Пример #1
0
        void GameOverLogic()
        {
            if (World == null || !World.GameOver || World.MapEditor)
            {
                return;
            }

            float dist    = (World.DragonLordDeathPos - World.GameOverPos).Length();
            float PanTime = CoreMath.LerpRestrict(0, .5f, 1.35f, 2, dist);

            if (T - World.GameOverTime < PanTime)
            {
                DeltaT            *= .03f;
                World.Markers.Hide = true;
            }
            else if (T - World.GameOverTime < PanTime + 1.25)
            {
                DeltaT *= .35f;

                if (!World.End_PlayedDeathGroan && T - World.GameOverTime > PanTime + 0.0)
                {
                    Sounds.DyingDragonLord.MaybePlay();
                    World.End_PlayedDeathGroan = true;
                }
            }
            else
            {
                World.Markers.Hide = false;

                if (!World.End_PlayedDeathExplosion)
                {
                    Sounds.EndOfGameDyingDragonLord.MaybePlay();
                    World.End_PlayedDeathExplosion = true;
                }
            }

            GameInputEnabled = false;

            float s = (float)Math.Min(1, (T - World.GameOverTime) / PanTime);

            World.CameraPos  = s * World.DragonLordDeathPos + (1 - s) * World.GameOverPos;
            World.CameraZoom = CoreMath.LogLerpRestrict((float)World.GameOverTime, World.GameOverZoom, (float)World.GameOverTime + 1.25f, 100, (float)T);
        }
Пример #2
0
        void DrawGrids()
        {
            // Draw texture to screen
            //GameClass.Graphics.SetRenderTarget(null);
            GameClass.Graphics.Clear(Color.Black);

            if (MapEditorActive)
            {
                PercentSimStepComplete = .9f;
            }
            else
            {
                PercentSimStepComplete = (float)(SecondsSinceLastUpdate / DelayBetweenUpdates);
            }

            float z = 14;

            // Draw parts of the world outside the playable map
            float tiles_solid_blend      = CoreMath.LogLerpRestrict(1f, 0, 5f, 1, CameraZoom);
            bool  tiles_solid_blend_flag = tiles_solid_blend < 1;

            if (x_edge > 1 || y_edge > 1)
            {
                DrawOutsideTiles.Using(camvec, CameraAspect, DataGroup.Tiles, TileSprite, tiles_solid_blend_flag, tiles_solid_blend);

                OutsideTiles.SetupVertices(vec(-2.5f, -2f), vec(2.5f, 2), vec(0, 0), vec(-5 / 2, 2 / 1));
                OutsideTiles.Draw(GameClass.Graphics);
            }

            // The the map tiles
            DrawTiles.Using(camvec, CameraAspect, DataGroup.Tiles, TileSprite, MapEditorActive && DrawGridLines, tiles_solid_blend_flag, tiles_solid_blend);
            GridHelper.DrawGrid();

            //DrawGeoInfo.Using(camvec, CameraAspect, DataGroup.Geo, Assets.DebugTexture_Arrows); GridHelper.DrawGrid();
            //DrawGeoInfo.Using(camvec, CameraAspect, DataGroup.AntiGeo, Assets.DebugTexture_Arrows); GridHelper.DrawGrid();
            //DrawDirwardInfo.Using(camvec, CameraAspect, DataGroup.Dirward[Dir.Right], Assets.DebugTexture_Arrows); GridHelper.DrawGrid();
            //DrawPolarInfo.Using(camvec, CameraAspect, DataGroup.Geo, DataGroup.GeoInfo, Assets.DebugTexture_Num); GridHelper.DrawGrid();

            // Territory and corpses
            if ((CurUserMode == UserMode.PlaceBuilding || CurUserMode == UserMode.CastSpell && CurSpell.Info.TerritoryRange < float.MaxValue) &&
                !MapEditorActive)
            {
                float cutoff = _0;

                if (CurUserMode == UserMode.PlaceBuilding)
                {
                    cutoff = DrawTerritoryPlayer.TerritoryCutoff;
                }
                else if (CurUserMode == UserMode.CastSpell)
                {
                    cutoff = CurSpell.Info.TerritoryRange;
                }

