Пример #1
0
        public override bool Update(GameContext context)
        {
            // Do our fade effect if needed.
            if (this.m_ChangingLevel || this.m_FadingIn)
            {
                // Check to see what stage of fading we're at.
                if (this.m_FadingIn && this.m_FadeLevel < 1f)
                    this.m_FadeLevel += 0.05f;
                else if (!this.m_FadingIn && this.m_FadeLevel > 0f)
                {
                    this.m_FadeLevel -= 0.05f;
                    return false;
                }
                else if (this.m_FadingIn && this.m_FadeLevel >= 1f)
                {
                    this.LoadLevelImmediate(this.m_LevelChangeTarget);
                    this.m_FadingIn = false;
                }
                else if (!this.m_FadingIn && this.m_FadeLevel <= 0f)
                {
                    this.m_ChangingLevel = false;
                    return false;
                }
            }

            // Get the base class to also update.
            return true;
        }
Пример #2
0
        public override void DrawBelow(GameContext context)
        {
            // Clear the screen.
            if ((this.Player as Entities.Player).Health <= 0)
                context.Graphics.GraphicsDevice.Clear(Color.Black);
            else
            {
                this.BackgroundColor = new Color(
                    (float)(
                        ((1) * 0.05) +
                    ((1) * 0.15) *
                    (this.Heartbeats.Current / 2 + 0.5)
                    ),
                    0,
                    0
                );
                context.Graphics.GraphicsDevice.Clear(this.BackgroundColor);
            }

            // Create stars.
            foreach (var e in this.Entities)
                if (e is RedMeansGo.Entities.WhiteBloodCell || e is RedMeansGo.Entities.RedBloodCell)
                {
                    double heartbeat = this.Heartbeats.Current;
                    var s = (int)((heartbeat + 1) / 2 + 1);
                    if (e is RedMeansGo.Entities.WhiteBloodCell)
                        s += 5;
                    context.SpriteBatch.Draw(
                    context.Textures[e is RedMeansGo.Entities.WhiteBloodCell ? "enemy.bigbullet" : "star"],
                    new Rectangle((int)e.X, (int)e.Y, s, s), null, e.Color, (float)e.Rotation, e.Origin, SpriteEffects.None, 1f);
                }
        }
Пример #3
0
 protected virtual void DrawTilesAbove(GameContext context)
 {
     // Render tiles above.
     int c = 0;
     for (int z = Math.Max(context.World.RenderDepthValue - context.World.RenderDepthUpRange, 0); z < context.World.RenderDepthValue; z++)
     {
         for (int x = Math.Min(Math.Max(0, context.Camera.X / Tileset.TILESET_CELL_WIDTH), Tileset.TILESET_WIDTH);
                     x <= Math.Min((context.Camera.X + context.Camera.Width) / Tileset.TILESET_CELL_WIDTH,
                                     Tileset.TILESET_WIDTH);
                     x += 1)
         {
             for (int y = Math.Min(Math.Max(0, context.Camera.Y / Tileset.TILESET_CELL_HEIGHT), Tileset.TILESET_HEIGHT);
                     y <= Math.Min((context.Camera.Y + context.Camera.Height) / Tileset.TILESET_CELL_HEIGHT,
                                     Tileset.TILESET_HEIGHT);
                     y += 1)
             {
                 Tile t = context.World.Tileset[x, y, z];
                 if (t == null) continue;
                 if (t.Image == null) continue;
                 float f = ((context.World.RenderDepthUpRange - c) / (float)context.World.RenderDepthUpRange);
                 context.SpriteBatch.Draw(
                     context.Textures[t.Image],
                     new Rectangle(x * Tileset.TILESET_CELL_WIDTH, y * Tileset.TILESET_CELL_HEIGHT, t.Width, t.Height),
                     null,
                     new Color(1f, 1f, 1f, f * 0.4f).ToPremultiplied()
                     );
             }
         }
         c++;
     }
 }
Пример #4
0
 public override void DrawAbove(GameContext context)
 {
     // Fade the screen.
     if (!context.Textures.Keys.Contains("black"))
         throw new ProtogameException("You must load a texture with the name 'black' in order for FadingWorld to fade to black.  Check to make sure you are doing this in the LoadContent of your game.");
     context.SpriteBatch.Draw(context.Textures["black"], new Rectangle(0, 0, Tileset.TILESET_PIXEL_WIDTH, Tileset.TILESET_PIXEL_HEIGHT), new Color(1.0f, 1.0f, 1.0f, this.Fade));
 }
Пример #5
0
 public override void DrawAbove(GameContext context)
 {
     XnaGraphics xna = new XnaGraphics(context);
     //this.m_FieldOfViewRenderer.Render(context, xna);
     //int i = 0;
     //foreach (IPositionable p in this.m_Uniques)
     //    xna.DrawStringLeft(8, 8 + (i++) * 16, p.ToString());
     xna.DrawStringLeft(8, 8, "FPS: " + context.FPS, "Arial");
 }
Пример #6
0
        public void Draw(GameContext context)
        {
            // Clear the screen.
            context.SpriteBatch.Begin();

