A* framework, not implemented yet
@ -44,6 +44,18 @@
|
||||
/processorParam:TextureFormat=Color
|
||||
/build:house.png
|
||||
|
||||
#begin Mountain.png
|
||||
/importer:TextureImporter
|
||||
/processor:TextureProcessor
|
||||
/processorParam:ColorKeyColor=255,0,255,255
|
||||
/processorParam:ColorKeyEnabled=True
|
||||
/processorParam:GenerateMipmaps=False
|
||||
/processorParam:PremultiplyAlpha=True
|
||||
/processorParam:ResizeToPowerOfTwo=False
|
||||
/processorParam:MakeSquare=False
|
||||
/processorParam:TextureFormat=Color
|
||||
/build:Mountain.png
|
||||
|
||||
#begin Plantable.png
|
||||
/importer:TextureImporter
|
||||
/processor:TextureProcessor
|
Before Width: | Height: | Size: 3.6 KiB After Width: | Height: | Size: 3.6 KiB |
BIN
Game1/Content/Mountain.png
Normal file
After Width: | Height: | Size: 5.1 KiB |
Before Width: | Height: | Size: 776 B After Width: | Height: | Size: 776 B |
Before Width: | Height: | Size: 3.9 KiB After Width: | Height: | Size: 3.9 KiB |
Before Width: | Height: | Size: 828 B After Width: | Height: | Size: 828 B |
Before Width: | Height: | Size: 573 B After Width: | Height: | Size: 573 B |
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 1.2 KiB |
Before Width: | Height: | Size: 1.8 KiB After Width: | Height: | Size: 1.8 KiB |
@ -13,7 +13,7 @@ namespace Game1
|
||||
GraphicsDeviceManager graphics;
|
||||
SpriteBatch spriteBatch;
|
||||
SpriteFont Bold;
|
||||
private Texture2D[] tile = new Texture2D[4];
|
||||
private Texture2D[] tile = new Texture2D[5];
|
||||
private Texture2D tractor;
|
||||
private Texture2D house;
|
||||
private Tractor tractorUnit = new Tractor();
|
||||
@ -34,13 +34,11 @@ namespace Game1
|
||||
|
||||
|
||||
//Generates the map with some random values
|
||||
input.init(graphics, new Vector2(8,8), 56, 1); //Generates the starting size
|
||||
|
||||
|
||||
input.init(graphics, new Vector2(16,16), 56, 1); //Generates the starting size
|
||||
houseUnit.init(input.getTileSize(), input.getSpacing()); //Generates the house position
|
||||
tractorUnit.init(houseUnit.GetRectangle());
|
||||
tractorUnit.updateSizing(input, 0, houseUnit.getVector());
|
||||
tractorUnit.setPos(houseUnit.getVector());
|
||||
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
|
||||
|
||||
|
||||
|
||||
@ -57,10 +55,11 @@ namespace Game1
|
||||
|
||||
|
||||
//Loads the PNG content and Fonts
|
||||
tile[0] = Content.Load<Texture2D>("tileunplantable");
|
||||
tile[1] = Content.Load<Texture2D>("Plantable");
|
||||
tile[2] = Content.Load<Texture2D>("Planted");
|
||||
tile[3] = Content.Load<Texture2D>("Crop");
|
||||
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");
|
||||
tractor = Content.Load<Texture2D>("Tractor");
|
||||
Bold = Content.Load<SpriteFont>("Font");
|
||||
house = Content.Load<Texture2D>("house");
|
||||
@ -79,9 +78,10 @@ namespace Game1
|
||||
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
|
||||
Exit();
|
||||
tractorUnit.updateSizing(input, 0, houseUnit.getVector()); //Updates the size
|
||||
tractorUnit.setSpeed(input.changeSpeed(tractorUnit.getSpeed())); //Updates the speed of the tractor
|
||||
tractorUnit.setSpeed(input.changeSpeed(tractorUnit.getSpeed())); //Updates the Simulation Speed
|
||||
tractorUnit.setTractorSpeed(input.changeTractorSpeed(tractorUnit.getTractorSpeed(), tractorUnit.getPos())); //Updates the Tractor Speed
|
||||
input.controlWindowSize(); //Controls the size of the screen depending on the number of tiles
|
||||
houseUnit.updateRectangle(input.getSize(), input.getTileSize());
|
||||
houseUnit.updateRectangle(input.getSize(), input.getTileSize(), input.getSpacing()); //Updates the position of the house if the house appears out of bound
|
||||
|
||||
base.Update(gameTime);
|
||||
}
|
||||
@ -97,18 +97,24 @@ namespace Game1
|
||||
{
|
||||
for (int j = 0; j < input.getSize().Y; j++)
|
||||
{
|
||||
spriteBatch.Draw(tile[tractorUnit.getFarm().getCrop(i, j).Status], new Rectangle(i * (input.getTileSize() + input.getSpacing()), j * (input.getTileSize() + input.getSpacing()), input.getTileSize(), input.getTileSize()), Color.White);
|
||||
