1 | using System; |
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2 | using System.Collections.Generic; |
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3 | using System.Linq; |
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4 | using Microsoft.Xna.Framework; |
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5 | using Microsoft.Xna.Framework.Audio; |
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6 | using Microsoft.Xna.Framework.Content; |
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7 | using Microsoft.Xna.Framework.GamerServices; |
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8 | using Microsoft.Xna.Framework.Graphics; |
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9 | using Microsoft.Xna.Framework.Input; |
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10 | using Microsoft.Xna.Framework.Media; |
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11 | |
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12 | namespace WindowsGame1 |
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13 | { |
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14 | /// <summary> |
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15 | /// This is the main type for your game |
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16 | /// </summary> |
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17 | public class Pikseli : Microsoft.Xna.Framework.Game |
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18 | { |
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19 | GraphicsDeviceManager graphics; |
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20 | //ContentManager contentManager; |
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21 | SpriteBatch spriteBatch; |
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22 | Vector2 screenSize = new Vector2(1920, 1080); |
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23 | MouseState currentMouseState; |
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24 | MouseState previousMouseState; |
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25 | Vector2 mapSize = new Vector2(40, 40); |
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26 | public Vector2 mousePos = new Vector2(0, 0); |
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27 | public Random random; |
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28 | Camera camera; |
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29 | MasterRenderer masterRenderer; |
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30 | |
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31 | public Dictionary<string, Texture2D> textures = new Dictionary<string, Texture2D>(); |
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32 | |
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33 | List<Map> allMaps = new List<Map>(); |
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34 | int currentMapIndex = 0; |
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35 | |
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36 | BasicEffect effect; |
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37 | |
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38 | public static Pikseli Instance; |
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39 | public GameTime gameTime; |
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40 | |
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41 | public Pikseli() |
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42 | { |
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43 | Instance = this; |
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44 | graphics = new GraphicsDeviceManager(this); |
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45 | graphics.PreferredBackBufferWidth = (int)screenSize.X; |
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46 | graphics.PreferredBackBufferHeight = (int)screenSize.Y; |
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47 | |
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48 | //graphics.IsFullScreen = true; |
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49 | //contentManager = new ContentManager(); |
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50 | Content.RootDirectory = "Content"; |
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51 | currentMouseState = new MouseState(); |
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52 | } |
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53 | |
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54 | /// <summary> |
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55 | /// Allows the game to perform any initialization it needs to before starting to run. |
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56 | /// This is where it can query for any required services and load any non-graphic |
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57 | /// related content. Calling base.Initialize will enumerate through any components |
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58 | /// and initialize them as well. |
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59 | /// </summary> |
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60 | protected override void Initialize() |
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61 | { |
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62 | // TODO: Add your initialization logic here |
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63 | random = new Random(); |
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64 | camera = new Camera(screenSize); |
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65 | base.Initialize(); |
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66 | } |
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67 | |
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68 | /// <summary> |
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69 | /// LoadContent will be called once per game and is the place to load |
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70 | /// all of your content. |
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71 | /// </summary> |
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72 | void LoadTextures() |
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73 | { |
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74 | /*LOAD ALL TEXTURES*/ |
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75 | textures.Add("testitile", Content.Load<Texture2D>("Graphics/Test/taso5.1")); |
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76 | textures.Add("test/select", Content.Load<Texture2D>("Graphics/Test/Select")); |
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77 | textures.Add("test/kuutio", Content.Load<Texture2D>("Graphics/Test/Kuutio")); |
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78 | |
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79 | //KÄYTETTÄVÄT PUUT |
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80 | textures.Add("puut/kuusi", Content.Load<Texture2D>("Graphics/Puut/kuusi")); |
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81 | textures.Add("puut/mänty", Content.Load<Texture2D>("Graphics/Puut/mänty")); |
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82 | textures.Add("puut/ohut", Content.Load<Texture2D>("Graphics/Puut/ohut")); |
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83 | textures.Add("puut/kuollut", Content.Load<Texture2D>("Graphics/Puut/kuollut")); |
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84 | |
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85 | //TAIVAS |
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86 | textures.Add("taivas/aurinko", Content.Load<Texture2D>("Graphics/Taivas/Aurinko")); |
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87 | textures.Add("taivas/tähdet", Content.Load<Texture2D>("Graphics/Taivas/Tähdet")); |
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88 | |
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89 | //OLENNOT |
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90 | textures.Add("olennot/ukko", Content.Load<Texture2D>("Graphics/Olennot/Ukko")); |
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91 | |
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92 | //RAKENNUKSET |
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93 | textures.Add("rakennukset/kerrostalo", Content.Load<Texture2D>("Graphics/Rakennukset/isotalo")); |
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94 | |
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95 | //GUI |
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96 | textures.Add("gui/cursor", Content.Load<Texture2D>("Graphics/Gui/Cursor")); |
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97 | } |
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98 | protected override void LoadContent() |
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99 | { |
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100 | // Create a new SpriteBatch, which can be used to draw textures. |
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101 | spriteBatch = new SpriteBatch(GraphicsDevice); |
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102 | |
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103 | allMaps.Add(new Map(new Texture2D(GraphicsDevice, 1, 1), 20, 20)); |
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104 | |
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105 | masterRenderer = new MasterRenderer(spriteBatch, allMaps[currentMapIndex], camera); |
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106 | |
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107 | LoadTextures(); |
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108 | |
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109 | effect = new BasicEffect(GraphicsDevice); |
