Commit Description:
Add translucent effect.
Commit Description:
Add translucent effect.
Show/Diff file:
Action:
isometric-park-fna/FNAGame.cs
1049 lines | 40.7 KiB | text/x-csharp | CSharpLexer
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 System.Reflection;
using System.Diagnostics;
using System.Collections.Generic;
using System.Linq;
using SpriteFontPlus;
using isometricparkfna;
using static isometricparkfna.CellMap;
using isometricparkfna.Utils;
using isometricparkfna.UI;
using isometricparkfna.Engines;
using isometricparkfna.Components;
using isometricparkfna.Renderers;
using isometricparkfna.Messages;
using isometricparkfna.Spawners;
using Num = System.Numerics;
using ImGuiNET.SampleProgram.XNA;
using ImGuiNET;
using ImPlotNET;
using TraceryNet;
using Encompass;
using Ink.Runtime;
//Let's let core builds be deterministic
#if NETCOREAPP
[assembly:AssemblyVersion("0.36.31.0")]
#else
[assembly:AssemblyVersion("0.36.31.*")]
#endif
class FNAGame : Game
{
private KeyboardState keyboardPrev = new KeyboardState();
private MouseState mousePrev = new MouseState();
private SpriteBatch batch;
private SpriteBatch tileBatch;
#if DEBUG
private SoundEffect sound;
#endif
private SpriteFont monoFont;
private SpriteFont largeMonoFont;
private Camera camera = new Camera(new float[] {0.125f, 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;
TimeSpan tileDrawTime = TimeSpan.Zero;
TimeSpan gridDrawTime = TimeSpan.Zero;
TimeSpan treeDrawTime = TimeSpan.Zero;
TimeSpan updateTime = TimeSpan.Zero;
Queue<float> past_fps = new Queue<float>(100);
Queue<TimeSpan> past_draw = new Queue<TimeSpan>(100);
int tilesDrawn = 0;
private static int width = 1280;
private static int height = 640;
//new tile stuff
int squaresAcross = 200;
int squaresDown = 200;
Simulation simulation;
public Vector2 mouseGrid;
Vector2 original_point;
//for now
public bool in_zone;
public bool in_active_zone;
public bool in_preserve;
public bool isPlaying = false;
private ImGuiRenderer _imGuiRenderer;
private DebugWindow debugWindow;
public ImGuiImageMap imageMap;
public ImGuiImageMap portraitsMap;
public bool show_another_window;
public Story Story;
//buggy
private static bool enableCulling = false;
private List<NewsItem> newsItems;
public bool showGrid;
public bool showTrees;
private Grammar grammar;
private string output;
private GraphicsDeviceManager gdm;
public bool showBudget;
private BudgetWindow budgetWindow;
//Encompass
private WorldBuilder WorldBuilder = new WorldBuilder();
private World World;
private ImGuiWindowBridgeEngine imGuiWindowBridgeEngine;
public bool quit = false;
private static void Main(string[] args)
{
#if NETCOREAPP
DllMap.Initialise(false);
#endif
try {
using FNAGame g = new FNAGame();
g.Run();
}
catch (Exception e)
{
Logging.Critical(string.Format("Unhandled exception: {0}", e));
return;
}
#if !DEBUG
Logging.logFile.Close();
File.Delete(Logging.logFileName);
#endif
}
private FNAGame()
{
#if DEBUG
foreach (System.Reflection.Assembly assembly in AppDomain.CurrentDomain.GetAssemblies())
{
Logging.Debug("Loaded: " + assembly.ToString() + "\n");
}
;
#endif
this.gdm = new GraphicsDeviceManager(this) {
// Typically you would load a config here...
PreferredBackBufferWidth = width,
PreferredBackBufferHeight = height,
IsFullScreen = false,
SynchronizeWithVerticalRetrace = true
};
IsFixedTimeStep = false;
this.simulation = new Simulation(this.squaresAcross, this.squaresDown, new float[] {16.66667f*240, 16.66667f*120, 16.66667f*60, 16.66667f*30, 16.66667f*1 });
showBudget = false;
showGrid = true;
showTrees = true;
this.Window.Title = "Isometric Park";
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;
_imGuiRenderer = new ImGuiRenderer(this);
_imGuiRenderer.RebuildFontAtlas(); // Required so fonts are available for rendering
base.Initialize();
}
protected override void LoadContent()
{
// Create the batch...
