|
|
using System.Collections.Generic;
|
|
|
using Microsoft.Xna.Framework;
|
|
|
using Microsoft.Xna.Framework.Audio;
|
|
|
using Microsoft.Xna.Framework.Input;
|
|
|
using Microsoft.Xna.Framework.Graphics;
|
|
|
using Microsoft.Xna.Framework.Media;
|
|
|
|
|
|
using System;
|
|
|
using System.IO;
|
|
|
using SpriteFontPlus;
|
|
|
using isometricparkfna;
|
|
|
using System.Diagnostics;
|
|
|
using static isometricparkfna.TileMap;
|
|
|
|
|
|
#if DEBUG
|
|
|
using ImGuiNET.SampleProgram.XNA;
|
|
|
using ImGuiNET;
|
|
|
#endif
|
|
|
|
|
|
class FNAGame : Game
|
|
|
{
|
|
|
private KeyboardState keyboardPrev = new KeyboardState();
|
|
|
|
|
|
private SpriteBatch batch;
|
|
|
private Texture2D texture;
|
|
|
private SoundEffect sound;
|
|
|
private Song music;
|
|
|
private SpriteFont font;
|
|
|
private SpriteFont monoFont;
|
|
|
|
|
|
private Camera camera = new Camera(new float[] { 0.25f, 0.5f, 1.0f, 2.0f, 4.0f });
|
|
|
|
|
|
Random random_generator = new Random();
|
|
|
|
|
|
int frameRate = 0;
|
|
|
int frameCounter = 0;
|
|
|
TimeSpan elapsedTime = TimeSpan.Zero;
|
|
|
TimeSpan drawTime = TimeSpan.Zero;
|
|
|
Queue<float> past_fps = new Queue<float>(100);
|
|
|
int tilesDrawn = 0;
|
|
|
|
|
|
private const int width = 1280;
|
|
|
private const int height = 640;
|
|
|
|
|
|
//new tile stuff
|
|
|
int squaresAcross = 150;
|
|
|
int squaresDown = 150;
|
|
|
int baseOffsetX = -14;
|
|
|
int baseOffsetY = -14;
|
|
|
|
|
|
GraphicsDevice device;
|
|
|
|
|
|
Simulation simulation;
|
|
|
|
|
|
Vector2 mouseGrid;
|
|
|
Vector2 original_point;
|
|
|
Vector2 mousePos;
|
|
|
#if DEBUG
|
|
|
private ImGuiRenderer _imGuiRenderer;
|
|
|
private DebugWindow debugWindow;
|
|
|
#endif
|
|
|
bool show_another_window;
|
|
|
private bool showInitial;
|
|
|
int messageIndex;
|
|
|
|
|
|
//buggy
|
|
|
private static bool enableCulling = false;
|
|
|
|
|
|
private bool showGrid = true;
|
|
|
|
|
|
private static void Main(string[] args)
|
|
|
{
|
|
|
using FNAGame g = new FNAGame();
|
|
|
g.Run();
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
private FNAGame()
|
|
|
{
|
|
|
//this.device = new GraphicsDevice(GraphicsAdapter.DefaultAdapter, GraphicsProfile.)
|
|
|
|
|
|
GraphicsDeviceManager gdm = new GraphicsDeviceManager(this)
|
|
|
{
|
|
|
|
|
|
// Typically you would load a config here...
|
|
|
PreferredBackBufferWidth = width,
|
|
|
PreferredBackBufferHeight = height,
|
|
|
IsFullScreen = false,
|
|
|
SynchronizeWithVerticalRetrace = true
|
|
|
};
|
|
|
//gdm.SynchronizeWithVerticalRetrace = false;
|
|
|
IsFixedTimeStep = false;
|
|
|
|
|
|
this.simulation = new Simulation(this.squaresAcross, this.squaresDown, 16.66667f*30);
|
|
|
|
|
|
foreach (List<Cell> row in this.simulation.map.cells)
|
|
|
{
|
|
|
foreach (Cell cell in row)
|
|
|
{
|
|
|
if (this.random_generator.NextDouble() > 0.75)
|
|
|
{
|
|
|
cell.hasTree = true;
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
|
|
|
showInitial = true;
|
|
|
messageIndex = 0;
|
|
|
|
|
|
Content.RootDirectory = "Content";
|
|
|
|
|
|
}
|
|
|
|
|
|
protected override void Initialize()
|
|
|
{
|
|
|
/* This is a nice place to start up the engine, after
|
|
|
* loading configuration stuff in the constructor
|
|
|
*/
|
|
|
this.IsMouseVisible = true;
|
|
|
#if DEBUG
|
|
|
_imGuiRenderer = new ImGuiRenderer(this);
|
|
|
_imGuiRenderer.RebuildFontAtlas(); // Required so fonts are available for rendering
|
|
|
#endif
|
|
|
base.Initialize();
|
|
|
}
|
|
|
|
|
|
protected override void LoadContent()
|
|
|
{
|
|
|
// Load textures, sounds, and so on in here...