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110 | |
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111 | // TODO: use this.Content to load your game content here |
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112 | } |
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113 | |
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114 | /// <summary> |
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115 | /// UnloadContent will be called once per game and is the place to unload |
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116 | /// all content. |
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117 | /// </summary> |
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118 | protected override void UnloadContent() |
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119 | { |
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120 | // TODO: Unload any non ContentManager content here |
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121 | } |
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122 | |
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123 | /// <summary> |
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124 | /// Allows the game to run logic such as updating the world, |
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125 | /// checking for collisions, gathering input, and playing audio. |
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126 | /// </summary> |
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127 | /// <param name="gameTime">Provides a snapshot of timing values.</param> |
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128 | protected override void Update(GameTime gameTime) |
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129 | { |
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130 | this.gameTime = gameTime; |
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131 | |
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132 | masterRenderer.Update(); |
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133 | |
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134 | // Allows the game to exit |
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135 | if (Keyboard.GetState(PlayerIndex.One).IsKeyDown(Keys.Escape)) |
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136 | this.Exit(); |
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137 | |
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138 | // TODO: Add your update logic here |
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139 | |
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140 | currentMouseState = Mouse.GetState(); |
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141 | |
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142 | int erotus = currentMouseState.ScrollWheelValue - previousMouseState.ScrollWheelValue; |
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143 | if (erotus > 0) |
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144 | { |
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145 | camera.zoomFactor *= 1.2f; |
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146 | } |
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147 | else if (erotus < 0) |
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148 | { |
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149 | camera.zoomFactor /= 1.2f; |
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150 | } |
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151 | |
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152 | mousePos = new Vector2(currentMouseState.X,currentMouseState.Y); |
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153 | |
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154 | previousMouseState = currentMouseState; |
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155 | |
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156 | ListenKeyBoard(); |
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157 | |
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158 | base.Update(gameTime); |
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159 | } |
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160 | |
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161 | void ListenKeyBoard() |
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162 | { |
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163 | if (Keyboard.GetState().IsKeyDown(Keys.Down)) |
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164 | { |
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165 | camera.pitch += 0.6f; |
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166 | } |
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167 | else if (Keyboard.GetState().IsKeyDown(Keys.Up)) |
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168 | { |
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169 | camera.pitch -= 0.6f; |
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170 | } |
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171 | |
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172 | if (Keyboard.GetState().IsKeyDown(Keys.Right)) |
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173 | { |
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174 | camera.yaw -= 0.6f; |
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175 | } |
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176 | else if (Keyboard.GetState().IsKeyDown(Keys.Left)) |
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177 | { |
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178 | camera.yaw += 0.6f; |
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179 | } |
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180 | |
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181 | float scrollSpeed = 9; |
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182 | |
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183 | if (Keyboard.GetState().IsKeyDown(Keys.W)) |
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184 | { |
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185 | //lisätään molempia koska tämä muokkaa translaatiota |
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186 | camera.offset.X += (scrollSpeed / camera.zoomFactor) * (float)Math.Sin(MathHelper.ToRadians(camera.yaw)); |
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187 | camera.offset.Y += (scrollSpeed / camera.zoomFactor) * (float)Math.Cos(MathHelper.ToRadians(camera.yaw)); |
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188 | } |
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189 | else if (Keyboard.GetState().IsKeyDown(Keys.S)) |
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190 | { |
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191 | camera.offset.X -= (scrollSpeed / camera.zoomFactor) * (float)Math.Sin(MathHelper.ToRadians(camera.yaw)); |
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192 | camera.offset.Y -= (scrollSpeed / camera.zoomFactor) * (float)Math.Cos(MathHelper.ToRadians(camera.yaw)); |
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193 | } |
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194 | |
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195 | if (Keyboard.GetState().IsKeyDown(Keys.A)) |
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196 | { |
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197 | camera.offset.X += (scrollSpeed / camera.zoomFactor) * (float)Math.Cos(MathHelper.ToRadians(camera.yaw)); |
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198 | camera.offset.Y -= (scrollSpeed / camera.zoomFactor) * (float)Math.Sin(MathHelper.ToRadians(camera.yaw)); |
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199 | } |
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200 | else if (Keyboard.GetState().IsKeyDown(Keys.D)) |
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201 | { |
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202 | camera.offset.X -= (scrollSpeed / camera.zoomFactor) * (float)Math.Cos(MathHelper.ToRadians(camera.yaw)); |
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203 | camera.offset.Y += (scrollSpeed / camera.zoomFactor) * (float)Math.Sin(MathHelper.ToRadians(camera.yaw)); |
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204 | } |
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205 | |
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206 | |
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207 | } |
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208 | |
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209 | /// <summary> |
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210 | /// This is called when the game should draw itself. |
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211 | /// </summary> |
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212 | /// <param name="gameTime">Provides a snapshot of timing values.</param> |
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213 | protected override void Draw(GameTime gameTime) |
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214 | { |
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215 | GraphicsDevice.Clear(Color.Black); |
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216 | |
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217 | // TODO: Add your drawing code here |
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218 | |
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219 | masterRenderer.RenderAll(); |
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220 | |
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221 | base.Draw(gameTime); |
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222 | } |
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223 | } |
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224 | } |
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