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using Microsoft.Xna.Framework ;
using Microsoft.Xna.Framework.Graphics ;
using Microsoft.Xna.Framework.Input ;
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using System ;
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namespace Game1
{
/// <summary>
/// This is the main type for your game.
/// </summary>
public class Game1 : Game
{
GraphicsDeviceManager graphics ;
SpriteBatch spriteBatch ;
SpriteFont Bold ;
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private Texture2D [ ] tile = new Texture2D [ 5 ] ;
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private Texture2D tractor ;
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private Texture2D house ;
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private Tractor tractorUnit = new Tractor ( ) ;
private Input input = new Input ( ) ;
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private House houseUnit = new House ( ) ;
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public Game1 ( )
{
graphics = new GraphicsDeviceManager ( this ) ;
Content . RootDirectory = "Content" ;
}
protected override void Initialize ( )
{
// TODO: Add your initialization logic here
base . Initialize ( ) ;
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//Generates the map with some random values
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input . init ( graphics , new Vector2 ( 8 , 8 ) , 56 , 1 ) ; //Generates the starting size
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houseUnit . init ( input . getTileSize ( ) , input . getSpacing ( ) ) ; //Generates the house position
tractorUnit . init ( houseUnit . GetRectangle ( ) , input ) ; //Generates the Tractor
tractorUnit . updateSizing ( input , 0 , houseUnit . getVector ( ) ) ; //Updates the first Size of the Tractor
tractorUnit . setPos ( houseUnit . getVector ( ) ) ; //Changes the position of the tractor to the houses position at the start
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graphics . PreferredBackBufferWidth = ( input . getTileSize ( ) + input . getSpacing ( ) ) * ( int ) input . getSize ( ) . X ;
graphics . PreferredBackBufferHeight = ( input . getTileSize ( ) + input . getSpacing ( ) ) * ( int ) input . getSize ( ) . Y + 125 ;
graphics . ApplyChanges ( ) ;
}
protected override void LoadContent ( )
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{
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spriteBatch = new SpriteBatch ( GraphicsDevice ) ;
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//Loads the PNG content and Fonts
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tile [ 0 ] = Content . Load < Texture2D > ( "Mountain" ) ;
tile [ 1 ] = Content . Load < Texture2D > ( "tileunplantable" ) ;
tile [ 2 ] = Content . Load < Texture2D > ( "Plantable" ) ;
tile [ 3 ] = Content . Load < Texture2D > ( "Planted" ) ;
tile [ 4 ] = Content . Load < Texture2D > ( "Crop" ) ;
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tractor = Content . Load < Texture2D > ( "Tractor" ) ;
Bold = Content . Load < SpriteFont > ( "Font" ) ;
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house = Content . Load < Texture2D > ( "house" ) ;
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}
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protected override void UnloadContent ( )
{
}
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protected override void Update ( GameTime gameTime ) //updates every 60 seconds
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{
if ( GamePad . GetState ( PlayerIndex . One ) . Buttons . Back = = ButtonState . Pressed | | Keyboard . GetState ( ) . IsKeyDown ( Keys . Escape ) )
Exit ( ) ;
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tractorUnit . updateSizing ( input , 0 , houseUnit . getVector ( ) ) ; //Updates the size
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tractorUnit . setSpeed ( input . changeSpeed ( tractorUnit . getSpeed ( ) ) ) ; //Updates the Simulation Speed
tractorUnit . setTractorSpeed ( input . changeTractorSpeed ( tractorUnit . getTractorSpeed ( ) , tractorUnit . getPos ( ) ) ) ; //Updates the Tractor Speed
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input . controlWindowSize ( ) ; //Controls the size of the screen depending on the number of tiles
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houseUnit . updateRectangle ( input . getSize ( ) , input . getTileSize ( ) , input . getSpacing ( ) ) ; //Updates the position of the house if the house appears out of bound