this.batch = new SpriteBatch(GraphicsDevice);
this.tileBatch = new SpriteBatch(GraphicsDevice);
#if DEBUG
sound = Content.Load<SoundEffect>("FNASound");
#endif
Tile.TileSetTexture = Content.Load<Texture2D>(@"merged_tileset");
var texture = Content.Load<Texture2D>(@"solid_tileset");
var imageMapTexture = Content.Load<Texture2D>(@"photos_converted3");
this.imageMap = new ImGuiImageMap(500, 400, imageMapTexture, _imGuiRenderer, null);
var portraitMapTexture = Content.Load<Texture2D>(@"portraits");
this.portraitsMap = new ImGuiImageMap(300, 400, portraitMapTexture, _imGuiRenderer, @"Content/portraits.yaml");
Line.initialize(GraphicsDevice);
Quad.Initialize(GraphicsDevice, texture);
Logging.Success("Initialized Quad texture.");
ContractWindow.LoadContent(this._imGuiRenderer, this.imageMap);
DialogInterface.LoadContent(this._imGuiRenderer, this.portraitsMap);
//Must be done before SetFontMessage is sent
var bakedMono = TtfFontBaker.Bake(File.OpenRead(@"Content/iosevka-term-extendedmedium.ttf"),
15,
1024,
1024,
new[]
{
CharacterRange.BasicLatin,
CharacterRange.Latin1Supplement,
CharacterRange.LatinExtendedA,
CharacterRange.Cyrillic,
CharacterRange.LatinExtendedB,
new CharacterRange((char) 0x00B7)
}
);
var bakedMonoLarge = TtfFontBaker.Bake(File.OpenRead(@"Content/iosevka-term-extendedmedium.ttf"),
30,
1024,
1024,
new[]
{
CharacterRange.BasicLatin,
CharacterRange.Latin1Supplement,
CharacterRange.LatinExtendedA,
CharacterRange.Cyrillic,
CharacterRange.LatinExtendedB,
new CharacterRange((char) 0x00B7)
}
);
monoFont = bakedMono.CreateSpriteFont(GraphicsDevice);
largeMonoFont = bakedMonoLarge.CreateSpriteFont(GraphicsDevice);
//Has to happen before Encompass stuff, because the Encompass machinery around ImGui requires debugWindow's monoFont to be loaded:
this.debugWindow = new DebugWindow(this._imGuiRenderer, GraphicsDevice, this.imageMap);
//Has to happen before Encompass stuff, so Spawners can use the grammar:
var json2 = new FileInfo(@"Content/grammar.json");
this.grammar = new TraceryNet.Grammar(json2);
//Has to happen after Grammar initialization.
NewGameWindow.Initialize(this.grammar);
this.Story = new Story(File.ReadAllText(@"Content/dialog.json"));
//Bindings have to
Story.BindExternalFunction ("endGame", () => {
Logging.Success("endGame");
this.imGuiWindowBridgeEngine.gameStateMessages.Add(new GameStateMessage {isPlaying = false});
this.imGuiWindowBridgeEngine.typeMessages.Add(new ToggleWindowTypeMessage {Window = isometricparkfna.Messages.Window.MainMenu});
});
Logging.Debug(this.Story.ContinueMaximally());
WorldBuilder.AddEngine(new InputEngine(Menu.MENU_BAR_HEIGHT, this.camera, gdm,
this.simulation.map.MapHeight, this.simulation.map.MapWidth));
WorldBuilder.AddEngine(new UIEngine(this.Story));
WorldBuilder.AddEngine(new DialogEngine(this.Story, this.grammar));
WorldBuilder.AddEngine(new EventEngine());
var gameBridgeEngine = new GameBridgeEngine(this);
WorldBuilder.AddEngine(gameBridgeEngine);
WorldBuilder.AddEngine(new GameStateEngine());
WorldBuilder.AddEngine(this.simulation.BridgeEngine);
WorldBuilder.AddEngine(new CameraBridgeEngine(this.camera));
this.imGuiWindowBridgeEngine = new ImGuiWindowBridgeEngine(this.debugWindow, debugWindow.monoFont, debugWindow.italicFont, this.simulation);
WorldBuilder.AddEngine(this.imGuiWindowBridgeEngine);
WorldBuilder.AddEngine(new ContractStatusEngine(this.simulation));
WorldBuilder.AddEngine(new ContractSpawner(simulation.map.MapWidth, simulation.map.MapHeight, this.simulation, this.grammar));
WorldBuilder.AddEngine(new GameSpawner(this.simulation, this, this.grammar));
WorldBuilder.AddEngine(new OrganizationSpawner(this.simulation, this.grammar));
WorldBuilder.AddEngine(new DialogSpawner(this.Story, this.grammar));