            // Draw world below.
            context.World.DrawBelow(context);

            // Render all of the tiles.
            /*for (int z = 0; z < Tileset.TILESET_DEPTH; z += 1)
            {
                for (int x = context.Graphics.GraphicsDevice.Viewport.X / Tileset.TILESET_CELL_WIDTH;
                            x < Math.Min(context.Graphics.GraphicsDevice.Viewport.X + context.Graphics.GraphicsDevice.Viewport.Width / Tileset.TILESET_CELL_WIDTH,
                                            Tileset.TILESET_WIDTH);
                            x += 1)
                {
                    for (int y = context.Graphics.GraphicsDevice.Viewport.Y / Tileset.TILESET_CELL_HEIGHT;
                            y < Math.Min(context.Graphics.GraphicsDevice.Viewport.Y + context.Graphics.GraphicsDevice.Viewport.Height / Tileset.TILESET_CELL_HEIGHT,
                                            Tileset.TILESET_HEIGHT);
                            y += 1)
                    {
                        Tile t = context.World.Tileset[x, y, z];
                        if (t == null)
                            continue;
                        if (t.Image == null)
                            continue;
                        context.SpriteBatch.Draw(
                            context.Textures[t.Image],
                            new Rectangle((int)t.X, (int)t.Y, t.Width, t.Height),
                            (t.TX != -1 && t.TY != -1) ? new Rectangle?(new Rectangle(t.TX * t.Width, t.TY * t.Height, t.Width, t.Height)) : null,
                            Color.White
                        );
                    }
                }
            }*/

            // Render all of the actors.
            foreach (IEntity a in context.World.Entities)
                if ((a is ParticleEntity) && (a as ParticleEntity).Definition.RenderMode == ParticleMode.Background)
                    this.HandleRenderOfEntity(context, a);
            foreach (IEntity a in context.World.Entities)
                if (a.Image != null && !(a is ParticleEntity) && (!(a is IDynamicRenderingEntity) || (a as IDynamicRenderingEntity).ShouldRender(context.World)))
                    this.HandleRenderOfEntity(context, a);
            foreach (IEntity a in context.World.Entities)
                if ((a is ParticleEntity) && (a as ParticleEntity).Definition.RenderMode == ParticleMode.Foreground)
                    this.HandleRenderOfEntity(context, a);
            XnaGraphics gr = new XnaGraphics(context);
            foreach (IEntity a in context.World.Entities)
                if (!(a is IDynamicRenderingEntity) || (a as IDynamicRenderingEntity).ShouldRender(context.World))
                    a.Draw(context.World, gr);

            // Draw world above.
            context.World.DrawAbove(context);

            // Finish rendering.
            context.SpriteBatch.End();
        }
Пример #7
0
 public override bool Update(GameContext context)
 {
     if (this.m_TargetWorld != null)
     {
         (this.Game as RuntimeGame).SwitchWorld(this.m_TargetWorld);
         return false;
     }
     return true;
 }
Пример #8
0
 protected void DrawDebugPathFindingGrid(GameContext context, XnaGraphics graphics)
 {
     for (int x = 0; x < this.m_PathFindingGrid.GetLength(0); x++)
         for (int y = 0; y < this.m_PathFindingGrid.GetLength(1); y++)
             if (this.m_PathFindingGrid[x, y] == (byte)PathFinderHelper.BLOCKED_TILE)
                 graphics.DrawRectangle(new Rectangle(x * 16, y * 16, 16, 16), new Color(255, 0, 0, 128));
             else if (this.m_PathFindingGrid[x, y] == (byte)PathFinderHelper.EMPTY_TILE)
                 graphics.DrawRectangle(new Rectangle(x * 16, y * 16, 16, 16), new Color(0, 255, 0, 128));
             else
                 graphics.DrawRectangle(new Rectangle(x * 16, y * 16, 16, 16), new Color(0, 0, 255, 128));
 }
Пример #9
0
        public void Update(GameContext context)
        {
            bool handle = context.World.Update(context);
            if (!handle) return;