                DrawTerritoryPlayer.Using(camvec, CameraAspect, DataGroup.DistanceToPlayers, MyPlayerValue, cutoff);
                GridHelper.DrawGrid();
            }
            else
            {
                if (CameraZoom <= z / 4)
                {
                    float territory_blend = CoreMath.LerpRestrict(z / 4, 0, z / 8, 1, CameraZoom);
                    DrawTerritoryColors.Using(camvec, CameraAspect, DataGroup.DistanceToPlayers, territory_blend);
                    GridHelper.DrawGrid();
                }

                if (CameraZoom >= z / 8)
                {
                    float corpse_blend = .35f * CoreMath.LerpRestrict(z / 2, 1, z / 16, 0, CameraZoom);

                    DrawCorpses.Using(camvec, CameraAspect, DataGroup.Corpses, UnitsSprite, corpse_blend);
                    GridHelper.DrawGrid();
                }
            }

            // Dragon Lord marker, before
            DrawDragonLordMarker(After: false);

            // Units
            if (CameraZoom > z / 8)
            {
                float second = (DrawCount % 60) / 60f;

                float selection_blend = CoreMath.LogLerpRestrict(60.0f, 1, 1.25f, 0, CameraZoom);
                float selection_size  = CoreMath.LogLerpRestrict(6.0f, .6f, z / 4, 0, CameraZoom);

                float solid_blend      = CoreMath.LogLerpRestrict(z / 7, 0, z / 2, 1, CameraZoom);
                bool  solid_blend_flag = solid_blend < 1;

                DrawUnits.Using(camvec, CameraAspect, DataGroup.CurrentData, DataGroup.PreviousData, DataGroup.CurrentUnits, DataGroup.PreviousUnits,
                                UnitsSprite, Assets.ShadowTexture,
                                MyPlayerValue,
                                PercentSimStepComplete, second,
                                selection_blend, selection_size,
                                solid_blend_flag, solid_blend);
            }
            else
            {
                DrawUnitsZoomedOutBlur.Using(camvec, CameraAspect, DataGroup.CurrentData, DataGroup.CurrentUnits, MyPlayerValue);
            }
            GridHelper.DrawGrid();

            // Buildings
            DrawBuildings.Using(camvec, CameraAspect, DataGroup.CurrentData, DataGroup.CurrentUnits, BuildingsSprite, ExsplosionSprite,
                                MyPlayerValue,
                                PercentSimStepComplete);
            GridHelper.DrawGrid();

            // Markers
            Markers.Update();
            Markers.Draw(DrawOrder.AfterTiles);

            // Antimagic
            if (CurUserMode == UserMode.CastSpell)
            {
                DrawAntiMagic.Using(camvec, CameraAspect, DataGroup.AntiMagic, MyTeamValue);
                GridHelper.DrawGrid();
            }

            // Markers
            Markers.Draw(DrawOrder.AfterUnits);

            // Building icons
            if (CameraZoom <= z / 4)
            {
                float blend  = CoreMath.LogLerpRestrict(z / 4, 0, z / 8, 1, CameraZoom);
                float radius = 5.5f / CameraZoom;

                DrawBuildingsIcons.Using(camvec, CameraAspect, DataGroup.DistanceToBuildings, DataGroup.CurrentData, DataGroup.CurrentUnits, blend, radius, MyPlayerValue);
                GridHelper.DrawGrid();
            }

            // Dragon Lord marker, after
            DrawDragonLordMarker(After: true);
        }
Пример #3
0
        public void Update()
        {
            if (!GameClass.Game.GameInputEnabled || DesyncPause)
            {
                return;
            }

            EditorUpdate();

            float FpsRateModifier = 1;

            //const float MaxZoomOut = 5.33333f, MaxZoomIn = 200f;
            //const float MaxZoomOut = 3.2f, MaxZoomIn = 200f;
            //const float MaxZoomOut = 1f, MaxZoomIn = 200f; // Full zoom-in/out

            float MaxZoomOut, MaxZoomIn;

            if (MapEditorActive)
            {
                // Full zoom-in/out
                MaxZoomOut = .733f;
                MaxZoomIn  = 200f;
            }
            else
            {
                MaxZoomOut = World.StaticMaxZoomOut;
                MaxZoomIn  = 200f; // Full zoom-in, Partial zoom-out
            }

