// remove object from build list public void Remove(FloorObject item, NumericalCounter money) { buildList.Remove(item); money.value -= item.cost; foreach (FloorObject curitem in buildList) { int rank = buildList.IndexOf(curitem); } }
public void Remove(FloorObject item, NumericalCounter money) { buildList.Remove(item); money.value -= item.cost; foreach (FloorObject curitem in buildList) { int rank = buildList.IndexOf(curitem); curitem.iconPosition = new Vector2(120 + 80 * rank, 715); if (rank > buildScreenLength) { curitem.onBuildList = false; } else { curitem.onBuildList = true; } } }
public void Complete(NumericalCounter researchCounter, NumericalCounter madnessCounter, NumericalCounter moneyCounter, NumericalCounter longevityCounter, NumericalCounter lifeforceCounter, NumericalCounter humanityCounter, FloorObject machine) { count += 1; List<NumericalCounter> counters = new List<NumericalCounter>{moneyCounter, madnessCounter, researchCounter, lifeforceCounter,longevityCounter, humanityCounter}; for (int x = 0; x < attributes.Count; x++) { if (multipliers[x][0].Item1 == null) { multiplier = 1; } else { multiplier = (float)Math.Pow(multipliers[x][0].Item1.value, multipliers[x][0].Item2); if (multipliers[x][1].Item1 != null) { multiplier += (float)Math.Pow(multipliers[x][1].Item1.value, multipliers[x][1].Item2); } } counters[x].value += attributes[x] * multiplier; } if (on == true) { machine.on = true; } if (off == true) { machine.on = false; } }
public void Complete(NumericalCounter researchCounter, NumericalCounter madnessCounter, NumericalCounter moneyCounter, NumericalCounter longevityCounter, NumericalCounter lifeforceCounter, NumericalCounter humanityCounter, FloorObject machine) { count += 1; researchCounter.value += research; madnessCounter.value += madness; moneyCounter.value += money; lifeforceCounter.value += lifeForce; humanityCounter.value += humanity; longevityCounter.value += longevity; if (dependent != null) { multiplier = 0; foreach (NumericalCounter counter in dependent) { multiplier += counter.value; } researchCounter.value += researchM * multiplier; madnessCounter.value += madnessM * multiplier; moneyCounter.value += moneyM * multiplier; lifeforceCounter.value += lifeForceM * multiplier; humanityCounter.value += humanityM * multiplier; longevityCounter.value += longevityM * multiplier; } if (on == true) { machine.on = true; } if (off == true) { machine.on = false; } }
public void Alive(Corpse corpse, NumericalCounter humanity, NumericalCounter longevity, NumericalCounter lifeForce, NumericalCounter research, NumericalCounter madness, Random random, Assistant assistant) { fail = false; double rnd = random.NextDouble(); // produce a random number float chance = 1.0f * (research.value/raiseResearch)* (corpse.rot.value/3.0f) * (float) rnd; // calculate a resurrection chance based on amount of research done and corpse freshness // resurrect if successful if (chance > 0.9f && longevity.value > 0 && lifeForce.value == 100) { double rnd1 = random.NextDouble(); // create a set of random numbers double rnd2 = random.NextDouble(); double rnd3 = random.NextDouble(); longevity.value = (float)((rnd1 + rnd2 + rnd3) / 3.0 + 0.5) * longevity.value; // create a pseudo-normal random value between 0.5 and 1.5 and multiply by the longevity double rnd4 = random.NextDouble(); // create a set of random numbers double rnd5 = random.NextDouble(); double rnd6 = random.NextDouble(); humanity.value = (float)((rnd4 + rnd5 + rnd6) / 3.0 + 0.5) * humanity.value; // create a pseudo-normal random value between 0.5 and 1.5 and multiply by the humanity corpse.alive = true; research.value += 150; madness.value += 20; } // else it fails... else { corpse.Die(); fail = true; research.value += 50; madness.value += 5; } }
// build this object public void Update(GameTime gametime,Cursor cursor,Scientist scientist, Assistant assistant, List<MiniProgressBar> bars, Build build, List<FloorObject> floorObjectList, ReachableArea reachable, NumericalCounter money) { // check for mouseover/click on machine mouseOver = false; if (cursor.position.X >= (position.X - offset.X) && cursor.position.X <= (position.X - offset.X + ((rect.Width * scale) / frames)) && cursor.position.Y >= position.Y - offset.Y && cursor.position.Y <= (position.Y - offset.Y + (rect.Height * scale)) && cursor.corpseMouseover == false && menu == false && menuActions.Count > 0 && build.menu == false) { // turn on menu when object is clicked if (cursor.mouseState.LeftButton == ButtonState.Pressed | cursor.mouseState.RightButton == ButtonState.Pressed) { if (cursor.click == false) { menu = true; menuStart = true; menuPosition = cursor.position; cursor.click = true; } } if (menu == false && mouseOver == false && cursor.mouseOver == false) { cursor.menuObject = this; mouseOver = true; // add object mouseover text if no menu cursor.mouseOver = true; } } // check for mouseover/click on build menu icon iconMouseover = false; badIconMouseover = false; if (onBuildList == true) { if (cursor.position.X >= iconPosition.X && cursor.position.X <= iconPosition.X + iconTex.Width && cursor.position.Y >= iconPosition.Y && cursor.position.Y <= iconPosition.Y + iconTex.Height && cursor.buildIconMouseover == false) { iconMouseover = true; cursor.buildIconMouseover = true; cursor.menuObject = this; // build object is clicked if (cursor.mouseState.LeftButton == ButtonState.Pressed | cursor.mouseState.RightButton == ButtonState.Pressed) { if (cursor.click == false) { if (money.value >= this.cost) { money.value -= this.cost; build.BuildThis(floorObjectList, this, reachable); cursor.click = true; } else { iconMouseover = false; badIconMouseover = true; } } } } } // animation timer += gametime.ElapsedGameTime.Milliseconds; if (on == true) { currentAnim = 1; } else { currentAnim = 0; } if (timer >= frate) { timer = 0; if (currentFrame++ == frames - 1) { currentFrame = 0; } rect.X = currentFrame * width; rect.Y = currentAnim * height; } // set menu dimensions, make list of names and colours for each object if (menu == true && menuStart == true) { // find longest string in menu int boxWidth = 0; actions = new List<Tuple<string, Color, Color, Color>> { }; foreach (MenuAction action in menuActions) { // add actions.Add(new Tuple<string, Color, Color, Color> ( action.name, Color.White, Color.Gray, Color.DarkGray ) ); if (action.name.Length > boxWidth) { boxWidth = action.name.Length; // set box width for below } } // boxes and outlines menuRectangle.Width = boxWidth * 12 + 10; // set width to widest text from above menuRectangle.Height = 30; // menu item height spread } // menu update if (menu == true) { menuMouseover = false; Vector2 menuItemPosition = menuPosition; foreach (MenuAction action in menuActions) { // IF MOUSE-OVERED change colours, set