.Y + Camera.Y); if (!drawing) { foreach (Node node in nodes.Values) { if (node.pointInside(ms.X + Camera.X, ms.Y + Camera.Y)) { selected = node; break; } } drawing = true; } else if (selected != null) { mouseEdge.start = selected; mouseEdge.end = mouseNode; } } else if (mode == DrawModes.NPC) { mouseNPC.position = new Vector2(ms.X + Camera.X, ms.Y + Camera.Y); if (!drawing) { foreach (NPC npc in NPCs) { if (npc.pointInside(ms.X + Camera.X, ms.Y + Camera.Y)) { selectedNPC = npc; break; } } drawing = true; } else if (selectedNPC != null) { foreach (Node node in nodes.Values) { if (node.pointInside(ms.X + Camera.X, ms.Y + Camera.Y)) { selectedStart = node; break; } } } } else if (mode == DrawModes.Consumable) { mouseConsumable.rect.X = ms.X + Camera.X; mouseConsumable.rect.Y = ms.Y + Camera.Y; if (!drawing) { drawing = true; } } else if (mode == DrawModes.Player) { mousePlayer.position = new Vector2(ms.X + Camera.X, ms.Y + Camera.Y); if (!drawing) { drawing = true; } } } if (ms.LeftButton == ButtonState.Released && drawing) { if (mode == DrawModes.Box) { drawing = false; if (mouseBox.rect.Width > 0 && mouseBox.rect.Height > 0) boxes.Add(new Box(mouseBox.rect.X, mouseBox.rect.Y, mouseBox.rect.Width, mouseBox.rect.Height, mouseBox.seeThrough)); } else if (mode == DrawModes.Node) { drawing = false; if (selected != null) { foreach (Node node in nodes.Values) { if (node != selected && node.pointInside(ms.X + Camera.X, ms.Y + Camera.Y)) { mouseEdge.end = node; edges.Add(mouseEdge); mouseEdge = new Edge(null, null); selected = null; break; } } selected = null; mouseEdge = new Edge(null, null); } else { if (nodes.Keys.Contains(mouseNode.ID)){ mouseNode.ID = nodes.Keys.Max() + 1; Node.FixID(mouseNode.ID + 1); } nodes.Add(mouseNode.ID, mouseNode); mouseNode = new Node(ms.X + Camera.X, ms.Y + Camera.Y); mouseNode.isKey = nodeType; } } else if (mode == DrawModes.NPC && ms.RightButton == ButtonState.Released) { drawing = false; if (ms.RightButton == ButtonState.Released && selectedEnd == null) { if (selectedNPC != null) { foreach (Node node in nodes.Values) { if (node == selectedStart && node.pointInside(ms.X + Camera.X, ms.Y + Camera.Y)) { selectedNPC.patrolStart = node; break; } } selectedStart = null; mouseEdge = new Edge(null, null); } else { NPCs.Add(mouseNPC); mouseNPC = new NPC(ms.X + Camera.X, ms.Y + Camera.Y, npcType, npcMode); } } } else if (mode == DrawModes.Consumable) { drawing = false; consumables.Add(mouseConsumable); mouseConsumable = new Consumable(ms.X + Camera.X, ms.Y + Camera.Y, consType); } else if (mode == DrawModes.Trigger) { drawing = false; if (mouseBox.rect.Width > 0 && mouseBox.rect.Height > 0) triggers.Add(new Trigger(mouseBox.rect.X, mouseBox.rect.Y, mouseBox.rect.Width, mouseBox.rect.Height)); } else if (mode == DrawModes.Player) { drawing = false; player = mousePlayer; mousePlayer = new NPC(ms.X + Camera.X, ms.Y + Camera.Y, NPC.Type.Streaker, NPC.Mode.Static); } } if (ms.RightButton == ButtonState.Pressed) { if (mode == DrawModes.NPC) { mouseNPC.position = new Vector2(ms.X + Camera.X, ms.Y + Camera.Y); if (!drawing) { foreach (NPC npc in NPCs) { if (npc.pointInside(ms.X + Camera.X, ms.Y + Camera.Y)) { selectedNPC = npc; break; } } drawing = true; } else if (selectedNPC != null) { foreach (Node node in nodes.Values) { if (node.pointInside(ms.X + Camera.X, ms.Y + Camera.Y)) { selectedEnd = node; break; } } } } else if (!drawing) { if (mode == DrawModes.Box) { for (int i = 0; i != boxes.Count; i++) { Box r = boxes[i]; if (r.rect.Contains(ms.X + Camera.X, ms.Y + Camera.Y)) { boxes.Remove(r); i--; } } } else if (mode == DrawModes.Node) { for (int i = 0; i != nodes.Keys.Count; i++) { int ind = nodes.Keys.ElementAt(i); Node n = nodes[ind]; if (n.pointInside(ms.X + Camera.X, ms.Y + Camera.Y)) { nodes.Remove(n.ID); for (int j = 0; j != edges.Count; j++) { Edge e = edges[j]; if (e.start == n || e.end == n) { edges.Remove(e); j--; } } i--; } } } //else if (mode == DrawModes.NPC) //{ // for (int i = 0; i != NPCs.Count; i++) // { // NPC n = NPCs[i]; // if (n.pointInside(ms.X + Camera.X, ms.Y + Camera.Y)) // { // NPCs.Remove(n); // i--; // } // } //} else if (mode == DrawModes.Consumable){ for (int i = 0; i != consumables.Count; i++) { Consumable c = consumables[i]; if (c.rect.Contains(ms.X + Camera.X, ms.Y + Camera.Y)) { consumables.Remove(c); i--; } } } else if (mode == DrawModes.Trigger) { for (int i = 0; i != triggers.Count; i++) { Trigger t = triggers[i]; if (t.rect.Contains(ms.X + Camera.X, ms.Y + Camera.Y)) { triggers.Remove(t); i--; } } } else if (mode == DrawModes.Player) { if (player != null && player.pointInside(ms.X + Camera.X, ms.Y + Camera.Y)) { player = null; } } } } if (ms.RightButton == ButtonState.Released) { if (mode == DrawModes.NPC && ms.LeftButton == ButtonState.Released) { if (selectedNPC != null) { for (int i = 0; i != NPCs.Count; i++) { NPC n = NPCs[i]; if (n.pointInside(ms.X + Camera.X, ms.Y + Camera.Y)) { NPCs.Remove(n); i--; } } foreach (Node node in nodes.Values) { if (node == selectedEnd && node.pointInside(ms.X + Camera.X, ms.Y + Camera.Y)) { selectedNPC.patrolEnd = node; break; } } selectedEnd = null; selectedNPC = null; mouseEdge = new Edge(null, null); } } } Camera.X += dx; Camera.Y += dy; //if (Camera.X < 0) // Camera.X = 0; //if (Camera.Y < 0) // Camera.Y = 0; //if (Camera.X + Camera.Width > maxW) // Camera.X = maxW - Camera.Width; //if (Camera.Y + Camera.Height > maxH) // Camera.Y = maxH - Camera.Height; // TODO: Add your update logic here base.Update(gameTime); }