Пример #1
0
        // handles context displays, selected units, resource counters,
        public Hud(ref Engine engine, ref Map map, Texture2D boxSelect, Texture2D HPbar)
        {
            this.engine = engine;
            this.map = map;
            this.boxSelect = boxSelect;
            this.HPbar = HPbar;
            this.currentPlayer = engine.players[0];

            selectedUnits = new List<Unit>();
            startRect = new Vector2();
            endRect = new Vector2();

            // initialize
            m = Mouse.GetState();
            m2 = Mouse.GetState();
            lastButtonPressed = "None";
        }
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);

            debugFont = Content.Load<SpriteFont>("debug_font");
            SpriteFont bigFont = Content.Load<SpriteFont>("Arial Big");

            Texture2D buttonTexture = Content.Load<Texture2D>("ButtonNormal");
            Texture2D buttonHover = Content.Load<Texture2D>("ButtonHover");
            Texture2D buttonActive = Content.Load<Texture2D>("ButtonActive");

            Vector2 size = new Vector2(80, 32);

            // UIObjects
            #region Buttons
            // New Game Button
            //Button newButton = new Button(buttonTexture, buttonHover, buttonActive, new Vector2(150, 117), "New", bigFont);
            //newButton.OnPress += newButton_OnPress;
            //newButton.Clicked += newButton_Clicked;

            //// Load Game Button
            //Button loadButton = new Button(buttonTexture, buttonHover, buttonActive, new Vector2(150, 217), "Load", bigFont);
            //loadButton.OnPress += loadButton_OnPress;
            //loadButton.Clicked += loadButton_Clicked;
            //// Settings/Options Button

            //// main menu Exit Button
            //Button mmExitButton = new Button(buttonTexture, buttonHover, buttonActive, new Vector2(150, 317), "Exit", bigFont);
            //mmExitButton.OnPress += mmExitButton_OnPress;
            //mmExitButton.Clicked += mmExitButton_Clicked;

            //// Back Button for ingame screen
            //Button backButton = new Button(buttonTexture, buttonHover, buttonActive, new Vector2(1250, 27), "Back", bigFont, size);
            //backButton.OnPress += backButton_OnPress;
            //backButton.Clicked += backButton_Clicked;

            //// Go Button for New Game screen
            //Button goButton = new Button(buttonTexture, buttonHover, buttonActive, new Vector2(600, 500), "Go", bigFont);
            //goButton.OnPress += goButton_OnPress;
            //goButton.Clicked += goButton_Clicked;

            //// back button for new game
            //Button ngbackButton = new Button(buttonTexture, buttonHover, buttonActive, new Vector2(20, 675), "Back", bigFont);
            //ngbackButton.OnPress += ngbackButton_OnPress;
            //ngbackButton.Clicked += ngbackButton_Clicked;

            //Button igBuildTown = new Button(buttonTexture, buttonHover, buttonActive, new Vector2(240, 660), "Build Town", bigFont, size);
            //igBuildTown.OnPress += igBuildTown_OnPress;
            //igBuildTown.Clicked += igBuildTown_Clicked;

            //Button igBuildMine = new Button(buttonTexture, buttonHover, buttonActive, new Vector2(240, 700), "Build Mine", bigFont, size);
            //igBuildMine.OnPress += igBuildMine_OnPress;
            //igBuildMine.Clicked += igBuildMine_Clicked;

            //Button igProduceKnight = new Button(buttonTexture, buttonHover, buttonActive, new Vector2(320, 660), "Produce Knight", bigFont, size);
            //igProduceKnight.OnPress += igProduceKnight_OnPress;
            //igProduceKnight.Clicked += igProduceKnight_Clicked;

            //Button igProduceArcher = new Button(buttonTexture, buttonHover, buttonActive, new Vector2(320, 700), "Produce Archer", bigFont, size);
            //igProduceArcher.OnPress += igProduceArcher_OnPress;
            //igProduceArcher.Clicked += igProduceArcher_Clicked;

            //Button igProducePeasant = new Button(buttonTexture, buttonHover, buttonActive, new Vector2(400, 660), "Produce Peasant", bigFont, size);
            //igProducePeasant.OnPress += igProducePeasant_OnPress;
            //igProducePeasant.Clicked += igProducePeasant_Clicked;

