Пример #1
0
        public void TestGridConstruction()
        {
            Texture2D gridTexture = base.game.Content.Load<Texture2D>("Grid");
            Texture2D gridTextureHighlight = base.game.Content.Load<Texture2D>("GridHighlight");
            Texture2D gridTextureNotWalkable = base.game.Content.Load<Texture2D>("GridNotWalkable");

            Vector2 position = new Vector2(1.0f, 1.0f);
            Vector2 gPosition = new Vector2(1.0f, 1.0f);

            Grid testGrid = new Grid(gridTexture, gridTextureHighlight, position, gPosition);

            Assert.AreEqual<Vector2>(position, testGrid.Sprite.Position2D, "positions are equal");
        }
Пример #2
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            //gui.AddWidget(panel1);

            // load all needed textures here

            #region textures
            shipTexture = Content.Load<Texture2D>("ship01");
            enemyShipTexture1 = Content.Load<Texture2D>("ship02Flipped");
            enemyShipTexture2 = Content.Load<Texture2D>("ship03Flipped");
            energyBar = Content.Load<Texture2D>("energyBar");
            healthBarFull = Content.Load<Texture2D>("healthBarFull");
            healthBarMed = Content.Load<Texture2D>("healthBarMed");
            healthBarLow = Content.Load<Texture2D>("healthBarLow");
            shieldBubble = Content.Load<Texture2D>("shieldBubble");
            gridSprite = Content.Load<Texture2D>("Grid");
            gridHighlightSprite = Content.Load<Texture2D>("GridNotWalkable");
            energyBarSprite = Content.Load<Texture2D>("energyBar");
            roomSprite = Content.Load<Texture2D>("Room2x2");
            roomHighlightSprite = Content.Load<Texture2D>("Room2x2");
            pixel = new Texture2D(GraphicsDevice, 1, 1, false, SurfaceFormat.Color);
            pixel.SetData(new[] { Color.Green });
            crewNoAnimate = Content.Load<Texture2D>("crewNoAnimate");
            starTexture = Content.Load<Texture2D>("starNode");
            overworldCursorTexture = Content.Load<Texture2D>("overworldCursor");
            starGreyedTexture = Content.Load<Texture2D>("starNodeGreyed");

            #endregion

            #region player ship construction

            //Vector2 playerShipStartPosition = new Vector2(50,50);

            gridWidth = shipTexture.Bounds.Width / 32;
            gridHeight = shipTexture.Bounds.Height / 32;
            shipGrid = new int[gridWidth, gridHeight];
            // initialize the player's ship

            // TODO: initialize all objects for a ship outside of the ship itself
            // pass in the UIDs of the grids, rooms, and weapons attributed with this ship

            // grid creation for the player ship
            for (int i = 0; i < shipTexture.Bounds.Width / 32; i++)
            {
                // in each column, iterate over the ship sprite's height
                for (int j = 0; j < shipTexture.Bounds.Height / 32; j++)
                {
                    // create a new grid object for i,j
                    //shipGrid[i, j] = new Grid(gridTexture, highlightTexture, new Vector2(i * 32 + position.X, j * 32 + position.Y), new Vector2(i, j));
                    Grid toAdd = new Grid(gridSprite, gridHighlightSprite,
                               new Vector2(i * 32 + playerShipStartPosition.X, j * 32 + playerShipStartPosition.Y),
                               new Vector2(i, j));

                    int UID = GridManager.AddEntity(toAdd);
                    gridUIDs.Add(UID);
                    shipGrid[i, j] = UID;
                }
            }

            // create rooms, add them to the manager, pass their UIDs to the ship
            int roomUID = RoomManager.AddEntity( new Room( roomHighlightSprite, roomHighlightSprite, 1, 1, playerShipStartPosition, Globals.roomShape.TwoXTwo, Globals.roomType.EMPTY_ROOM, 2,2));
            roomUIDs.Add(roomUID);
            roomUID = RoomManager.AddEntity(new Room(roomHighlightSprite, roomHighlightSprite, 3, 2, playerShipStartPosition, Globals.roomShape.TwoXTwo, Globals.roomType.EMPTY_ROOM, 2, 2));
            roomUIDs.Add(roomUID);

            bool[] roomTypes = new bool[11];

            for (int i = 0; i < 11; i++)
            {
                roomTypes[i] = false;
            }

            int weaponUID = WeaponManager.AddEntity(new Weapon(gridSprite, 0, 0, 10, 500, 3));
            weaponUIDs.Add(weaponUID);

            weaponUID = WeaponManager.AddEntity(new Weapon(gridSprite, 0, 0, 10, 500, 3));
            weaponUIDs.Add(weaponUID);

            weaponUID = WeaponManager.AddEntity(new Weapon(gridSprite, 0, 0, 10, 500, 3));
            weaponUIDs.Add(weaponUID);

            weaponUID = WeaponManager.AddEntity(new Weapon(gridSprite, 0, 0, 10, 500, 3));
            weaponUIDs.Add(weaponUID);

            weaponUID = WeaponManager.AddEntity(new Weapon(gridSprite, 0, 0, 10, 500, 3));
            weaponUIDs.Add(weaponUID);

            System.Diagnostics.Debug.WriteLine(weaponUIDs.Count);

            playerShipUID = ShipManager.AddEntity(new Ship(shipTexture, gridSprite, gridHighlightSprite, playerShipStartPosition, roomUIDs, gridUIDs, weaponUIDs, roomTypes, shipGrid, 0));

            foreach (var item in weaponUIDs)
            {
                WeaponToShip[item] = playerShipUID;
            }

            setRoomGridDictionary(playerShipUID);
            setRoomToShipDictionary(playerShipUID, roomUIDs);
            setUnwalkableGrids(playerShipUID);
            filledRoomUIDs = setCrewDictionary(playerShipUID);
            setFilledDict(playerShipUID, filledRoomUIDs);

            //playerShip = new Ship(shipTexture, gridSprite, gridHighlightSprite, new Vector2(50, 50), roomUIDs, gridUIDs, weaponUIDs, roomTypes);

            #endregion

            #region enemy ship construction 1

            /*
            //Vector2 enemyShipStartPosition = new Vector2(400,50);

            Vector2 enemyShipStartPosition;
            enemyShipStartPosition = new Vector2(400, 50);

            gridUIDs = new List<int>();
            roomUIDs = new List<int>();
            weaponUIDs = new List<int>();
            gridWidth = shipTexture.Bounds.Width / 32;
            gridHeight = shipTexture.Bounds.Height / 32;
            shipGrid = new int[gridWidth, gridHeight];
            // grid creation for the player ship
            for (int i = 0; i < shipTexture.Bounds.Width / 32; i++)
            {
                // in each column, iterate over the ship sprite's height
                for (int j = 0; j < shipTexture.Bounds.Height / 32; j++)
                {
                    // create a new grid object for i,j
                    //shipGrid[i, j] = new Grid(gridTexture, highlightTexture, new Vector2(i * 32 + position.X, j * 32 + position.Y), new Vector2(i, j));
                    Grid toAdd = new Grid(gridSprite, gridHighlightSprite,
                               new Vector2(i * 32 + enemyShip1StartPosition.X, j * 32 + enemyShip1StartPosition.Y),
                               new Vector2(i, j));

                    int UID = GridManager.AddEntity(toAdd);
                    gridUIDs.Add(UID);
                    shipGrid[i, j] = UID;
                }
            }

            roomUID = RoomManager.AddEntity(new Room(roomHighlightSprite, roomHighlightSprite, 3, 1, enemyShip1StartPosition, Globals.roomShape.TwoXTwo, Globals.roomType.EMPTY_ROOM, 2, 2));
            roomUIDs.Add(roomUID);
            roomUID = RoomManager.AddEntity(new Room(roomHighlightSprite, roomHighlightSprite, 3, 4, enemyShip1StartPosition, Globals.roomShape.TwoXTwo, Globals.roomType.EMPTY_ROOM, 2, 2));
            roomUIDs.Add(roomUID);

            roomTypes = new bool[11];

            for (int i = 0; i < 11; i++)
            {
                roomTypes[i] = false;
            }

            weaponUID = WeaponManager.AddEntity(new Weapon(gridSprite, 0, 0, 10, 500, 3));
            weaponUIDs.Add(weaponUID);

            weaponUID = WeaponManager.AddEntity(new Weapon(gridSprite, 0, 0, 10, 500, 3));
            weaponUIDs.Add(weaponUID);

            weaponUID = WeaponManager.AddEntity(new Weapon(gridSprite, 0, 0, 10, 500, 3));
            weaponUIDs.Add(weaponUID);

            weaponUID = WeaponManager.AddEntity(new Weapon(gridSprite, 0, 0, 10, 500, 3));
            weaponUIDs.Add(weaponUID);

            weaponUID = WeaponManager.AddEntity(new Weapon(gridSprite, 0, 0, 10, 500, 3));
            weaponUIDs.Add(weaponUID);