WorldBuilder.AddEngine(new PolicyEngine());
WorldBuilder.AddEngine(new TraceryBridgeEngine(this.grammar));
WorldBuilder.AddEngine(new SimulationGameRateBridgeEngine(this.simulation));
WorldBuilder.AddEngine(new BuildToolEngine(this.simulation.map));
WorldBuilder.AddGeneralRenderer(new AreaRenderer(this.tileBatch, this.monoFont), 1);
WorldBuilder.AddGeneralRenderer(new ImGuiWindowRenderer(this, this.simulation, this.imGuiWindowBridgeEngine, this.gdm), 2);
WorldBuilder.AddGeneralRenderer(new CursorRenderer(this.tileBatch, this.monoFont), 3);
var contractWindow = WorldBuilder.CreateEntity();
WorldBuilder.SetComponent(contractWindow, new VisibilityComponent { visible = false });
WorldBuilder.SetComponent(contractWindow, new WindowTypeComponent { type = isometricparkfna.Messages.Window.Contracts });
var forestWindow = WorldBuilder.CreateEntity();
WorldBuilder.SetComponent(forestWindow, new VisibilityComponent { visible = false });
WorldBuilder.SetComponent(forestWindow, new WindowTypeComponent { type = isometricparkfna.Messages.Window.Forest });
var newsWindow = WorldBuilder.CreateEntity();
WorldBuilder.SetComponent(newsWindow, new VisibilityComponent { visible = false });
WorldBuilder.SetComponent(newsWindow, new WindowTypeComponent { type = isometricparkfna.Messages.Window.News });
var mainMenu = WorldBuilder.CreateEntity();
WorldBuilder.SetComponent(mainMenu, new VisibilityComponent { visible = true });
WorldBuilder.SetComponent(mainMenu, new WindowTypeComponent { type = isometricparkfna.Messages.Window.MainMenu });
var inputMenu = WorldBuilder.CreateEntity();
WorldBuilder.SetComponent(inputMenu, new VisibilityComponent { visible = false });
WorldBuilder.SetComponent(inputMenu, new WindowTypeComponent { type = isometricparkfna.Messages.Window.InGameMenu });
var optionsWindow = WorldBuilder.CreateEntity();
WorldBuilder.SetComponent(optionsWindow, new VisibilityComponent { visible = false });
WorldBuilder.SetComponent(optionsWindow, new WindowTypeComponent { type = isometricparkfna.Messages.Window.Options });
var newGameWindow = WorldBuilder.CreateEntity();
WorldBuilder.SetComponent(newGameWindow, new VisibilityComponent { visible = false });
WorldBuilder.SetComponent(newGameWindow, new WindowTypeComponent { type = isometricparkfna.Messages.Window.NewGame });
var graphWindow = WorldBuilder.CreateEntity();
WorldBuilder.SetComponent(graphWindow, new VisibilityComponent { visible = false });
WorldBuilder.SetComponent(graphWindow, new WindowTypeComponent { type = isometricparkfna.Messages.Window.Graph });
var preserveTool = WorldBuilder.CreateEntity();
WorldBuilder.SetComponent(preserveTool, new ToolComponent { Tool = Tool.Preserve });
WorldBuilder.SetComponent(preserveTool, new SelectedComponent {Type = SelectionType.Tool, selected = true});
var dezoneTool = WorldBuilder.CreateEntity();
WorldBuilder.SetComponent(dezoneTool, new ToolComponent { Tool = Tool.Dezone });
WorldBuilder.SetComponent(dezoneTool, new SelectedComponent {Type = SelectionType.Tool, selected = false});
var gameEntity = WorldBuilder.CreateEntity();
WorldBuilder.SetComponent(gameEntity, new GameStateComponent { isPlaying = false});
var policyEntity = WorldBuilder.CreateEntity();
WorldBuilder.SetComponent(policyEntity,
new TrespassingPolicyComponent { tresspassingPolicy = EnforcementLevel.NoEnforcement});
WorldBuilder.SetComponent(policyEntity,
new BudgetLineComponent { });
try {
var options = Options.readOptions();
this.imGuiWindowBridgeEngine.fontMessages.Add(new SetFontMessage {
fontSize = options.fontSize,
fontName = options.fontName
});
WorldBuilder.SetComponent(gameEntity, new OptionsComponent {ProfanitySetting = options.profanitySetting});