            //Button igAttack = new Button(buttonTexture, buttonHover, buttonActive, new Vector2(80, 700), "Attack", bigFont, size);
            //igAttack.OnPress += igAttack_OnPress;
            //igAttack.Clicked += igAttack_Clicked;

            //Button igMove = new Button(buttonTexture, buttonHover, buttonActive, new Vector2(80, 660), "Move", bigFont, size);
            //igMove.OnPress += igMove_OnPress;
            //igMove.Clicked += igMove_Clicked;

            //Button igGather = new Button(buttonTexture, buttonHover, buttonActive, new Vector2(160, 660), "Gather", bigFont, size);
            //igGather.OnPress += igGather_OnPress;
            //igGather.Clicked += igGather_Clicked;

            //Button igStop = new Button(buttonTexture, buttonHover, buttonActive, new Vector2(160, 700), "Stop", bigFont, size);
            //igStop.OnPress += igStop_OnPress;
            //igStop.Clicked += igStop_Clicked;

            #endregion
            #region TextDisplays
            // testTextDisplay
            //Texture2D blackTextBackground = Content.Load<Texture2D>("BlackTextBackground");
            SpriteFont font = Content.Load<SpriteFont>("Arial");
            //TextDisplay testTextDisplay = new TextDisplay(blackTextBackground, new Vector2(300, 300), font, Color.Green);
            #endregion
            #region TextInputs
            Texture2D textInBackground = Content.Load<Texture2D>("TextInBackground");
            Texture2D textInBackgroundActive = Content.Load<Texture2D>("TextInBackgroundActive");

            TextInput testTextInput = new TextInput(textInBackground, textInBackgroundActive, new Vector2(100, 50), font);
            //testTextInput.newInput += new EventHandler(testTextInput_newInput);

            Texture2D Biomeback = Content.Load<Texture2D>("BiomeB");
            Texture2D BiomeBackActive = Content.Load<Texture2D>("BiomeBA");

            TextInput numOcean = new TextInput(Biomeback, BiomeBackActive, new Vector2(700, 100), font);
            TextInput numPlain = new TextInput(Biomeback, BiomeBackActive, new Vector2(850, 100), font);
            TextInput numForest = new TextInput(Biomeback, BiomeBackActive, new Vector2(1000, 100), font);
            TextInput numMountain = new TextInput(Biomeback, BiomeBackActive, new Vector2(700, 200), font);
            TextInput numDesert = new TextInput(Biomeback, BiomeBackActive, new Vector2(850, 200), font);
            TextInput numTundra = new TextInput(Biomeback, BiomeBackActive, new Vector2(1000, 200), font);
            TextInput numDreadland = new TextInput(Biomeback, BiomeBackActive, new Vector2(775, 300), font);
            TextInput numResource = new TextInput(Biomeback, BiomeBackActive, new Vector2(925, 300), font);
            //testTextInput.newInput += new EventHandler(testTextInput_newInput);
            numOcean.SetText("2");
            numPlain.SetText("2");
            numForest.SetText("2");
            numMountain.SetText("2");
            numDesert.SetText("2");
            numTundra.SetText("2");
            numDreadland.SetText("2");
            numResource.SetText("500");
            #endregion

            #region Menus
            Texture2D mainBackground = Content.Load<Texture2D>("MainBackground");
            Texture2D hudBackground = Content.Load<Texture2D>("Hud");

            //List<UiObject> mainControls = new List<UiObject>();
            //mainControls.Add(newButton);
            //mainControls.Add(loadButton);
            //mainControls.Add(mmExitButton);
            //mainControls.Add(testTextDisplay);

            //Menu mainMenu = new Menu(hudBackground, new Vector2(0, 0), mainControls, Color.White, 0);