|
|
|
// Create the batch...
|
|
|
batch = new SpriteBatch(GraphicsDevice);
|
|
|
|
|
|
// ... then load a texture from ./Content/FNATexture.png
|
|
|
texture = Content.Load<Texture2D>("FNATexture");
|
|
|
sound = Content.Load<SoundEffect>("FNASound");
|
|
|
music = Content.Load<Song>("IfImWrong");
|
|
|
Tile.TileSetTexture = Content.Load<Texture2D>(@"part4_tileset");
|
|
|
|
|
|
Line.initialize(GraphicsDevice);
|
|
|
|
|
|
var fontBakeResult = TtfFontBaker.Bake(File.OpenRead(@"Content/DroidSans.ttf"),
|
|
|
25,
|
|
|
1024,
|
|
|
1024,
|
|
|
new[]
|
|
|
{
|
|
|
CharacterRange.BasicLatin,
|
|
|
CharacterRange.Latin1Supplement,
|
|
|
CharacterRange.LatinExtendedA
|
|
|
}
|
|
|
);
|
|
|
|
|
|
|
|
|
var bakedMono = TtfFontBaker.Bake(File.OpenRead(@"Content/iosevka-medium.ttf"),
|
|
|
15,
|
|
|
1024,
|
|
|
1024,
|
|
|
new[]
|
|
|
{
|
|
|
CharacterRange.BasicLatin,
|
|
|
CharacterRange.Latin1Supplement,
|
|
|
CharacterRange.LatinExtendedA,
|
|
|
CharacterRange.Cyrillic,
|
|
|
CharacterRange.LatinExtendedB,
|
|
|
new CharacterRange((char) 0x00B7)
|
|
|
}
|
|
|
);
|
|
|
|
|
|
|
|
|
#if DEBUG
|
|
|
this.debugWindow = new DebugWindow(this._imGuiRenderer, GraphicsDevice);
|
|
|
#endif
|
|
|
font = fontBakeResult.CreateSpriteFont(GraphicsDevice);
|
|
|
monoFont = bakedMono.CreateSpriteFont(GraphicsDevice);
|
|
|
//DynamicSpriteFont font = DynamicSpriteFont.FromTtf(File.ReadAllBytes(@"Content/DroidSans.ttf"), 20);
|
|
|
|
|
|
}
|
|
|
|
|
|
protected override void UnloadContent()
|
|
|
{
|
|
|
// Clean up after yourself!