OptionsWindow.Initialize(new Vector2(FNAGame.width, FNAGame.height), gdm.IsFullScreen, options.profanitySetting);
Logging.Success("Loaded options.");
}
catch (FileNotFoundException e)
{
Logging.Error(String.Format("Error loading file: {0}", e.ToString()));
}
World = WorldBuilder.Build();
this.output = grammar.Flatten("#greeting#");
var result = grammar.Flatten("#[assistantName:#assistantNames#][friendOfThePark:#assistantNames#][whatever:whatever]vars#");
Func<string, string> toUpper = delegate (string i)
{
return i.ToUpper();
};
grammar.AddModifier("toUpper", toUpper);
var newItems = new[] {new NewsItem{hed="Test", contents="#city.toUpper# - This is where the lede would go. #whatever#", source="Wire"}
};
this.newsItems = newItems.ToList();
using (var sr = new StreamReader(@"Content/news_items.yaml"))
{
this.newsItems.AddRange(NewsItem.FromYaml(sr.ReadToEnd()));
}
using (var sr_pregenerated = new StreamReader(@"Content/news_items_pregenerated.yaml"))
{
this.newsItems.AddRange(NewsItem.FromYaml(sr_pregenerated.ReadToEnd()));
}
this.simulation.LoadContent(this.newsItems, this.grammar);
this.budgetWindow = new BudgetWindow(new Budget { }, this.monoFont, 0, 0);
Logging.Success("Content loaded.");
}
public void setFont(string font, int size)
{
var font_path = DebugWindow.fonts[font];
var baked = TtfFontBaker.Bake(File.OpenRead(font_path),
size,
1024,
1024,
new[]
{
CharacterRange.BasicLatin,
CharacterRange.Latin1Supplement,
CharacterRange.LatinExtendedA,
CharacterRange.Cyrillic,
CharacterRange.LatinExtendedB,
new CharacterRange((char) 0x00B7)
}
);
this.monoFont = baked.CreateSpriteFont(GraphicsDevice);
}
protected override void UnloadContent()
{
batch.Dispose();
#if DEBUG
sound.Dispose();
#endif
Tile.TileSetTexture.Dispose();
Logging.Success("Disposed of Tile texture.");
if (Quad.PixelTexture != null)
{
Quad.PixelTexture.Dispose();
Logging.Success("Disposed of Pixel texture.");
}
if (Quad.SolidTexture != null)
{
Quad.SolidTexture.Dispose();
}
}
Vector2 calculateMousegrid(Vector2 normalizedMousePos)
{
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);
}
private String CurrentStatus() {
if (this.in_active_zone) {
return "Contracted";
}
else if (this.in_zone) {
return "Proposed Contract";
}
else if (this.in_preserve) {
return "Preserve";
}
else {
return "Unused";
}
}
protected override void Update(GameTime gameTime)
{
Stopwatch stopWatch = new Stopwatch();
stopWatch.Start();
#if DEBUG
float volume = 1.0f;
float pitch = 0.0f;
float pan = 0.0f;
#endif
KeyboardState keyboardCur = Keyboard.GetState();
MouseState mouseCur = Mouse.GetState();
#region input
#region misc_keys
#if DEBUG
if (keyboardCur.IsKeyDown(Keys.OemBackslash)
&& keyboardPrev.IsKeyUp(Keys.OemBackslash)
&& keyboardCur.IsKeyDown(Keys.LeftShift))
{
sound.Play(volume, pitch, pan);
}
#endif
#endregion misc_keys
#endregion input
World.Update(gameTime.ElapsedGameTime.TotalSeconds);
this.simulation.update(gameTime.ElapsedGameTime);
if (this.showBudget)
{
this.showBudget = this.budgetWindow.update(mouseCur, this.simulation.latestBudget, this.simulation.previousBudget);
}
this.original_point = Vector2.Transform(new Vector2(mouseCur.X, mouseCur.Y), Matrix.Invert(camera.get_transformation(GraphicsDevice)));
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;
this.mousePrev = mouseCur;
stopWatch.Stop();
this.updateTime = stopWatch.Elapsed;
base.Update(gameTime);
if (quit) {
this.Exit();
}
}
protected float calculateDepth() {
return ((this.squaresAcross + 1) + ((this.squaresDown + 1) * Tile.TileWidth)) * 10;
}
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.BetweenExclusive(original.X, -Tile.TileSpriteWidth, FNAGame.width)
&& MathUtils.BetweenExclusive(original.Y, -Tile.TileSpriteHeight, FNAGame.height)));
}
//Convenience method I'm not super sure about anymore.