            // Update all of the actors.
            foreach (IEntity a in context.World.Entities.ToArray())
                a.Update(context.World);

            // Update tick.
            context.World.Tick += 1;
        }
Пример #10
0
        public override void DrawAbove(GameContext context)
        {
            XnaGraphics xna = new XnaGraphics(context);
            xna.DrawStringCentered(context.Camera.Width / 2, 50, "τυχαία", "TitleFont");
            xna.DrawStringCentered(context.Camera.Width / 2, 200, "(tychaía)", "SubtitleFont");

            MouseState state = Mouse.GetState();
            foreach (Button b in this.m_Buttons)
                b.Process(xna, state);

            xna.DrawStringCentered(context.Camera.Width / 2, 750, "Using static seed: " + m_StaticSeed.ToString(), "Arial");
        }
Пример #11
0
 public void Focus(GameContext context, int x, int y)
 {
     this.m_CenterX = (context.Camera.Width / Tileset.TILESET_CELL_WIDTH) / 2;
     this.m_CenterY = (context.Camera.Height / Tileset.TILESET_CELL_HEIGHT) / 2;
     this.m_TargetX = x * Tileset.TILESET_CELL_WIDTH - (context.Camera.Width / 2);// (2 ));
     this.m_TargetY = y * Tileset.TILESET_CELL_HEIGHT - (context.Camera.Height / 2);// (2 ));
     context.Camera.X = this.m_TargetX % 16;
     context.Camera.Y = this.m_TargetY % 16;
     (this.Tileset as ChunkTileset).RefreshChunkReference(
         this.m_TargetX,
         this.m_TargetY);
 }
Пример #12
0
        public void Draw(RTSWorld world, GameContext context, XnaGraphics graphics)
        {
            this.Update(world, context);

            graphics.DrawStringLeft(0, 0, world.ActiveLevel.GetType().Name);
            graphics.DrawStringLeft(0, 32, this.m_Tick.ToString());

            if (this.m_LastMousePoint.HasValue && this.m_CurrentMousePoint.HasValue)
                graphics.DrawRectangle(this.m_LastMousePoint.Value, this.m_CurrentMousePoint.Value, Color.LimeGreen);

            foreach (Unit u in this.Selected)
            {
                Rectangle bb = new Rectangle((int)u.X, (int)u.Y - 1, u.Width + 1, u.Height + 1);
                if (u.Team != null)
                    graphics.DrawRectangle(bb, u.Team.Color);
                else
                    graphics.DrawRectangle(bb, Color.LimeGreen);
            }

            // Draw chat.
            int a = 16;
            for (int i = this.m_ChatMessages.Count - 1; i >= Math.Max(this.m_ChatMessages.Count - 11, 0); i--)
            {
                if (i < this.m_ChatMessages.Count)
                    graphics.DrawStringLeft(0, context.Graphics.GraphicsDevice.Viewport.Height - a, this.m_ChatMessages[i]);
                a += 16;
            }

            // Draw graph.
            if (this.m_GraphFrames.Count > 1)
            {
                for (int i = 1; i < this.m_GraphFrames.Count; i++)
                    graphics.DrawLine(i - 1, (float)this.m_GraphFrames[i - 1], i, (float)this.m_GraphFrames[i], 1, Color.Lime);
            }

            // Add frame information.
            if (this.m_GraphFrames.Count > 200)
                this.m_GraphFrames.RemoveAt(0);
            this.m_GraphFrames.Add(context.GameTime.ElapsedGameTime.TotalMilliseconds);

            this.m_Tick++;
        }
Пример #13
0
        public void Draw(GameContext context)
        {
            // Clear the screen.
            context.SpriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, context.Camera.GetTransformationMatrix());

            // Draw world below.
            context.World.DrawBelow(context);

            // Render tiles below.
            if (context.World.Tileset != null)
                this.DrawTilesBelow(context);