spriteBatch.Draw(tile[tractorUnit.getFarm().getCrop(i, j).Status], new Rectangle(i * (input.getSpacingTile()), j * (input.getSpacingTile()), input.getTileSize(), input.getTileSize()), Color.White);
|
||||
}
|
||||
}
|
||||
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++)
|
||||
{
|
||||
spriteBatch.Draw(tractor, new Rectangle((int)tractorUnit.getPath().getByIndex(i).getVector().X * (input.getSpacingTile()) + input.getTileSize() / 4, (int)tractorUnit.getPath().getByIndex(i).getVector().Y * (input.getSpacingTile()) + input.getTileSize() / 4, input.getTileSize()/2, input.getTileSize()/2), Color.Green);
|
||||
}
|
||||
|
||||
spriteBatch.Draw(tractor, new Rectangle((int)tractorUnit.getTargetPosition().X, (int)tractorUnit.getTargetPosition().Y, input.getTileSize(), input.getTileSize()) , Color.Red); //Draws the current target of the tractor
|
||||
spriteBatch.Draw(tractor, new Rectangle((int)tractorUnit.getPath().getFinalDest().getVector().X * (input.getSpacingTile()) + Convert.ToInt32(input.getTileSize() / 6), (int)tractorUnit.getPath().getFinalDest().getVector().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
|
||||
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);
|
||||
spriteBatch.DrawString(Bold, "Speed:" + tractorUnit.getSpeed().ToString(), new Vector2(10, input.getSize().Y * input.getTileSize() + 20) , Color.White); //Draws the speed value
|
||||
spriteBatch.DrawString(Bold, "Tile Size:" + input.getTileSize().ToString() + "pix", new Vector2(10, input.getSize().Y * input.getTileSize() + 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() + 60), Color.White);
|
||||
spriteBatch.DrawString(Bold, tractorUnit.getCurrentTask(), new Vector2(10, input.getSize().Y * input.getTileSize() + 80), Color.White); //Draws the tile size
|
||||
spriteBatch.DrawString(Bold, tractorUnit.getScore().ToString(), new Vector2(10, input.getSize().Y * input.getTileSize() + 100), Color.White);
|
||||
spriteBatch.DrawString(Bold, "Speed:" + tractorUnit.getSpeed().ToString(), new Vector2(10, input.getSize().Y * (input.getTileSize() + input.getSpacing()) + 20) , Color.White); //Draws the speed value
|
||||
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);
|
||||
spriteBatch.End();
|
||||
|
||||
base.Draw(gameTime);
|
@ -44,14 +44,19 @@
|
||||
<Compile Include="Game1.cs" />
|
||||
<Compile Include="Program.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
<Compile Include="Sources\House.cs" />
|
||||
<Compile Include="Sources\Crops.cs" />
|
||||
<Compile Include="Sources\Farm.cs" />
|
||||
<Compile Include="Sources\Input.cs" />
|
||||
<Compile Include="Sources\Queue.cs" />
|
||||
<Compile Include="Sources\SmartTractor.cs" />
|
||||
<Compile Include="Sources\Task.cs" />
|
||||
<Compile Include="Sources\Tractor.cs" />
|
||||
<Compile Include="Sources\Objects\House.cs" />
|
||||
<Compile Include="Sources\Crops\Crops.cs" />
|
||||
<Compile Include="Sources\Crops\Farm.cs" />
|
||||
<Compile Include="Sources\Controlls\Input.cs" />
|
||||
<Compile Include="Sources\Objects\tractorPositionCorrector.cs" />
|
||||
<Compile Include="Sources\Pathing\A-Star\Astar.cs" />
|
||||
<Compile Include="Sources\Pathing\A-Star\PathSaver\Nodes.cs" />
|
||||
<Compile Include="Sources\Pathing\A-Star\PathSaver\Path.cs" />
|
||||
<Compile Include="Sources\Pathing\A-Star\PathSaver\PriorityQueue.cs" />
|
||||
<Compile Include="Sources\Controlls\Controller.cs" />
|
||||
<Compile Include="Sources\Smart\ScoreSystem.cs" />
|
||||
<Compile Include="Sources\Smart\SmartTractor.cs" />
|
||||
<Compile Include="Sources\Objects\Tractor.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="MonoGame.Framework">
|
||||
@ -63,7 +68,7 @@
|
||||
<ItemGroup>
|
||||
<Content Include="Content\Crop.png" />
|
||||
<Content Include="Content\house.png" />
|
||||
<Content Include="Content\Plantable.png" />
|
||||
<Content Include="Content\Mountain.png" />
|
||||
<Content Include="Content\Planted.png" />
|
||||
<Content Include="Content\Tile.png" />
|
||||
<Content Include="Content\tileunplantable.png" />
|
Before Width: | Height: | Size: 144 KiB After Width: | Height: | Size: 144 KiB |
100
