1 | #region Information |
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2 | /* Castle Master by Denis Zhidkikh |
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3 | * |
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4 | * Controls: |
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5 | * Use W, A, S, D to move around the map |
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6 | * Hold Shift while moving to move faster |
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7 | * Hold middle mouse button and drag to move the map |
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8 | * Scroll to zoom in/out |
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9 | * Click on unit with right mouse button to select it |
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10 | * Hold Ctrl while clicking to choose multiple units |
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11 | * Give orders to your units by clicking left mouse button (ordering button) on other units/entities |
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12 | * |
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13 | * Classes: |
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14 | * Woodcutter: |
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15 | * - Costs 5 gold |
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16 | * - Has 20 health |
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17 | * - Really fast |
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18 | * - Order to cut by clicking on the tree with the ordering button |
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19 | * - Order to walk by clicking on the empty tile with the ordering button |
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20 | * - After cutting first tree woodcutter will begin looking for nearby trees to cut |
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21 | * |
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22 | * Warrior: |
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23 | * - Costs 20 gold |
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24 | * - Has 50 health |
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25 | * - Slow |
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26 | * - Order to attack enemy units by clicking on them with the ordering button |
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27 | * - After killing will stay in place until he either gets another order or gets attacked by the enemy |
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28 | * |
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29 | * Ranger: |
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30 | * - Costs 15 gold |
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31 | * - Has 30 health |
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32 | * - Medium speed |
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33 | * - Attacks the same way the warrior does |
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34 | * |
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35 | * Units: |
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36 | * King (and the castle): |
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37 | * - Has 400 health |
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38 | * - Doesn't do anything |
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39 | * - The game ends after being destroyed |
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40 | * |
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41 | * Store (large wooden building): |
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42 | * - Has 400 health |
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43 | * - Can exchange wood to gold |
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44 | * - Selecting it will open the exchange window |
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45 | * - Cannot exchange wood to gold after being destroyed |
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46 | * |
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47 | * Armory (small stone building): |
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48 | * - Has 400 health |
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49 | * - Uses money to buy woodcutters, warriors and rangers |
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50 | * - Selecting it will open the armory window |
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51 | * - Cannot buy more units after being destroyed |
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52 | * |
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53 | * Objective: |
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54 | * Win game by destroying enemy's castle. Make it easier by killing enemy's woodcutters and destroying the store and/or armory. |
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55 | * |
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56 | */ |
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57 | |
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58 | #endregion |
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59 | |
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60 | using CastleMaster.Graphics; |
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61 | using CastleMaster.Input; |
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62 | using CastleMaster.World; |
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63 | using Microsoft.Xna.Framework; |
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64 | using Microsoft.Xna.Framework.Graphics; |
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65 | using SharpNeatLib.Maths; |
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66 | using System; |
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67 | using System.Text; |
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68 | using System.Windows.Forms; |
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69 | using Keys = System.Windows.Forms.Keys; |
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70 | using Viewport = CastleMaster.Graphics.Viewport; |
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71 | using CastleMaster.Players; |
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72 | using CastleMaster.Guis; |
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73 | |
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74 | // NOTES: |
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75 | // If VSYNC problems/Lag problems go to line 73 to enable/disable VSYNC |
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76 | namespace CastleMaster |
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77 | { |
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78 | public class Game : Microsoft.Xna.Framework.Game |
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79 | { |
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80 | public const int WIDTH = 800; |
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81 | public const int HEIGHT = 600; |
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82 | public const string TITLE = "Castle Master"; |
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83 | public const string VERSION = "Alpha"; |
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84 | |
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85 | private GraphicsDeviceManager graphics; |
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86 | private SpriteBatch spriteBatch; |
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87 | private InputHandler input; |
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88 | private RenderHelper renderer; |
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89 | private Camera camera; |
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90 | private LevelForest level; |
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91 | private static Player[] players; |
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92 | private static GuiManager guiManager; |
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93 | private GuiDebug debugScreen; |
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94 | private GuiPlayer ingame; |
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95 | private GuiMainScreen mainScreen; |
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96 | private bool isGameRunning = false; |
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97 | private static Game instance; |
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98 | |
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99 | #region Counter |
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100 | private readonly TimeSpan ONE_SECOND = TimeSpan.FromSeconds(1.0); |
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101 | private TimeSpan currentTime = TimeSpan.Zero; |
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102 | private int frames = 0, updates = 0, fps = 0, ups = 0; |
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103 | #endregion |
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104 | |
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105 | public static FastRandom Random { get; private set; } |
