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"); }
/// <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 }
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 }
/// <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; } } } }