to highlighted item if (cursor.position.X >= menuItemPosition.X && cursor.position.X < (menuItemPosition.X + menuRectangle.Width) && cursor.position.Y >= menuItemPosition.Y && cursor.position.Y < (menuItemPosition.Y + menuRectangle.Height)) { textColour = Color.Black; boxColour = Color.LightGray; lineColour = Color.LimeGreen; menuHighlightAction = action; menuMouseover = true; if (cursor.mouseState.LeftButton == ButtonState.Pressed | cursor.mouseState.RightButton == ButtonState.Pressed) { if (cursor.click == false) { if (action.scientist == true) { if (scientist.walking == true) { scientist.walking = false; scientist.floorObject = null; scientist.action = null; } else if (scientist.doing == true) { scientist.doing = false; scientist.corpseWork = false; scientist.floorObject = null; bars.Remove(scientist.progBar); scientist.action = null; scientist.animStart = true; } scientist.action = menuHighlightAction; scientist.floorObject = this; } if (action.assistant == true && assistant.outside == false && assistant.corpseCarrying == false) { if (assistant.walking == true) { assistant.walking = false; assistant.floorObject = null; assistant.action = null; } else if (assistant.doing == true) { assistant.doing = false; assistant.digging = false; assistant.floorObject = null; bars.Remove(assistant.progBar); assistant.action = null; assistant.animStart = true; } assistant.action = menuHighlightAction; assistant.floorObject = this; } // both using same machine? if (action.assistant == true && action.scientist == true) { assistant.twoWork = true; } menu = false; } cursor.click = true; } } else { textColour = Color.White; boxColour = Color.Gray; lineColour = Color.DarkGray; if (cursor.mouseState.LeftButton == ButtonState.Pressed | cursor.mouseState.RightButton == ButtonState.Pressed) { if (cursor.click == false) { menu = false; } } } int index = menuActions.IndexOf(action); actions[index] = new Tuple<string, Color, Color, Color>(actions[index].Item1, textColour, boxColour, lineColour); menuItemPosition = menuItemPosition + new Vector2(0, menuRectangle.Height); } } }
public void Update(Corpse corpse,NumericalCounter lifeForce, NumericalCounter humanity, NumericalCounter longevity, FloorObject conductor, GameTime gameTime, Cursor cursor,Scientist scientist, Assistant assistant) { // check if resurrection is possible if (conductor.on == true && corpse.visible == true && corpse.alive == false) { doable = true; } else { doable = false; } MouseState mouseState = Mouse.GetState(); // clicking on animate icon if (cursor.position.X >= position.X && cursor.position.X < (position.X + tex.Width) && cursor.position.Y >= position.Y && cursor.position.Y < (position.Y + tex.Height)) { if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (cursor.click == false && doable == true) { Animate(scientist, assistant); clickOn = true; } cursor.click = true; } } if (clickOn == true) { clickCount += gameTime.ElapsedGameTime.Milliseconds; if (clickCount > 100) { clickCount = 0; clickOn = false; } } }
public void Update(GameTime gametime, GraphicsDevice graphicsDevice, Cursor cursor, NumericalCounter research,NumericalCounter money, NumericalCounter madness, List<MiniProgressBar> proglist, ReachableArea reachable) { // get most recent reachable areas path.Update(reachable); // update position from grid position position = grid.CartesianCoords(gridPosition); // determine later from position and direction of movement if (walking == true) { layer = 0.2f + (0.2f / (float)grid.rows) * walkingTarget.Y + (0.2f / ((float)grid.columns * (float)grid.rows + 1)) * Math.Abs(walkingTarget.X - (float)grid.columns / 2.0f); } else { layer = 0.2f + (0.2f / (float)grid.rows) * gridPosition.Y + (0.2f / ((float)grid.columns * (float)grid.rows + 1)) * Math.Abs(gridPosition.X - (float)grid.columns / 2.0f); } offset = new Vector2((width * scale) / 2.0f, height * scale); // factor of 2 here and in the draw command are just for this test anim, so it's a decent size... // walking.... if (action != null && walking == false && doing == false) { // to corpse if (corpseWork == true) { if (gridPosition != corpsePosition) { walking = true; drawPath = path.PathList(gridPosition, corpsePosition, grid); pathStep = 1; walkingTarget = drawPath[pathStep]; } else { doing = true; currentFrame = 0; gridPosition = drawPath[pathStep - 1]; position = grid.CartesianCoords(gridPosition); } } // to machine else if (gridPosition != floorObject.opPos) { walking = true; drawPath = path.PathList(gridPosition, floorObject.opPos, grid); pathStep = 1; walkingTarget = drawPath[pathStep]; } // arrived at destination, start doing else { doing = true; currentFrame = 0; gridPosition = drawPath[pathStep - 1]; position = grid.CartesianCoords(gridPosition); } } if (walking == true) { direction = (grid.CartesianCoords(walkingTarget) - grid.CartesianCoords(gridPosition)); targetDistance = direction.Length(); direction.Normalize(); walkingOffset += direction * gametime.ElapsedGameTime.Milliseconds * 0.2f; distanceGone = walkingOffset.Length(); if (distanceGone < targetDistance) { Vector2 move = walkingOffset; position += move; } else { pathStep += 1; if (pathStep < drawPath.Count) { gridPosition = drawPath[pathStep - 1]; walkingTarget = drawPath[pathStep]; position = grid.CartesianCoords(gridPosition); } else { walking = false; doing = true; currentFrame = 0; gridPosition = drawPath[pathStep-1]; position = grid.CartesianCoords(gridPosition); } walkingOffset = Vector2.Zero; targetDistance = 0; distanceGone = 0; } } // update animation frame timer += gametime.ElapsedGameTime.Milliseconds; if (timer >= msecsTweenFrames) { timer = 0; if (walking == true) { if (Math.Abs(direction.X) >= Math.Abs(direction.Y)) { if (direction.X >= 0) { anim = 1; } else { anim = 0; } } if (Math.Abs(direction.Y) >= Math.Abs(direction.X)) { if (direction.Y >= 0) { anim = 2; } else { anim = 3; } } if (currentFrame++ == numberOfFrames - 1) { currentFrame = 0; } } // start up menu action if doing is done, animate doing if (doing == true) { anim = 4; if (action != null) { // if not staying, run anim once, start progress bar if (action.remain == false) { if (currentFrame++ == numberOfFrames - 1) { doing = false; proglist.Add(new MiniProgressBar(graphicsDevice, floorObject.position + new Vector2(-5, -105), action, floorObject)); progBar = proglist[-1]; action = null; } } // if staying to work machine... else { // if starting, create progress bar and start anim if (animStart == true) { animStart = false; if (corpseWork == true) { proglist.Add(new MiniProgressBar(graphicsDevice, position + new Vector2(0, -100), action, null)); progBar = proglist[proglist.Count -1]; } else { proglist.Add(new MiniProgressBar(graphicsDevice, floorObject.position + new Vector2(-5, -105), action, floorObject)); progBar = proglist[proglist.Count -1]; } } // run anim until machine work is finished else { if (currentFrame++ == numberOfFrames - 1) { currentFrame = 0; if (action.done == true) { doing = false; action.done = false; action = null; animStart = true; if (corpseWork == true) { corpseWork = false; } } } } } } // animate animation if animating.... else if (animating == true) { anim = 4; if (currentFrame++ == numberOfFrames - 1) { doing = false; animating = false; } } } // if not walking, stand! if (walking == false && doing == false) { anim = 2; currentFrame = 0; } // set anim and frame rect.X = currentFrame * width; rect.Y = height * anim; } }