protected void drawTileAt(int x, int y, int tileIndex, int height, Color color)
{
float maxdepth = ((this.squaresAcross + 1) + ((this.squaresDown + 1) * Tile.TileWidth)) * 10;
float depthOffset = 0.7f - ((x + (y * Tile.TileWidth)) / maxdepth);
Tile.drawTileAt(this.tileBatch, x, y, tileIndex, height, depthOffset, color);
}
protected void drawTileAt(int x, int y, int tileIndex, int height) {
drawTileAt(x, y, tileIndex, height, Color.White);
}
protected override void Draw(GameTime gameTime)
{
frameCounter++;
string fps = string.Format("fps: {0}", frameRate);
bool has_tree = false;
Stopwatch stopWatch = new Stopwatch();
stopWatch.Start();
GraphicsDevice.Clear(Color.CornflowerBlue);
_imGuiRenderer.BeforeLayout(gameTime);
if (this.isPlaying)
{
batch.Begin(SpriteSortMode.Deferred,
BlendState.AlphaBlend,
null,
null,
null,
null,
camera.get_transformation(GraphicsDevice));
#region draw_tiles
Stopwatch stopWatch2 = new Stopwatch();
stopWatch2.Start();
//reset
this.tilesDrawn = 0;
var scale_factor = 1;
var x_adjust = scale_factor > 1 ? -scale_factor : 0;
var y_adjust = scale_factor > 1 ? -scale_factor/2 : 0;
for (int y = y_adjust; y < this.squaresDown + y_adjust; y += scale_factor)
{
for (int x = x_adjust; x < this.squaresAcross + x_adjust; x += scale_factor)
{
int screenx = (x - y) * (Tile.TileSpriteWidth) / 2 - 3*scale_factor;
int screeny = (x + y) * (Tile.TileSpriteHeight) / 2;
// if (this.cull(x, y))
// {
batch.Draw(
Tile.TileSetTexture,
new Rectangle(
screenx,
screeny,
Tile.TileWidth * scale_factor, Tile.TileHeight * scale_factor),
Tile.GetSourceRectangle(1),
Color.White,
0.0f,
Vector2.Zero,
SpriteEffects.None,
0.9f);
this.tilesDrawn++;
// }
}
}
batch.End();
stopWatch2.Stop();
this.tileDrawTime = stopWatch2.Elapsed;
#endregion draw_tiles
#region draw_gridlines
batch.Begin(SpriteSortMode.Deferred,
BlendState.AlphaBlend,
null,
null,
null,
null,
camera.get_transformation(GraphicsDevice));
stopWatch2 = new Stopwatch();
stopWatch2.Start();
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 - (y)) * Tile.TileSpriteWidth / 2,
(this.squaresAcross + (y)) * Tile.TileSpriteHeight / 2) + adjust,
Color.White, 0.81f);//Just below the highlighted square and areas
}
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((x - this.squaresDown) * Tile.TileSpriteWidth / 2, (x + this.squaresDown) * Tile.TileSpriteHeight / 2) + adjust,
Color.White, 0.81f);
}
}
batch.End();
stopWatch2.Stop();
this.gridDrawTime = stopWatch2.Elapsed;
#endregion draw_gridlines
//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);
}
*/
tileBatch.Begin(SpriteSortMode.BackToFront,
BlendState.AlphaBlend,
null,
null,
null,
null,
camera.get_transformation(GraphicsDevice));
#if DEBUG
var translucent = new Color(1.0f, 1.0f, 1.0f, 0.25f);
drawTileAt(4, 4, 140, 3, translucent);
drawTileAt(6, 4, 141, 3, translucent);
drawTileAt(8, 4, 142, 2, translucent);
drawTileAt(10, 4, 142, 3, translucent);
for (int i = 10; i < 199; i++) {
drawTileAt(10, i, 281, 1, translucent);
}
drawTileAt(10, 199, 284, 1, translucent);
drawTileAt(11, 199, 280, 1, translucent);
drawTileAt(12, 199, 280, 1, translucent);
drawTileAt(13, 199, 283, 1, translucent);
drawTileAt(13, 198, 281, 1, translucent);
drawTileAt(13, 197, 282, 1, translucent);
drawTileAt(12, 197, 285, 1, translucent);