            System.Diagnostics.Debug.WriteLine(weaponUIDs.Count);

            enemyShipUID1 = ShipManager.AddEntity(new Ship(shipTexture, gridSprite, gridHighlightSprite, playerShipStartPosition, roomUIDs, gridUIDs, weaponUIDs, roomTypes, shipGrid, 0));

            foreach (var item in weaponUIDs)
            {
                WeaponToShip[item] = enemyShipUID1;
            }

            WeaponToShip[weaponUID] = enemyShipUID1;
            setRoomGridDictionary(enemyShipUID1);
            setUnwalkableGrids(enemyShipUID1);
            */
            #endregion

            #region enemy ship construction 2
            /*
            //enemyShipStartPosition = new Vector2(400, 50);
            gridUIDs = new List<int>();
            roomUIDs = new List<int>();
            weaponUIDs = new List<int>();
            gridWidth = shipTexture.Bounds.Width / 32;
            gridHeight = shipTexture.Bounds.Height / 32;
            shipGrid = new int[gridWidth, gridHeight];
            // grid creation for the player ship
            for (int i = 0; i < shipTexture.Bounds.Width / 32; i++)
            {
                // in each column, iterate over the ship sprite's height
                for (int j = 0; j < shipTexture.Bounds.Height / 32; j++)
                {
                    // create a new grid object for i,j
                    //shipGrid[i, j] = new Grid(gridTexture, highlightTexture, new Vector2(i * 32 + position.X, j * 32 + position.Y), new Vector2(i, j));
                    Grid toAdd = new Grid(gridSprite, gridHighlightSprite,
                               new Vector2(i * 32 + enemyShip2StartPosition.X, j * 32 + enemyShip2StartPosition.Y),
                               new Vector2(i, j));

                    int UID = GridManager.AddEntity(toAdd);
                    gridUIDs.Add(UID);
                    shipGrid[i, j] = UID;
                }
            }

            roomUID = RoomManager.AddEntity(new Room(roomHighlightSprite, roomHighlightSprite, 3, 1, enemyShip2StartPosition, Globals.roomShape.TwoXTwo, Globals.roomType.EMPTY_ROOM, 2, 2));
            roomUIDs.Add(roomUID);
            roomUID = RoomManager.AddEntity(new Room(roomHighlightSprite, roomHighlightSprite, 3, 4, enemyShip2StartPosition, Globals.roomShape.TwoXTwo, Globals.roomType.EMPTY_ROOM, 2, 2));
            roomUIDs.Add(roomUID);

            roomTypes = new bool[11];

            for (int i = 0; i < 11; i++)
            {
                roomTypes[i] = false;
            }

            weaponUID = WeaponManager.AddEntity(new Weapon(gridSprite, 0, 0, 10, 500, 3));
            weaponUIDs.Add(weaponUID);

            weaponUID = WeaponManager.AddEntity(new Weapon(gridSprite, 0, 0, 10, 500, 3));
            weaponUIDs.Add(weaponUID);

            weaponUID = WeaponManager.AddEntity(new Weapon(gridSprite, 0, 0, 10, 500, 3));
            weaponUIDs.Add(weaponUID);

            weaponUID = WeaponManager.AddEntity(new Weapon(gridSprite, 0, 0, 10, 500, 3));
            weaponUIDs.Add(weaponUID);

            weaponUID = WeaponManager.AddEntity(new Weapon(gridSprite, 0, 0, 10, 500, 3));
            weaponUIDs.Add(weaponUID);

            System.Diagnostics.Debug.WriteLine(weaponUIDs.Count);

            enemyShipUID2 = ShipManager.AddEntity(new Ship(shipTexture, gridSprite, gridHighlightSprite, playerShipStartPosition, roomUIDs, gridUIDs, weaponUIDs, roomTypes, shipGrid, 0));

            foreach (var item in weaponUIDs)
            {
                WeaponToShip[item] = enemyShipUID2;
            }

            WeaponToShip[weaponUID] = enemyShipUID2;
            setRoomGridDictionary(enemyShipUID2);
            setUnwalkableGrids(enemyShipUID2);
            */
            #endregion
            // load fonts

            font = Content.Load<SpriteFont>("Calibri");

            // load gui elements

            skin = new Skin(Content.Load<Texture2D>("uiskin"), System.IO.File.ReadAllText("Content/uiskinmap.txt"));

            gui = new Gui(this, skin, new Ruminate.GUI.Framework.Text(font, Color.White));

            // add all text the GUI we may be using here

            gui.AddText("error", new Ruminate.GUI.Framework.Text(font, Color.Red));
            gui.AddText("password", new Ruminate.GUI.Framework.Text(font, Color.TransparentBlack));
            gui.AddText("empty", new Ruminate.GUI.Framework.Text(font, Color.LightSlateGray));

            #region stuff from initialize

            // initialize the state of all input managers
            currentKeyState = Keyboard.GetState();
            currentMouseState = Mouse.GetState();
            previousKeyState = Keyboard.GetState();
            previousMouseState = Mouse.GetState();

            // initialize the game state machine and states

            #region state machine setup
            stateMachine = new StateMachine();

            startMenu = new State { Name = "startMenu" };
            battle = new State { Name = "battle" };
            pauseState = new State { Name = "pauseState" };
            overworld = new State { Name = "overworld" };
            narrative = new State { Name = "narrative" };
            introState = new State { Name = "introState" };

            startMenu.Transitions.Add(battle.Name, battle);
            startMenu.Transitions.Add(overworld.Name, overworld);
            startMenu.Transitions.Add(pauseState.Name, pauseState);
            startMenu.Transitions.Add(introState.Name, introState);

            battle.Transitions.Add(startMenu.Name, startMenu);
            battle.Transitions.Add(overworld.Name, overworld);
            battle.Transitions.Add(pauseState.Name, pauseState);

            pauseState.Transitions.Add(startMenu.Name, startMenu);
            pauseState.Transitions.Add(battle.Name, battle);

            overworld.Transitions.Add(battle.Name, battle);
            overworld.Transitions.Add(narrative.Name, narrative);
            overworld.Transitions.Add(pauseState.Name, pauseState);

            narrative.Transitions.Add(overworld.Name, overworld);
            narrative.Transitions.Add(pauseState.Name, pauseState);

            introState.Transitions.Add(overworld.Name, overworld);

            stateMachine.Start(battle);
            #endregion

            // set up any UI elements here

            #region ui setup

            #endregion

            // set up game objects

            crewMembers = new List<Crew>();

            // set up each game state
            setupStartMenu();
            setupBattle(playerShipUID);
            setupPauseState();
            setupOverworld();

            #endregion
        }
Пример #3
0
        void setupBattle(int playerUID)
        {
            Vector2 target1 = new Vector2();

            Vector2 target2 = new Vector2();

            Vector2 target1Screen = new Vector2();
            Vector2 target2Screen = new Vector2();
            List<int> selectedCrewMembers = new List<int>();
            // mapping of gridID to true or false; whether or not this grid has a crew in it
            Dictionary<int, bool> gridFilled = new Dictionary<int, bool>();

            bool target1Selected = false;
            bool target2Selected = false;

            #region enemyship construction 1
            if (gameStateUID == 0)
            {
                gridUIDs = new List<int>();
                roomUIDs = new List<int>();
                weaponUIDs = new List<int>();
                gridWidth = enemyShipTexture1.Bounds.Width / 32;
                gridHeight = enemyShipTexture1.Bounds.Height / 32;
                shipGrid = new int[gridWidth, gridHeight];
                // grid creation for the player ship
                for (int i = 0; i < enemyShipTexture1.Bounds.Width / 32; i++)
                {
                    // in each column, iterate over the ship sprite's height
                    for (int j = 0; j < enemyShipTexture1.Bounds.Height / 32; j++)
                    {
                        // create a new grid object for i,j
                        //shipGrid[i, j] = new Grid(gridTexture, highlightTexture, new Vector2(i * 32 + position.X, j * 32 + position.Y), new Vector2(i, j));
                        Grid toAdd = new Grid(gridSprite, gridHighlightSprite,
                                   new Vector2(i * 32 + enemyShip1StartPosition.X, j * 32 + enemyShip1StartPosition.Y),
                                   new Vector2(i, j));