Game1/Sources/Controlls/Controller.cs
Normal file
@ -0,0 +1,100 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
|
||||
class Controller
|
||||
{
|
||||
private KeyboardState state = Keyboard.GetState();
|
||||
private GraphicsDeviceManager graphics;
|
||||
private bool heldUp = false;
|
||||
|
||||
public void init(GraphicsDeviceManager Graphics)
|
||||
{
|
||||
graphics = Graphics;
|
||||
}
|
||||
|
||||
public Vector2 updateWindow(int tileSize, int Spacing, Vector2 Size)
|
||||
{
|
||||
KeyboardState state = Keyboard.GetState();
|
||||
if (state.IsKeyDown(Keys.D) && Size.X < 100)
|
||||
{
|
||||
Size.X++;
|
||||
graphics.PreferredBackBufferWidth = (tileSize + Spacing) * (int)Size.X - Spacing;
|
||||
}
|
||||
|
||||
if (state.IsKeyDown(Keys.A) && Size.X > 2)
|
||||
{
|
||||
Size.X--;
|
||||
graphics.PreferredBackBufferWidth = (tileSize + Spacing) * (int)Size.X - Spacing;
|
||||
}
|
||||
|
||||
if (state.IsKeyDown(Keys.W) && Size.Y < 20)
|
||||
{
|
||||
Size.Y++;
|
||||
graphics.PreferredBackBufferHeight = (tileSize + Spacing) * (int)Size.Y - Spacing + 100;
|
||||
}
|
||||
|
||||
if (state.IsKeyDown(Keys.S) && Size.Y > 2)
|
||||
{
|
||||
Size.Y--;
|
||||
graphics.PreferredBackBufferHeight = (tileSize + Spacing) * (int)Size.Y - Spacing + 100;
|
||||
}
|
||||
return Size;
|
||||
}
|
||||
|
||||
public int controllTileSize(Vector2 Size, int tileSize)
|
||||
{
|
||||
if (Size.X * tileSize + 5 > GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width)
|
||||
{
|
||||
tileSize--;
|
||||
}
|
||||
if (Size.X * tileSize - 5 < GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width && tileSize < 56)
|
||||
{
|
||||
tileSize++;
|
||||
}
|
||||
return tileSize;
|
||||
}
|
||||
|
||||
public int controllSpeed(int Speed)
|
||||
{
|
||||
KeyboardState state = Keyboard.GetState();
|
||||
if (state.IsKeyDown(Keys.Right))
|
||||
{
|
||||
Speed++;
|
||||
}
|
||||
|
||||
if (state.IsKeyDown(Keys.Left) && Speed > 0)
|
||||
{
|
||||
Speed--;
|
||||
}
|
||||
|
||||
return Speed;
|
||||
}
|
||||
|
||||
public tractorPositionCorrector controllTractorSpeed(float tractorSpeed, Vector2 Position)
|
||||
{
|
||||
KeyboardState state = Keyboard.GetState();
|
||||
tractorPositionCorrector Corrector = new tractorPositionCorrector(Position, tractorSpeed);
|
||||
if (!heldUp)
|
||||
{
|
||||
if (state.IsKeyDown(Keys.Up) && tractorSpeed < 1)
|
||||
{
|
||||
Corrector.setTractorSpeed(tractorSpeed * 2);
|
||||
heldUp = true;
|
||||
}
|
||||
else if (state.IsKeyDown(Keys.Down) && tractorSpeed > 0.0009765625)
|
||||
{
|
||||
Corrector.setTractorSpeed(tractorSpeed / 2);
|
||||
heldUp = true;
|
||||
}
|
||||
}
|
||||
else if (heldUp && !(state.IsKeyDown(Keys.Down) || state.IsKeyDown(Keys.Up)))
|
||||
{
|
||||
heldUp = false;
|
||||
Corrector.setPosition((float)Math.Ceiling(Position.X), (float)Math.Ceiling(Position.Y));
|
||||
}
|
||||
|
||||
return Corrector;
|
||||
}
|
||||
}
|
72
Game1/Sources/Controlls/Input.cs
Normal file
@ -0,0 +1,72 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
|
||||
|
||||
class Input
|
||||
{
|
||||
private KeyboardState state = Keyboard.GetState();
|
||||
private GraphicsDeviceManager graphics;
|
||||
private Vector2 Size;
|
||||
private int tileSize;
|
||||
private int Spacing;
|
||||
private Controller controller = new Controller();
|
||||
|
||||
public void init(GraphicsDeviceManager Graphics, Vector2 size, int TileSize, int SPacing)
|
||||
{
|
||||
graphics = Graphics;
|
||||
tileSize = TileSize;
|
||||
Spacing = SPacing;
|
||||
Size = size;
|
||||
|
||||
controller.init(Graphics);
|
||||
}
|
||||
|
||||
public int changeSpeed(int Speed)
|
||||
{
|
||||
return controller.controllSpeed(Speed);
|
||||
}
|
||||
|
||||
public tractorPositionCorrector changeTractorSpeed(float tractorSpeed, Vector2 Position)
|
||||
{
|
||||
return controller.controllTractorSpeed(tractorSpeed, Position);
|
||||
}
|
||||
|
||||
private void changeSize()
|
||||
{
|
||||
Size = controller.updateWindow(tileSize, Spacing, Size);
|
||||
}
|
||||
|
||||
public void controlWindowSize()
|
||||
{
|
||||
tileSize = controller.controllTileSize(Size, tileSize);
|
||||