// === load things... ============== protected override void LoadContent() { //========== GRAPHICS ============================================== // set viewport to size of screen, dependant on fullscreen/windowed if (graphics.IsFullScreen == true) { GraphicsDevice.Viewport = new Viewport(0, 0, GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width, GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height); } else { GraphicsDevice.Viewport = new Viewport(0, 0, Screen.PrimaryScreen.WorkingArea.Width - borderSpace, Screen.PrimaryScreen.WorkingArea.Height - SystemInformation.CaptionHeight - borderSpace); } // find maximum size of render field with 16:9 aspect ratio when full screen width = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width; height = (int)(width / aspectRatio); if (height > GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height) { height = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height; width = (int)(height * aspectRatio); } xScale = (float)((double)width / (double)targetWidth); yScale = (float)((double)height / (double)targetHeight); xOffset = (int)((GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width - width) / 2.0); yOffset = (int)((GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height - height) / 2.0); // find maximum size of render field with 16:9 aspect ratio when windowed wheight = Screen.PrimaryScreen.WorkingArea.Height - SystemInformation.CaptionHeight - borderSpace; wwidth = (int)(wheight * aspectRatio); if (wwidth > Screen.PrimaryScreen.WorkingArea.Width - borderSpace) { wwidth = Screen.PrimaryScreen.WorkingArea.Width - borderSpace; wheight = (int)(wwidth / aspectRatio); } wxScale = (float)((double)wwidth / (double)targetWidth); wyScale = (float)((double)wheight / (double)targetHeight); wxOffset = (int)((Screen.PrimaryScreen.WorkingArea.Width - borderSpace - wwidth) / 2.0); wyOffset = (int)((Screen.PrimaryScreen.WorkingArea.Height - SystemInformation.CaptionHeight - borderSpace - wheight) / 2.0); // set viewport to this maximum render size, dependent on fullscreen/windowed if (graphics.IsFullScreen == true) { GraphicsDevice.Viewport = new Viewport(xOffset, yOffset, width, height); } if (graphics.IsFullScreen == false) { GraphicsDevice.Viewport = new Viewport(wxOffset, wyOffset, wwidth, wheight); var form = (System.Windows.Forms.Form)System.Windows.Forms.Control.FromHandle(this.Window.Handle); form.Location = new System.Drawing.Point(0, 0); } // spritebatch spriteBatch = new SpriteBatch(GraphicsDevice); // ========= GAME OBJECTS ================================================ // fonts cursorFont = Content.Load<SpriteFont>("font"); counterFont = Content.Load<SpriteFont>("font2"); // grid grid = new Grid(3600, 1750, 450, 20, 20, new Vector2(-850, 1070), true); reachable = new ReachableArea(grid, floorObjectList); // counters research = new NumericalCounter("Research", new Vector2(25, 15), 0, 100, 0, 0, counterFont, Color.Green, Color.Green, Content.Load<Texture2D>("counter_box")); madness = new NumericalCounter("Madness", new Vector2(25, 85), 0, 0, 0, 0, counterFont, Color.Red, Color.Green, Content.Load<Texture2D>("counter_box")); money = new NumericalCounter("Money", new Vector2(25, 155), 0, 500, 0, 60, counterFont, Color.Orange, Color.Yellow, Content.Load<Texture2D>("counter_box"), true); papers = new NumericalCounter("Papers Published", new Vector2(10, 300), 0, 0, 0, 0, cursorFont, Color.Black, Color.Black); lifeForce = new NumericalCounter("Life Force", new Vector2(10, 320), 100, 100, 0, 0, cursorFont, Color.Black, Color.Black); longevity = new NumericalCounter("Longevity", new Vector2(10, 340), 100, 30, 0, 0, cursorFont, Color.Black, Color.Black); humanity = new NumericalCounter("Humanity", new Vector2(10, 360), 100, 30, 0, 0, cursorFont, Color.Black, Color.Black); counters = new List<NumericalCounter>{research,madness,money,papers,lifeForce,longevity,humanity}; build = new Build(new Vector2(5, 900), Content.Load<Texture2D>("build_icon_standard"), Content.Load<Texture2D>("build_icon_highlight"), Content.Load<Texture2D>("build_icon_pressed"), Content.Load<Texture2D>("invarrow"), Content.Load<Texture2D>("highinvarrow"), GraphicsDevice); //===================================================== // load menu actions from XML System.IO.Stream stream = TitleContainer.OpenStream("XMLActions.xml"); XDocument doc = XDocument.Load(stream); menuActions = (from action in doc.Descendants("menuAction") select new MenuAction( action.Element("name").Value, Convert.ToBoolean(action.Element("scientist").Value), Convert.ToBoolean(action.Element("assistant").Value), Convert.ToInt32(action.Element("time").Value), (float)Convert.ToDouble(action.Element("reasearchUp").Value), (float)Convert.ToDouble(action.Element("madnessUp").Value), (float)Convert.ToDouble(action.Element("moneyChange").Value), (float)Convert.ToDouble(action.Element("lifeForceUp").Value), (float)Convert.ToDouble(action.Element("longevityUp").Value), (float)Convert.ToDouble(action.Element("humanityUp").Value), Convert.ToBoolean(action.Element("remain").Value), Convert.ToBoolean(action.Element("turnOn").Value), Convert.ToBoolean(action.Element("turnOff").Value), new List<NumericalCounter> { research }, (float)Convert.ToDouble(action.Element("reasearchUpMultiplier").Value), (float)Convert.ToDouble(action.Element("madnessUpMultiplier").Value), (float)Convert.ToDouble(action.Element("moneyChangeMultiplier").Value), (float)Convert.ToDouble(action.Element("lifeForceUpMultiplier").Value), (float)Convert.ToDouble(action.Element("longevityUpMultiplier").Value), (float)Convert.ToDouble(action.Element("humanityUpMultiplier").Value) )).ToList(); // dependant actions studyLiveCorpse = menuActions[6]; writePaper = menuActions[9]; // independent actions studyCorpse = menuActions[2]; dissectCorpse = menuActions[3]; clearCorpse = menuActions[4]; talk = menuActions[7]; // load in multiplying counters List<Tuple<string, string, string, string>> multipliers = new List<Tuple<string, string, string, string>>(); multipliers = (from floorObject in doc.Descendants("menuAction") select new