                        int UID = GridManager.AddEntity(toAdd);
                        gridUIDs.Add(UID);
                        shipGrid[i, j] = UID;
                    }
                }

                roomUID = RoomManager.AddEntity(new Room(roomHighlightSprite, roomHighlightSprite, 3, 1, enemyShip1StartPosition, Globals.roomShape.TwoXTwo, Globals.roomType.EMPTY_ROOM, 2, 2));
                roomUIDs.Add(roomUID);
                roomUID = RoomManager.AddEntity(new Room(roomHighlightSprite, roomHighlightSprite, 3, 4, enemyShip1StartPosition, Globals.roomShape.TwoXTwo, Globals.roomType.EMPTY_ROOM, 2, 2));
                roomUIDs.Add(roomUID);

                roomTypes = new bool[11];

                for (int i = 0; i < 11; i++)
                {
                    roomTypes[i] = false;
                }

                weaponUID = WeaponManager.AddEntity(new Weapon(gridSprite, 0, 0, 10, 500, 3));
                weaponUIDs.Add(weaponUID);

                weaponUID = WeaponManager.AddEntity(new Weapon(gridSprite, 0, 0, 10, 500, 3));
                weaponUIDs.Add(weaponUID);

                weaponUID = WeaponManager.AddEntity(new Weapon(gridSprite, 0, 0, 10, 500, 3));
                weaponUIDs.Add(weaponUID);

                weaponUID = WeaponManager.AddEntity(new Weapon(gridSprite, 0, 0, 10, 500, 3));
                weaponUIDs.Add(weaponUID);

                weaponUID = WeaponManager.AddEntity(new Weapon(gridSprite, 0, 0, 10, 500, 3));
                weaponUIDs.Add(weaponUID);

                System.Diagnostics.Debug.WriteLine(weaponUIDs.Count);

                enemyShipUID1 = ShipManager.AddEntity(new Ship(enemyShipTexture1, gridSprite, gridHighlightSprite, enemyShip1StartPosition, roomUIDs, gridUIDs, weaponUIDs, roomTypes, shipGrid, 0));

                foreach (var item in weaponUIDs)
                {
                    WeaponToShip[item] = enemyShipUID1;
                }

                WeaponToShip[weaponUID] = enemyShipUID1;
                setRoomGridDictionary(enemyShipUID1);
                setUnwalkableGrids(enemyShipUID1);
            }
            #endregion

            #region enemy ship construction 2
            if (gameStateUID == 2)
            {
                //enemyShipStartPosition = new Vector2(400, 50);
                gridUIDs = new List<int>();
                roomUIDs = new List<int>();
                weaponUIDs = new List<int>();
                gridWidth = enemyShipTexture2.Bounds.Width / 32;
                gridHeight = enemyShipTexture2.Bounds.Height / 32;
                shipGrid = new int[gridWidth, gridHeight];
                // grid creation for the player ship
                for (int i = 0; i < enemyShipTexture2.Bounds.Width / 32; i++)
                {
                    // in each column, iterate over the ship sprite's height
                    for (int j = 0; j < enemyShipTexture2.Bounds.Height / 32; j++)
                    {
                        // create a new grid object for i,j
                        //shipGrid[i, j] = new Grid(gridTexture, highlightTexture, new Vector2(i * 32 + position.X, j * 32 + position.Y), new Vector2(i, j));
                        Grid toAdd = new Grid(gridSprite, gridHighlightSprite,
                                   new Vector2(i * 32 + enemyShip2StartPosition.X, j * 32 + enemyShip2StartPosition.Y),
                                   new Vector2(i, j));

                        int UID = GridManager.AddEntity(toAdd);
                        gridUIDs.Add(UID);
                        shipGrid[i, j] = UID;
                    }
                }

                roomUID = RoomManager.AddEntity(new Room(roomHighlightSprite, roomHighlightSprite, 3, 1, enemyShip2StartPosition, Globals.roomShape.TwoXTwo, Globals.roomType.EMPTY_ROOM, 2, 2));
                roomUIDs.Add(roomUID);
                roomUID = RoomManager.AddEntity(new Room(roomHighlightSprite, roomHighlightSprite, 3, 4, enemyShip2StartPosition, Globals.roomShape.TwoXTwo, Globals.roomType.EMPTY_ROOM, 2, 2));
                roomUIDs.Add(roomUID);

                roomTypes = new bool[11];

                for (int i = 0; i < 11; i++)
                {
                    roomTypes[i] = false;
                }

                weaponUID = WeaponManager.AddEntity(new Weapon(gridSprite, 0, 0, 10, 500, 3));
                weaponUIDs.Add(weaponUID);

                weaponUID = WeaponManager.AddEntity(new Weapon(gridSprite, 0, 0, 10, 500, 3));
                weaponUIDs.Add(weaponUID);

                weaponUID = WeaponManager.AddEntity(new Weapon(gridSprite, 0, 0, 10, 500, 3));
                weaponUIDs.Add(weaponUID);

                weaponUID = WeaponManager.AddEntity(new Weapon(gridSprite, 0, 0, 10, 500, 3));
                weaponUIDs.Add(weaponUID);

                weaponUID = WeaponManager.AddEntity(new Weapon(gridSprite, 0, 0, 10, 500, 3));
                weaponUIDs.Add(weaponUID);

                System.Diagnostics.Debug.WriteLine(weaponUIDs.Count);

                enemyShipUID2 = ShipManager.AddEntity(new Ship(enemyShipTexture2, gridSprite, gridHighlightSprite, enemyShip2StartPosition, roomUIDs, gridUIDs, weaponUIDs, roomTypes, shipGrid, 0));

                foreach (var item in weaponUIDs)
                {
                    WeaponToShip[item] = enemyShipUID2;
                }

                WeaponToShip[weaponUID] = enemyShipUID2;
                setRoomGridDictionary(enemyShipUID2);
                setUnwalkableGrids(enemyShipUID2);
            }
            #endregion

            Ship playerShip = (Ship)ShipManager.RetrieveEntity(playerUID);
            Ship enemyShip;

            enemyShip = (Ship)ShipManager.RetrieveEntity(enemyShipUID1);

            if (gameStateUID == 0)
            {
                enemyShip = (Ship)ShipManager.RetrieveEntity(enemyShipUID1);
                currentEnemyShips.Add(enemyShipUID1);
            }

            else if (gameStateUID == 2)
            {
                enemyShip = (Ship)ShipManager.RetrieveEntity(enemyShipUID2);
                currentEnemyShips.Add(enemyShipUID2);
            }

            Pathfinder pather = new Pathfinder(playerShip.ShipGrid, playerShipStartPosition ,GridManager);

            // sets up seven energy bars for the ship
            Panel energy1 = new Panel(4, screenHeight - 256, 40, 256 - 8);

            /*Lance's code*/
            Panel Health = new Panel(5, 5, (32 * playerShip.MaxHP) + 8, 72);
            Panel Shields = new Panel(5, 80, (32 * playerShip.MaxShields)+8, 40);
            /*END Lance's code*/

            Image energyBar1;
            Image HealthBar;
            Image sBubble;

            // this list will hold the individual bars within one energy bar
            List<Widget> energyBarTest = new List<Widget>();
            List<Widget> healthBarTest = new List<Widget>();
            List<Widget> shieldTest = new List<Widget>();
            List<Button> weapons = new List<Button>();

            int shipStartEnergy = playerShip.Energy;

            Point currentlySelectedPlayerGrid = new Point(-1, -1);
            Point currentlySelectedEnemyGrid = new Point(-1, -1);

            StateMachine cursorState = new StateMachine();