drawTileAt(12, 25, 300, 2, translucent);
#endif
#if DEBUG
Tile.OutlineSquare(tileBatch, 1, 1, Color.Red, 2);
Tile.OutlineSquare(tileBatch, 3, 1, Color.Blue, 2);
Tile.OutlineSquare(tileBatch, 5, 1, Color.Green, 2);
Tile.OutlineSquare(tileBatch, 7, 1, Color.Orange, 2);
Tile.OutlineSquare(tileBatch, 9, 1, Color.Orange, 3);
//donut
Tile.DrawOutlinedSquares(tileBatch, new Vector2[] {new Vector2(19, 1), new Vector2(19, 2), new Vector2(20, 1), new Vector2(21, 1),
new Vector2(21, 2), new Vector2(19, 3), new Vector2(20, 3), new Vector2(21, 3)
}, Color.Purple);
Quad.FillSquare2(tileBatch, 7, 4, Color.Orange, 1.0f, 0.79f);
Quad.FillSquare2(tileBatch, 7, 3, Color.Yellow, 1.0f, 0.79f);
Quad.FillSquare2(tileBatch, 7, 5, Color.Yellow, .5f, 0.79f);
Quad.FillSquare2(tileBatch, 7, 6, Color.Yellow, .25f, 0.79f);
Quad.FillSquare2(tileBatch, 7, 7, Color.Yellow, .125f, 0.79f);
Quad.FillSquare2(tileBatch, 8, 5, Color.Teal, .5f, 0.79f);
Quad.FillSquare2(tileBatch, 8, 6, Color.Teal, .25f, 0.79f);
Quad.FillSquare2(tileBatch, 8, 7, Color.Teal, .125f, 0.79f);
#endif
stopWatch2 = new Stopwatch();
stopWatch2.Start();
#region draw_trees
if (this.showTrees) {
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 (this.simulation.map.cells[i][j].Type == TreeType.GenericDeciduous) {
drawTileAt(i, j, 252, 2); // 142, , 262
}
else if (this.simulation.map.cells[i][j].Type == TreeType.Oak) {
drawTileAt(i, j, 142, 2);
}
else if (this.simulation.map.cells[i][j].Type == TreeType.GenericShrub) {
drawTileAt(i, j, 210, 2);
}
else {
drawTileAt(i, j, 122, 2); //122, 203, 221
}
// if ((i + j) % 8 == 0)
// {
// drawTileAt(i, j, 141, 2);
// }
// else
// {
// drawTileAt(i, j, 142, 2);
// }
}
else if (this.simulation.map.cells[i][j].Status == CellStatus.DeadTree) {
drawTileAt(i, j, 141, 2);
// System.Console.WriteLine(String.Format("Drew Dead Tree at {0},{1}", i, j));
}
}
}
}
stopWatch2.Stop();
this.treeDrawTime = stopWatch2.Elapsed;
#endregion draw_trees
#if DEBUG
drawTileAt(2, 2, 140, 2);
drawTileAt(1, 1, 140, 2);
drawTileAt(3, 2, 140, 2);
#endif
World.Draw();
// _imGuiRenderer.AfterLayout();
tileBatch.End();
#region draw_header
batch.Begin(SpriteSortMode.BackToFront,
BlendState.AlphaBlend,
null,
null,
null,
null);
if (MathUtils.BetweenExclusive(this.mouseGrid.X, 0, this.squaresAcross)
&& MathUtils.BetweenExclusive(this.mouseGrid.Y, 0, this.squaresAcross))
{
has_tree = this.simulation.map.cells[(int)this.mouseGrid.X][(int)this.mouseGrid.Y].HasTree;
}
String status_left = "";
if (MathUtils.BetweenExclusive(this.mouseGrid.X, -1, this.simulation.map.MapWidth)
&& MathUtils.BetweenExclusive(this.mouseGrid.Y, -1, this.simulation.map.MapHeight))
{
var treeStatus = this.simulation.map.cells[(int)this.mouseGrid.X][(int)this.mouseGrid.Y].Status;
var treeStatusAdjective = this.simulation.map.cells[(int)this.mouseGrid.X][(int)this.mouseGrid.Y].StatusAdjective;
var treeType = this.simulation.map.cells[(int)this.mouseGrid.X][(int)this.mouseGrid.Y].TypeName;
var useStatus = this.CurrentStatus();
if (treeStatus != CellStatus.Clear)
{
status_left = String.Format("{0:},{1:} {2} {3} ({4})", this.mouseGrid.X, this.mouseGrid.Y,
treeStatusAdjective,
treeType,
useStatus);
}
else {
status_left = String.Format("{0:},{1:} {2} ({3})", this.mouseGrid.X, this.mouseGrid.Y,
treeStatusAdjective,
useStatus);