            Texture2D blankBackground = Content.Load<Texture2D>("BlankBackground");
            Texture2D oceanTexture = Content.Load<Texture2D>("Terrain\\Ocean");
            Texture2D plainsTexture = Content.Load<Texture2D>("Terrain\\Plains1");
            Texture2D plains2Texture = Content.Load<Texture2D>("Terrain\\Plains2");
            Texture2D plains3Texture = Content.Load<Texture2D>("Terrain\\Plains3");
            Texture2D mountainsTexture = Content.Load<Texture2D>("Terrain\\Mountain1");
            Texture2D mountains2Texture = Content.Load<Texture2D>("Terrain\\Mountain2");
            Texture2D mountains3Texture = Content.Load<Texture2D>("Terrain\\Mountain3");
            Texture2D desertTexture = Content.Load<Texture2D>("Terrain\\Desert1");
            Texture2D desert2Texture = Content.Load<Texture2D>("Terrain\\Desert2");
            Texture2D desert3Texture = Content.Load<Texture2D>("Terrain\\Desert3");
            Texture2D dreadTexture = Content.Load<Texture2D>("Terrain\\Spoopy1");
            Texture2D dread2Texture = Content.Load<Texture2D>("Terrain\\Spoopy2");
            Texture2D dread3Texture = Content.Load<Texture2D>("Terrain\\Spoopy3");
            Texture2D tundraTexture = Content.Load<Texture2D>("Terrain\\Tundra1");
            Texture2D tundra2Texture = Content.Load<Texture2D>("Terrain\\Tundra2");
            Texture2D tundra3Texture = Content.Load<Texture2D>("Terrain\\Tundra3");
            Texture2D forestTexture = Content.Load<Texture2D>("Terrain\\Forest1");
            Texture2D forest2Texture = Content.Load<Texture2D>("Terrain\\Forest2");
            Texture2D forest3Texture = Content.Load<Texture2D>("Terrain\\Forest3");
            Texture2D coastTexture = Content.Load<Texture2D>("Terrain\\CoastStraight");
            Texture2D coastBendTexture = Content.Load<Texture2D>("Terrain\\CoastBend");
            Texture2D coastCoveTexture = Content.Load<Texture2D>("Terrain\\CoastCove");
            Texture2D riverStraightTexture = Content.Load<Texture2D>("Terrain\\RiverStraight");
            Texture2D riverBendTexture = Content.Load<Texture2D>("Terrain\\RiverBend");
            Texture2D riverThreeTexture = Content.Load<Texture2D>("Terrain\\River3");
            Texture2D riverFourTexture = Content.Load<Texture2D>("Terrain\\River4");
            Texture2D goldTexture = Content.Load<Texture2D>("Terrain\\Gold");
            Texture2D ironTexture = Content.Load<Texture2D>("Terrain\\Iron");
            Texture2D manaTexture = Content.Load<Texture2D>("Terrain\\Mana");

            // Create initial TileTypes
            engine.tileTypes.Add(new TileType("Ocean", texture: oceanTexture, biome: TileType.Biome.Ocean, movementCost: 7d));
            engine.tileTypes.Add(new TileType("Plain", texture: plainsTexture, biome: TileType.Biome.Plain));
            engine.tileTypes.Add(new TileType("Plain2", texture: plains2Texture, biome: TileType.Biome.Plain));
            engine.tileTypes.Add(new TileType("Plain3", texture: plains3Texture, biome: TileType.Biome.Plain));
            engine.tileTypes.Add(new TileType("Mountain", texture: mountainsTexture, biome: TileType.Biome.Mountain));
            engine.tileTypes.Add(new TileType("Mountain2", texture: mountains2Texture, biome: TileType.Biome.Mountain));
            engine.tileTypes.Add(new TileType("Mountain3", texture: mountains3Texture, biome: TileType.Biome.Mountain));
            engine.tileTypes.Add(new TileType("Forest", texture: forestTexture, biome: TileType.Biome.Forest));
            engine.tileTypes.Add(new TileType("Forest2", texture: forest2Texture, biome: TileType.Biome.Forest));
            engine.tileTypes.Add(new TileType("Forest3", texture: forest3Texture, biome: TileType.Biome.Forest));
            engine.tileTypes.Add(new TileType("Dreadlands", texture: dreadTexture, biome: TileType.Biome.Dreadlands));
            engine.tileTypes.Add(new TileType("Dreadlands2", texture: dread2Texture, biome: TileType.Biome.Dreadlands));
            engine.tileTypes.Add(new TileType("Dreadlands3", texture: dread3Texture, biome: TileType.Biome.Dreadlands));
            engine.tileTypes.Add(new TileType("Desert", texture: desertTexture, biome: TileType.Biome.Desert));
            engine.tileTypes.Add(new TileType("Desert2", texture: desert2Texture, biome: TileType.Biome.Desert));
            engine.tileTypes.Add(new TileType("Desert3", texture: desert3Texture, biome: TileType.Biome.Desert));
            engine.tileTypes.Add(new TileType("Tundra", texture: tundraTexture, biome: TileType.Biome.Tundra));
            engine.tileTypes.Add(new TileType("Tundra2", texture: tundra2Texture, biome: TileType.Biome.Tundra));
            engine.tileTypes.Add(new TileType("Tundra3", texture: tundra3Texture, biome: TileType.Biome.Tundra));