            // Render all of the actors.
            foreach (IEntity a in context.World.Entities)
                if ((a is ParticleEntity) && (a as ParticleEntity).Definition.RenderMode == ParticleMode.Background)
                    this.HandleRenderOfEntity(context, a);
            foreach (IEntity a in context.World.Entities)
                if (a.Image != null && !(a is ParticleEntity) && (!(a is IDynamicRenderingEntity) || (a as IDynamicRenderingEntity).ShouldRender(context.World)))
                    this.HandleRenderOfEntity(context, a);
            foreach (IEntity a in context.World.Entities)
                if ((a is ParticleEntity) && (a as ParticleEntity).Definition.RenderMode == ParticleMode.Foreground)
                    this.HandleRenderOfEntity(context, a);
            XnaGraphics gr = new XnaGraphics(context);
            foreach (IEntity a in context.World.Entities)
                if (!(a is IDynamicRenderingEntity) || (a as IDynamicRenderingEntity).ShouldRender(context.World))
                    a.Draw(context.World, gr);

            // Render tiles above.
            if (context.World.Tileset != null)
                this.DrawTilesAbove(context);

            // Draw world above.
            context.World.DrawAbove(context);

            // Finish rendering.
            context.SpriteBatch.End();
        }
Пример #14
0
        public void Render(GameContext context, XnaGraphics xna)
        {
            Point center = this.m_FieldOfView.World.GetCenter();

            for (int x = 0; x < this.m_FieldOfView.BroadphaseGrid.GetLength(0); x++)
                for (int y = 0; y < this.m_FieldOfView.BroadphaseGrid.GetLength(1); y++)
                {
                    if (!this.m_FieldOfView.BroadphaseGrid[x, y])
                        xna.FillRectangle(new Rectangle(x * Seperation, y * Seperation, Seperation, Seperation), new Color(0f, 0f, 0f, 0.4f).ToPremultiplied());
                    if (x == center.X && y == center.Y)
                        xna.FillRectangle(new Rectangle(x * Seperation, y * Seperation, Seperation, Seperation), new Color(1f, 0f, 0f, 1).ToPremultiplied());
                    //xna.DrawStringLeft(x * Seperation, y * Seperation, this.m_FieldOfView.m_BroadphaseHeightGrid[x, y].ToString());
                    int deg = (int)MathHelper.ToDegrees(this.m_FieldOfView.m_BroadphaseAngleGrid[x, y]);
                    xna.DrawStringLeft(x * Seperation, y * Seperation, deg.ToString(), "SmallArial");
                    /*if (deg < -100)
                        xna.DrawStringLeft(x * Seperation, y * Seperation, Math.Abs(deg + 100).ToString());
                    else if (deg < 0)
                        xna.DrawStringLeft(x * Seperation, y * Seperation, Math.Abs(deg).ToString());
                    else if (deg < 100)
                        xna.DrawStringLeft(x * Seperation, y * Seperation, (deg).ToString());
                    else if (deg < 200)
                        xna.DrawStringLeft(x * Seperation, y * Seperation, (deg - 100).ToString());*/
                }
        }
Пример #15
0
 /// <summary>
 /// Performs any custom drawing events for this world, after everything else has been drawn.
 /// </summary>
 /// <param name="context">The game context.</param>
 public abstract void DrawAbove(GameContext context);
Пример #16
0
 /// <summary>
 /// Performs any custom drawing events for this world, prior to everything else being drawn.
 /// </summary>
 /// <param name="context">The game context.</param>
 public abstract void DrawBelow(GameContext context);
Пример #17
0
        private void Update(RTSWorld world, GameContext context)
        {
            MouseState mouse = Mouse.GetState();

            // Left mouse action.
            if (mouse.LeftButton == ButtonState.Pressed)
            {
                if (!this.m_LastMousePoint.HasValue)
                    this.m_LastMousePoint = new Vector2(mouse.X, mouse.Y);
                else
                {
                    this.m_CurrentMousePoint = new Vector2(mouse.X, mouse.Y);

                    // Determine selected objects.
                    Rectangle coverage = new Rectangle(
                        (int)this.m_LastMousePoint.Value.X,
                        (int)this.m_LastMousePoint.Value.Y,
                        (int)this.m_CurrentMousePoint.Value.X - (int)this.m_LastMousePoint.Value.X,
                        (int)this.m_CurrentMousePoint.Value.Y - (int)this.m_LastMousePoint.Value.Y
                        ).Normalize();
                    this.Selected.Clear();
                    foreach (IMultiLevelEntity e in world.ActiveLevel.Entities)
                        if (e is Unit)
                        {
                            Unit u = e as Unit;
                            Rectangle bb = new Rectangle((int)u.X, (int)u.Y, u.Width, u.Height);
                            if (coverage.Intersects(bb))
                                this.Selected.Add(u);
                        }
                }
            }
            else
            {
                if (this.m_LastMousePoint != null && this.m_CurrentMousePoint != null)
                {
                    if (this.m_LastMousePoint.Value == this.m_CurrentMousePoint.Value)
                    {
                        // Left mouse action.
                        foreach (Unit u in this.Selected)
                        {
                            if (u.LocallyOwned)
                                u.LeftAction(world);
                        }
                    }
                }
                this.m_LastMousePoint = null;
                this.m_CurrentMousePoint = null;
            }