|
|
|
batch.Dispose();
|
|
|
texture.Dispose();
|
|
|
sound.Dispose();
|
|
|
music.Dispose();
|
|
|
}
|
|
|
|
|
|
Vector2 calculateMousegrid(Vector2 normalizedMousePos)
|
|
|
{
|
|
|
|
|
|
//int gridx = (int)(normalizedMousePos.X / Tile.TileSpriteWidth);
|
|
|
//int gridy = (int)(normalizedMousePos.Y / Tile.TileSpriteHeight);
|
|
|
Vector2 adjust = new Vector2(Tile.TileSpriteWidth / 2, Tile.TileSpriteHeight);
|
|
|
Vector2 adjustedMousePos = normalizedMousePos - adjust;
|
|
|
|
|
|
float boardx = ((adjustedMousePos.X / Tile.TileSpriteWidth) + (adjustedMousePos.Y / Tile.TileSpriteHeight));
|
|
|
float boardy = ((adjustedMousePos.Y / Tile.TileSpriteHeight) - (adjustedMousePos.X / Tile.TileSpriteWidth));
|
|
|
|
|
|
|
|
|
return new Vector2((int)boardx, (int)boardy);
|
|
|
/*
|
|
|
int gridx = (int)((normalizedMousePos.X + (this.baseOffsetX + 4)) / Tile.TileWidth) ;
|
|
|
int gridy = (int)((normalizedMousePos.Y + (this.baseOffsetX + 4) + (2*baseOffsetY)) / (Tile.TileStepY));
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
int within_gridx = (int)((normalizedMousePos.X) % Tile.TileWidth) - (Tile.TileWidth/2);
|
|
|
int within_gridy = (int)((normalizedMousePos.Y) % Tile.TileHeight) - (Tile.TileHeight / 2);
|
|
|
|
|
|
int middle_distance = Math.Abs(within_gridx) + Math.Abs(within_gridx);
|
|
|
Vector2 adjustment_vector;
|
|
|
|
|
|
return new Vector2(gridx, gridy);
|
|
|
if (middle_distance < (Tile.TileWidth / 2))
|
|
|
{
|
|
|
return new Vector2(gridx, gridy);
|
|
|
}
|
|
|
|
|
|
else if ((Math.Sign(within_gridx) == -1) && (Math.Sign(within_gridy) == 1))
|
|
|
{
|
|
|
adjustment_vector = new Vector2(-1, -1);
|
|
|
return new Vector2(gridx, gridy) + adjustment_vector;
|
|
|
}
|
|
|
else if ((Math.Sign(within_gridx) == -1) && (Math.Sign(within_gridy) == -1))
|
|
|
{
|
|
|
adjustment_vector = new Vector2(-1, 1);
|
|
|
return new Vector2(gridx, gridy) + adjustment_vector;
|
|
|
}
|
|
|
else if ((Math.Sign(within_gridx) == 1) && (Math.Sign(within_gridy) == 1))
|
|
|
{
|
|
|
adjustment_vector = new Vector2(0, -1);
|
|
|
return new Vector2(gridx, gridy) + adjustment_vector;
|
|
|
}
|
|
|
else if ((Math.Sign(within_gridx) == 1) && (Math.Sign(within_gridy) == -1))
|
|
|
{
|
|
|
adjustment_vector = new Vector2(0, 1);
|
|
|
return new Vector2(gridx, gridy) + adjustment_vector;
|
|
|
}
|
|
|
else {
|
|
|
return new Vector2(gridx, gridy);
|
|
|
}
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
protected override void Update(GameTime gameTime)
|
|
|
{
|
|
|
|
|
|
float volume = 1.0f;
|
|
|
float pitch = 0.0f;
|
|
|
float pan = 0.0f;
|
|
|
|
|
|
// Run game logic in here. Do NOT render anything here!
|
|
|
KeyboardState keyboardCur = Keyboard.GetState();
|
|
|
if (keyboardCur.IsKeyDown(Keys.Q) && keyboardPrev.IsKeyUp(Keys.Q))
|
|
|
{
|
|
|
System.Console.WriteLine("Quitting");
|
|
|
Environment.Exit(0);
|
|
|
}
|
|
|
|
|
|
|
|
|
if (keyboardCur.IsKeyDown(Keys.Down))
|
|
|
{
|
|
|
this.camera.Move(new Vector2(0, 2));