            // Focus on player's dragon lord.
            if (!GameClass.Game.ShowChat && Keys.Space.Down())
            {
                var dl_pos = PrevDragonLordPos[MyPlayerNumber];

                if (dl_pos > vec(1, 1))
                {
                    CameraPos  = GridToWorldCood(dl_pos);
                    CameraZoom = 24;
                }
            }

            // Zoom all the way out
            //if (!GameClass.Game.ShowChat && Keys.Space.Down())
            //{
            //    CameraZoom = MaxZoomOut;
            //}

            // Zoom in/out, into the location of the cursor
            var world_mouse_pos = ScreenToWorldCoord(Input.CurMousePos);
            var hold_camvec     = camvec;

            if (GameClass.MouseEnabled)
            {
                float MouseWheelZoomRate = 1.3333f * FpsRateModifier;
                if (Input.DeltaMouseScroll < 0)
                {
                    CameraZoom /= MouseWheelZoomRate;
                }
                else if (Input.DeltaMouseScroll > 0)
                {
                    CameraZoom *= MouseWheelZoomRate;
                }
            }

            float KeyZoomRate = 1.125f * FpsRateModifier;

            if (!GameClass.Game.ShowChat && (Buttons.X.Down() || Keys.X.Down() || Keys.E.Down()))
            {
                CameraZoom /= KeyZoomRate;
            }
            else if (!GameClass.Game.ShowChat && (Buttons.A.Down() || Keys.Z.Down() || Keys.Q.Down()))
            {
                CameraZoom *= KeyZoomRate;
            }

            if (CameraZoom < MaxZoomOut)
            {
                CameraZoom = MaxZoomOut;
            }
            if (CameraZoom > MaxZoomIn)
            {
                CameraZoom = MaxZoomIn;
            }

            if (GameClass.MouseEnabled && !(Buttons.A.Pressed() || Buttons.X.Pressed()))
            {
                if (MouseOverMinimap)
                {
                    //var zoom_center = (UiMousePos - MinimapQuad.pos) / MinimapQuad.size;

                    //var shifted = GetShiftedCameraMinimap(Input.CurMousePos, camvec, zoom_center);
                    //CameraPos = shifted;
                }
                else
                {
                    vec2 zoom_center = world_mouse_pos;

                    var shifted = GetShiftedCamera(Input.CurMousePos, camvec, zoom_center);
                    CameraPos = shifted;
                }
            }

            // Move the camera via: Click And Drag
            //float MoveRate_ClickAndDrag = .00165f * FpsRateModifier;
            //if (Input.LeftMouseDown)
            //    CameraPos += Input.DeltaMousPos / CameraZoom * MoveRate_ClickAndDrag * new vec2(-1, 1);

            // Move the camera via: Push Edge
            if (GameClass.MouseEnabled &&
                (GameClass.Game.CurrentConfig.Fullscreen || BoxSelecting) &&
                (!Program.DisableScreenEdge || BoxSelecting))
            {
                float MoveRate_PushEdge = .075f * FpsRateModifier;
                var   push_dir          = vec2.Zero;
                float EdgeRatio         = .005f;
                push_dir.x += -CoreMath.Restrict(0, 1, (EdgeRatio * GameClass.Screen.x - Input.CurMousePos.x) / (EdgeRatio * GameClass.Screen.x));
                push_dir.x += CoreMath.Restrict(0, 1, (Input.CurMousePos.x - (1 - EdgeRatio) * GameClass.Screen.x) / (EdgeRatio * GameClass.Screen.x));
                push_dir.y -= -CoreMath.Restrict(0, 1, (EdgeRatio * GameClass.Screen.y - Input.CurMousePos.y) / (EdgeRatio * GameClass.Screen.y));
                push_dir.y -= CoreMath.Restrict(0, 1, (Input.CurMousePos.y - (1 - EdgeRatio) * GameClass.Screen.y) / (EdgeRatio * GameClass.Screen.y));

                CameraPos += push_dir / CameraZoom * MoveRate_PushEdge;
            }

            // Move the camera via: Keyboard or Gamepad
            if (!GameClass.Game.ShowChat && !(MapEditorActive && InputHelper.CtrlDown()))
            {
                var dir = Input.Direction();

                float MoveRate_Keyboard = .07f * FpsRateModifier;
                CameraPos += dir / CameraZoom * MoveRate_Keyboard;
            }