            // Right mouse action.
            if (mouse.RightButton == ButtonState.Pressed)
            {
                this.m_JustRightClicked = true;
            }
            else if (mouse.RightButton == ButtonState.Released && this.m_JustRightClicked)
            {
                this.Log("right action triggered on " + this.Selected.Count + " selected units.");
                foreach (Unit u in this.Selected)
                {
                    if (u.LocallyOwned)
                        u.RightAction(world);
                }
                this.m_JustRightClicked = false;
            }
        }
Пример #18
0
 /// <summary>
 /// Updates the game world each tick.  Returns whether processing should continue in this tick or
 /// whether entity processing should be skipped.
 /// </summary>
 /// <param name="context">The current context of the game.</param>
 /// <returns>Whether processing should continue in this tick.</returns>
 public abstract bool Update(GameContext context);
Пример #19
0
        private void HandleRenderOfEntity(GameContext context, IEntity a)
        {
            this.DrawSpriteAt(context, (float)a.X, (float)a.Y, a.Width, a.Height, a.Image, a.Color, a.ImageFlipX);

            // Check to see if this entity is residing on an edge of the screen.
            /*if (a.X >= Tileset.TILESET_PIXEL_WIDTH) a.X -= Tileset.TILESET_PIXEL_WIDTH;
            if (a.X < 0) a.X += Tileset.TILESET_PIXEL_WIDTH;
            if (a.X > Tileset.TILESET_PIXEL_WIDTH - a.Width)
            {
                // Draw a mirror image on the left side of the screen.
                this.DrawSpriteAt(context, (float)a.X - Tileset.TILESET_PIXEL_WIDTH, (float)a.Y, a.Width, a.Height, a.Image, a.Color, a.ImageFlipX);
            }*/
        }
Пример #20
0
 public abstract void Update(GameContext context);
Пример #21
0
 protected virtual void DrawTilesBelow(GameContext context)
 {
     // Render tiles.
     int c = 0;
     for (int z = Math.Max((byte)0, context.World.RenderDepthValue); z < Math.Min(context.World.RenderDepthValue + context.World.RenderDepthDownRange, 63); z++)
     {
         for (int x = Math.Min(Math.Max(0, context.Camera.X / Tileset.TILESET_CELL_WIDTH), Tileset.TILESET_WIDTH);
                     x <= Math.Min((context.Camera.X + context.Camera.Width) / Tileset.TILESET_CELL_WIDTH,
                                     Tileset.TILESET_WIDTH);
                     x += 1)
         {
             for (int y = Math.Min(Math.Max(0, context.Camera.Y / Tileset.TILESET_CELL_HEIGHT), Tileset.TILESET_HEIGHT);
                     y <= Math.Min((context.Camera.Y + context.Camera.Height) / Tileset.TILESET_CELL_HEIGHT,
                                     Tileset.TILESET_HEIGHT);
                     y += 1)
             {
                 Tile p = context.World.Tileset[x, y, z - 1];
                 if (z != context.World.RenderDepthValue && p != null && !(p is TransparentTile))
                     continue;
                 Tile t = context.World.Tileset[x, y, z];
                 if (t == null) continue;
                 if (t.Image == null) continue;
                 float f = ((context.World.RenderDepthDownRange - c) / (float)context.World.RenderDepthDownRange);
                 context.SpriteBatch.Draw(
                     context.Textures[t.Image],
                     new Rectangle(x * Tileset.TILESET_CELL_WIDTH, y * Tileset.TILESET_CELL_HEIGHT, t.Width, t.Height),
                     null,
                     new Color(1f, 1f, 1f, f).ToPremultiplied()
                     );
             }
         }
         c++;
     }
 }
Пример #22
0
 public override void DrawBelow(GameContext context)
 {
     context.Graphics.GraphicsDevice.Clear(Color.Black);
 }
Пример #23
0
        public override void DrawBelow(GameContext context)
        {
            // Are we waiting for players?
            #if MULTIPLAYER
            if (this.m_GlobalSession.Waiting || (this.m_GlobalSession.LoadingInitialData && !LocalNode.Singleton.IsServer))
            #else
            if (this.m_GlobalSession.Waiting)
            #endif
                return;

