Пример #1
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            RenderMan = new RenderMan(this);  // provides rendering utils

            GameWorld = new GameWorld(this);  // holds game state
            InputMan = new InputMan(this, GameWorld);  // handles user input
            // process input events before updating game state
            Components.Add(InputMan);
            Components.Add(GameWorld);

            mHexTileMap = new HexTileMap(this, GameWorld.MapData);
            mUnitDrawer = new UnitDrawer(this, GameWorld.UnitData);

            mUserCursor = new UserCursor(this);
            mUserCursor.DrawUserCursor = DrawUserCursor;
            mUserCursor.PushBoundaryEvent += new EventHandler(mUserCursor_PushBoundaryEvent);
            mUserCursor.GamePadEnabled = true;
            mUserCursor.KeyboardEnabled = true;

            // order in which components are added determines draw order
            Components.Add(mHexTileMap);
            Components.Add(mUnitDrawer);
            Components.Add(mUserCursor);

            #if !XBOX
            // process Lua scripts
            LuaEngine = new Lua();
            LuaEngine.RegisterFunction("MapData", GameWorld.MapData, GameWorld.MapData.GetType().GetMethod("AddData"));
            LuaEngine.DoFile("scripts/main.lua");
            #endif

            base.Initialize();
        }
Пример #2
0
        void DrawUserCursor(UserCursor cursor)
        {
            Vector3 pos = Vector3.Transform(mUserCursor.Position, mHexTileMap.ScreenSpaceToMapSpace);
            HexTilePosition selectedHex = GameWorld.MapData.NearestMapHex(pos);
            Vector3 selectedHexPos = RenderHex.HexPositionToMapPosition(selectedHex);

            // render the map highlight underneath the cursor
            RenderMan.PushWorldMatrix(mHexTileMap.MapSpaceToScreenSpace);
                GraphicsDevice.RenderState.AlphaBlendEnable = true;
                GraphicsDevice.RenderState.SourceBlend = Blend.One;
                GraphicsDevice.RenderState.DestinationBlend = Blend.DestinationColor;
                RenderMan.RenderHex.DrawHex(selectedHexPos, Color.Gray);
                GraphicsDevice.RenderState.AlphaBlendEnable = false;
                RenderMan.RenderHex.DrawHexBorder(selectedHexPos, Color.Black);
            RenderMan.PopWorldMatrix();

            RenderMan.RenderQuad.DrawQuad(cursor.Position, Color.Magenta);
        }