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106 | |
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107 | public static readonly Team TEAM1 = new Team("Team1", 0); |
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108 | public static readonly Team TEAM2 = new Team("Team2", 1); |
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109 | |
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110 | public Game() |
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111 | { |
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112 | graphics = new GraphicsDeviceManager(this); |
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113 | Content.RootDirectory = "Content"; |
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114 | input = new InputHandler(Window); |
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115 | Random = new FastRandom(); |
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116 | players = new Player[2]; |
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117 | guiManager = new GuiManager(); |
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118 | IsGamePaused = true; |
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119 | instance = this; |
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120 | } |
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121 | |
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122 | public static GuiManager GuiManager { get { return guiManager; } } |
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123 | |
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124 | public int FPS { get { return fps; } } |
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125 | |
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126 | public int UPS { get { return ups; } } |
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127 | |
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128 | public bool IsGameRunning { get { return isGameRunning; } } |
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129 | |
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130 | public bool IsGamePaused { get; set; } |
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131 | |
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132 | public static Game Instance { get { return instance; } } |
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133 | |
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134 | protected override void Initialize() |
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135 | { |
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136 | graphics.PreferredBackBufferWidth = WIDTH; |
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137 | graphics.PreferredBackBufferHeight = HEIGHT; |
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138 | // NOTE: If enabled on some computers, the FPS will drop too much to play |
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139 | graphics.SynchronizeWithVerticalRetrace = false; |
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140 | graphics.ApplyChanges(); |
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141 | Window.Title = TITLE; |
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142 | |
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143 | InitializeInput(); |
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144 | |
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145 | base.Initialize(); |
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146 | } |
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147 | |
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148 | private void InitializeInput() |
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149 | { |
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150 | input.RegisterKeyboardKey(Keys.Escape); |
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151 | input.RegisterKeyboardKey(Keys.W); |
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152 | input.RegisterKeyboardKey(Keys.A); |
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153 | input.RegisterKeyboardKey(Keys.S); |
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154 | input.RegisterKeyboardKey(Keys.D); |
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155 | input.RegisterKeyboardKey(Keys.F4); |
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156 | input.RegisterKeyboardKey(Keys.F1); |
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157 | input.RegisterKeyboardKey(Keys.F2); |
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158 | input.RegisterKeyboardKey(Keys.ShiftKey); |
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159 | input.RegisterKeyboardKey(Keys.ControlKey); |
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160 | input.RegisterKeyboardKey(Keys.Up); |
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161 | input.RegisterKeyboardKey(Keys.Down); |
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162 | input.RegisterKeyboardKey(Keys.Left); |
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163 | input.RegisterKeyboardKey(Keys.Right); |
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164 | input.RegisterKeyboardKey(Keys.Enter); |
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165 | input.RegisterKeyboardKey(Keys.X); |
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166 | |
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167 | input.RegisterMouseKey(MouseButtons.Middle); |
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168 | input.RegisterMouseKey(MouseButtons.Right); |
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169 | input.RegisterMouseKey(MouseButtons.Left); |
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170 | } |
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171 | |
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172 | public void OpenMainMenu() |
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173 | { |
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174 | ResetGame(); |
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175 | guiManager.AddGui(mainScreen, true, true); |
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176 | } |
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177 | |
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178 | public void ResetGame() |
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179 | { |
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180 | IsGamePaused = true; |
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181 | isGameRunning = false; |
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182 | level = null; |
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183 | camera = null; |
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184 | players = new Player[2]; |
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185 | if (ingame != null) |
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186 | ingame.Remove(); |
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187 | GC.Collect(); |
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188 | } |
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189 | |
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190 | public void StartGame() |
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191 | { |
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192 | if (isGameRunning) |
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193 | ResetGame(); |
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194 | |
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195 | IsGamePaused = false; |
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196 | isGameRunning = true; |
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197 | |
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198 | mainScreen.Remove(); |
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199 | |
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200 | level = new LevelForest(Content.Load<Texture2D>("levels/levelForest")); |
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201 | camera = new Camera(level); |
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202 | AddPlayer(new PlayerReal(TEAM1, level, camera)); |
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203 | AddPlayer(new PlayerAI(TEAM2, level, camera, PlayerAI.DIFFICULTY_EASY, players[0])); |
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204 | level.InitLevel(); |
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205 | foreach (Player p in players) |
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206 | if (p != null) p.OnLevelLoaded(); |
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207 | camera.CenterOn(100 * Viewport.TILESIZE, 15 * Viewport.TILESIZE); |
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208 | |
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209 | ingame = new GuiPlayer(guiManager, players[0]); |
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210 | guiManager.AddGui(ingame, true); |
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211 | } |
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212 | |
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213 | private void AddPlayer(Player p) |
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214 | { |