            State idleCursor = new State { Name = "idleCursor" };
            State hasSelectedCrew = new State { Name = "hasSelectedCrew" };
            State targetWeapon = new State { Name = "targetWeapon" };

            idleCursor.Transitions.Add(hasSelectedCrew.Name, hasSelectedCrew);
            idleCursor.Transitions.Add(targetWeapon.Name, targetWeapon);
            hasSelectedCrew.Transitions.Add(idleCursor.Name, idleCursor);
            hasSelectedCrew.Transitions.Add(hasSelectedCrew.Name, hasSelectedCrew);
            targetWeapon.Transitions.Add(idleCursor.Name, idleCursor);
            targetWeapon.Transitions.Add(hasSelectedCrew.Name, hasSelectedCrew);
            cursorState.Start(idleCursor);

            StateMachine enemyAI = new StateMachine();

            State enemyIdle = new State { Name = "enemyIdle" };
            State enemyFiring = new State { Name = "enemyFiring" };

            enemyIdle.Transitions.Add(enemyFiring.Name, enemyFiring);
            enemyFiring.Transitions.Add(enemyIdle.Name, enemyFiring);

            enemyAI.Start(enemyIdle);

            #region battle state methods
            // when entering the battle state
            #region battle state enter
            battle.enter += () =>
            {
                // add gui elements here

                // player ship HP, enemy ship HP

                // player ship shields, enemy ship shields

                // player ship total / current energy (we'll deal with segmented energy later)

                // player ship rooms:
                // powered up or down, on fire, hull breach

                // weapons GUI:
                // weapon slots 1-5 for each:
                // filled or not, enabled or not, charging or not

                // Rebecca's Code

                // weapon enabling

               // this panel will hold all the login GUI objects

                //WidgetEvent wpn1click = new WidgetEvent();

                Panel wpnEnable = new Panel(500, screenHeight - 128, 388+8, 75);
                gui.AddWidget(wpnEnable);

                // Create and add weapon disable buttons
                Button wpn1Disable = new Button(0, 0, 100, "WPN 1: Disable");
                Button wpn2Disable = new Button(130, 0, 100, "WPN 2: Disable");
                Button wpn3Disable = new Button(260, 0, 100, "WPN 3: Disable");
                Button wpn4Disable = new Button(65, 35, 100, "WPN 4: Disable");
                Button wpn5Disable = new Button(195, 35, 100, "WPN 5: Disable");
                wpnEnable.AddWidget(wpn1Disable);
                weapons.Add(wpn1Disable);
                wpnEnable.AddWidget(wpn2Disable);
                weapons.Add(wpn2Disable);
                wpnEnable.AddWidget(wpn3Disable);
                weapons.Add(wpn3Disable);
                wpnEnable.AddWidget(wpn4Disable);
                weapons.Add(wpn4Disable);
                wpnEnable.AddWidget(wpn5Disable);
                weapons.Add(wpn5Disable);

                // Create and add weapon enable buttons
                Button wpn1Enable = new Button(0, 0, 100, "WPN 1: Enable");
                Button wpn2Enable = new Button(130, 0, 100, "WPN 2: Enable");
                Button wpn3Enable = new Button(260, 0, 100, "WPN 3: Enable");
                Button wpn4Enable = new Button(65, 35, 100, "WPN 4: Enable");
                Button wpn5Enable = new Button(195, 35, 100, "WPN 5: Enable");
                wpnEnable.AddWidget(wpn1Enable);
                weapons.Add(wpn1Enable);
                wpnEnable.AddWidget(wpn2Enable);
                weapons.Add(wpn2Enable);
                wpnEnable.AddWidget(wpn3Enable);
                weapons.Add(wpn3Enable);
                wpnEnable.AddWidget(wpn4Enable);
                weapons.Add(wpn4Enable);
                wpnEnable.AddWidget(wpn5Enable);
                weapons.Add(wpn5Enable);

                for (int i = 5; i < 10; i++)
                    weapons[i].Visible = false;

                    //playerShip.WeaponSlots[1];
                    //WeaponManager.

                    // Rebecca's code end

                // adds all the energy bars to the gui
                gui.AddWidget(energy1);
                /*Lance's*/
                gui.AddWidget(Health);
                gui.AddWidget(Shields);

                Texture2D HB;
                if (playerShip.CurrentHP > 3)
                    for (int i = 0; i < 3; i++)
                    {
                        HB = healthBarLow; // red healthbar
                        Health.AddWidget(HealthBar = new Image(32 * i, 0, HB));
                        healthBarTest.Add(HealthBar);
                    }
                if (playerShip.CurrentHP > 6)
                    for (int i = 0; i < 6; i++)
                    {
                        HB = healthBarMed; // orange healthbar
                        Health.AddWidget(HealthBar = new Image(32 * i, 0, HB));
                        healthBarTest.Add(HealthBar);
                    }
                for (int i = 0; i < playerShip.CurrentHP; i++)
                {
                    HB = healthBarFull; // green healthbar
                    Health.AddWidget(HealthBar = new Image(32 * i, 0, HB));
                    healthBarTest.Add(HealthBar);
                }

                for (int i = 0; i < playerShip.CurrentShields; i++)
                {
                    Shields.AddWidget(sBubble = new Image(32*i, 0, shieldBubble));
                    shieldTest.Add(sBubble);
                }
                    /*END Lance's*/

                    // add as many energy widgets as there is ship energy to one entire energy bar
                    for (int i = 0; i < playerShip.Energy; i++)
                    {
                        energy1.AddWidget(energyBar1 = new Image(0, (256 - 16 - 8 - 8) - i * 16, energyBarSprite));
                        energyBarTest.Add(energyBar1);
                    }

                currentEnemyShips.Add(enemyShip.UID);
            };

            #endregion
            // when updating the battle state
            #region battle state update
            battle.update += (GameTime gameTime) =>
            {
                #region input handling

                #region keys

                Ship thisShip = (Ship)ShipManager.RetrieveEntity(0);

                if (currentKeyState.IsKeyDown(Keys.T) && previousKeyState.IsKeyUp(Keys.T))
                {
                    Crew man = (Crew)CrewManager.RetrieveEntity(0);

                    pather = new Pathfinder(thisShip.ShipGrid, playerShipStartPosition, GridManager);

                    Grid thisGrid = (Grid)GridManager.RetrieveEntity(9);

                    target1 = man.Position;

                    thisGrid = (Grid)GridManager.RetrieveEntity(26);

                    target2 = thisGrid.GridPosition;

                    List<Vector2> path = pather.FindOptimalPath(target1, target2);

                    foreach (Vector2 item in path)
                    {
                        Vector2 dumb = new Vector2((item.X / 32), (item.Y / 32));

                        System.Diagnostics.Debug.WriteLine(dumb.ToString());
                    }

                    man.Move(path);
                }

                // if the a key is pressed, transition back to the menu
                if (currentKeyState.IsKeyDown(Keys.A))
                {
                    stateMachine.Transition(startMenu.Name);
                }

                /*if (currentKeyState.IsKeyDown(Keys.D1) && previousKeyState.IsKeyUp(Keys.D1))
                {
                    Weapon thisWeapon = (Weapon)WeaponManager.RetrieveEntity(playerShip.WeaponSlots[0]);

                    // if weapon 0 is currently disabled
                    if (thisWeapon.weaponStateMachine.CurrentState.Name == "disabled")
                    {
                        // enable the weapon if possible

                        // start charging
                    }

                    // if weapon 0 is charging
                    else if (thisWeapon.weaponStateMachine.CurrentState.Name == "charging")
                    {
                        // go to target weapon state, try to assign target
                    }

                }

                if (currentKeyState.IsKeyDown(Keys.D2) && previousKeyState.IsKeyUp(Keys.D2))
                {
                    // if weapon 1 is not charging, try to assign energy, start charging, go to weapon target cursor state, and target enemy

                    // if weapon 1 is ready, go to weapon target cursor state, and target enemy
                }

                if (currentKeyState.IsKeyDown(Keys.D3) && previousKeyState.IsKeyUp(Keys.D3))
                {
                    // if weapon 2 is not charging, try to assign energy, start charging, go to weapon target cursor state, and target enemy

                    // if weapon 2 is ready, go to weapon target cursor state, and target enemy
                }

                if (currentKeyState.IsKeyDown(Keys.D4) && previousKeyState.IsKeyUp(Keys.D4))
                {
                    // if weapon 3 is not charging, try to assign energy, start charging, go to weapon target cursor state, and target enemy

                    // if weapon 3 is ready, go to weapon target cursor state, and target enemy
                }

                if (currentKeyState.IsKeyDown(Keys.D5) && previousKeyState.IsKeyUp(Keys.D5))
                {
                    // if weapon 4 is not charging, try to assign energy, start charging, go to weapon target cursor state, and target enemy