            engine.tileTypes.Add(new TileType("Gold", texture: goldTexture, biome: TileType.Biome.Gold, resourceType: TileType.ResourceType.Gold));
            engine.tileTypes.Add(new TileType("Iron", texture: ironTexture, biome: TileType.Biome.Iron, resourceType: TileType.ResourceType.Iron));
            engine.tileTypes.Add(new TileType("ManaCrystals", texture: manaTexture, biome: TileType.Biome.ManaCrystals, resourceType: TileType.ResourceType.ManaCrystals));

            engine.tileTypes.Add(new TileType("Coast Land on North", texture: coastTexture, biome: TileType.Biome.Shore, rotation: (float)Math.PI * 1.0f, movementCost: 7d)); // Clockwise radians
            engine.tileTypes.Add(new TileType("Coast Land on East", texture: coastTexture, biome: TileType.Biome.Shore, rotation: (float)Math.PI * 1.5f, movementCost: 7d));
            engine.tileTypes.Add(new TileType("Coast Land on South", texture: coastTexture, biome: TileType.Biome.Shore, rotation: (float)Math.PI * 0.0f, movementCost: 7d));
            engine.tileTypes.Add(new TileType("Coast Land on West", texture: coastTexture, biome: TileType.Biome.Shore, rotation: (float)Math.PI * 0.5f, movementCost: 7d));

            engine.tileTypes.Add(new TileType("Coast Land on North and East", texture: coastBendTexture, biome: TileType.Biome.Shore, rotation: (float)Math.PI * 1.5f, movementCost: 7d)); // Clockwise radians
            engine.tileTypes.Add(new TileType("Coast Land on East and South", texture: coastBendTexture, biome: TileType.Biome.Shore, rotation: (float)Math.PI * 0.0f, movementCost: 7d));
            engine.tileTypes.Add(new TileType("Coast Land on South and West", texture: coastBendTexture, biome: TileType.Biome.Shore, rotation: (float)Math.PI * 0.5f, movementCost: 7d));
            engine.tileTypes.Add(new TileType("Coast Land on West and North", texture: coastBendTexture, biome: TileType.Biome.Shore, rotation: (float)Math.PI * 1.0f, movementCost: 7d));

            engine.tileTypes.Add(new TileType("Coast Ocean on North", texture: coastCoveTexture, biome: TileType.Biome.Shore, rotation: (float)Math.PI * 0.5f, movementCost: 7d)); // Clockwise radians
            engine.tileTypes.Add(new TileType("Coast Ocean on East", texture: coastCoveTexture, biome: TileType.Biome.Shore, rotation: (float)Math.PI * 1.0f, movementCost: 7d));
            engine.tileTypes.Add(new TileType("Coast Ocean on South", texture: coastCoveTexture, biome: TileType.Biome.Shore, rotation: (float)Math.PI * 1.5f, movementCost: 7d));
            engine.tileTypes.Add(new TileType("Coast Ocean on West", texture: coastCoveTexture, biome: TileType.Biome.Shore, rotation: (float)Math.PI * 0.0f, movementCost: 7d));

            engine.tileTypes.Add(new TileType("River Straight Vertical", texture: riverStraightTexture, biome: TileType.Biome.River, rotation: (float)Math.PI * 0.0f, movementCost: 2d));
            engine.tileTypes.Add(new TileType("River Straight Horizontal", texture: riverStraightTexture, biome: TileType.Biome.River, rotation: (float)Math.PI * 0.5f, movementCost: 2d));