            // Handle game normally.
            if (this.m_ActiveLevel != null)
                this.m_ActiveLevel.DrawBelow(context);
            else
            {
                context.Graphics.GraphicsDevice.Clear(Color.Black);
                new XnaGraphics(context).DrawStringCentered(context.Graphics.GraphicsDevice.Viewport.Width / 2, 128, "No active level.");
            }
        }
Пример #24
0
        public override bool Update(GameContext context)
        {
            KeyboardState keystate = Keyboard.GetState();

            // Are we waiting for players?
            if (this.m_NeedsToInitialize)
            {
                this.HandleTeamAllocations();
                this.HandleUnitAllocations();
                this.HandleUnitNeutrals();
                this.m_NeedsToInitialize = false;
                return false;
            }
            else if (this.m_GlobalSession.Waiting)
            {
                // Check for ready toggle.
                if (keystate.IsKeyDown(Keys.Enter))
                    this.m_DidJustPressEnter = true;
                else if (keystate.IsKeyUp(Keys.Enter) && this.m_DidJustPressEnter)
                {
                    this.m_LocalPlayer.MarkReady(!this.m_LocalPlayer.Ready);
                    this.m_DidJustPressEnter = false;
                }

                // Update global state if permitted.
                this.m_GlobalSession.Update(context.GameTime);

                return false;
            }
            #if MULTIPLAYER
            else if (this.m_GlobalSession.LoadingInitialData && !LocalNode.Singleton.IsServer)
            {
                // Can't do anything here.
                return false;
            }
            #endif

            // Handle game normally.
            if (this.m_ActiveLevel != null)
                this.m_ActiveLevel.Update(context);

            if (keystate.IsKeyDown(Keys.Q))
                this.m_ActiveLevel = this.m_Levels[0];
            if (keystate.IsKeyDown(Keys.W))
                this.m_ActiveLevel = this.m_Levels[1];
            if (keystate.IsKeyDown(Keys.E))
                this.m_ActiveLevel = this.m_Levels[2];
            if (keystate.IsKeyDown(Keys.R))
                this.m_ActiveLevel = this.m_Levels[3];
            if (keystate.IsKeyDown(Keys.T))
                this.m_ActiveLevel = this.m_Levels[4];
            if (keystate.IsKeyDown(Keys.Q) ||
                keystate.IsKeyDown(Keys.W) ||
                keystate.IsKeyDown(Keys.E) ||
                keystate.IsKeyDown(Keys.R) ||
                keystate.IsKeyDown(Keys.T))
            {
                // reset selection.
                this.m_UiManager.Selected.Clear();
            }

            // The server is now ready, tell all clients to start loading.
            #if MULTIPLAYER
            if (this.m_GlobalSession.LoadingInitialData && LocalNode.Singleton.IsServer)
            #else
            if (this.m_GlobalSession.LoadingInitialData)
            #endif
            {
                if (!this.m_ServerHasRunOneTick)
                    this.m_ServerHasRunOneTick = true;
                else
                    this.m_GlobalSession.ServerReady();
            }

            return true;
        }
Пример #25
0
        public override void DrawAbove(GameContext context)
        {
            // Are we waiting for players?
            #if MULTIPLAYER
            if (this.m_GlobalSession.Waiting || (this.m_GlobalSession.LoadingInitialData && !LocalNode.Singleton.IsServer))
            #else
            if (this.m_GlobalSession.Waiting)
            #endif
            {
                XnaGraphics graphics = new XnaGraphics(context);
                graphics.FillRectangle(new Rectangle(0, 0, context.Graphics.GraphicsDevice.Viewport.Width, context.Graphics.GraphicsDevice.Viewport.Height), Color.Black);
                int dialogX = context.Graphics.GraphicsDevice.Viewport.X + context.Graphics.GraphicsDevice.Viewport.Width / 2 - 300;
                int dialogY = context.Graphics.GraphicsDevice.Viewport.Y + context.Graphics.GraphicsDevice.Viewport.Height / 2 - 200;
                graphics.FillRectangle(new Rectangle(dialogX, dialogY, 600, 400), Color.DarkSlateGray);
                graphics.DrawStringCentered(dialogX + 300, dialogY + 8, this.m_GlobalSession.LobbyMessage, "BigArial");
                graphics.DrawStringCentered(dialogX + 300, dialogY + 32, "Press enter to toggle ready status.");
                int a = 0;
                for (int i = 0; i < this.m_GlobalSession.Players.Count; i++)
                {
                    Player p = this.m_GlobalSession.Players[i];
                    if (p.Ready)
                        graphics.DrawStringLeft(dialogX + 8, dialogY + 48 + a * 16, "Player " + a + " (" + p.PlayerID + ") ready.");
                    else
                        graphics.DrawStringLeft(dialogX + 8, dialogY + 48 + a * 16, "Player " + a + " (" + p.PlayerID + ") not ready.");
                    a++;
                }
                return;
            }