                    // if weapon 4 is ready, go to weapon target cursor state, and target enemy
                }*/

                #region keys.c
                /*
                // if the c key is tapped, query to see if the cursor is hovering over the ship
                if (currentKeyState.IsKeyDown(Keys.C) && previousKeyState.IsKeyUp(Keys.C))
                {
                    // returns whether or not the cursor is hovering over the player's ship
                    int shipUID = checkShipHover(currentMouseState);

                    // if the cursor is hovering over the player's ship, print a message and figure out which room the cursor is in
                    if (shipUID == playerShipUID)
                    {
                        System.Diagnostics.Debug.WriteLine("Cursor on player ship!");

                        // returns which grid (in ship grid coords) the cursor is hovering over
                        Vector2 gridHover = getGridHover(currentMouseState, shipUID);

                        // if gridHover isn't (-1,-1), which means the cursor ISNT on the grid, print messages, and highlight (or un-highlight) that grid
                        if (gridHover.X != -1 && gridHover.Y != -1)
                        {
                            Ship thisShip = (Ship)ShipManager.RetrieveEntity(shipUID);

                            int gridUID = thisShip.ShipGrid[(int)gridHover.X, (int)gridHover.Y];

                            Grid thisGrid = (Grid)GridManager.RetrieveEntity(gridUID);

                            System.Diagnostics.Debug.WriteLine("Cursor on grid: " + thisGrid.GridPosition.ToString());

                            if (checkRoomHover(currentMouseState, shipUID) == true)
                            {
                                int roomUID = getRoomHover(currentMouseState, shipUID);

                                Room thisRoom = (Room)RoomManager.RetrieveEntity(roomUID);

                                System.Diagnostics.Debug.WriteLine("Cursor on room: " + thisRoom.RoomPosition.ToString());
                            }

                            //highlight the grid
                            if (target1Selected == false)
                            {
                                if (thisGrid.IsWalkable == true)
                                {
                                    target1Selected = true;
                                }

                            }

                            target1 = thisGrid.GridPosition;
                            target1Screen = new Vector2(currentMouseState.X, currentMouseState.Y);

                        }
                    }

                }

                #endregion

                #region keys.v
                // second target for pathfinder checking

                if (currentKeyState.IsKeyDown(Keys.V) && previousKeyState.IsKeyUp(Keys.V))
                {
                    // returns whether or not the cursor is hovering over the player's ship
                    int shipUID = checkShipHover(currentMouseState);

                    // if the cursor is hovering over the player's ship, print a message and figure out which room the cursor is in
                    if (shipUID == playerShipUID)
                    {
                        // returns which grid (in ship grid coords) the cursor is hovering over
                        Vector2 gridHover = getGridHover(currentMouseState, shipUID);

                        Ship thisShip = (Ship)ShipManager.RetrieveEntity(shipUID);

                        if (target2Selected == false && target1Selected == true)
                        {
                            Grid thisGrid = (Grid)GridManager.RetrieveEntity(thisShip.ShipGrid[(int)gridHover.X, (int)gridHover.Y]);
                            if (thisGrid.IsWalkable == true)
                            {

                                target2 = thisGrid.GridPosition;
                                target2Screen = new Vector2(currentMouseState.X, currentMouseState.Y);

                                System.Diagnostics.Debug.WriteLine(target1.ToString() + " " + target2.ToString());

                                pather = new Pathfinder(thisShip.ShipGrid, GridManager);

                                List<Vector2> path = pather.FindOptimalPath(target1, target2);

                                foreach (Vector2 item in path)
                                {
                                    Vector2 dumb = new Vector2((item.X / 32), (item.Y / 32));

                                    System.Diagnostics.Debug.WriteLine(dumb.ToString());
                                }

                                double c = Math.Sqrt(Math.Pow((double)(target2Screen.X - target1Screen.X), 2d) + Math.Pow((double)(target2Screen.Y - target1Screen.Y), 2d));

                                System.Diagnostics.Debug.WriteLine(c.ToString());

                                List<Vector2> pathList = new List<Vector2>();

                                pathList.Add(target2Screen);

                                target1Selected = false;

                                target1 = new Vector2();
                                target2 = new Vector2();
                            }
                        }
                    }
                }
                */
                #endregion

                #region keys.e
                // if the e key is tapped, try to lose energy if possible
                if (currentKeyState.IsKeyDown(Keys.E) == true && previousKeyState.IsKeyUp(Keys.E) == true)
                {
                    if (playerShip.Energy > 0)
                    {
                        System.Diagnostics.Debug.WriteLine("lost energy!");
                        playerShip.Energy = playerShip.Energy - 1;
                    }

                    // iterate over the energy widgets for the first energy bar, and make the current level invisible
                    for (int i = 0; i < shipStartEnergy; i++)
                    {
                        if (i >= playerShip.Energy)
                        {
                            energyBarTest[i].Visible = false;
                        }
                    }

                }

                #endregion

                #region keys.r
                // if the f key is tapped, try to gain energy if possibile
                if (currentKeyState.IsKeyDown(Keys.R) == true && previousKeyState.IsKeyUp(Keys.R) == true)
                {
                    if (playerShip.Energy < 10)
                    {
                        System.Diagnostics.Debug.WriteLine("gained energy!");
                        playerShip.Energy = playerShip.Energy + 1;
                    }

                    // iterate over the energy widgets for the first energy bar, and make the one above the current level visible again
                    for (int i = 0; i < shipStartEnergy; i++)
                    {
                        if (i < playerShip.Energy)
                        {
                            energyBarTest[i].Visible = true;
                        }
                    }
                }

                #endregion

                #region keys.o
                if (currentKeyState.IsKeyDown(Keys.O) == true && previousKeyState.IsKeyUp(Keys.O) == true)
                {
                    if (playerShip.CurrentHP < 10)
                    {
                        System.Diagnostics.Debug.WriteLine("gained health!");
                        playerShip.CurrentHP = playerShip.CurrentHP + 1;
                    }

                    int j = 0;
                    for (int i = 0; i < 19; i++)
                    {
                        if (playerShip.CurrentHP > 6)
                            j = 9;
                        else if (playerShip.CurrentHP > 3)
                            j = 3;
                        else
                            j = 0;

                        if (i < playerShip.CurrentHP + j)
                        {
                            healthBarTest[i].Visible = true;
                        }
                    }
                }
                #endregion

                #region keys.p
                if (currentKeyState.IsKeyDown(Keys.P) == true && previousKeyState.IsKeyUp(Keys.P) == true)
                {
                    if (playerShip.CurrentHP > 0)
                    {
                        System.Diagnostics.Debug.WriteLine("lost health!");
                        playerShip.CurrentHP = playerShip.CurrentHP - 1;
                    }

                    int j = 0;
                    for (int i = 0; i < 19; i++)
                    {
                        if (playerShip.CurrentHP > 6)
                            j = 9;
                        else if (playerShip.CurrentHP > 3)
                            j = 3;
                        else
                            j = 0;

                        if (i >= playerShip.CurrentHP + j)
                        {
                            healthBarTest[i].Visible = false;
                        }
                    }
                }
                #endregion

                #region keys.z
                if (currentKeyState.IsKeyDown(Keys.Z) == true && previousKeyState.IsKeyUp(Keys.Z) == true)
                {
                    if (playerShip.CurrentShields > 0)
                    {
                        System.Diagnostics.Debug.WriteLine("A shield has fallen!");
                        playerShip.CurrentShields = playerShip.CurrentShields - 1;
                    }
                    for (int i = 0; i < playerShip.MaxShields; i++)
                        if(i >= playerShip.CurrentShields)
                            shieldTest[i].Visible = false;
                }
                #endregion

                #region keys.x
                if (currentKeyState.IsKeyDown(Keys.X) == true && previousKeyState.IsKeyUp(Keys.X) == true)
                {
                    if (playerShip.CurrentShields < 4)
                    {
                        System.Diagnostics.Debug.WriteLine("A shield has recharged!");
                        playerShip.CurrentShields = playerShip.CurrentShields + 1;
                    }
                    for (int i = 0; i < playerShip.MaxShields; i++)
                        if(i < playerShip.CurrentShields)
                            shieldTest[i].Visible = true;
                }
                #endregion