Tuple<string, string, string, string>( floorObject.Element("name").Value, floorObject.Element("multiplyingCounter").Value, floorObject.Element("multiplyingCounter2").Value, floorObject.Element("multiplyingCounter3").Value) ).ToList(); foreach (MenuAction action in menuActions) { foreach (Tuple<string, string, string, string> tuple in multipliers) { if (tuple.Item1 == action.name) { foreach (NumericalCounter counter in counters) { foreach (string name in new List<string> { tuple.Item2, tuple.Item3, tuple.Item4 }) { if (counter.name == name) { action.dependent.Add(counter); } } } } } } // load floor objects from XML System.IO.Stream stream2 = TitleContainer.OpenStream("XMLFloorObjects.xml"); XDocument doc2 = XDocument.Load(stream2); build.buildList = (from floorObject in doc2.Descendants("FloorObject") select new FloorObject(Content.Load<Texture2D>( Convert.ToString(floorObject.Element("texture").Value)), Content.Load<Texture2D>(Convert.ToString(floorObject.Element("icon").Value)), Convert.ToInt32(floorObject.Element("frameNumber").Value), Convert.ToInt32(floorObject.Element("animNumber").Value), new Vector2(Convert.ToInt32(floorObject.Element("gridPositionX").Value),Convert.ToInt32(floorObject.Element("gridPositionY").Value)), grid, floorObject.Element("name").Value, Convert.ToInt32(floorObject.Element("cost").Value), new List<MenuAction>{}, GraphicsDevice, new Vector2(Convert.ToInt32(floorObject.Element("footprintX").Value),Convert.ToInt32(floorObject.Element("footprintY").Value)), Convert.ToBoolean(floorObject.Element("prebuilt").Value)) ).ToList(); // load in menu actions List<Tuple<string,string,string,string>> actions = new List<Tuple<string,string,string,string>>(); actions = (from floorObject in doc2.Descendants("FloorObject") select new Tuple<string,string,string,string>( floorObject.Element("name").Value, floorObject.Element("menuAction").Value, floorObject.Element("menuAction2").Value, floorObject.Element("menuAction3").Value) ).ToList(); foreach (FloorObject machine in build.buildList) { foreach (Tuple<string,string,string,string> tuple in actions) { if (tuple.Item1 == machine.name) { foreach (MenuAction action in menuActions) { foreach (string name in new List<string>{tuple.Item2,tuple.Item3,tuple.Item4}) { if (action.name == name) { machine.menuActions.Add(action); } } } } } } // build any prebuilt objects foreach (FloorObject machine in build.buildList) { if (machine.prebuilt == true) { build.BuildThis(floorObjectList, machine, reachable); } } build.removeUpdate(money); // objects table = build.buildList[0]; lightningAbsorber = build.buildList[1]; resurrect = new Resurrect(new Vector2(1750, 900), Content.Load<Texture2D>("raise_icon_standard"), Content.Load<Texture2D>("raise_icon_highlight"), Content.Load<Texture2D>("raise_icon_pressed"), GraphicsDevice, table); //=================================================== // background stuff room = new NonInteractive(Vector2.Zero, 0.6f, Content.Load<Texture2D>("room")); door = new NonInteractive(new Vector2(380, 200), 0.59f, Content.Load<Texture2D>("door"),2); graveyard = new Graveyard(new Vector2(1140,200), 0.8f, new Vector2(10,760),Content.Load<Texture2D>("back"), Content.Load<Texture2D>("dig_icon_standard"), Content.Load<Texture2D>("dig_icon_highlight"), Content.Load<Texture2D>("dig_icon_pressed"), GraphicsDevice, 0.5f); digger = new NonInteractive(new Vector2(1200, 300), 0.79f, Content.Load<Texture2D>("digger"), 1, 10); Switch = new NonInteractive(new Vector2(860,400), 0.58f, Content.Load<Texture2D>("switch"), 2, 1); // cursor cursor = new Cursor(Content.Load<Texture2D>("cursor"),GraphicsDevice); // characters Simon = new Scientist(Content.Load<Texture2D>("tmpprof"), new Vector2(10,1),grid,reachable,table); Jeremy = new Assistant(Content.Load<Texture2D>("tmpass"), new Vector2(8, 1), grid,reachable,table); // the corpse! corpse = new Corpse(new Vector2(725, 540),Content.Load<Texture2D>("corpse"), new List<MenuAction> { studyCorpse, dissectCorpse }, new List<MenuAction> { talk,studyLiveCorpse }, new List<MenuAction> { clearCorpse },GraphicsDevice); // update reachable area to account for these reachable.Update(floorObjectList); // test items... blob = new positionTextBlob(Content.Load<Texture2D>("gball"), new Vector2(1, 1)); knob = new Knob(new Vector2(300, 300), 0.2f, Content.Load<Texture2D>("knob")); // test saving... }
public void Update(List<FloorObject> floorObjectList, List<MiniProgressBar> progBars,Scientist scientist, Assistant assistant, Build build, Graveyard graveyard,FloorObject table, Corpse corpse, NumericalCounter money, Path path, List<Vector2> drawPath,Grid grid, Resurrect resurrect, NumericalCounter humanity, NumericalCounter longevity, NumericalCounter research, Random random) { MouseState mouseState = Mouse.GetState(); // Put the cursor where the mouse is constantly position.X = mouseState.X; position.Y = mouseState.Y; mouseOver = false; // check if over a progress bar, show values if so barMouseover = false; foreach (MiniProgressBar bar in progBars) { // if menu is off, check if over an object, open menu if clicked if (menu == false) { // objects if (position.X >= bar.position.X && position.X <= (bar.position.X + bar.width) && position.Y >= bar.position.Y && position.Y <= (bar.position.Y + bar.height)) { barMouseover = true; // add object mouseover text menuProgBar = bar; } } } // check for clicking on/mouseover build icons buildIconMouseover = false; foreach (FloorObject curitem in build.buildList) { if (position.X >= curitem.iconPosition.X && position.X <= curitem.iconPosition.X + 60 && position.Y >= curitem.iconPosition.Y && position.Y <= curitem.iconPosition.Y + 60) { if (curitem.onBuildList == true && build.buildList.IndexOf(curitem) < (build.scrollPos + build.buildScreenLength) && build.buildList.IndexOf(curitem) >= build.scrollPos) { // tooltip + highlighting on buildIconMouseover = true; menuObject = curitem; // build! if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (click == false) { if (money.value >= curitem.cost) { remove = curitem; floorObjectList.Add(curitem); build.menu = false; } } } click = true; } } } // remove anything that has been built from build list if (remove != null) { build.Remove(remove,money); remove = null; } // check for clicking on objects // if menu is off, check if over an object, open menu if clicked & check for clicking on graveyard + tooltip if (menu == false && graveMenu == false && corpseMenu == false) { foreach (FloorObject floorObject in floorObjectList) { // objects if (position.X >= (floorObject.position.X - floorObject.offset.X) && position.X <= (floorObject.position.X - floorObject.offset.X + ((floorObject.objectTex.Width*floorObject.scale) / floorObject.frames)) && position.Y >= floorObject.position.Y - floorObject.offset.Y && position.Y <= (floorObject.position.Y - floorObject.offset.Y + (floorObject.objectTex.Height*floorObject.scale))) { if (floorObject.menuActions.Count > 0) { mouseOver = true; // add object mouseover text menuObject = floorObject; // turn on menu when object is clicked if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (click == false) { menu = true; } } click = true; } } } graveMouseOver = false; // graveyard if (position.X >= graveyard.tlcorner.X && position.X <= graveyard.brcorner.X && position.Y >= graveyard.tlcorner.Y && position.Y <= graveyard.brcorner.Y) { graveMouseOver = true; // add object mouseover text // turn on menu when object is clicked if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (click == false) { graveMenu = true; graveMouseOver = false; } } click = true; } corpseMouseover = false; // corpse if (position.X >= corpse.position.X && position.X <= corpse.position.X + corpse.width && position.Y >= corpse.position.Y && position.Y <= corpse.position.Y + corpse.height && corpse.visible == true) { corpseMouseover = true; // add object mouseover text // turn on menu when object is clicked if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (click == false) { corpseMenu = true; corpseMouseover = false; } } click = true; } } // allow clicking on actions, turn off menu when anything else is clicked (if on) if (menu == true) { if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (click == false) { if (menu == true) { menu = false; if (menuMouseover == true) { if (menuHighlightAction.scientist == true) { scientist.action = menuHighlightAction; scientist.floorObject = menuObject; } else { assistant.action = menuHighlightAction; assistant.floorObject = menuObject; } } } } click = true; } } if (graveMenu == true) { if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (click == false) { graveMenu = false; if (menuMouseover == true) { if (floorObjectList.Contains(table)) { assistant.DigUpCorpse(corpse); } } } click = true; } } if (corpseMenu == true) { if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (click == false) { corpseMenu = false; if (menuMouseover == true) { scientist.action = menuHighlightAction; scientist.corpseWork = true; //scientist.floorObject = menuObject; } } click = true; } } // clicking on animate icon if (position.X >= resurrect.position.X && position.X < (resurrect.position.X + resurrect.tex.Width) && position.Y >= resurrect.position.Y && position.Y < (resurrect.position.Y + resurrect.tex.Height)) { if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (click == false && resurrect.doable == true) { resurrect.Animate(corpse, humanity, longevity, research, random); } click = true; } } // clicking on build icon if (position.X >= build.position.X && position.X < (build.position.X + build.tex.Width) && position.Y >= build.position.Y && position.Y < (build.position.Y + build.tex.Height)) { if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (click == false) { build.menu = true; build.scrollPos = 0; } click = true; } } else { if ((mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) && position.Y < build.buildPos.Y) { if (click == false) { build.menu = false; } click = true; } } // Scrolling build menu.... // Right if (position.X >= build.rightArrowPos.X - build.arrow.Width && position.X <= build.rightArrowPos.X && position.Y >= build.rightArrowPos.Y && position.Y <= build.rightArrowPos.Y + build.arrow.Height) { if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (click == false) { build.ScrollRight(); } click = true; } } // Left if (position.X >= build.leftArrowPos.X && position.X <= build.leftArrowPos.X + build.arrow.Width && position.Y >= build.leftArrowPos.Y - build.arrow.Height && position.Y <= build.leftArrowPos.Y) { if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (click == false) { build.ScrollLeft(); } click = true; } } // turn off click flag when no longer clicking if (mouseState.LeftButton == ButtonState.Released && mouseState.RightButton == ButtonState.Released) { click = false; } text = position.ToString(); }
public Corpse(Vector2 position,Texture2D itemTex, List<MenuAction> workMenuActions, List<MenuAction> aliveMenuActions,List<MenuAction> deadMenuActions,GraphicsDevice graphicsDevice, SpriteFont font, Random random) { this.position = position; this.tex = itemTex; this.width = tex.Width/1; this.height = tex.Height/4; this.fwidth = tex.Width / 1; this.rect.Width = fwidth; this.rect.Height = height; this.aliveMenuActions = aliveMenuActions; this.deadMenuActions = deadMenuActions; this.workMenuActions = workMenuActions; this.colorTime = ((3 * rotTime * 1000) / 255); this.flies = new FlySwarm(new Vector2(850, 520), 200, 0, 0.1f, graphicsDevice, random); // menu text dummyTexture = new Texture2D(graphicsDevice, 1, 1); dummyTexture.SetData(new Color[] { Color.Gray }); // rot counter this.rot = new NumericalCounter("Rot", new Vector2(10, 380), 4, 3, 0, 0, font, Color.Red, Color.Red); }
public void Update(GameTime gameTime, MenuAction dissect, MenuAction study,NumericalCounter longevity, NumericalCounter humanity, NumericalCounter lifeforce, Scientist scientist, Assistant assistant, MenuAction talk, Cursor cursor,List<MiniProgressBar> bars, MenuAction clearCorpse) { cursor.corpseMouseover = false; if (flyTimer >= flyTime && alive == false) { flyTimer = 0; flies.AddFlies(1); } flyTimer += gameTime.ElapsedGameTime.Milliseconds; if (flyTimer >= flyLossTime && visible == false) { if (flies.flies.Count > 0) { flyTimer = 0; flies.RemoveFlies(1); } } if (this.visible == true) { // update cut up-ness if (dead == false) { cut = dissect.count * 3 + study.count; } if (cut > 3) { cut = 3; } // check for mouseover & click if (cursor.position.X >= position.X && cursor.position.X <= position.X + fwidth*scale && cursor.position.Y >= position.Y && cursor.position.Y <= position.Y + height && visible == true && corpseMenu == false) { cursor.corpseMouseover = true; // add object mouseover text // turn on menu when object is clicked if (cursor.mouseState.LeftButton == ButtonState.Pressed | cursor.mouseState.RightButton == ButtonState.Pressed) { if (cursor.click == false) { corpseMenu = true; menuOpen = true; cursor.corpseMouseover = false; } cursor.click = true; } } // rotting timer and count and flies timer += gameTime.ElapsedGameTime.Milliseconds; rotTimer += gameTime.ElapsedGameTime.Milliseconds; colorTimer += gameTime.ElapsedGameTime.Milliseconds; if (rotTimer >= rotTime * 1000.0 && alive == false && dead == false) { rotTimer = 0; if (rot.value > 1) { rot.value -= 1; flyTime -= 1500; } else { Die(); corpseColor = Microsoft.Xna.Framework.Color.Brown; rot.value = 3; } } if (colorTimer >= colorTime) { colorTimer = 0; if (corpseColor.R > 90) { this.corpseColor.R -= 1; } if (corpseColor.B > 0) { this.corpseColor.B -= 1; } if (corpseColor.G > 60) { this.corpseColor.G -= 1; } } // live corpse dead count && anim change if (alive == true) { longevity.valueChange = -0.01f; if (longevity.value == 0) { Die(); } if (scientist.action == talk && scientist.doing == true) { talking = true; anim = 2; frames = nframes[2]; } else { talking = false; anim = 1; frames = nframes[1]; } } else if (dead == false) { longevity.valueChange = 0; anim = 0; frames = nframes[0]; } // kill if dissected if (dissect.done == true) { Die(); } // kill if studies 3 times if (study.count >= 3) { Die(); } // update anim if (timer >= frate) { timer = 0; if (currentFrame++ == frames - 1) { currentFrame = 0; } rect.Y = cut * height + currentFrame; // * fwidth } // menu setup if (corpseMenu == true && menuOpen == true) { menuPosition = cursor.position; menuOpen = false; // find longest string in menu int boxWidth = 0; actions = new List<Tuple<string, Color, Color, Color>> { }; if (alive == false && dead == false) { menuActions = workMenuActions; foreach (MenuAction action in workMenuActions) { // add actions.Add(new Tuple<string, Color, Color, Color>(action.name, Color.White, Color.Gray, Color.DarkGray)); if (action.name.Length > boxWidth) { boxWidth = action.name.Length; // set box width for below } } } if (alive == true) { menuActions = aliveMenuActions; foreach (MenuAction action in aliveMenuActions) { // add actions.Add(new Tuple<string, Color, Color, Color>(action.name, Color.White, Color.Gray, Color.DarkGray)); if (action.name.Length > boxWidth) { boxWidth = action.name.Length; // set box width for below } } } if (dead == true) { menuActions = deadMenuActions; foreach (MenuAction action in deadMenuActions) { // add actions.Add(new Tuple<string, Color, Color, Color>(action.name, Color.White, Color.Gray, Color.DarkGray)); if (action.name.Length > boxWidth) { boxWidth = action.name.Length; // set box width for below } } } // boxes and outlines menuRectangle.Width = boxWidth * 12 + 10; // set width to widest text from above menuRectangle.Height = 30; // menu item height spread } // menu update if (corpseMenu == true) { menuMouseover = false; Vector2 menuItemPosition = menuPosition; foreach (MenuAction action in menuActions) { // IF MOUSE-OVERED change colours, set to highlighted item if (cursor.position.X >= menuItemPosition.X && cursor.position.X < (menuItemPosition.X + menuRectangle.Width) && cursor.position.Y >= menuItemPosition.Y && cursor.position.Y < (menuItemPosition.Y + menuRectangle.Height)) { textColour = Color.Black; boxColour = Color.LightGray; lineColour = Color.LimeGreen; menuHighlightAction = action; menuMouseover = true; if (cursor.mouseState.LeftButton == ButtonState.Pressed | cursor.mouseState.RightButton == ButtonState.Pressed) { if (cursor.click == false) { corpseMenu = false; if (action.scientist == true) { if (scientist.walking == true) { scientist.walking = false; scientist.floorObject = null; scientist.action = null; } else if (scientist.doing == true) { scientist.doing = false; scientist.corpseWork = false; scientist.floorObject = null; bars.Remove(scientist.progBar); scientist.action = null; scientist.animStart = true; } scientist.action = menuHighlightAction; scientist.corpseWork = true; } if (action.assistant == true) { if (assistant.walking == true) { assistant.walking = false; assistant.floorObject = null; assistant.action = null; } else if (assistant.doing == true) { assistant.doing = false; assistant.digging = false; assistant.floorObject = null; bars.Remove(assistant.progBar); assistant.action = null; assistant.animStart = true; } assistant.action = menuHighlightAction; assistant.corpseWork = true; } } cursor.click = true; } } else { textColour = Color.White; boxColour = Color.Gray; lineColour = Color.DarkGray; if (cursor.mouseState.LeftButton == ButtonState.Pressed | cursor.mouseState.RightButton == ButtonState.Pressed) { if (cursor.click == false) { corpseMenu = false; } } } int index = menuActions.IndexOf(action); actions[index] = new Tuple<string, Color, Color, Color>(actions[index].Item1, textColour, boxColour, lineColour); menuItemPosition = menuItemPosition + new Vector2(0, menuRectangle.Height); } } } // check for cleared up dead corpse, reset corpse if so. if (clearCorpse.count > 0) { clearCorpse.count = 0; visible = false; dead = false; corpseColor = Color.White; rot.value = 3; } // update the rot counter rot.Update(gameTime); // update fly swarm flies.Update(); }
public void Update(Cursor cursor, GameTime gameTime, NumericalCounter money) { // clicking on build icon if (cursor.position.X >= position.X && cursor.position.X < (position.X + width) && cursor.position.Y >= position.Y && cursor.position.Y < (position.Y + height)) { if (cursor.mouseState.LeftButton == ButtonState.Pressed | cursor.mouseState.RightButton == ButtonState.Pressed) { if (cursor.click == false) { menu = true; clickOn = true; cursor.click = true; } } } // turn click anim on for a bit if (clickOn == true) { clickCount += gameTime.ElapsedGameTime.Milliseconds; if (clickCount > 100) { clickCount = 0; clickOn = false; } } // turm the menu off if (menuMouseover == false && (cursor.position.X >= position.X && cursor.position.X < (position.X + width) && cursor.position.Y >= position.Y && cursor.position.Y < (position.Y + height)) == false) { if (cursor.position.Y < buildPos.Y) { if (cursor.mouseState.LeftButton == ButtonState.Pressed | cursor.mouseState.RightButton == ButtonState.Pressed) { if (menu == true) { menu = false; } } } } // remove objects that have been built removeUpdate(); }
public void Render(SpriteBatch sbatch,Cursor cursor,SpriteFont font,NumericalCounter money, List<FloorObject> floorObjectList, ReachableArea reachable, Scientist scientist, Assistant assistant) { // draw icon - highlighted if (cursor.position.X >= position.X && cursor.position.X < (position.X + width) && cursor.position.Y >= position.Y && cursor.position.Y < (position.Y + height) && clickOn == false) { sbatch.Draw(hTex, position, rect, Microsoft.Xna.Framework.Color.White, 0, Vector2.Zero,scale, SpriteEffects.None, layer); } // draw icon - clicked else if (clickOn == true) { sbatch.Draw(cTex, position, rect, Microsoft.Xna.Framework.Color.White, 0, Vector2.Zero, scale, SpriteEffects.None, layer); } // draw icon - unhighlighted else { sbatch.Draw(tex, position, rect, Microsoft.Xna.Framework.Color.White, 0, Vector2.Zero, scale, SpriteEffects.None, layer); } // menu if (menu == true) { // arrows if (buildList.Count > buildScreenLength) { full = true; if (scrollPos == (buildList.Count - buildScreenLength)) { if (cursor.position.X >= leftArrowPos.X && cursor.position.X <= leftArrowPos.X + arrow.Width && cursor.position.Y >= leftArrowPos.Y - arrow.Height && cursor.position.Y <= leftArrowPos.Y) { sbatch.Draw(highArrow, leftArrowPos, null, Color.White, -(float)Math.PI / 2.