|
|
|
}
|
|
|
else if (keyboardCur.IsKeyDown(Keys.Up))
|
|
|
{
|
|
|
this.camera.Move(new Vector2(0, -2));
|
|
|
|
|
|
}
|
|
|
else if (keyboardCur.IsKeyDown(Keys.Left))
|
|
|
{
|
|
|
this.camera.Move(new Vector2(-2, 0));
|
|
|
|
|
|
}
|
|
|
else if (keyboardCur.IsKeyDown(Keys.Right))
|
|
|
{
|
|
|
this.camera.Move(new Vector2(2, 0));
|
|
|
|
|
|
}
|
|
|
else if (keyboardCur.IsKeyDown(Keys.Subtract) && keyboardPrev.IsKeyUp(Keys.Subtract))
|
|
|
{
|
|
|
this.camera.ZoomOut();
|
|
|
}
|
|
|
else if (keyboardCur.IsKeyDown(Keys.Add) && keyboardPrev.IsKeyUp(Keys.Add))
|
|
|
{
|
|
|
|
|
|
this.camera.ZoomIn();
|
|
|
}
|
|
|
|
|
|
if (keyboardCur.IsKeyDown(Keys.OemBackslash) && keyboardPrev.IsKeyUp(Keys.OemBackslash))
|
|
|
{
|
|
|
this.show_another_window = !this.show_another_window;
|
|
|
|
|
|
}
|
|
|
|
|
|
if (keyboardCur.IsKeyDown(Keys.G) && keyboardPrev.IsKeyUp(Keys.G))
|
|
|
{
|
|
|
this.showGrid = !this.showGrid;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (keyboardCur.IsKeyDown(Keys.Space) && keyboardPrev.IsKeyUp(Keys.Space))
|
|
|
{
|
|
|
sound.Play(volume, pitch, pan);
|
|
|
}
|
|
|
//if (keyboardCur.IsKeyDown(Keys.P) && keyboardPrev.IsKeyUp(Keys.P))
|
|
|
// {
|
|
|
// this.player_state = !this.player_state;
|
|
|
// }
|
|
|
|
|
|
//if (player_state )
|
|
|
//{
|
|
|
// MediaPlayer.Play(music);
|
|
|
//}
|
|
|
|
|
|
|
|
|
MouseState mouseCur = Mouse.GetState();
|
|
|
|
|
|
if (MathUtils.Between(mouseCur.X, 0, 50))
|
|
|
{
|
|
|
this.camera.Move(new Vector2(-4, 0));
|
|
|
}
|
|
|
else if (MathUtils.Between(mouseCur.X, (FNAGame.width - 50), FNAGame.width))
|
|
|
{
|
|
|
this.camera.Move(new Vector2(4, 0));
|
|
|
}
|
|
|
|
|
|
if (MathUtils.Between(mouseCur.Y, 0, 50))
|
|
|
{
|
|
|
this.camera.Move(new Vector2(0, -4));
|
|
|
}
|
|
|
else if (MathUtils.Between(mouseCur.Y, (FNAGame.height - 50), FNAGame.height))
|
|
|
{
|
|
|
this.camera.Move(new Vector2(0, 4));
|
|
|
}
|
|
|
|
|
|
|
|
|
this.simulation.update(gameTime.ElapsedGameTime);
|
|
|
|
|
|
this.original_point = Vector2.Transform(new Vector2(mouseCur.X, mouseCur.Y), Matrix.Invert(camera.get_transformation(GraphicsDevice)));
|
|
|
|
|
|
//int gridx = (int)((this.original_point.X-baseOffsetX) / Tile.TileStepX);
|
|
|
/* int gridx = (int)(this.original_point.Y / Tile.TileHeight + this.original_point.X / Tile.TileWidth); */
|
|
|
//int gridy = (int)((this.original_point.Y-baseOffsetY) / (Tile.TileStepY*2));
|
|
|
/* int gridy = (int)(this.original_point.Y / Tile.TileHeight - this.original_point.X / Tile.TileWidth); */
|
|
|
|
|
|
//this.mouseGrid = new Vector2(gridx, gridy);
|
|
|
this.mouseGrid = this.calculateMousegrid(this.original_point);
|
|
|
|
|
|
elapsedTime += gameTime.ElapsedGameTime;
|
|
|
|
|
|
if (elapsedTime > TimeSpan.FromSeconds(1))
|
|
|
{
|
|
|
elapsedTime -= TimeSpan.FromSeconds(1);
|
|
|
frameRate = frameCounter;
|
|
|
frameCounter = 0;
|
|
|
}
|
|
|
|
|
|
this.keyboardPrev = keyboardCur;
|
|
|
|
|
|