                #region keys.1
                if (currentKeyState.IsKeyDown(Keys.D1) == true && previousKeyState.IsKeyUp(Keys.D1) == true)
                {
                    int num = 0;
                    if (weapons[num].Visible)
                    {
                        // enable weapon 1
                        weapons[num].Visible = false;
                        weapons[num+5].Visible = true;
                    }
                    else
                    {
                        // disable weapon 1
                        weapons[num].Visible = true;
                        weapons[num + 5].Visible = false;
                    }

                    Weapon thisWeapon = (Weapon)WeaponManager.RetrieveEntity(playerShip.WeaponSlots[num]);

                    // if weapon 1 is currently disabled
                    if (thisWeapon.weaponStateMachine.CurrentState.Name == "disabled")
                    {
                        thisWeapon.start_charging();
                    }

                    // if weapon 1 is charging
                    else if (thisWeapon.weaponStateMachine.CurrentState.Name == "charging")
                    {
                        // go to target weapon state, try to assign target
                    }
                }
                #endregion

                #region keys.2
                if (currentKeyState.IsKeyDown(Keys.D2) == true && previousKeyState.IsKeyUp(Keys.D2) == true)
                {
                    int num = 1;
                    if (weapons[num].Visible)
                    {
                        weapons[num].Visible = false;
                        weapons[num + 5].Visible = true;
                    }
                    else
                    {
                        weapons[num].Visible = true;
                        weapons[num + 5].Visible = false;
                    }

                    Weapon thisWeapon = (Weapon)WeaponManager.RetrieveEntity(playerShip.WeaponSlots[num]);

                    // if weapon 2 is currently disabled
                    if (thisWeapon.weaponStateMachine.CurrentState.Name == "disabled")
                    {
                        thisWeapon.start_charging();
                    }

                    // if weapon 2 is charging
                    else if (thisWeapon.weaponStateMachine.CurrentState.Name == "charging")
                    {
                        // go to target weapon state, try to assign target
                    }
                }
                #endregion

                #region keys.3
                if (currentKeyState.IsKeyDown(Keys.D3) == true && previousKeyState.IsKeyUp(Keys.D3) == true)
                {
                    int num = 2;
                    if (weapons[num].Visible)
                    {
                        weapons[num].Visible = false;
                        weapons[num + 5].Visible = true;
                    }
                    else
                    {
                        weapons[num].Visible = true;
                        weapons[num + 5].Visible = false;
                    }

                    Weapon thisWeapon = (Weapon)WeaponManager.RetrieveEntity(playerShip.WeaponSlots[num]);

                    // if weapon 3 is currently disabled
                    if (thisWeapon.weaponStateMachine.CurrentState.Name == "disabled")
                    {
                        thisWeapon.start_charging();
                    }

                    // if weapon 3 is charging
                    else if (thisWeapon.weaponStateMachine.CurrentState.Name == "charging")
                    {
                        // go to target weapon state, try to assign target
                    }
                }
                #endregion

                #region keys.4
                if (currentKeyState.IsKeyDown(Keys.D4) == true && previousKeyState.IsKeyUp(Keys.D4) == true)
                {
                    int num = 3;
                    if (weapons[num].Visible)
                    {
                        weapons[num].Visible = false;
                        weapons[num + 5].Visible = true;
                    }
                    else
                    {
                        weapons[num].Visible = true;
                        weapons[num + 5].Visible = false;
                    };

                    Weapon thisWeapon = (Weapon)WeaponManager.RetrieveEntity(playerShip.WeaponSlots[num]);

                    // if weapon 4 is currently disabled
                    if (thisWeapon.weaponStateMachine.CurrentState.Name == "disabled")
                    {
                        thisWeapon.start_charging();
                    }

                    // if weapon 4 is charging
                    else if (thisWeapon.weaponStateMachine.CurrentState.Name == "charging")
                    {
                        // go to target weapon state, try to assign target
                    }
                }
                #endregion

                #region keys.5
                if (currentKeyState.IsKeyDown(Keys.D5) == true && previousKeyState.IsKeyUp(Keys.D5) == true)
                {
                    int num = 4;
                    if (weapons[num].Visible)
                    {
                        weapons[num].Visible = false;
                        weapons[num + 5].Visible = true;
                    }
                    else
                    {
                        weapons[num].Visible = true;
                        weapons[num + 5].Visible = false;
                    }

                    Weapon thisWeapon = (Weapon)WeaponManager.RetrieveEntity(playerShip.WeaponSlots[num]);

                    // if weapon 5 is currently disabled
                    if (thisWeapon.weaponStateMachine.CurrentState.Name == "disabled")
                    {
                        thisWeapon.start_charging();
                    }

                    // if weapon 5 is charging
                    else if (thisWeapon.weaponStateMachine.CurrentState.Name == "charging")
                    {
                        // go to target weapon state, try to assign target
                    }
                }
                #endregion

                #region weapons testing: keys.y, keys.u
                //a test to see if my states work -Peter
                if (currentKeyState.IsKeyDown(Keys.Y) == true)
                {
                    for (int i = 0; i < 5; i++)
                    {
                        Weapon defaultWeapon = (Weapon)WeaponManager.RetrieveEntity(playerShip.WeaponSlots[i]);

                        defaultWeapon.EnoughPower = true;
                        defaultWeapon.start_charging();
                        defaultWeapon.weaponStateMachine.Update(gameTime);
                        //System.Diagnostics.Debug.WriteLine(defaultWeapon.weaponStateMachine.CurrentState.Name);
                    }
                }

                //a test to see if my states work -Peter
                if (currentKeyState.IsKeyDown(Keys.U) == true)
                {
                    for (int i = 0; i < 5; i++)
                    {
                        Weapon defaultWeapon = (Weapon)WeaponManager.RetrieveEntity(playerShip.WeaponSlots[0]);

                        defaultWeapon.deactivate_weap();
                        defaultWeapon.weaponStateMachine.Update(gameTime);
                    }
                }

                #endregion

                #endregion

                #region mouse

                #endregion
                #endregion
            #endregion

                ShipManager.Update(gameTime);
                GridManager.Update(gameTime);
                RoomManager.Update(gameTime);
                WeaponManager.Update(gameTime);
                CrewManager.Update(gameTime);

                cursorState.Update(gameTime);

            };

            // when leaving the battle state
            #region battle state leave
            battle.leave += () =>
            {
                // tear down gui elements

                // remove the energy widgets from the gui
                gui.RemoveWidget(energy1);

                foreach (int UID in currentEnemyShips)
                {
                    ShipManager.DeleteEntity(UID);
                }
            };
            #endregion
            #endregion

            #region idle cursor state methods
            idleCursor.enter += () =>
            {
            };

            idleCursor.update += (GameTime gameTime) =>
            {
                #region input handling

                if (currentKeyState.IsKeyDown(Keys.O))
                {
                    cursorState.Transition("targetWeapon");
                }

                #region mouse

                #region left click

                // if we were previously holding the mouse button down, but now its released
                if (previousMouseState.LeftButton == ButtonState.Pressed && currentMouseState.LeftButton == ButtonState.Released)
                {
                    // if there is a crew in the current cursor's grid, and we are not multiselecting, select that crew member, transition to hasSelectedCrew
                    if (multiSelecting == false)
                    {
                        //cursorState.Transition(hasSelectedCrew.Name);
                    }
                    // else if we are multiselecting: get (x1,y1;x2,y2), select all crew in that area, set multiselecting to false, transition to hasSelectedCrew if any crew were selected

                    // note: this should only happen if the two points are on the player's ship
                    else if (multiSelecting == true && checkShipHover(selectRectStart) == playerShipUID && checkShipHover(selectRectEnd) == playerShipUID)
                    {
                        int x1 = (selectRectStart.X - (int)playerShipStartPosition.X) / 32;
                        int y1 = (selectRectStart.Y - (int)playerShipStartPosition.Y) / 32;
                        int x2 = (selectRectEnd.X - (int)playerShipStartPosition.X) / 32;
                        int y2 = (selectRectEnd.Y - (int)playerShipStartPosition.Y) / 32;

                        // swap points if they need to be
                        int temp;

                        if (x2 < x1)
                        {
                            temp = x2;
                            x2 = x1;
                            x1 = temp;
                        }

                        if (y2 < y1)
                        {
                            temp = y2;
                            y2 = y1;
                            y1 = temp;
                        }