changeSize();
|
||||
graphics.ApplyChanges();
|
||||
}
|
||||
|
||||
public int getTileSize()
|
||||
{
|
||||
return tileSize;
|
||||
}
|
||||
|
||||
public int getSpacing()
|
||||
{
|
||||
return Spacing;
|
||||
}
|
||||
|
||||
public Vector2 getSize()
|
||||
{
|
||||
return Size;
|
||||
}
|
||||
|
||||
public int getSpacingTile()
|
||||
{
|
||||
return Spacing + tileSize;
|
||||
}
|
||||
|
||||
public void setTileSize(int newTileSize)
|
||||
{
|
||||
tileSize = newTileSize;
|
||||
}
|
||||
}
|
63
Game1/Sources/Crops/Crops.cs
Normal file
@ -0,0 +1,63 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
class Crops
|
||||
{
|
||||
public int x;
|
||||
public int y;
|
||||
public int Status;
|
||||
private int cropType;
|
||||
private int Timer;
|
||||
private Random r;
|
||||
|
||||
|
||||
public void updateCrop()
|
||||
{
|
||||
if (Status != 0)
|
||||
{
|
||||
Timer--;
|
||||
}
|
||||
}
|
||||
|
||||
public int getCropTimer()
|
||||
{
|
||||
return Timer;
|
||||
}
|
||||
|
||||
public int getCostOnMovement()
|
||||
{
|
||||
if (Status == 1)
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
else if (Status == 2)
|
||||
{
|
||||
return 2;
|
||||
}
|
||||
else if (Status == 3)
|
||||
{
|
||||
return 3;
|
||||
}
|
||||
else
|
||||
{
|
||||
return 4;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public void setPosition(int newx, int newy)
|
||||
{
|
||||
x = newx;
|
||||
y = newy;
|
||||
}
|
||||
|
||||
public void setCropType(int Type)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
92
Game1/Sources/Crops/Farm.cs
Normal file
@ -0,0 +1,92 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
class Farm
|
||||
{
|
||||
private Crops[,] crops;
|
||||
private Random r;
|
||||
|
||||
//initializes the crops
|
||||
public void init(Vector2 Size)
|
||||
{
|
||||
r = new Random();
|
||||
crops = new Crops[100, 100];
|
||||
for (int i = 0; i < Size.X; i++)
|
||||
{
|
||||
for (int j = 0; j < Size.Y; j++)
|
||||
{
|
||||
int x = r.Next(0, 3);
|
||||
if (x == 0)
|
||||
{
|
||||
x = r.Next(0, 2);
|
||||
}
|
||||
crops[i, j] = new Crops();
|
||||
crops[i, j].Status = x;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void updateFarm(Vector2 Size)
|
||||
{
|
||||
for (int i = 0; i > Size.X; i++)
|
||||
{
|
||||
for (int j = 0; j > Size.Y; j++)
|
||||
{
|
||||
crops[i, j].updateCrop();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//Changes the properties of the tile when the tractor reaches this tile.
|
||||
public void setCropStatus(float xfloat, float yfloat, int Spacing)
|
||||
{
|
||||
int x = (int)xfloat / Spacing;
|
||||
int y = (int)yfloat / Spacing;
|
||||
if (crops[x, y].Status == 4)
|
||||
{
|
||||
crops[x, y].Status = 2;
|
||||
}
|
||||
else if(crops[x, y].Status == 0)
|
||||
{
|
||||
//do nothing
|
||||
}
|
||||
else if (crops[x, y].Status == 2)
|
||||
{
|
||||
crops[x, y].Status = 3;
|
||||
}
|
||||
else if (crops[x, y].Status == 3)
|
||||
{
|
||||
crops[x, y].Status = 4;
|
||||
}
|
||||
}
|
||||
|
||||
public Crops getCrop(int x, int y)
|
||||
{
|
||||
return crops[x,y];
|
||||
}
|
||||
|
||||
public Crops[,] getCrops()
|
||||
{
|
||||
return crops;
|
||||
}
|
||||
|
||||
public void updateSize(Vector2 Size, int tileSize, int Spacing)
|
||||
{
|
||||
|
||||
for (int i = 0; i < (int)Size.X; i++)
|
||||
{
|
||||
for (int j = 0; j < (int)Size.Y; j++)
|
||||
{
|
||||
crops[i, j].x = (tileSize + Spacing) * i;
|
||||
crops[i, j].y = (tileSize + Spacing) * j;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
50
Game1/Sources/Objects/House.cs
Normal file
@ -0,0 +1,50 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
class House
|
||||
{
|
||||
|
||||
private Rectangle housePos;
|
||||
private Vector2 pos;
|
||||
private Random r = new Random();
|
||||
|
||||
//initializes the house
|
||||
public void init(int tileSize, int Spacing)
|
||||
{
|
||||
int x = r.Next(0, 8);
|
||||
int y = r.Next(0, 8);
|
||||
|
||||
pos = new Vector2(x, y);
|
||||
housePos = new Rectangle((x * tileSize + Spacing), y * (tileSize + Spacing), tileSize, tileSize);
|
||||
}
|
||||
|
||||
|
||||
//Moves the house if it is currently out of matrix.