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215 | players[p.Team.ID] = p; |
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216 | level.SetPlayer(p, p.Team.ID); |
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217 | } |
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218 | |
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219 | public static Team GetEnemyTeam(Team team) |
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220 | { |
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221 | return team == TEAM1 ? TEAM2 : TEAM1; |
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222 | } |
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223 | |
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224 | public static Player GetEnemyPlayer(Player player) |
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225 | { |
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226 | return player.Team == TEAM1 ? players[1] : players[0]; |
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227 | } |
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228 | |
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229 | protected override void LoadContent() |
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230 | { |
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231 | spriteBatch = new SpriteBatch(GraphicsDevice); |
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232 | renderer = new RenderHelper(spriteBatch); |
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233 | |
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234 | Resources.LoadResources(Content, renderer); |
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235 | } |
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236 | |
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237 | protected override void UnloadContent() |
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238 | { |
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239 | RenderHelper.EmptyTexture.Dispose(); |
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240 | } |
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241 | |
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242 | protected override void BeginRun() |
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243 | { |
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244 | base.BeginRun(); |
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245 | |
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246 | debugScreen = new GuiDebug(guiManager, this); |
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247 | guiManager.AddGui(debugScreen, false); |
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248 | |
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249 | mainScreen = new GuiMainScreen(guiManager, this); |
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250 | OpenMainMenu(); |
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251 | } |
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252 | |
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253 | protected override void Update(GameTime gameTime) |
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254 | { |
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255 | input.Update(); |
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256 | |
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257 | if (InputHandler.HasKeyBeenPressed(Keys.F1)) |
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258 | { |
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259 | debugScreen.IsActive = !debugScreen.IsActive; |
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260 | } |
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261 | if (InputHandler.HasKeyBeenPressed(Keys.F4)) |
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262 | IsFixedTimeStep = !IsFixedTimeStep; |
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263 | if (InputHandler.HasKeyBeenPressed(Keys.Escape) && (guiManager.ImportantGui == null || !(guiManager.ImportantGui is GuiWinLooseMessage))) |
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264 | { |
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265 | if (isGameRunning) |
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266 | { |
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267 | if (!mainScreen.IsActive) |
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268 | guiManager.AddGui(mainScreen, true, true); |
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269 | else |
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270 | mainScreen.Remove(); |
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271 | |
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272 | IsGamePaused = mainScreen.IsActive; |
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273 | } |
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274 | else Exit(); |
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275 | } |
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276 | |
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277 | if (isGameRunning && !IsGamePaused) |
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278 | { |
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279 | if (InputHandler.MouseScrollDelta > 1) |
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280 | camera.Zoom(Viewport.ZOOM_STEP); |
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281 | else if (InputHandler.MouseScrollDelta < 0) |
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282 | camera.Zoom(-Viewport.ZOOM_STEP); |
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283 | |
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284 | foreach (Player p in players) |
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285 | if (p != null) |
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286 | p.Update(); |
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287 | |
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288 | camera.Update(); |
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289 | |
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290 | level.Update(); |
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291 | } |
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292 | |
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293 | guiManager.Update(); |
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294 | |
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295 | updates++; |
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296 | currentTime += gameTime.ElapsedGameTime; |
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297 | if (currentTime >= ONE_SECOND) |
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298 | { |
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299 | currentTime = TimeSpan.Zero; |
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300 | fps = frames; |
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301 | ups = updates; |
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302 | frames = updates = 0; |
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303 | } |
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304 | |
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305 | base.Update(gameTime); |
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306 | } |
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307 | |
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308 | protected override void Draw(GameTime gameTime) |
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309 | { |
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310 | GraphicsDevice.Clear(Color.Black); |
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311 | |
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312 | renderer.BeginRender(); |
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313 | |
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314 | if (isGameRunning) |
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315 | { |
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316 | level.RenderBackground(camera, renderer); |
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317 | camera.RenderSelelctor(renderer); |
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318 | level.RenderEntities(camera, renderer); |
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319 | } |
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320 | |
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321 | guiManager.Render(renderer); |
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322 | if (isGameRunning) |
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323 | camera.RenderCursor(renderer); |
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324 | renderer.EndRender(); |
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325 | |
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326 | frames++; |
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327 | base.Draw(gameTime); |
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328 | } |
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329 | } |
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330 | } |
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