PotatoPlan/Game1/Sources/Objects/DayNightCycle.cs

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C#
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Microsoft.Xna.Framework;
class DayNightCycle
{
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private bool Time = false;
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private int nightTime = 0;
private int dayTime = 0;
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private int lengthOfDay = 20000;
private int lengthOfNight = 20000;
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private int Days = 1;
private int DaysOfYear = 0;
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public void updateTime(int Speed)
{
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Time = false;
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for (int i = 0; i < Speed; i++)
{
if (Time)
{
dayTime++;
if (dayTime == lengthOfDay)
{
Time = false;
dayTime = 0;
}
}
else
{
nightTime++;
if (nightTime == lengthOfNight)
{
Time = true;
nightTime = 0;
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Days++;
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DaysOfYear++;
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}
}
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if (DaysOfYear == 48)
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{
DaysOfYear = 0;
}
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}
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}
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//Season:
//0 - Whole Year
//1 - Spring
//2 - Summer
//3 - Autumn
//4 - Winter
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public string getTimeOfYear()
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{
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if (DaysOfYear < 12)
return "Spring";
else if (DaysOfYear < 24)
return "Summer";
else if (DaysOfYear < 36)
return "Autumn";
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else
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return "Winter";
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}
public Color GetTimeOfDay()
{
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int blue, red, brightness, green, potatorate = 255;
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if (nightTime == 0 && dayTime == 0)
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{
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red = 1;
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blue = 1;
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green = 1;
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brightness = 1;
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}
else
{
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if ((float)dayTime / lengthOfDay < 0.5)
{
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blue = (int)(((float)nightTime / lengthOfNight) * potatorate) + (int)((1.0f - (float)dayTime / lengthOfDay) * potatorate);
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}
else
{
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blue = (int)(((float)nightTime / lengthOfNight) * potatorate) + (int)(((float)dayTime / lengthOfDay) * potatorate);
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}
if ((float)nightTime / lengthOfNight < 0.5)
{
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red = (int)((1.0 - (float)nightTime / lengthOfNight) * potatorate) + (int)(((float)dayTime / lengthOfDay) * potatorate);
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}
else
{
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red = (int)(((float)nightTime / lengthOfNight) * potatorate) + (int)(((float)dayTime / lengthOfDay) * potatorate);
}
if ((float)nightTime / lengthOfNight < 0.5)
{
green = (int)((1.0 - (float)nightTime / lengthOfNight) * potatorate) + (int)(((float)dayTime / lengthOfDay) * potatorate);
}
else
{
green = (int)(((float)nightTime / lengthOfNight) * potatorate) + (int)(((float)dayTime / lengthOfDay) * potatorate);
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}
if (Time)
{
brightness = 255;
}
else
{
if ((float)nightTime / lengthOfNight < 0.5)
{
brightness = (int)((1.0 - (float)nightTime / lengthOfNight) * 255) + (int)(((float)dayTime / lengthOfDay) * 255);
}
else
{
brightness = (int)(((float)nightTime / lengthOfNight) * 255) + (int)(((float)dayTime / lengthOfDay) * 255);
}
}
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}
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return Color.FromNonPremultiplied(red, green, blue, 255);
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}
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public bool nDay()
{
if (Time)
return true;
else
return false;
}
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public int GetTimeOfDayInt()
{
if (Time)
{
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return (int)(100 * ((float)(dayTime + nightTime) / (lengthOfDay + lengthOfNight))) + 1;
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}
else
{
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return (int)(100 * ((float)(lengthOfDay + nightTime) / (lengthOfDay + lengthOfNight))) + 1;
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}
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}
public int getDays()
{
return Days;
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}
}