base.Update(gameTime);
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
protected void drawTileAt(int x, int y, int tileIndex, int height)
|
|
|
{
|
|
|
float maxdepth = ((this.squaresAcross + 1) + ((this.squaresDown + 1) * Tile.TileWidth)) * 10;
|
|
|
|
|
|
float depthOffset = 0.7f - ((0 + (0 * Tile.TileWidth)) / maxdepth);
|
|
|
|
|
|
drawTileAt(x, y, tileIndex, height, depthOffset);
|
|
|
}
|
|
|
|
|
|
protected Boolean cull(int gridX, int gridY)
|
|
|
{
|
|
|
int screenX = (gridX - gridY) * Tile.TileSpriteWidth / 2;
|
|
|
int screenY = (gridX + gridY) * Tile.TileSpriteHeight / 2;
|
|
|
|
|
|
Vector2 original = Vector2.Transform(new Vector2(screenX, screenY), camera.get_transformation(GraphicsDevice));
|
|
|
|
|
|
return (!FNAGame.enableCulling ||
|
|
|
(MathUtils.Between(original.X, -Tile.TileSpriteWidth, FNAGame.width)
|
|
|
&& MathUtils.Between(original.Y, -Tile.TileSpriteHeight, FNAGame.height)));
|
|
|
}
|
|
|
|
|
|
protected void drawTileAt(int x, int y, int tileIndex, int height, float depth)
|
|
|
{
|
|
|
/*
|
|
|
Vector2 firstSquare = Vector2.Zero;
|
|
|
Vector2 squareOffset = Vector2.Zero;
|
|
|
|
|
|
int offsetX = (int)squareOffset.X;
|
|
|
int offsetY = (int)squareOffset.Y;
|
|
|
int firstX = (int)firstSquare.X;
|
|
|
int firstY = (int)firstSquare.Y;
|
|
|
int rowOffset = 0;
|
|
|
float maxdepth = ((this.squaresAcross + 1) + ((this.squaresDown + 1) * Tile.TileWidth)) * 10;
|
|
|
|
|
|
|
|
|
int mapx = (firstX + x);
|
|
|
int mapy = (firstY + y);
|
|
|
float depthOffset = 0.7f - ((mapx + (mapy * Tile.TileWidth)) / maxdepth);
|
|
|
|
|
|
if ((firstY + y) % 2 == 1)
|
|
|
rowOffset = Tile.OddRowXOffset;
|
|
|
|
|
|
batch.Draw(
|
|
|
Tile.TileSetTexture,
|
|
|
new Rectangle(
|
|
|
(x * Tile.TileStepX) - offsetX + rowOffset + baseOffsetX,
|
|
|
(y * Tile.TileStepY) - offsetY + baseOffsetY-(Tile.TileHeight*(height-1)),
|
|
|
Tile.TileWidth, Tile.TileHeight*height),
|
|
|
Tile.GetExtendedSourceRectangle(tileIndex, height),
|
|
|
Color.White,
|
|
|
0.0f,
|
|
|
Vector2.Zero,
|
|
|
SpriteEffects.None,
|
|
|
depthOffset);
|
|
|
*/
|
|
|
|
|
|
int height_adjust = 0;
|
|
|
|
|
|
if (height > 1) //not sure why this is necessary :/
|
|
|
{
|
|
|
height_adjust = height;
|
|
|
}
|
|
|
|
|
|
int adjustedx = x - height_adjust;
|
|
|
int adjustedy = y - height_adjust;
|
|
|
|
|
|
int screenx = (adjustedx - adjustedy) * Tile.TileSpriteWidth / 2;
|
|
|
int screeny = (adjustedx + adjustedy) * Tile.TileSpriteHeight / 2;
|
|
|
|
|
|
if (this.cull(x, y))
|
|
|
{
|
|
|
batch.Draw(
|
|
|
Tile.TileSetTexture,
|
|
|
new Rectangle(
|
|
|
screenx,
|
|
|
screeny,
|
|
|
Tile.TileWidth, Tile.TileHeight * height),
|
|
|
Tile.GetExtendedSourceRectangle(tileIndex, height),
|
|
|
Color.White,
|
|
|
0.0f,
|
|
|
Vector2.Zero,
|
|
|
SpriteEffects.None,
|
|
|
depth);
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
protected override void Draw(GameTime gameTime)
|
|
|
{
|
|
|
// Render stuff in here. Do NOT run game logic in here!