                        x1 = Math.Max(x1, 0);
                        y1 = Math.Max(y1, 0);

                        x2 = Math.Min(x2, playerShip.ShipGrid.GetLength(0) - 1);
                        y2 = Math.Min(y2, playerShip.ShipGrid.GetLength(1) - 1);

                        System.Diagnostics.Debug.WriteLine("x1, y1 {0},{1}", x1, y1);
                        System.Diagnostics.Debug.WriteLine("x2, y2 {0},{1}", x2, y2);

                        for (int i = x1; i <= x2; i++)
                        {
                            for (int j = y1; j <= y2; j++)
                            {
                                System.Diagnostics.Debug.WriteLine("Selected Grid {0},{1}", i, j);

                                Vector2 blah = new Vector2(i,j);
                                foreach (int x in GridManager.RetrieveKeys())
                                {
                                    Grid grid = (Grid)GridManager.RetrieveEntity(x);

                                    if (grid.GridPosition == blah)
                                    {
                                        System.Diagnostics.Debug.WriteLine("Filled: " + FilledRooms[x].ToString());
                                        System.Diagnostics.Debug.WriteLine("Walkable: " + grid.IsWalkable.ToString());
                                        break;
                                    }
                                }

                                /*for (i = 0; i < playerShip.ShipGrid.GetLength(0); i++)
                                {
                                    for (j = 0; j < playerShip.ShipGrid.GetLength(1); j++)
                                    {

                                        Grid walkCheck = (Grid)GridManager.RetrieveEntity(playerShip.ShipGrid[i, j]);

                                        //System.Diagnostics.Debug.WriteLine("Grid {0},{1}: {2}", i, j, walkCheck.IsWalkable.ToString());
                                    }

                                }*/

                                var crewMembers = CrewManager.RetrieveKeys();

                                foreach (int k in crewMembers)
                                {
                                    Crew thisguy = (Crew)CrewManager.RetrieveEntity(k);

                                    if (thisguy.Position.X == i && thisguy.Position.Y == j)
                                    {
                                        thisguy.Selected = true;

                                        selectedCrewMembers.Add(k);
                                    }
                                }
                            }
                        }

                        if (selectedCrewMembers.Count > 0)
                        {
                            cursorState.Transition(hasSelectedCrew.Name);
                        }
                    }

                    multiSelecting = false;

                    if (selectedCrewMembers.Count > 0)
                    {
                        foreach (var item in selectedCrewMembers)
                        {
                            System.Diagnostics.Debug.WriteLine(item);
                        }
                    }
                }

                // if we're holding the mouse button down
                if (previousMouseState.LeftButton == ButtonState.Pressed && currentMouseState.LeftButton == ButtonState.Pressed)
                {
                    // if we arent multiselecting: set multiselecting to true, start point = previous cursor's position; end point = current cursor's position
                    if (multiSelecting == false)
                    {
                        multiSelecting = true;
                        selectRectStart.X = previousMouseState.X;
                        selectRectStart.Y = previousMouseState.Y;

                        selectRectEnd.X = currentMouseState.X;
                        selectRectEnd.Y = currentMouseState.Y;
                    }

                    else if (multiSelecting == true)
                    {
                        selectRectEnd.X = currentMouseState.X;
                        selectRectEnd.Y = currentMouseState.Y;
                    }
                    // else if we are multiselecting: end point = current cursor's position
                }

                #endregion

                #region right click
                if (previousMouseState.RightButton == ButtonState.Released && currentMouseState.RightButton == ButtonState.Pressed)
                {
                    // if we've rightclicked

                    // gui interaction:

                    // if we've right-clicked over a weapon gui element (the charge bar)
                    /*
                    if(rightclick position == weapon 0 space)
                    {
                        //disable weapon
                        thisWeapon = (Weapon)WeaponManager.RetrieveEntity(playerShip.WeaponSlots[0]);
                        thisWeapon.WeaponStateMachine.Transition(disabled.Name);

                    }
                    */
                }

                #endregion

                #endregion

                #endregion
            };

            idleCursor.leave += () =>
            {
            };
            #endregion

            #region selected crew cursor state methods
            hasSelectedCrew.enter += () =>
            {
            };

            hasSelectedCrew.update += (GameTime gameTime) =>
            {
                #region input handling

                #region mouse

                if (previousMouseState.LeftButton == ButtonState.Released && currentMouseState.LeftButton == ButtonState.Pressed)
                {
                    // if we've leftclicked

                    //deselect the crew, go to idlecursor

                    selectedCrewMembers.Clear();
                    cursorState.Transition(idleCursor.Name);
                }

                if (previousMouseState.RightButton == ButtonState.Released && currentMouseState.RightButton == ButtonState.Pressed)
                {
                    // if we've rightclicked

                    // move the crew, we can assume the selected crew list has size of at least 1

                    if (selectedCrewMembers.Count == 1)
                    {
                        // we only have one man

                        // get the room we clicked, and if its on the ship, check if the room is empty of mans

                        // if it has room, move the man to an empty grid in that room

                        // transition to idle cursor on success

                        // todo: room-filling algorithm

                        if(checkShipHover(currentMouseState) == playerShipUID)
                        {
                            Vector2 targetGridVector = getGridHover(currentMouseState, playerShipUID);

                            //System.Diagnostics.Debug.WriteLine("target grid: "+targetGrid);

                            Grid targetGrid = (Grid)GridManager.RetrieveEntity(playerShip.ShipGrid[(int)targetGridVector.X, (int)targetGridVector.Y]);

                            //System.Diagnostics.Debug.WriteLine("target grid: " + targetGrid.UID);

                            int targetGridUID = targetGrid.UID;

                            Crew thisCrew = (Crew)CrewManager.RetrieveEntity(selectedCrewMembers[0]);
                            Grid thisGrid = (Grid)GridManager.RetrieveEntity(targetGridUID);

                            bool dothis = true;

                            foreach (var item in CrewManager.RetrieveKeys())
                            {
                                Crew testGuy = (Crew)CrewManager.RetrieveEntity(item);

                                if (testGuy.Position == thisGrid.GridPosition)
                                {
                                    dothis = false;
                                }

                            }

                            if (dothis == true)
                            {

                                int originGridUID = 0;
                                foreach (int x in GridManager.RetrieveKeys())
                                {
                                    Grid grid = (Grid)GridManager.RetrieveEntity(x);

                                    if (grid.GridPosition == thisCrew.Position)
                                    {
                                        originGridUID = x;
                                        break;
                                    }
                                }

                                List<Vector2> path = pather.FindOptimalPath(thisCrew.Position, thisGrid.GridPosition);
                                thisCrew.Move(path);
                                thisCrew.Position = thisGrid.GridPosition;
                                FilledRooms[originGridUID] = false;
                                FilledRooms[targetGridUID] = true;
                                CrewToRoom[thisCrew.UID] = GridToRoom[targetGridUID];

                            }

                        }

                    }

                    else
                    {
                    // we got more than one man

                        // did we click on a room on our ship?
                        if (checkShipHover(currentMouseState) == playerShipUID)
                        {
                            if (checkRoomHover(currentMouseState, playerShipUID) == true)
                            {
                                int thisRoomUID = getRoomHover(currentMouseState, playerShipUID);
                                Room thisRoom = (Room)RoomManager.RetrieveEntity(getRoomHover(currentMouseState, playerShipUID));
                                //check if the room has enough room to move the entire list of selected mans

                                // loop through CrewToRoom, count any hits in the values; if count is less than or equal to the room's size then continue
                                int count = 0;
                                foreach (var item in CrewToRoom.Values)
                                {
                                    if (thisRoomUID == item)
                                    {
                                        count++;
                                    }
                                }

                                if (count <= thisRoom.RoomSize)
                                {
                                    // at this point, we can move the crew to the room
                                    // todo: room-filling algorithm
                                    // transition to idle cursor on success

                                    // get grids that exist in the room
                                    List<int> theGrids = new List<int>();
                                    foreach (var item in GridToRoom.Keys)
                                    {
                                        if (thisRoomUID == GridToRoom[item])
                                        {
                                            theGrids.Add(item);