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base . Update ( gameTime ) ;
}
protected override void Draw ( GameTime gameTime ) //Draw Function
{
GraphicsDevice . Clear ( Color . CornflowerBlue ) ;
spriteBatch . Begin ( ) ;
for ( int i = 0 ; i < input . getSize ( ) . X ; i + + ) //Draw the tiles
{
for ( int j = 0 ; j < input . getSize ( ) . Y ; j + + )
{
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spriteBatch . Draw ( tile [ tractorUnit . getFarm ( ) . getCrop ( i , j ) . Status ] , new Rectangle ( i * ( input . getSpacingTile ( ) ) , j * ( input . getSpacingTile ( ) ) , input . getTileSize ( ) , input . getTileSize ( ) ) , Color . White ) ;
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}
}
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spriteBatch . Draw ( tractor , new Rectangle ( ( int ) tractorUnit . getTargetPosition ( ) . X / input . getSpacingTile ( ) * ( input . getTileSize ( ) + input . getSpacing ( ) ) + input . getTileSize ( ) / 4 , ( int ) tractorUnit . getTargetPosition ( ) . Y / input . getSpacingTile ( ) * ( input . getTileSize ( ) + input . getSpacing ( ) ) + input . getTileSize ( ) / 4 , input . getTileSize ( ) / 2 , input . getTileSize ( ) / 2 ) , Color . Green ) ;
for ( int i = 0 ; i < tractorUnit . getPath ( ) . getCount ( ) + 1 ; i + + )
{
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spriteBatch . Draw ( tractor , new Rectangle ( ( int ) tractorUnit . getPath ( ) . getByIndex ( i ) . getCords ( ) . X * ( input . getSpacingTile ( ) ) + input . getTileSize ( ) / 4 , ( int ) tractorUnit . getPath ( ) . getByIndex ( i ) . getCords ( ) . Y * ( input . getSpacingTile ( ) ) + input . getTileSize ( ) / 4 , input . getTileSize ( ) / 2 , input . getTileSize ( ) / 2 ) , Color . Green ) ;
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}
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spriteBatch . Draw ( tractor , new Rectangle ( ( int ) tractorUnit . getPos ( ) . X , ( int ) tractorUnit . getPos ( ) . Y , input . getTileSize ( ) , input . getTileSize ( ) ) , Color . White ) ;
spriteBatch . Draw ( house , houseUnit . GetRectangle ( ) , Color . White ) ;
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spriteBatch . DrawString ( Bold , "Speed:" + tractorUnit . getSpeed ( ) . ToString ( ) , new Vector2 ( 10 , input . getSize ( ) . Y * ( input . getTileSize ( ) + input . getSpacing ( ) ) + 20 ) , Color . White ) ; //Draws the speed value
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spriteBatch . Draw ( tractor , new Rectangle ( ( int ) tractorUnit . getPath ( ) . getFinalDest ( ) . getCords ( ) . X * ( input . getSpacingTile ( ) ) + Convert . ToInt32 ( input . getTileSize ( ) / 6 ) , ( int ) tractorUnit . getPath ( ) . getFinalDest ( ) . getCords ( ) . Y * ( input . getSpacingTile ( ) ) + Convert . ToInt32 ( input . getTileSize ( ) / 6 ) , Convert . ToInt32 ( input . getTileSize ( ) / 1.5 ) , Convert . ToInt32 ( input . getTileSize ( ) / 1.5 ) ) , Color . Red ) ; //Draws the current target of the tractor
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spriteBatch . DrawString ( Bold , "Tractor Speed:" + tractorUnit . getTractorSpeed ( ) . ToString ( ) , new Vector2 ( 100 , input . getSize ( ) . Y * ( input . getTileSize ( ) + input . getSpacing ( ) ) + 20 ) , Color . White ) ;
spriteBatch . DrawString ( Bold , "Tile Size:" + input . getTileSize ( ) . ToString ( ) + "pix" , new Vector2 ( 10 , input . getSize ( ) . Y * ( input . getTileSize ( ) + input . getSpacing ( ) ) + 40 ) , Color . White ) ; //Draws the tile size
spriteBatch . DrawString ( Bold , "Matrix Size: " + input . getSize ( ) . X . ToString ( ) + " X " + input . getSize ( ) . Y . ToString ( ) , new Vector2 ( 10 , input . getSize ( ) . Y * ( input . getTileSize ( ) + input . getSpacing ( ) ) + 60 ) , Color . White ) ;
spriteBatch . DrawString ( Bold , tractorUnit . getCurrentTask ( ) , new Vector2 ( 10 , input . getSize ( ) . Y * ( input . getTileSize ( ) + input . getSpacing ( ) ) + 80 ) , Color . White ) ; //Draws the tile size
spriteBatch . DrawString ( Bold , tractorUnit . getScore ( ) . ToString ( ) , new Vector2 ( 10 , input . getSize ( ) . Y * ( input . getTileSize ( ) + input . getSpacing ( ) ) + 100 ) , Color . White ) ;
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spriteBatch . End ( ) ;
base . Draw ( gameTime ) ;
}
}
}