            engine.tileTypes.Add(new TileType("River East and South", texture: riverBendTexture, biome: TileType.Biome.River, rotation: (float)Math.PI * 1.5f, movementCost: 2d));
            engine.tileTypes.Add(new TileType("River West and South", texture: riverBendTexture, biome: TileType.Biome.River, rotation: (float)Math.PI * 0.0f, movementCost: 2d));
            engine.tileTypes.Add(new TileType("River West and North", texture: riverBendTexture, biome: TileType.Biome.River, rotation: (float)Math.PI * 0.5f, movementCost: 2d));
            engine.tileTypes.Add(new TileType("River East and North", texture: riverBendTexture, biome: TileType.Biome.River, rotation: (float)Math.PI * 1.0f, movementCost: 2d));

            engine.tileTypes.Add(new TileType("River Land on North", texture: riverThreeTexture, biome: TileType.Biome.River, rotation: (float)Math.PI * 0.0f, movementCost: 2d));
            engine.tileTypes.Add(new TileType("River Land on East", texture: riverThreeTexture, biome: TileType.Biome.River, rotation: (float)Math.PI * 0.5f, movementCost: 2d));
            engine.tileTypes.Add(new TileType("River Land on South", texture: riverThreeTexture, biome: TileType.Biome.River, rotation: (float)Math.PI * 1.0f, movementCost: 2d));
            engine.tileTypes.Add(new TileType("River Land on West", texture: riverThreeTexture, biome: TileType.Biome.River, rotation: (float)Math.PI * 1.5f, movementCost: 2d));

            engine.tileTypes.Add(new TileType("River Four", texture: riverFourTexture, biome: TileType.Biome.River, rotation: (float)Math.PI * 0.0f, movementCost: 2d));

            //Map m = new Map(Vector2.Zero, width, height, ref engine, GraphicsDevice);
            Map m = new Map(Vector2.Zero, width, height, ref engine, GraphicsDevice, numDreadland.GetTextAsInt(), numDesert.GetTextAsInt(), numPlain.GetTextAsInt(), numMountain.GetTextAsInt(), numTundra.GetTextAsInt(), numForest.GetTextAsInt(), numOcean.GetTextAsInt(), numResource.GetTextAsInt());
            //List<UiObject> gameControls = new List<UiObject>();

            Texture2D gameBackground = Content.Load<Texture2D>("gameBackground");

            // hud
            Texture2D boxSelect = Content.Load<Texture2D>("BoxSelect");
            Texture2D HPbar = Content.Load<Texture2D>("HPbar");
            Hud hud = new Hud(ref engine, ref m, boxSelect, HPbar);

            //gameControls.Add(m);
            //gameControls.Add(backButton);
            //gameControls.Add(igBuildTown);
            //gameControls.Add(igBuildMine);
            //gameControls.Add(igProduceKnight);
            //gameControls.Add(igProduceArcher);
            //gameControls.Add(igProducePeasant);
            //gameControls.Add(igAttack);
            //gameControls.Add(igMove);
            //gameControls.Add(igGather);
            //gameControls.Add(igStop);
            //gameControls.Add(hud);

            //Menu gameMenu = new Menu(hudBackground, new Vector2(0, 0), gameControls, Color.White, 1);

            // --- //

            //List<UiObject> newGameControls = new List<UiObject>();
            //newGameControls.Add(testTextInput);
            //newGameControls.Add(goButton);
            //newGameControls.Add(ngbackButton);
            //newGameControls.Add(numOcean);
            //newGameControls.Add(numForest);
            //newGameControls.Add(numPlain);
            //newGameControls.Add(numMountain);
            //newGameControls.Add(numDesert);
            //newGameControls.Add(numTundra);
            //newGameControls.Add(numDreadland);
            //newGameControls.Add(numResource);