|
||||
public void updateRectangle(Vector2 Size, int tileSize, int Spacing)
|
||||
{
|
||||
if (pos.X + 1 > Size.X)
|
||||
{
|
||||
pos = new Vector2(pos.X - 1, pos.Y);
|
||||
}
|
||||
if (pos.Y + 1 > Size.Y)
|
||||
{
|
||||
pos = new Vector2(pos.X, pos.Y - 1);
|
||||
}
|
||||
housePos = new Rectangle((int)pos.X * (tileSize + Spacing), (int)pos.Y * (tileSize + Spacing), tileSize, tileSize);
|
||||
}
|
||||
|
||||
|
||||
public Rectangle GetRectangle()
|
||||
{
|
||||
return housePos;
|
||||
}
|
||||
|
||||
public Vector2 getVector()
|
||||
{
|
||||
return new Vector2(housePos.X, housePos.Y);
|
||||
}
|
||||
}
|
195
Game1/Sources/Objects/Tractor.cs
Normal file
@ -0,0 +1,195 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using System;
|
||||
|
||||
|
||||
class Tractor
|
||||
{
|
||||
|
||||
|
||||
|
||||
private int Spacing, sizeTile, Speed = 1;
|
||||
private float tractorSpeed = 1;
|
||||
private String currentTask;
|
||||
|
||||
private Vector2 Position, TargetPosition, Direction, Size, housePos;
|
||||
|
||||
private Path path = new Path();
|
||||
private Random r = new Random();
|
||||
private Farm farm = new Farm();
|
||||
|
||||
private SmartTractor smartTractor = new SmartTractor();
|
||||
private ScoreSystem scoreSystem = new ScoreSystem();
|
||||
|
||||
|
||||
public void updateSizing(Input input, int Status, Vector2 newHousePos)
|
||||
{
|
||||
Spacing = input.getSpacing();
|
||||
sizeTile = input.getTileSize();
|
||||
Size = input.getSize();
|
||||
updatePosition(input.getSize(), Status);
|
||||
housePos = newHousePos;
|
||||
}
|
||||
|
||||
|
||||
public void init(Rectangle house, Input input)
|
||||
{
|
||||
sizeTile = input.getTileSize();
|
||||
Spacing = input.getSpacing();
|
||||
farm.init(new Vector2(100, (GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height / sizeTile) - 125 / sizeTile));
|
||||
Position = housePos;
|
||||
TargetPosition = new Vector2(house.X, house.Y);
|
||||
}
|
||||
|
||||
// Runs when the tractor reaches a tile
|
||||
private void updateDirection(Vector2 Size, Vector2 newPosition)
|
||||
{
|
||||
Vector2 DeltaPosition = TargetPosition - Position;
|
||||
if (DeltaPosition.X == 0)
|
||||
{
|
||||
if (DeltaPosition.Y == 0)
|
||||
{
|
||||
calculateNewPath(newPosition);
|
||||
}
|
||||
else if (DeltaPosition.Y > 0)
|
||||
{
|
||||
Direction = new Vector2(0, 1) * tractorSpeed;
|
||||
}
|
||||
else if (DeltaPosition.Y < 0)
|
||||
{
|
||||
Direction = new Vector2(0, -1) * tractorSpeed;
|
||||
}
|
||||
}
|
||||
else if (DeltaPosition.X > 0)
|
||||
{
|
||||
Direction = new Vector2(1, 0) * tractorSpeed;
|
||||
}
|
||||
else if (DeltaPosition.X < 0)
|
||||
{
|
||||
Direction = new Vector2(-1, 0) * tractorSpeed;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//Moves the tractor
|
||||
public void updatePosition(Vector2 Size, int Status) /// updates the position
|
||||
{
|
||||
|
||||
farm.updateSize(Size, sizeTile, Spacing);
|
||||
for (int i = 0; i < Speed; i++) //Where all the choices the tractor does comes from
|
||||
{
|
||||
smartTractor.updateMap(Position, housePos, farm.getCrops(), Size, sizeTile, Spacing, scoreSystem.getScore());
|
||||
Position = Position + Direction;
|
||||
updateDirection(Size, Position);
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
public void calculateNewPath(Vector2 newPosition)
|
||||
{
|
||||
if (path.getCount() == 0)
|
||||
{
|
||||
if (housePos != Position)
|
||||
{
|
||||
//Returns to the farm
|
||||
int x = (int)Position.X / (sizeTile + Spacing);
|
||||
int y = (int)Position.Y / (sizeTile + Spacing);
|
||||
currentTask = scoreSystem.MessageAndScore(farm.getCrop(x, y).Status, 0);
|
||||
farm.setCropStatus(x, y, Spacing);
|
||||
path = smartTractor.returnChoice(0);
|
||||
}
|
||||
else
|
||||
{
|
||||
//Sets a random Target
|
||||
path = smartTractor.returnChoice(1);
|
||||
int xTarget = (int)TargetPosition.X / (sizeTile + Spacing);
|
||||
int yTarget = (int)TargetPosition.Y / (sizeTile + Spacing);