                                        }

                                    }
                                    //add their positions to a list
                                    List<Tuple<int, int>> gridPositions = new List<Tuple<int, int>>();
                                    foreach (var item in theGrids)
                                    {
                                        Grid gridInRoom = (Grid)GridManager.RetrieveEntity(item);
                                        //System.Diagnostics.Debug.WriteLine(item);
                                        //System.Diagnostics.Debug.WriteLine(gridInRoom.GridPosition.ToString());
                                        gridPositions.Add(new Tuple<int,int>((int)gridInRoom.GridPosition.X, (int)gridInRoom.GridPosition.Y));

                                    }

                                    foreach (var item in gridPositions)
                                    {
                                        System.Diagnostics.Debug.WriteLine(item.Item1.ToString() + ", " + item.Item2.ToString());
                                    }

                                    // this is where we sort, if needed

                                    /*
                                    gridPositions.Sort();
                                    System.Diagnostics.Debug.WriteLine("sorted");
                                    foreach (var item in gridPositions)
                                    {
                                        System.Diagnostics.Debug.WriteLine(item.Item1.ToString() + ", " + item.Item2.ToString());
                                    }
                                    */
                                    // loop through crew members, for each one, find the next available grid and assign him that target
                                    for(int i=0;i<selectedCrewMembers.Count;i++)
                                    {

                                        //if there are more selected crew than available room spaces, do nothing
                                        if (selectedCrewMembers.Count > (thisRoom.RoomSize-count))
                                        {
                                            //break;
                                        }

                                        // get the next available grid
                                        int targetGridUID = 0;
                                        foreach (int roomGridID in theGrids)
                                        {

                                            // if this grid is filled by a man

                                            //search the crew for their positions
                                            bool skipGrid = false;

                                            if (FilledRooms[roomGridID] == true)
                                            {
                                                skipGrid = true;
                                            }

                                            //if the grid was filled, skip this grid
                                            if (skipGrid == true)
                                            {
                                                System.Diagnostics.Debug.WriteLine("skipGrid: " + skipGrid.ToString());

                                                continue;
                                            }
                                            else
                                            {
                                                targetGridUID = roomGridID;
                                                break;
                                            }

                                        }

                                        System.Diagnostics.Debug.WriteLine("Target: " + targetGridUID.ToString());
                                        Crew thisCrew = (Crew)CrewManager.RetrieveEntity(selectedCrewMembers[i]);
                                        Grid thisGrid = (Grid)GridManager.RetrieveEntity(targetGridUID);

                                        int originGridUID = 0;
                                        foreach (int x in GridManager.RetrieveKeys())
                                        {
                                            Grid grid = (Grid)GridManager.RetrieveEntity(x);

                                            if (grid.GridPosition == thisCrew.Position)
                                            {
                                                originGridUID = x;
                                                break;
                                            }
                                        }

                                        List<Vector2> path = pather.FindOptimalPath(thisCrew.Position, thisGrid.GridPosition);
                                        thisCrew.Move(path);
                                        thisCrew.Position = thisGrid.GridPosition;
                                        FilledRooms[originGridUID] = false;
                                        FilledRooms[targetGridUID] = true;
                                        CrewToRoom[thisCrew.UID] = GridToRoom[targetGridUID];

                                    }

                                }
                            }
                        }

                    }

                }

                #endregion
                #endregion
            };

            hasSelectedCrew.leave += () =>
            {

            };
            #endregion

            #region weapon target cursor state methods
            targetWeapon.enter += () =>
            {

            };

            targetWeapon.update += (GameTime gameTime) =>
            {
                #region input handling

                #region mouse

                selectedWeapon = (Weapon)WeaponManager.RetrieveEntity(playerShip.WeaponUIDList[1]);

                if (previousMouseState.LeftButton == ButtonState.Released && currentMouseState.LeftButton == ButtonState.Pressed)
                {
                    // if we've leftclicked
                    System.Diagnostics.Debug.WriteLine("I'm here, clicking!");
                    //did we click an enemy room?
                    name = (Ship)ShipManager.RetrieveEntity(checkShipHover(currentMouseState));
                    System.Diagnostics.Debug.WriteLine(name.UID);
                    if (name.UID != -1 && name.UID != playerShip.UID)
                    {
                        System.Diagnostics.Debug.WriteLine("Hey, it's an enemy!");
                        selectedEnemy = true;
                    }

                }

                // if so, get the weapon we're currently selecting

                if (currentKeyState.IsKeyDown(Keys.L) && selectedEnemy == true )
                {
                    System.Diagnostics.Debug.WriteLine("I'm targeting a ship!");
                    //you want to activate weapon 1 to target the enemy
                    selectedWeapon = (Weapon)WeaponManager.RetrieveEntity(playerShip.WeaponUIDList[1]);
                    //get weapon 1
                    selectedWeapon.IsSelected = true;
                    selectedWeapon.start_charging();
                    //start its charging
                    selectedWeapon.CurrentTarget = enemyShip.UID;
                    //get the enemyID
                }

                // set the enemy room as the weapon's target

                if (selectedWeapon.ReadyToFire)
                {
                    //the weapon is in ready stage
                    System.Diagnostics.Debug.WriteLine("I'm ready to pew pew!");
                    dealDamage(name.UID, selectedWeapon.UID);
                    //call weapon damage function in game1
                    selectedWeapon.ReadyToFire = false;
                    //the weapon is no longer ready to fire
                    cursorState.Transition("idleCursor");
                }

                // transition to idle cursor on success

                if (previousMouseState.RightButton == ButtonState.Released && currentMouseState.RightButton == ButtonState.Pressed)
                {
                    // if we've rightclicked

                    selectedWeapon.IsSelected = false;

                    // transition to idle cursor

                    cursorState.Transition("idleCursor");
                }

                #endregion
                #endregion
            };

            targetWeapon.leave += () =>
            {
            };
            #endregion

            #region enemy AI state methods
            enemyIdle.enter += () =>
            {

            };

            enemyIdle.update += (GameTime gameTime) =>
            {
                #region input handling
                #endregion
            };

            enemyIdle.leave += () =>
            {
            };

            enemyFiring.enter += () =>
            {

            };

            enemyFiring.update += (GameTime gameTime) =>
            {
                #region input handling
                #endregion
            };

            enemyFiring.leave += () =>
            {
            };
            #endregion
        }
Пример #4
0
        /// <summary>
        /// This function initializes the map's search tiles
        /// Precondition:
        /// </summary>
        private void InitSearchNodes(int[,] map, EntityManager manager)
        {
            searchNodes = new SearchNode[mapWidth, mapHeight];

            for (int x = 0; x < mapWidth; x++)
            {
                for (int y = 0; y < mapHeight; y++)
                {
                    SearchNode node = new SearchNode();

                    node.Position = new Vector2(x, y);

                    // heuristic for "is this node walkable?"

                    Grid grid = (Grid)manager.RetrieveEntity(map[x, y]);

                    if (grid.IsWalkable == true)
                    {
                        node.Walkable = true;
                    }

                    else
                    {
                        node.Walkable = false;
                    }

                    //node.Walkable = true;


                    if (node.Walkable == true)
                    {
                        node.Neighbors = new SearchNode[4];


                        searchNodes[x, y] = node;
                    }
                }
            }


            // Now, connect each search node to its neighbor

            for (int x = 0; x < mapWidth; x++)
            {
                for (int y = 0; y < mapHeight; y++)
                {
                    SearchNode node = searchNodes[x, y];


                    // Only look at the nodes that are walkable

                    if (node == null || node.Walkable == false)
                    {
                        continue;
                    }

                    Vector2[] neighbors = new Vector2[]
                    {
                        new Vector2(x, y - 1), // The node above the current node
                        new Vector2(x, y + 1), // The node below the current node
                        new Vector2(x - 1, y), // The node to the left of the current node
                        new Vector2(x + 1, y), // The node to the right of the current node
                    };

                    // Loop through all the neighbors

                    for (int i = 0; i < neighbors.Length; i++)
                    {
                        Vector2 position = neighbors[i];

                        // Make sure this neighbor is part of the level
                        if (position.X < 0 ||
                            position.X > mapWidth - 1 ||
                            position.Y < 0 ||
                            position.Y > mapHeight - 1)
                        {
                            continue;
                        }


                        SearchNode neighbor = searchNodes[(int)position.X, (int)position.Y];

                        // Again, only care about the nodes that can be walked on

                        if (neighbor == null || neighbor.Walkable == false)
                        {
                            continue;
                        }


                        // And finally, store a reference to the neighbor itself

                        node.Neighbors[i] = neighbor;
                    }
                }
            }
        }