}
}
String header_left = String.Format("${0:}|{1:} \ue124", this.simulation.money, this.simulation.map.tree_count);
String header_middle = String.Format("{0:MMMMM yyyy} ({1:})", this.simulation.DateTime, this.simulation.Season);
// String header_right = String.Format("Press H for help.");
String header_right = "";
this.Window.Title = String.Format("Isometric Park [{0:}]", header_middle);
Vector2 middle_dimensions = monoFont.MeasureString(header_middle);
Vector2 right_dimensions = monoFont.MeasureString(header_right);
float middle_start = (int)((FNAGame.width / 2) - (middle_dimensions.X / 2));
float right_start = (int)(FNAGame.width - right_dimensions.X - 10.0f);
float top = (float)Math.Round(FNAGame.height - middle_dimensions.Y); // Rounding so the int and float versions are closer.
FilledRectangle.drawFilledRectangle(batch, new Rectangle(0, (int)top, width, (int)middle_dimensions.Y), Color.White, 0.51f);
batch.DrawString(monoFont, status_left, new Vector2(1, top), Color.Black, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.5f);
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);
#endregion draw_header
#region budget
if (this.showBudget)
{
budgetWindow.draw(batch);
}
#endregion budget
batch.End();
#region window
Menu.Render(debugWindow.monoFont, FNAGame.width, this.imGuiWindowBridgeEngine, ref quit, ref this.simulation.paused, ref this.simulation.currentRate, ref this.showBudget, header_left);
if (quit) {
System.Environment.Exit(0);
}
}
else {
GraphicsDevice.Clear(Color.Teal);
batch.Begin(SpriteSortMode.BackToFront,
BlendState.AlphaBlend,
null,
null,
null,
null);
Vector2 middle_dimensions = largeMonoFont.MeasureString("Isometric Park");
float middle_start = (int)((FNAGame.width / 2) - (middle_dimensions.X / 2));
batch.DrawString(largeMonoFont, "Isometric Park",
new Vector2(middle_start, 50),
Color.Black, 0.0f, Vector2.Zero,
1.0f, SpriteEffects.None, 0.5f);
batch.DrawString(largeMonoFont, "Isometric Park",
new Vector2(middle_start-1, 49),
Color.White, 0.0f, Vector2.Zero,
1.0f, SpriteEffects.None, 0.51f);
World.Draw();
Vector2 version_dimensions = monoFont.MeasureString(typeof(FNAGame).Assembly.GetName().Version.ToString());
batch.DrawString(monoFont,
typeof(FNAGame).Assembly.GetName().Version.ToString(),
new Vector2(0, FNAGame.height-version_dimensions.Y),
Color.White, 0.0f, Vector2.Zero,
1.0f, SpriteEffects.None, 0.51f);
Vector2 name_dimensions = monoFont.MeasureString("by actuallyalys<3");
float name_start = (int)(FNAGame.width / 2) - (name_dimensions.X / 2);
batch.DrawString(monoFont, "by actuallyalys <3",
new Vector2(name_start, 50+middle_dimensions.Y),
Color.White, 0.0f, Vector2.Zero,
1.0f, SpriteEffects.None, 0.51f);
batch.End();
}
#endregion
#region debug_window
//Calcs for debug window:
past_draw.Enqueue(this.drawTime);
if ((this.frameCounter % 15) == 0)
{
past_fps.Enqueue(this.frameRate);
/*
if (this.frameRate > 60.0)
{
Logging.Warning(String.Format("Framerate is higher than limit: {0}", this.frameRate));
}
if (this.frameRate < 30.0)
{
Logging.Warning(String.Format("Framerate is lower than desired: {0}", this.frameRate));
}
*/
}
/*
if (this.frameRate > 120.0)
{
Logging.Error(String.Format("Framerate is much higher than limit: {0}", this.frameRate));
}
else if (this.frameRate < 15.0)
{