            // Handle game normally.
            if (this.m_ActiveLevel != null)
                this.m_ActiveLevel.DrawAbove(context);
            this.m_UiManager.Draw(this, context, new XnaGraphics(context));
        }
Пример #26
0
 public XnaGraphics(GameContext context)
 {
     this.m_Context = context;
     this.m_Pixel = new Texture2D(context.Graphics.GraphicsDevice, 1, 1, false, SurfaceFormat.Color);
     this.m_Pixel.SetData(new[] { Color.White });
 }
Пример #27
0
        public override bool Update(GameContext context)
        {
            MouseState mouse = Mouse.GetState();

            // Go back to title screen if needed.
            if (Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                (this.Game as RuntimeGame).SwitchWorld(new TitleWorld());
                return false;
            }

            // Player should fall (TODO: Move this into a gravity handler for chunk entities).
            int tz = this.SurfacePointOnTerrain(this.m_Player.WorldX, this.m_Player.WorldY);
            if (this.m_Player.WorldZ < tz && tz != -1)
                this.m_Player.WorldZ = tz;

            // Update player and refocus screen.
            KeyboardState state = Keyboard.GetState();
            if (state.IsKeyDown(Keys.Up) && this.EntityCanMoveIntoPosition(this.m_Player, this.m_Player.WorldX, this.m_Player.WorldY - 1))
                this.m_Player.Y -= 16;
            else if (state.IsKeyDown(Keys.Down) && this.EntityCanMoveIntoPosition(this.m_Player, this.m_Player.WorldX, this.m_Player.WorldY + 1))
                this.m_Player.Y += 16;
            else if (state.IsKeyDown(Keys.Left) && this.EntityCanMoveIntoPosition(this.m_Player, this.m_Player.WorldX - 1, this.m_Player.WorldY))
                this.m_Player.X -= 16;
            else if (state.IsKeyDown(Keys.Right) && this.EntityCanMoveIntoPosition(this.m_Player, this.m_Player.WorldX + 1, this.m_Player.WorldY))
                this.m_Player.X += 16;
            this.Focus(context, this.m_Player.WorldX, this.m_Player.WorldY);
            context.Window.Title = "At " + ((int)Math.Floor(this.m_TargetX / (double)16)) + ", " + ((int)Math.Floor(this.m_TargetY / (double)16) + " depth " + this.RenderDepthValue);

            // Recalculate field of view.
            //this.m_FieldOfView.Recalculate();

            // Check to see if we should regenerate.
            KeyboardState keystate = Keyboard.GetState();
            if (keystate.IsKeyDown(Keys.R))
            {
                if (!this.m_Regenerated)
                {
                    Log.WriteLine("Starting generation...");
                    this.m_DynamicLoader.Regenerate(this.Tileset, 0, 0);
                    this.m_Regenerated = true;
                    Log.WriteLine("Generation complete.");
                }
            }
            else if (keystate.IsKeyUp(Keys.R))
                this.m_Regenerated = false;
            /*
            if (keystate.IsKeyDown(Keys.Add))
                this.RenderDepthValue += 1;
            else if (keystate.IsKeyDown(Keys.Subtract))
                this.RenderDepthValue -= 1;
            if (this.RenderDepthValue == 255)
                this.RenderDepthValue = 63;
            if (this.RenderDepthValue > 63)
                this.RenderDepthValue = 0;*/
            this.RenderDepthValue = (byte)(this.m_Player.WorldZ);
            this.RenderDepthUpRange = 8;
            this.RenderDepthDownRange = 8;