|
||||
currentTask = scoreSystem.MessageAndScore(farm.getCrop(xTarget, yTarget).Status, 1);
|
||||
|
||||
}
|
||||
|
||||
TargetPosition = path.Reduce().getVector() * (sizeTile + Spacing);
|
||||
updateDirection(Size, newPosition);
|
||||
}
|
||||
else
|
||||
{
|
||||
TargetPosition = path.Reduce().getVector() * (sizeTile + Spacing);
|
||||
updateDirection(Size, newPosition);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
public Vector2 getPos()
|
||||
{
|
||||
return Position;
|
||||
}
|
||||
|
||||
public void increaseSpeed()
|
||||
{
|
||||
Speed++;
|
||||
}
|
||||
|
||||
public void decreaseSpeed()
|
||||
{
|
||||
if (Speed > 0)
|
||||
{
|
||||
Speed--;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void setSpeed(int newSpeed)
|
||||
{
|
||||
Speed = newSpeed;
|
||||
}
|
||||
|
||||
public void setTractorSpeed(tractorPositionCorrector corrector)
|
||||
{
|
||||
tractorSpeed = corrector.getTractorSpeed();
|
||||
Position = corrector.getPosition();
|
||||
}
|
||||
|
||||
public int getSpeed()
|
||||
{
|
||||
return Speed;
|
||||
}
|
||||
|
||||
public float getTractorSpeed()
|
||||
{
|
||||
return tractorSpeed;
|
||||
}
|
||||
|
||||
public void setPos(Vector2 newPos)
|
||||
{
|
||||
Position = newPos;
|
||||
}
|
||||
|
||||
public Farm getFarm()
|
||||
{
|
||||
return farm;
|
||||
}
|
||||
|
||||
public Vector2 getTargetPosition()
|
||||
{
|
||||
return TargetPosition;
|
||||
}
|
||||
|
||||
public String getCurrentTask()
|
||||
{
|
||||
return currentTask;
|
||||
}
|
||||
|
||||
public int getScore()
|
||||
{
|
||||
return scoreSystem.getScore();
|
||||
}
|
||||
|
||||
public Path getPath()
|
||||
{
|
||||
return path;
|
||||
}
|
||||
}
|
36
Game1/Sources/Objects/tractorPositionCorrector.cs
Normal file
@ -0,0 +1,36 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
|
||||
class tractorPositionCorrector
|
||||
{
|
||||
|
||||
Vector2 mPosition;
|
||||
float mTractorSpeed;
|
||||
|
||||
public tractorPositionCorrector(Vector2 position, float TractorSpeed)
|
||||
{
|
||||
mPosition = position;
|
||||
mTractorSpeed = TractorSpeed;
|
||||
}
|
||||
|
||||
public Vector2 getPosition()
|
||||
{
|
||||
return mPosition;
|
||||
}
|
||||
|
||||
public float getTractorSpeed()
|
||||
{
|
||||
return mTractorSpeed;
|
||||
}
|
||||
|
||||
public void setPosition(float x, float y)
|
||||
{
|
||||
mPosition = new Vector2(x,y);
|
||||
}
|
||||
|
||||
public void setTractorSpeed(float newSpeed)
|
||||
{
|
||||
mTractorSpeed = newSpeed;
|
||||
}
|
||||
}
|
35
Game1/Sources/Pathing/A-Star/Astar.cs
Normal file
@ -0,0 +1,35 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
class Astar
|
||||
{
|
||||
|
||||
private Vector2 tractorPos;
|
||||
private Vector2 housePos;
|
||||
private Crops[,] crops;
|
||||
private Vector2 Size;
|
||||
private PriorityQueue allPaths;
|
||||
|
||||
public void update(Crops[,] newCrops, Vector2 newSize, Vector2 newTractorPos, Vector2 newHousePos)
|
||||
{
|
||||
tractorPos = new Vector2((int)newTractorPos.X, (int)newTractorPos.Y);
|
||||
housePos = new Vector2((int)newHousePos.X, (int)newHousePos.Y);
|
||||
crops = newCrops;
|
||||
Size = newSize;
|
||||
|
||||
}
|
||||
|
||||
public void findPath()
|
||||
{
|
||||
int i = 1;
|
||||
}
|
||||
|
||||
public Path getOptimalPath()
|
||||
{
|
||||
return allPaths.Peek();
|
||||
}
|
||||
}
|
30
Game1/Sources/Pathing/A-Star/PathSaver/Nodes.cs
Normal file
@ -0,0 +1,30 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
class Nodes
|
||||
{
|
||||
private int Cost;
|
||||
private Vector2 Node;
|
||||
|
||||
public Nodes(int cost, Vector2 node)
|
||||
{
|
||||
Cost = cost;
|
||||
Node = node;
|
||||
}
|
||||
|
||||
public Vector2 getVector()
|
||||
{
|
||||
return Node;
|
||||
}
|
||||
|
||||
public int getCost()
|
||||
{
|
||||
return Cost;
|
||||
}
|
||||
}
|
86
Game1/Sources/Pathing/A-Star/PathSaver/Path.cs
Normal file
@ -0,0 +1,86 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
class Path
|
||||
{
|
