示例#1
0
        /// <summary>
        /// Initialize necessary components
        /// </summary>
        private void initialize()
        {
            game = new XnaUITestGame();
            ZRTSController controller = new ZRTSController(game);

            game.Components.Add(controller);

            model = new GameModel();
            ScenarioComponent scenario = new ScenarioComponent(50, 50);

            player1      = new PlayerComponent();
            player2      = new PlayerComponent();
            player1.Name = "Nate";
            player2.Name = "Smith";


            // Add sand cells at each cell.
            ZRTSModel.Map map = scenario.GetGameWorld().GetMap();
            for (int i = 0; i < map.GetWidth(); i++)
            {
                for (int j = 0; j < map.GetHeight(); j++)
                {
                    CellComponent cell = new CellComponent();
                    cell.AddChild(new Sand());
                    cell.X = i;
                    cell.Y = j;
                    map.AddChild(cell);
                }
            }
            model.AddChild(scenario);
            game.Model = model;
            game.Model.PlayerInContext = player1;   // Set a main Player

            //Create two players and set them to be enemies.
            game.Model.GetScenario().GetGameWorld().GetPlayerList().AddChild(player1);
            game.Model.GetScenario().GetGameWorld().GetPlayerList().AddChild(player2);

            // Set target enemy
            player1.EnemyList.Add(player2);
            player2.EnemyList.Add(player1);

            game.Controller = controller;

            // Add worker to player
            unitList = new List <ModelComponent>();
            unitList.Add(new UnitComponent());
            ((UnitComponent)unitList[0]).CanBuild      = true;
            ((UnitComponent)unitList[0]).Type          = "worker";
            ((UnitComponent)unitList[0]).PointLocation = new PointF(20, 20);


            //(1) Get Player#1
            currentPlayer1 = (PlayerComponent)((XnaUITestGame)game).Model.GetScenario().GetGameWorld().GetPlayerList().GetChildren()[0];

            // check if fetch the correct player
            Assert.AreEqual("Nate", currentPlayer1.Name);

            // (2) Add the actual player's unit list
            currentPlayer1.GetUnitList().AddChild(unitList[0]);
        }
        /// <summary>
        /// Load information from the map file
        /// </summary>
        /// <param name="filename"></param>
        protected void LoadModelFromFile(string filename)
        {
            // Create or load the model.
            model = new GameModel();
            ZRTSCompositeViewUIFactory.Initialize(this);

            FileStream        mapFile  = File.OpenRead(filename);     //tryit.map
            ScenarioXMLReader reader   = new ScenarioXMLReader(mapFile);
            ScenarioComponent scenario = reader.GenerateScenarioFromXML();

            model.AddChild(scenario);
            model.PlayerInContext = (PlayerComponent)model.GetScenario().GetGameWorld().GetPlayerList().GetChildren()[0];
            //model.PlayerInContext.EnemyList.Add((PlayerComponent)model.GetScenario().GetGameWorld().GetPlayerList().GetChildren()[1]);


            foreach (PlayerComponent p in scenario.GetGameWorld().GetPlayerList().GetChildren())
            {
                foreach (PlayerComponent po in scenario.GetGameWorld().GetPlayerList().GetChildren())
                {
                    if (p != po)
                    {
                        p.EnemyList.Add(po);
                    }
                }
            }

            Console.WriteLine(ZRTSModel.Factories.BuildingFactory.Instance.getBuildingTypes()[0]);

            // Create the controller, Remove the old one if it exists.
            if (this.controller != null)
            {
                Components.Remove(this.controller);
            }

            controller = new ZRTSController(this);
            Components.Add(controller);

            // Set the mouse visible
            this.IsMouseVisible = true;

            PlayerComponent player = model.PlayerInContext;

            foreach (PlayerComponent enemy in player.EnemyList)
            {
                WinWhenAllEnemyUnitsDead win = new WinWhenAllEnemyUnitsDead(enemy, scenario);
                scenario.triggers.Add(win);
            }
            LoseWhenAllPlayersUnitsAreDead lose = new LoseWhenAllPlayersUnitsAreDead(player, scenario);

            scenario.triggers.Add(lose);
        }
        /// <summary>
        /// Load information from the map file
        /// </summary>
        /// <param name="filename"></param>
        protected void LoadModelFromFile(string filename)
        {
            // Create or load the model.
            model = new GameModel();
            ZRTSCompositeViewUIFactory.Initialize(this);

            FileStream mapFile = File.OpenRead(filename);
            ScenarioXMLReader reader = new ScenarioXMLReader(mapFile);
            ScenarioComponent scenario = reader.GenerateScenarioFromXML();

            model.AddChild(scenario);
            model.PlayerInContext = (PlayerComponent)model.GetScenario().GetGameWorld().GetPlayerList().GetChildren()[0];

            foreach (PlayerComponent p in scenario.GetGameWorld().GetPlayerList().GetChildren())
            {
                foreach (PlayerComponent po in scenario.GetGameWorld().GetPlayerList().GetChildren())
                {
                    if (p != po)
                    {
                        p.EnemyList.Add(po);
                    }
                }
            }

            Console.WriteLine(ZRTSModel.Factories.BuildingFactory.Instance.getBuildingTypes()[0]);

            // Create the controller, Remove the old one if it exists.
            if (this.controller != null)
            {
                Components.Remove(this.controller);
            }

            controller = new ZRTSController(this);
            Components.Add(controller);

            // Set the mouse visible
            this.IsMouseVisible = true;

            PlayerComponent player = model.PlayerInContext;

            foreach(PlayerComponent enemy in player.EnemyList)
            {
                WinWhenAllEnemyUnitsDead win = new WinWhenAllEnemyUnitsDead(enemy, scenario);
                scenario.triggers.Add(win);
            }
            LoseWhenAllPlayersUnitsAreDead lose = new LoseWhenAllPlayersUnitsAreDead(player, scenario);
            scenario.triggers.Add(lose);
        }