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.1f); } else { sbatch.Draw(arrow, leftArrowPos, null, Color.White, -(float)Math.PI / 2.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.1f); } } if (scrollPos == 0) { if (cursor.position.X >= rightArrowPos.X - arrow.Width && cursor.position.X <= rightArrowPos.X && cursor.position.Y >= rightArrowPos.Y && cursor.position.Y <= rightArrowPos.Y + arrow.Height) { sbatch.Draw(highArrow, rightArrowPos, null, Color.White, (float)Math.PI/2.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.1f); } else { sbatch.Draw(arrow, rightArrowPos, null, Color.White, (float)Math.PI / 2.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.1f); } } if (scrollPos < (buildList.Count - buildScreenLength) && scrollPos > 0) { if (cursor.position.X >= leftArrowPos.X && cursor.position.X <= leftArrowPos.X + arrow.Width && cursor.position.Y >= leftArrowPos.Y - arrow.Height && cursor.position.Y <= leftArrowPos.Y) { sbatch.Draw(highArrow, leftArrowPos, null, Color.White, -(float)Math.PI / 2.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.1f); } else { sbatch.Draw(arrow, leftArrowPos, null, Color.White, -(float)Math.PI / 2.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.1f); } if (cursor.position.X >= rightArrowPos.X - arrow.Width && cursor.position.X <= rightArrowPos.X && cursor.position.Y >= rightArrowPos.Y && cursor.position.Y <= rightArrowPos.Y + arrow.Height) { sbatch.Draw(highArrow, rightArrowPos, null, Color.White, (float)Math.PI / 2.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.1f); } else { sbatch.Draw(arrow, rightArrowPos, null, Color.White, (float)Math.PI / 2.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.1f); } } } else { full = false; } // render background sbatch.Draw(dummyTexture, buildPos, buildRectangle, boxColour, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0.17f); // render items for (int x = scrollPos; x < (scrollPos + buildScreenLength) && x < buildList.Count; x++) { FloorObject curitem = buildList[x]; curitem.IconRender(sbatch,this); } } }
public void Update(GameTime gametime, GraphicsDevice graphicsDevice, Grid grid, Cursor cursor, NumericalCounter research, NumericalCounter money, NumericalCounter madness, List<MiniProgressBar> proglist, Corpse corpse,NonInteractive door,NonInteractive digger, Resurrect resurrect, NonInteractive Switch, NumericalCounter humanity, NumericalCounter longevity,NumericalCounter lifeForce, Random random, ReachableArea reachable) { path.Update(reachable); if (outside == false) { position = grid.CartesianCoords(gridPosition); if (walking == true) { layer = 0.21f + (0.2f / (float)grid.rows) * walkingTarget.Y + (0.2f / ((float)grid.columns * (float)grid.rows + 1)) * Math.Abs(walkingTarget.X - (float)grid.columns / 2.0f); } else { layer = 0.21f + (0.2f / (float)grid.rows) * gridPosition.Y + (0.2f / ((float)grid.columns * (float)grid.rows + 1)) * Math.Abs(gridPosition.X - (float)grid.columns / 2.0f); } } offset = new Vector2((width * scale) / 2.0f, height * scale); // factor of 2 here and in the draw command are just for this test anim, so it's a decent size... // walking.... // to use a machine if (action != null && walking == false && doing == false) { // to corpse if (corpseWork == true) { if (gridPosition != tableLocation) { walking = true; drawPath = path.PathList(gridPosition, tableLocation, grid); pathStep = 1; walkingTarget = drawPath[pathStep]; } else { doing = true; currentFrame = 0; gridPosition = drawPath[pathStep - 1]; position = grid.CartesianCoords(gridPosition); } } else if (gridPosition != floorObject.opPos) { walking = true; drawPath = path.PathList(gridPosition, floorObject.opPos, grid); pathStep = 1; walkingTarget = drawPath[pathStep]; } else { doing = true; currentFrame = 0; gridPosition = drawPath[pathStep - 1]; position = grid.CartesianCoords(gridPosition); } } else if (gridPosition != defaultGridPosition && walking == false && doing == false) { walking = true; drawPath = path.PathList(gridPosition, defaultGridPosition, grid); pathStep = 1; walkingTarget = drawPath[pathStep]; } // if he's walking, make him walk! if (walking == true) { direction = (grid.CartesianCoords(walkingTarget) - grid.CartesianCoords(gridPosition)); targetDistance = direction.Length(); direction.Normalize(); walkingOffset += direction * gametime.ElapsedGameTime.Milliseconds * 0.2f; distanceGone = walkingOffset.Length(); if (distanceGone < targetDistance) { Vector2 move = walkingOffset; position += move; } else { pathStep += 1; if (pathStep < drawPath.Count) { gridPosition = drawPath[pathStep - 1]; walkingTarget = drawPath[pathStep]; position = grid.CartesianCoords(gridPosition); } else { walking = false; doing = true; currentFrame = 0; gridPosition = drawPath[pathStep - 1]; position = grid.CartesianCoords(gridPosition); } walkingOffset = Vector2.Zero; targetDistance = 0; distanceGone = 0; } } // update animation frame timer += gametime.ElapsedGameTime.Milliseconds; if (timer >= msecsTweenFrames) { timer = 0; if (walking == true) { if (Math.Abs(direction.X) >= Math.Abs(direction.Y)) { if (direction.X >= 0) { anim = 1; } else { anim = 0; } } if (Math.Abs(direction.Y) >= Math.Abs(direction.X)) { if (direction.Y >= 0) { anim = 2; } else { anim = 3; } } if (currentFrame++ == numberOfFrames - 1) { currentFrame = 0; } } // start up menu action if doing is done, animate doing if (doing == true) { // coming through door (either way) if (digging == true) { anim = 4; if (door.animNum == 0) { door.SetAnim(1); door.layer -= 0.3f; } if (currentFrame++ == 2) { digging = false; if (dug == true) { CarryCorpse(); doing = false; dug = false; outside = false; } else { outside = true; layer = 0.61f; position += new Vector2(0, -20); } currentFrame = 0; door.SetAnim(0); door.layer += 0.3f; } else if (dug == true) { layer = 0.595f; anim = 5; } } // animate digging outside else if (outside == true) { outTimer += gametime.ElapsedGameTime.Milliseconds; if (outTimer >= 150 && dug == false) { digger.anim = true; dug = true; outTimer = 0; } if (dug == true && digger.anim == false && outTimer >= 350) { digging = true; outTimer = 0; } } // animate putting corpse on table else if (corpseCarrying == true) { doing = false; corpseCarrying = false; corpse.flies.Restart(0); corpse.visible = true; } // animate animation! else if (animating == true) { anim = 4; if (currentFrame++ == numberOfFrames - 1) { doing = false; animating = false; Switch.SetAnim(1); resurrect.Alive(corpse, humanity, longevity,lifeForce, research,madness, random, this); } } // if not in the usual spot... else if (gridPosition != defaultGridPosition) { anim = 4; if (action != null) { // if not staying to run machine, run doing anim once, create mini progress bar if (action.remain == false) { if (currentFrame++ == numberOfFrames - 1) { doing = false; proglist.Add(new MiniProgressBar(graphicsDevice, floorObject.position + new Vector2(-5, -105), action, floorObject)); progBar = proglist[proglist.Count - 1]; action = null; } } // if staying to run machine... else { // create a progess bar if starting if (animStart == true) { animStart = false; if (corpseWork == true) { proglist.Add(new MiniProgressBar(graphicsDevice, corpse.position + new Vector2(-5, -105), action, floorObject)); progBar = proglist[proglist.Count - 1]; corpseWork = false; } else { proglist.Add(new MiniProgressBar(graphicsDevice, floorObject.position + new Vector2(-5, -105), action, floorObject)); progBar = proglist[proglist.Count - 1]; } } // run animation until finished else { if (currentFrame++ == numberOfFrames - 1) { currentFrame = 0; if (action.done == true) { doing = false; action.done = false; action = null; animStart = true; } } } } } } // if not doing anything, stop... else { walking = false; doing = false; currentFrame = 0; } } // if not walking, do standing anim if (walking == false && doing == false) { anim = 2; currentFrame = 0; } // set frame and anim rect.X = currentFrame * width; rect.Y = height * anim; } }
public void Render(SpriteBatch sbatch,Cursor cursor,SpriteFont font,NumericalCounter money, List<FloorObject> floorObjectList, ReachableArea reachable, Scientist scientist, Assistant assistant) { // draw icon - highlighted if (cursor.position.X >= position.X && cursor.position.X < (position.X + width) && cursor.position.Y >= position.Y && cursor.position.Y < (position.Y + height) && clickOn == false) { sbatch.Draw(hTex, position, rect, Microsoft.Xna.Framework.Color.White, 0, Vector2.Zero,scale, SpriteEffects.None, layer); } // draw icon - clicked else if (clickOn == true) { sbatch.Draw(cTex, position, rect, Microsoft.Xna.Framework.Color.White, 0, Vector2.Zero, scale, SpriteEffects.None, layer); } // draw icon - unhighlighted else { sbatch.Draw(tex, position, rect, Microsoft.Xna.Framework.Color.White, 0, Vector2.Zero, scale, SpriteEffects.None, layer); } // menu if (menu == true) { // find longest string in menu int boxWidth = 0; if (menu == true) { foreach (FloorObject machine in buildList) { if (machine.name.Length + 5 > boxWidth) { boxWidth = machine.name.Length + 5; // set box width for below } } } // draw boxes and outlines for each item, check if highlighted, clicked menuRectangle.Width = boxWidth * 12 + 10; // set width to widest text from above menuRectangle.Height = 30; // menu item height spread Vector2 menuItemPosition = menuPosition - new Vector2(0, menuRectangle.Height); // position of each text menu item menuMouseover = false; MouseState mouseState = Mouse.GetState(); FloorObject remove = null; // built items to remove from build list foreach (FloorObject machine in buildList) { // declare colours Color textColour; Color boxColour; Color lineColour; // IF MOUSE-OVERED change colours, set to highlighted item if (cursor.position.X >= menuItemPosition.X && cursor.position.X < (menuItemPosition.X + menuRectangle.Width) && cursor.position.Y >= menuItemPosition.Y && cursor.position.Y < (menuItemPosition.Y + menuRectangle.Height)) { textColour = Color.Black; boxColour = Color.LightGray; lineColour = Color.LimeGreen; menuHighlightObject = machine; menuMouseover = true; // build item if clicked if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (cursor.click == false) { menu = false; if (money.value >= menuHighlightObject.cost) { remove = menuHighlightObject; } } cursor.click = true; } } // IF NOT MOUSE-OVERED else { // set colours to standard textColour = Color.White; boxColour = Color.Gray; lineColour = Color.DarkGray; } // text sbatch.DrawString(font, machine.name + ": $" + machine.cost.ToString(), menuItemPosition + new Vector2(5,0), textColour, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0.13f); // text rectangle sbatch.Draw(dummyTexture, menuItemPosition , menuRectangle, boxColour, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0.17f); // top line Tuple<Vector2, Vector2> line = new Tuple<Vector2, Vector2>(menuItemPosition, (menuItemPosition + new Vector2(menuRectangle.Width, 0))); float angle = (float)Math.Atan2(line.Item2.Y - line.Item1.Y, line.Item2.X - line.Item1.X); float length = Vector2.Distance(line.Item1, line.Item2); sbatch.Draw(dummyTexture, line.Item1 + new Vector2(0, 0), null, lineColour, angle, Vector2.Zero, new Vector2(length, 3.0f), SpriteEffects.None, 0.15f); // right line Tuple<Vector2, Vector2> line2 = new Tuple<Vector2, Vector2>((menuItemPosition + new Vector2(menuRectangle.Width, menuRectangle.Height)), (menuItemPosition + new Vector2(menuRectangle.Width, 0))); float angle2 = (float)Math.Atan2(line2.Item2.Y - line2.Item1.Y, line2.Item2.X - line2.Item1.X); float length2 = Vector2.Distance(line2.Item1, line2.Item2); sbatch.Draw(dummyTexture, line2.Item1 + new Vector2(0, 0), null, lineColour, angle2, Vector2.Zero, new Vector2(length2, 3.0f), SpriteEffects.None, 0.15f); // left line Tuple<Vector2, Vector2> line3 = new Tuple<Vector2, Vector2>(menuItemPosition, (menuItemPosition + new Vector2(0, menuRectangle.Height))); float angle3 = (float)Math.Atan2(line3.Item2.Y - line3.Item1.Y, line3.Item2.X - line3.Item1.X); float length3 = Vector2.Distance(line3.Item1, line3.Item2); sbatch.Draw(dummyTexture, line3.Item1 + new Vector2(0, 0), null, lineColour, angle3, Vector2.Zero, new Vector2(length3, 3.0f), SpriteEffects.None, 0.15f); // bottom line Tuple<Vector2, Vector2> line4 = new Tuple<Vector2, Vector2>((menuItemPosition + new Vector2(menuRectangle.Width, menuRectangle.Height)), (menuItemPosition + new Vector2(0, menuRectangle.Height))); float angle4 = (float)Math.Atan2(line4.Item2.Y - line4.Item1.Y, line4.Item2.X - line4.Item1.X); float length4 = Vector2.Distance(line4.Item1, line4.Item2); sbatch.Draw(dummyTexture, line4.Item1 + new Vector2(0, 0), null, lineColour, angle4, Vector2.Zero, new Vector2(length4, 3.0f), SpriteEffects.None, 0.15f); // set to height of next text item menuItemPosition -= new Vector2(0, menuRectangle.Height); } // remove anything that has been built from build list, build, update its position if (remove != null) { floorObjectList.Add(remove); // add to floor objects (build) Remove(remove, money); // remove from build list reachable.Update(floorObjectList); // update reachable squares of grid, update character's paths scientist.path.Update(reachable); // update path from updated reachable assistant.path.Update(reachable); // update path from updated reachable remove = null; } // set to close menu if clicking is done outside... if (menuMouseover == false) { if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (cursor.click == false) { menu = false; } cursor.click = true; } } } }