|
|
|
|
|
|
frameCounter++;
|
|
|
|
|
|
string fps = string.Format("fps: {0}", frameRate);
|
|
|
|
|
|
Stopwatch stopWatch = new Stopwatch();
|
|
|
stopWatch.Start();
|
|
|
GraphicsDevice.Clear(Color.CornflowerBlue);
|
|
|
batch.Begin(SpriteSortMode.BackToFront,
|
|
|
BlendState.AlphaBlend,
|
|
|
null,
|
|
|
null,
|
|
|
null,
|
|
|
null,
|
|
|
camera.get_transformation(GraphicsDevice));
|
|
|
|
|
|
//New tile stuff
|
|
|
/*
|
|
|
Vector2 firstSquare = Vector2.Zero;
|
|
|
int firstX = (int)firstSquare.X;
|
|
|
int firstY = (int)firstSquare.Y;
|
|
|
|
|
|
Vector2 squareOffset = Vector2.Zero;
|
|
|
|
|
|
int offsetX = (int)squareOffset.X;
|
|
|
int offsetY = (int)squareOffset.Y;
|
|
|
|
|
|
|
|
|
for (int y = 0; y < this.squaresDown; y++)
|
|
|
{
|
|
|
int rowOffset = 0;
|
|
|
if ((firstY + y) % 2 == 1)
|
|
|
rowOffset = Tile.OddRowXOffset;
|
|
|
|
|
|
for (int x = 0; x < this.squaresAcross; x++) {
|
|
|
|
|
|
|
|
|
batch.Draw(
|
|
|
Tile.TileSetTexture,
|
|
|
new Rectangle(
|
|
|
((x * Tile.TileStepX) - offsetX + rowOffset + baseOffsetX),
|
|
|
((y * Tile.TileStepY) - offsetY + baseOffsetY),
|
|
|
Tile.TileWidth, Tile.TileHeight),
|
|
|
Tile.GetSourceRectangle(1),
|
|
|
Color.White,
|
|
|
0.0f,
|
|
|
Vector2.Zero,
|
|
|
SpriteEffects.None,
|
|
|
0.9f);
|
|
|
|
|
|
|
|
|
}
|
|
|
}*/
|
|
|
|
|
|
|
|
|
//reset
|
|
|
this.tilesDrawn = 0;
|
|
|
|
|
|
for (int y = 0; y < this.squaresDown; y++)
|
|
|
{
|
|
|
|
|
|
for (int x = 0; x < this.squaresAcross; x++)
|
|
|
{
|
|
|
|
|
|
int screenx = (x - y) * Tile.TileSpriteWidth/2;
|
|
|
|
|
|
int screeny = (x + y) * Tile.TileSpriteHeight / 2;
|
|
|
|
|
|
if (this.cull(x, y)) {
|
|
|
batch.Draw(
|
|
|
Tile.TileSetTexture,
|
|
|
new Rectangle(
|
|
|
screenx,
|
|
|
screeny,
|
|
|
Tile.TileWidth, Tile.TileHeight),
|
|
|
Tile.GetSourceRectangle(1),
|
|
|
Color.White,
|
|
|
0.0f,
|
|
|
Vector2.Zero,
|
|
|
SpriteEffects.None,
|
|
|
0.9f);
|
|
|
|
|
|
this.tilesDrawn++;
|
|
|
}
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
if (this.showGrid)
|
|
|
{
|
|
|
//need to go one extra so gridlines include the far side of the final tile:
|
|
|
for (int y = 0; y < (this.squaresDown + 1); y++)
|
|
|
{
|
|
|
|
|
|
Vector2 adjust = new Vector2(Tile.TileSpriteWidth / 2, Tile.TileSpriteHeight); //TODO figure out why this second value shouldn't be halved
|
|
|
|
|
|
Line.drawLine(batch,
|
|
|
new Vector2(((0 - y) * Tile.TileSpriteWidth / 2), (0 + y) * Tile.TileSpriteHeight / 2) + adjust,
|
|
|
//new Vector2(this.squaresAcross * Tile.TileSpriteWidth, (y+1) * Tile.TileSpriteHeight),
|
|
|
new Vector2((this.squaresAcross - (y)) * Tile.TileSpriteWidth / 2, (this.squaresAcross + (y)) * Tile.TileSpriteHeight / 2) + adjust,
|
|
|
Color.White, 0.8f);
|
|
|
|
|
|
}
|
|
|
|
|
|
for (int x = 0; x < (this.squaresAcross + 1); x++)
|
|
|
{
|
|
|
|
|
|
Vector2 adjust = new Vector2(Tile.TileSpriteWidth / 2, Tile.TileSpriteHeight); //TODO figure out why this second value shouldn't be halved
|
|
|
|
|
|
Line.drawLine(batch,
|
|
|