||||
private Nodes[] nodes = new Nodes[512];
|
||||
private int Count = 0;
|
||||
private int Cost = 0;
|
||||
private int Efficency;
|
||||
|
||||
|
||||
public Nodes getNode(int i)
|
||||
{
|
||||
|
||||
return nodes[i];
|
||||
}
|
||||
|
||||
public void setNode(Vector2 newNode)
|
||||
{
|
||||
nodes[Count] = new Nodes(10, newNode);
|
||||
Count++;
|
||||
}
|
||||
|
||||
public Nodes Reduce()
|
||||
{
|
||||
Count--;
|
||||
Nodes temp = nodes[0];
|
||||
|
||||
for (int i = 0; i < Count; i++)
|
||||
{
|
||||
nodes[i] = nodes[i + 1];
|
||||
}
|
||||
|
||||
return temp;
|
||||
}
|
||||
|
||||
public Nodes getFinalDest()
|
||||
{
|
||||
return nodes[Count];
|
||||
}
|
||||
|
||||
public int getCount()
|
||||
{
|
||||
return Count;
|
||||
}
|
||||
|
||||
public Nodes getFirst()
|
||||
{
|
||||
return nodes[0];
|
||||
}
|
||||
|
||||
public Nodes getByIndex(int i)
|
||||
{
|
||||
return nodes[i];
|
||||
}
|
||||
|
||||
public int getEfficency()
|
||||
{
|
||||
return Efficency;
|
||||
}
|
||||
|
||||
private void calculateEfficency()
|
||||
{
|
||||
for (int i = 0; i < Count; i++)
|
||||
{
|
||||
Efficency = Efficency + nodes[i].getCost();
|
||||
}
|
||||
}
|
||||
|
||||
public int getCost()
|
||||
{
|
||||
return Cost;
|
||||
}
|
||||
|
||||
public void setCost(Crops Crop)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
}
|
71
Game1/Sources/Pathing/A-Star/PathSaver/PriorityQueue.cs
Normal file
@ -0,0 +1,71 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
class PriorityQueue
|
||||
{
|
||||
public List<Path> list;
|
||||
public int Count { get { return list.Count; } }
|
||||
|
||||
public PriorityQueue()
|
||||
{
|
||||
list = new List<Path>();
|
||||
}
|
||||
|
||||
public PriorityQueue(int count)
|
||||
{
|
||||
list = new List<Path>(count);
|
||||
}
|
||||
|
||||
|
||||
public void Enqueue(Path x)
|
||||
{
|
||||
list.Add(x);
|
||||
int i = Count - 1;
|
||||
|
||||
while (i > 0)
|
||||
{
|
||||
int p = (i - 1) / 2;
|
||||
if (list[p].getEfficency() <= x.getEfficency()) break;
|
||||
|
||||
list[i] = list[p];
|
||||
i = p;
|
||||
}
|
||||
|
||||
if (Count > 0) list[i] = x;
|
||||
}
|
||||
|
||||
public void Dequeue()
|
||||
{
|
||||
Path min = Peek();
|
||||
Path root = list[Count - 1];
|
||||
list.RemoveAt(Count - 1);
|
||||
|
||||
int i = 0;
|
||||
while (i * 2 + 1 < Count)
|
||||
{
|
||||
int a = i * 2 + 1;
|
||||
int b = i * 2 + 2;
|
||||
int c = b < Count && list[b].getEfficency() < list[a].getEfficency() ? b : a;
|
||||
|
||||
if (list[c].getEfficency() >= root.getEfficency()) break;
|
||||
list[i] = list[c];
|
||||
i = c;
|
||||
}
|
||||
|
||||
if (Count > 0) list[i] = root;
|
||||
}
|
||||
|
||||
public Path Peek()
|
||||
{
|
||||
if (Count == 0) throw new InvalidOperationException("Queue is empty.");
|
||||
return list[0];
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
list.Clear();
|
||||
}
|
||||
}
|
75
Game1/Sources/Smart/ScoreSystem.cs
Normal file
@ -0,0 +1,75 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
class ScoreSystem
|
||||
{
|
||||
private int Score = 0;
|
||||
private int previousTask;
|
||||
|
||||
//Message which is displaying what the tractor is currently doing.
|
||||
public String MessageAndScore(int Status, int Stage)
|
||||
{
|
||||
previousTask = Status;
|
||||
if (previousTask == 3 && Stage != 1)
|
||||
{
|
||||
Score++;
|
||||
}
|
||||
//When the Tractor is going back to the farm.
|
||||
if (Stage == 0)
|
||||
{
|
||||
if (Status == 1)
|
||||
{
|
||||
return "Returning with nothing after going out for a stroll";
|
||||
}
|
||||
else if (Status == 2)
|
||||
{
|
||||
return "Returning with nothing after planting seeds";
|
||||
}
|
||||
else if (Status == 3)
|
||||
{
|
||||
return "Returning with nothing after adding fertilizer";
|
||||
}
|
||||
else if (Status == 4)
|
||||
{
|
||||
return "Returning with Crops";
|
||||
}
|
||||
else
|
||||
{
|
||||
return "Error";
|
||||
}
|
||||
}
|
||||
//When the Tractor is going back to work.