            // Move the camera via: Minimap
            if ((LeftMouseDown || Input.DeltaMouseScroll != 0) && !BoxSelecting && MouseOverMinimap)
            {
                CameraPos = MinimapWorldPos();
            }


            // Make sure the camera doesn't go too far offscreen
            y_edge = 1 + 0.433f / CameraZoom;
            x_edge = Math.Max(.5f * (CameraAspect / CameraZoom) + .5f * (CameraAspect / MaxZoomOut), 1); // Old style zoom out bounds.
            x_edge = Math.Min(x_edge, y_edge * CameraAspect);
            x_edge = CoreMath.LogLerpRestrict(MaxZoomIn, 1 + .35f / CameraZoom, MaxZoomOut, x_edge, CameraZoom);

            if (CameraZoom == MaxZoomOut)
            {
                CameraPos = vec(0, -0.07f);
            }

            var TR = ScreenToWorldCoord(new vec2(GameClass.Screen.x, 0));

            if (TR.x > x_edge)
            {
                CameraPos = new vec2(CameraPos.x - (TR.x - x_edge), CameraPos.y);
            }
            if (TR.y > y_edge)
            {
                CameraPos = new vec2(CameraPos.x, CameraPos.y - (TR.y - y_edge));
            }
            var BL = ScreenToWorldCoord(new vec2(0, GameClass.Screen.y));

            if (BL.x < -x_edge)
            {
                CameraPos = new vec2(CameraPos.x - (BL.x + x_edge), CameraPos.y);
            }
            if (BL.y < -y_edge)
            {
                CameraPos = new vec2(CameraPos.x, CameraPos.y - (BL.y + y_edge));
            }


            // Switch to chat
            if (!GameClass.Game.ShowChat && Keys.Enter.Pressed() && ChatInhibitor <= 0)
            {
                GameClass.Game.ChatGlobal = !(Keys.LeftShift.Down() || Keys.RightShift.Down());
                GameClass.Game.ToggleChatViaFlag();
            }
            if (GameClass.Game.ShowChat)
            {
                ChatInhibitor = 5; return;
            }
            if (ChatInhibitor > 0 && !Keys.Enter.Down())
            {
                ChatInhibitor--;
            }

            // Switch input modes

            // Switch to spells (must be playing, not in editor)
            if (!SimulationPaused)
            {
                if (Keys.D1.Pressed())
                {
                    StartSpell(Spells.Fireball);
                }
                if (Keys.D2.Pressed())
                {
                    StartSpell(Spells.SkeletonArmy);
                }
                if (Keys.D3.Pressed())
                {
                    StartSpell(Spells.Necromancer);
                }
                if (Keys.D4.Pressed())
                {
                    StartSpell(Spells.TerracottaArmy);
                }
            }

            // Switch to building placement
            if (Keys.B.Down())
            {
                StartPlacingBuilding(UnitType.Barracks);
            }
            if (Keys.G.Down())
            {
                StartPlacingBuilding(UnitType.GoldMine);
            }
            if (Keys.J.Down())
            {
                StartPlacingBuilding(UnitType.JadeMine);
            }

            // Switch to standard select
            if (Keys.Escape.Down() || Keys.Back.Down() || Input.RightMousePressed)
            {
                SetModeToSelect();
            }

            // Switch to unit placement (editor only)
            if (MapEditorActive)
            {
                if (Keys.R.Down())
                {
                    StartUnitPaint(UnitType.Footman);
                }
                if (Keys.T.Down())
                {
                    StartUnitPaint(UnitType.DragonLord);
                }
                if (Keys.Y.Down())
                {
                    StartUnitPaint(UnitType.Necromancer);
                }
                if (Keys.U.Down())
                {
                    StartUnitPaint(UnitType.Skeleton);
                }
                if (Keys.I.Down())
                {
                    StartUnitPaint(UnitType.ClaySoldier);
                }

                if (Keys.C.Down())
                {
                    StartTilePaint(TileType.Dirt);
                }
                if (Keys.V.Down())
                {
                    StartTilePaint(TileType.Grass);
                }
                if (Keys.N.Down())
                {
                    StartTilePaint(TileType.Trees);
                }

                if (Keys.Tab.Pressed())
                {
                    SetUnitPlaceStyle((int)Math.Round(UnitPlaceStyle) + 1);
                }
            }
        }