new Vector2(((x - 0) * Tile.TileSpriteWidth / 2), (x + 0) * Tile.TileSpriteHeight / 2) + adjust,
|
|
|
//new Vector2(this.squaresAcross * Tile.TileSpriteWidth, (y+1) * Tile.TileSpriteHeight),
|
|
|
new Vector2((x - this.squaresDown) * Tile.TileSpriteWidth / 2, (x + this.squaresDown) * Tile.TileSpriteHeight / 2) + adjust,
|
|
|
Color.White, 0.8f);
|
|
|
|
|
|
}
|
|
|
}
|
|
|
|
|
|
//Gridlines
|
|
|
//Lines going down and to the right:
|
|
|
/*
|
|
|
for (int x = (int)(-this.squaresAcross/2); x < this.squaresAcross; x++)
|
|
|
{
|
|
|
int rowOffset = 0;
|
|
|
|
|
|
float startX = (x * Tile.TileStepX) + baseOffsetX - (Tile.TileStepX / 2);
|
|
|
|
|
|
Vector2 start = new Vector2(startX, -baseOffsetY+4);
|
|
|
Vector2 stop = new Vector2(startX + this.squaresAcross* Tile.TileStepX/2,
|
|
|
this.squaresDown*Tile.TileStepY- baseOffsetY+4);
|
|
|
|
|
|
|
|
|
|
|
|
Line.drawLine(batch,
|
|
|
Line.departurePoint(stop, start, this.squaresAcross * Tile.TileWidth, this.squaresDown * Tile.TileHeight),
|
|
|
Line.departurePoint(start, stop, this.squaresAcross * Tile.TileWidth, this.squaresDown * Tile.TileHeight),
|
|
|
Color.White, 0.8f);
|
|
|
|
|
|
}
|
|
|
//Lines going down and to the left:
|
|
|
for (int x = 0; x < (int)(1.5*this.squaresAcross); x++)
|
|
|
{
|
|
|
|
|
|
float startX = (x * Tile.TileStepX) + baseOffsetX - (Tile.TileStepX / 2);
|
|
|
|
|
|
Vector2 start_reverse = new Vector2(startX, -baseOffsetY + 4);
|
|
|
Vector2 stop_reverse = new Vector2(startX + -(this.squaresAcross * Tile.TileStepX / 2),
|
|
|
(this.squaresDown * Tile.TileStepY) - baseOffsetY + 4);
|
|
|
|
|
|
Line.drawLine(batch,
|
|
|
Line.departurePoint(stop_reverse, start_reverse, this.squaresAcross * Tile.TileWidth, this.squaresDown * Tile.TileHeight),
|
|
|
Line.departurePoint(start_reverse, stop_reverse, this.squaresAcross * Tile.TileWidth, this.squaresDown * Tile.TileHeight),
|
|
|
Color.White, 0.8f);
|
|
|
|
|
|
}
|
|
|
*/
|
|
|
|
|
|
drawTileAt(4, 4, 140, 3);
|
|
|
drawTileAt(6, 4, 141, 3);
|
|
|
drawTileAt(8, 4, 142, 2);
|
|
|
drawTileAt(10, 4, 142, 3);
|
|
|
|
|
|
|
|
|
drawTileAt((int)this.mouseGrid.X, (int)this.mouseGrid.Y, 2, 1, 0.85f); //between tiles and gridlines
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
|
for (int i = 0; i< 80; i++)
|
|
|
{
|
|
|
for (int j = 0; j < 50; j += 1)
|
|
|
{
|
|
|
//Warning: creates a flashing effect because tree positions update every 1/60th of a second
|
|
|
|
|
|
if (this.random_generator.NextDouble() > 0.75)
|
|
|
{
|
|
|
drawTileAt(i, j, 142, 2);
|
|
|
}
|
|
|
|
|
|
if ((i + j) % 3 == 0)
|
|
|
{
|
|
|
drawTileAt(i, j, 142, 2);
|
|
|
}
|
|
|
|
|
|
}
|
|
|
}//*/
|
|
|
|
|
|
|
|
|
for (int i = 0; i < this.simulation.map.MapHeight; i++)
|
|
|
{
|
|
|
for (int j = 0; j < this.simulation.map.MapWidth; j += 1)
|
|
|
{
|
|
|
|
|
|
if (this.simulation.map.cells[i][j].hasTree)
|
|
|
{ //until we actually simulate:
|
|
|
if((i+j)%8 == 0)
|
|
|
{
|
|
|
drawTileAt(i, j, 141, 2);
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