            /*Texture2D swordUnitTexture = Content.Load<Texture2D>("Units\\Kbase");
            Texture2D swordUnitAttackTexture = Content.Load<Texture2D>("Units\\Kbaseatk");
            Texture2D archerUnitTexture = Content.Load<Texture2D>("Units\\Arcbase");
            Texture2D mageUnitTexture = Content.Load<Texture2D>("Units\\Wbase");
            Texture2D baseTown = Content.Load<Texture2D>("basictownbase");
            Texture2D baseGoldMine = Content.Load<Texture2D>("goldminebase");*/

            engine.unitTypes.Add(UnitType.LoadFromFile("config/Knight.xml", Content));
            engine.unitTypes.Add(UnitType.LoadFromFile("config/Archer.xml", Content));
            engine.unitTypes.Add(UnitType.LoadFromFile("config/Peasant.xml", Content));
            engine.unitTypes.Add(UnitType.LoadFromFile("config/Town.xml", Content));
            engine.unitTypes.Add(UnitType.LoadFromFile("config/Mine.xml", Content));

            /*(engine.unitTypes.Add(new UnitType(name: "Swordsman",
                idleTextures: new[] { swordUnitTexture },
                moveTextures: new[] { swordUnitTexture },
                attackTextures: new[] { swordUnitAttackTexture },
                actions: new List<UnitType.Action> { UnitType.Action.Attack, UnitType.Action.Move },
                attackStrength: 15, defense: 2, gatherRate: 2, goldCost: 100));
            engine.unitTypes.Add(new UnitType(name: "Archer",
                idleTextures: new[] { archerUnitTexture },
                moveTextures: new[] { archerUnitTexture },
                attackTextures: new[] { archerUnitTexture },
                actions: new List<UnitType.Action> { UnitType.Action.Attack, UnitType.Action.Move },
                attackStrength: 10, attackRange: 5, defense: 0, gatherRate: 2, goldCost: 100));
            engine.unitTypes.Add(new UnitType(name: "Peasent",
                idleTextures: new[] { mageUnitTexture },
                moveTextures: new[] { mageUnitTexture },
                attackTextures: new[] { mageUnitTexture },
                actions: new List<UnitType.Action> { UnitType.Action.Attack, UnitType.Action.Gather, UnitType.Action.Move, UnitType.Action.Build, UnitType.Action.Produce },
                attackStrength: 2, defense: 0, gatherRate: 2, goldCost: 50));
            engine.unitTypes.Add(new UnitType(name: "Town",
                idleTextures: new[] { baseTown },
                moveTextures: new[] { baseTown },
                attackTextures: new[] { baseTown },
                actions: new List<UnitType.Action> {  UnitType.Action.Produce },
                movementSpeed: 0, movementType: UnitType.MovementType.None, maxHealth: 1000,
                attackStrength: 0, defense: 10, gatherRate: 15, goldCost: 1000));
            engine.unitTypes.Add(new UnitType(name: "GoldMine",
                idleTextures: new[] { baseGoldMine },
                moveTextures: new[] { baseGoldMine },
                attackTextures: new[] { baseGoldMine },
                actions: new List<UnitType.Action> { UnitType.Action.Gather },
                movementSpeed: 0, movementType: UnitType.MovementType.None, maxHealth: 500,
                attackStrength: 0, defense: 10, gatherRate: 50, goldCost: 500));*/

            //Menu newGameMenu = new Menu(hudBackground, Vector2.Zero, newGameControls, Color.White, 2);
            #endregion

            SoundEngine.backgroundMusic = Content.Load<Song>("Audio\\RTS_BGM");

            // list of all UI objects to be drawn/updated
            userInterface = new List<UiObject>();

            //userInterface.Add(mainMenu);
            //userInterface.Add(gameMenu);
            //userInterface.Add(newGameMenu);
            //mainMenu.Activate(); // activate the main menu first

            userInterface = ContentLoader.ParseUI("Config.txt", Content, this, font);

            // force these

            Menu mainMenuScreen = (Menu)userInterface[0];
            Menu inGameScreen = (Menu)userInterface[1];
            Menu newGameScreen = (Menu)userInterface[2];

            inGameScreen.controls.Insert(0, m);
            inGameScreen.controls.Add(hud);

            mainMenuScreen.Activate();

            foreach (UiObject u in userInterface)
            {
                u.ChangeFont(font);
            }
            // TODO: use this.Content to load your game content here
        }