Logging.Error(String.Format("Framerate is much lower than desired: {0}", this.frameRate));
}
*/
DebugInfo debugInfo = new DebugInfo
{ fps = this.frameRate,
pastFps = past_fps.ToArray(),
cameraPosition = camera.position,
drawTime = this.drawTime,
treeDrawTime = this.treeDrawTime,
gridDrawTime = this.gridDrawTime,
tileDrawTime = this.tileDrawTime,
updateTime = this.updateTime,
treeCount = this.simulation.map.tree_count,
mouseGrid = this.mouseGrid,
hasTree = has_tree,
tilesDrawn = this.tilesDrawn
};
//Finally, draw the debug window
var additionalInfo = new Dictionary<string, string>();
Vector2 cameraMiddle = this.camera.position + new Vector2(FNAGame.width / 2, FNAGame.height / 2);
var state = Mouse.GetState();
Vector2 delta = this.camera.position - this.original_point;
additionalInfo.Add("cameraMiddle", cameraMiddle.ToString());
additionalInfo.Add("mouse ", String.Format("{0}, {1}", state.X, state.Y));
additionalInfo.Add("mouse delta", delta.ToString());
string entries = "";
string descriptions = "";
foreach (var pair in DialogSpawner.indexes)
{
entries += String.Format("{0}={1},", pair.Key, pair.Value);
}
foreach (var meta in portraitsMap.Metadata)
{
descriptions += String.Format("{0}: {1}\n", meta.Filename,
meta.Description);
}
additionalInfo.Add("Tracery Test", this.output);
additionalInfo.Add("Log Entry", string.Format("{0} {1}", Logging.entries[Logging.entries.Count-1].level, Logging.entries[Logging.entries.Count-1].message));
additionalInfo.Add("Dialog entries", entries);
additionalInfo.Add("Metadata entries", descriptions);
if (past_fps.Count() > 5) {
additionalInfo.Add(".01%% fps", MathUtils.Percentile(past_fps.Skip(5).ToArray(), 0.0001f).ToString());
additionalInfo.Add(".1%% fps", MathUtils.Percentile(past_fps.Skip(5).ToArray(), 0.001f).ToString());
additionalInfo.Add("1%% fps", MathUtils.Percentile(past_fps.Skip(5).ToArray(), 0.01f).ToString());
additionalInfo.Add("50%% fps", MathUtils.Percentile(past_fps.Skip(5).ToArray(), 0.50f).ToString());
}
if (past_draw.Count() > 5) {
var past_draw_floats = past_draw.Skip(5).Select(ts => ts.TotalMilliseconds).ToArray();
additionalInfo.Add(".01%% draw", MathUtils.Percentile(past_draw_floats, 0.0001f).ToString());
additionalInfo.Add(".1%% draw", MathUtils.Percentile(past_draw_floats, 0.001f).ToString());
additionalInfo.Add("1%% draw", MathUtils.Percentile(past_draw_floats, 0.01f).ToString());
additionalInfo.Add("50%% draw", MathUtils.Percentile(past_draw_floats, 0.50f).ToString());
additionalInfo.Add("99%% draw", MathUtils.Percentile(past_draw_floats, 0.99f).ToString());
additionalInfo.Add("99.9%% draw", MathUtils.Percentile(past_draw_floats, 0.999f).ToString());
additionalInfo.Add("99.99%% draw", MathUtils.Percentile(past_draw_floats, 0.9999f).ToString());
}
debugWindow.Layout(debugInfo, additionalInfo, ref show_another_window);
_imGuiRenderer.AfterLayout();
#endregion debug_window
stopWatch.Stop();
this.drawTime = stopWatch.Elapsed;
base.Draw(gameTime);
}
public void setResolution(Vector2 newResolution, bool fullscreen)
{
FNAGame.width = (int)newResolution.X;
FNAGame.height = (int)newResolution.Y;
this.gdm.PreferredBackBufferWidth = (int)newResolution.X;
this.gdm.PreferredBackBufferHeight = (int)newResolution.Y;
this.gdm.IsFullScreen = fullscreen;
this.gdm.ApplyChanges();
}
}