drawTileAt(i, j, 142, 2);
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
}
|
|
|
}
|
|
|
|
|
|
drawTileAt(2, 2, 140, 2);
|
|
|
drawTileAt(1, 1, 140, 2);
|
|
|
drawTileAt(3, 2, 140, 2);
|
|
|
|
|
|
batch.End();
|
|
|
|
|
|
batch.Begin(SpriteSortMode.BackToFront,
|
|
|
BlendState.AlphaBlend,
|
|
|
null,
|
|
|
null,
|
|
|
null,
|
|
|
null);
|
|
|
|
|
|
bool has_tree = false;
|
|
|
if (MathUtils.Between(this.mouseGrid.X, 0, this.squaresAcross) && MathUtils.Between(this.mouseGrid.Y, 0, this.squaresAcross))
|
|
|
{
|
|
|
has_tree = this.simulation.map.cells[(int)this.mouseGrid.X][(int)this.mouseGrid.Y].hasTree;
|
|
|
//batch.DrawString(font, has_tree.ToString(), new Vector2(500, 33), Color.Black, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.5f);
|
|
|
//batch.DrawString(font, has_tree.ToString(), new Vector2(499, 32), Color.White, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.49f);
|
|
|
}
|
|
|
//*/
|
|
|
|
|
|
|
|
|
String header_left = String.Format("${0:}|{1:} trees⚘𐂷🌳", this.simulation.money, this.simulation.map.tree_count);
|
|
|
String header_middle = String.Format("{0:yyyy MMMMM}", this.simulation.DateTime);
|
|
|
Vector2 dimensions = monoFont.MeasureString(header_middle);
|
|
|
|
|
|
float middle_start = (FNAGame.width / 2) - (dimensions.X / 2);
|
|
|
|
|
|
FilledRectangle.drawFilledRectangle(batch, new Rectangle(0, 0, width, (int)dimensions.Y), Color.White, 0.51f);
|
|
|
|
|
|
|
|
|
batch.DrawString(monoFont, header_left, new Vector2(1, 1), Color.Black, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.5f);
|
|
|
batch.DrawString(monoFont, header_middle, new Vector2(middle_start, 1), Color.Black, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.5f);
|
|
|
|
|
|
|
|
|
|
|
|
batch.End();
|
|
|
|
|
|
|
|
|
//Calcs for debug window:
|
|
|
if ((this.frameCounter % 15) == 0) {
|
|
|
past_fps.Enqueue(this.frameRate);
|
|
|
|
|
|
}
|
|
|
|
|
|
DebugInfo debugInfo = new DebugInfo
|
|
|
{
|
|
|
fps = this.frameRate,
|
|
|
pastFps = past_fps.ToArray(),
|
|
|
cameraPosition = camera.position,
|
|
|
drawTime = this.drawTime,
|
|
|
treeCount = this.simulation.map.tree_count,
|
|
|
mouseGrid = this.mouseGrid,
|
|
|
hasTree = has_tree,
|
|
|
tilesDrawn = this.tilesDrawn
|
|
|
};
|
|
|
#if DEBUG
|
|
|
//Finally, draw the debug window
|
|
|
_imGuiRenderer.BeforeLayout(gameTime);
|
|
|
debugWindow.Layout(debugInfo, new Dictionary<string, string>(),ref show_another_window);
|
|
|
|
|
|
String[] messages = { "Message1", "Message2" };
|
|
|
|
|
|
if (showInitial && (messageIndex < messages.Length))
|
|
|
{
|
|
|
ImGui.Begin("Welcome", ref showInitial);
|
|
|
ImGui.PushFont(debugWindow.monoFont);
|
|
|
ImGui.Text(messages[messageIndex]);
|
|
|
if(ImGui.Button("Okay"))
|
|
|
{
|
|
|
messageIndex++;
|
|
|
}
|
|
|
|
|
|
ImGui.PopFont();
|
|
|
}
|
|
|
|
|
|
_imGuiRenderer.AfterLayout();
|
|
|
#endif
|
|
|
|
|
|
stopWatch.Stop();
|
|
|
this.drawTime = stopWatch.Elapsed;
|
|
|
|
|
|
base.Draw(gameTime);
|
|
|
}
|
|
|
|
|
|
|
|
|
}
|
|
|
|