            return true; // update entities
        }
Пример #28
0
 public override void DrawBelow(GameContext context)
 {
 }
Пример #29
0
 private void DrawSpriteAt(GameContext context, float x, float y, int width, int height, string image, Color color, bool flipX)
 {
     if (flipX)
         context.SpriteBatch.Draw(
             context.Textures[image],
             new Rectangle((int)x, (int)y, width, height),
             null,
             color.ToPremultiplied(),
             0,
             new Vector2(0, 0),
             SpriteEffects.FlipHorizontally,
             0
             );
     else
         context.SpriteBatch.Draw(
             context.Textures[image],
             new Rectangle((int)x, (int)y, width, height),
             color.ToPremultiplied()
             );
 }
Пример #30
0
 /// <summary>
 /// Performs any custom drawing events for this world, prior to everything else being drawn.
 /// </summary>
 /// <param name="context">The game context.</param>
 public abstract void DrawBelow(GameContext context);
Пример #31
0
 /// <summary>
 /// Performs any custom drawing events for this world, after everything else has been drawn.
 /// </summary>
 /// <param name="context">The game context.</param>
 public abstract void DrawAbove(GameContext context);
Пример #32
0
        public override bool Update(GameContext context)
        {
            this.Game.FixResolution();

            bool handle = base.Update(context);
            if (!handle)
                return false;

            // Draw some stars if we feel like it.
            for (var i = 0; i < m_Random.NextDouble() * 150; i++)
                this.Entities.Add(new RedMeansGo.Entities.RedBloodCell {
                    X = (float)m_Random.NextDouble() * Tileset.TILESET_PIXEL_WIDTH,
                    Y = this.Player.Y - RedMeansGoGame.GAME_WIDTH,
                    Speed = 3 * (float)m_Random.NextDouble() + 1
                }
                );
            if ((this.Player as Entities.Player).Health > 0)
            {
                for (var i = 0; i < m_Random.NextDouble() * 150; i++)
                    if (m_Random.NextDouble() < 0.05)
                        this.Entities.Add(new RedMeansGo.Entities.WhiteBloodCell {
                        X = (float)m_Random.NextDouble() * Tileset.TILESET_PIXEL_WIDTH,
                        Y = this.Player.Y - RedMeansGoGame.GAME_WIDTH,
                        Speed = 3 * (float)m_Random.NextDouble() + 1
                    }
                        );
            }

            // Cast first.
            RedMeansGo.Entities.Player player = this.Player as RedMeansGo.Entities.Player;
            m_BackgroundAudio.Tempo = (float)((1 - player.Health) + 1);

            // Move viewport to player.
            context.Graphics.GraphicsDevice.Viewport
                 = new Viewport((int)(-player.X + RedMeansGoGame.GAME_WIDTH / 2f), (int)(-player.Y + RedMeansGoGame.GAME_HEIGHT / 1.2f), Tileset.TILESET_PIXEL_WIDTH, Tileset.TILESET_PIXEL_HEIGHT);

            // Handle if player exists.
            if (player != null)
            {
                /*var state = Mouse.GetState();
                player.X = state.X;
                player.Y = state.Y;*/

                if (Keyboard.GetState().IsKeyDown(Keys.Left))
                    player.MoveLeft(this);
                if (Keyboard.GetState().IsKeyDown(Keys.Up))
                    player.MoveUp(this);
                if (Keyboard.GetState().IsKeyDown(Keys.Right))
                    player.MoveRight(this);
                if (Keyboard.GetState().IsKeyDown(Keys.Down))
                    player.MoveDown(this);
                if (Keyboard.GetState().IsKeyUp(Keys.Left) && Keyboard.GetState().IsKeyUp(Keys.Up) &&
                    Keyboard.GetState().IsKeyUp(Keys.Right) && Keyboard.GetState().IsKeyUp(Keys.Down))
                    player.MoveEnd();

                if (Keyboard.GetState().IsKeyDown(Keys.A) && player.Health > 0)
                    player.Health -= 0.001;

                if (Keyboard.GetState().IsKeyDown(Keys.Z))
                {
                    player.ShootSomeMotherFudgingBullets(context.World);
                }
                if (Keyboard.GetState().IsKeyDown(Keys.R))
                {
                    this.Restart();
                }
            }

            // Update enumerator.
            if ((this.Player as Entities.Player).Health > 0)
                this.Heartbeats.MoveNext();
            else
            {
                this.Heartbeats = Heartbeat.HeartbeatEnumerator.YieldStopped(this).GetEnumerator();
                m_BackgroundAudio.Stop();
            }

            // Continue entity updates.
            return true;
        }
Пример #33
0
 /// <summary>
 /// Updates the game world each tick.  Returns whether processing should continue in this tick or
 /// whether entity processing should be skipped.
 /// </summary>
 /// <param name="context">The current context of the game.</param>
 /// <returns>Whether processing should continue in this tick.</returns>
 public abstract bool Update(GameContext context);