|
||||
else
|
||||
{
|
||||
if (Status == 1)
|
||||
{
|
||||
return "Going for a stroll";
|
||||
}
|
||||
else if (Status == 2)
|
||||
{
|
||||
return "Planting seeds";
|
||||
}
|
||||
else if (Status == 3)
|
||||
{
|
||||
return "Adding fertilizer";
|
||||
}
|
||||
else if (Status == 4)
|
||||
{
|
||||
return "Going for Crops";
|
||||
}
|
||||
else
|
||||
{
|
||||
return "Error";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public int getScore()
|
||||
{
|
||||
return Score;
|
||||
}
|
||||
|
||||
}
|
118
Game1/Sources/Smart/SmartTractor.cs
Normal file
@ -0,0 +1,118 @@
|
||||
using System;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
|
||||
class SmartTractor
|
||||
{
|
||||
private Crops[,] crops;
|
||||
private Vector2 housePos;
|
||||
private Vector2 tractorPos;
|
||||
private Vector2 Size;
|
||||
private Vector2 Target;
|
||||
private Path path;
|
||||
private int tileSize;
|
||||
private int Score;
|
||||
private int Spacing;
|
||||
private Random r = new Random();
|
||||
private Astar astar = new Astar();
|
||||
|
||||
|
||||
//What to do next
|
||||
public Path returnChoice(int task)
|
||||
{
|
||||
astar.update(crops, Size, tractorPos / (tileSize + Spacing), housePos / (tileSize + Spacing));
|
||||
if (task == 0)
|
||||
{
|
||||
//To the house
|
||||
getTargetPosition((int)housePos.X / (tileSize + Spacing), (int)housePos.Y / (tileSize + Spacing));
|
||||
}
|
||||
else
|
||||
{
|
||||
//To the fields
|
||||
getTargetPosition(r.Next(0, (int)Size.X), r.Next(0, (int)Size.Y));
|
||||
}
|
||||
astar.findPath();
|
||||
createPath();
|
||||
return path;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//Updates the variables every frame
|
||||
public void updateMap(Vector2 newTractorPos, Vector2 newHousePos, Crops[,] newCropsStatus, Vector2 newSize, int newTileSize, int newSpacing, int newScore)
|
||||
{
|
||||
crops = newCropsStatus;
|
||||
housePos = newHousePos;
|
||||
tractorPos = newTractorPos;
|
||||
Size = newSize;
|
||||
tileSize = newTileSize;
|
||||
Spacing = newSpacing;
|
||||
Score = newScore;
|
||||
|
||||
|
||||
}
|
||||
|
||||
private void getTargetPosition(int x, int y)
|
||||
{
|
||||
Target = new Vector2(x, y) * (tileSize + Spacing);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//Only for testing without obstacles
|
||||
private void createPath()
|
||||
{
|
||||
path = new Path();
|
||||
Vector2 targetPos = Target / (tileSize + Spacing);
|
||||
Vector2 currentPath = tractorPos / tileSize;
|
||||
currentPath.X = (float)Math.Round(currentPath.X);
|
||||
currentPath.Y = (float)Math.Round(currentPath.Y);
|
||||
do
|
||||
{
|
||||
if (currentPath.X == targetPos.X)
|
||||
{
|
||||
//found X pos
|
||||
if (currentPath.Y == targetPos.Y)
|
||||
{
|
||||
//found y pos
|
||||
}
|
||||
else if (currentPath.Y < targetPos.Y)
|
||||
{
|
||||
currentPath = new Vector2(currentPath.X, currentPath.Y + 1);
|
||||
path.setNode(currentPath);
|
||||
}
|
||||
else if (currentPath.Y > targetPos.Y)
|
||||
{
|
||||
currentPath = new Vector2(currentPath.X, currentPath.Y - 1);
|
||||
path.setNode(currentPath);
|
||||
}
|
||||
}
|
||||
else if (currentPath.X < targetPos.X)
|
||||
{
|
||||
currentPath = new Vector2(currentPath.X + 1, currentPath.Y);
|
||||
path.setNode(currentPath);
|
||||
}
|
||||
else if (currentPath.X > targetPos.X)
|
||||
{
|
||||
currentPath = new Vector2(currentPath.X - 1, currentPath.Y);
|
||||
path.setNode(currentPath);
|
||||
}
|
||||
} while (currentPath != targetPos);
|
||||
|
||||
|
||||
}
|
||||
}
|
63
Tractor_VS/.gitattributes
vendored
@ -1,63 +0,0 @@
|
||||
###############################################################################
|
||||
# Set default behavior to automatically normalize line endings.
|
||||
###############################################################################
|
||||
* text=auto
|
||||
|
||||
###############################################################################
|
||||
# Set default behavior for command prompt diff.
|
||||
#
|
||||
# This is need for earlier builds of msysgit that does not have it on by
|
||||
# default for csharp files.
|
||||
# Note: This is only used by command line
|
||||
###############################################################################
|
||||
#*.cs diff=csharp
|
||||
|
||||
###############################################################################
|
||||
# Set the merge driver for project and solution files
|
||||
#
|
||||
# Merging from the command prompt will add diff markers to the files if there
|
||||
# are conflicts (Merging from VS is not affected by the settings below, in VS
|
||||
# the diff markers are never inserted). Diff markers may cause the following
|
||||
# file extensions to fail to load in VS. An alternative would be to treat
|
||||
# these files as binary and thus will always conflict and require user
|
||||
# intervention with every merge. To do so, just uncomment the entries below
|
||||
###############################################################################
|
||||
#*.sln merge=binary
|
||||
#*.csproj merge=binary
|
||||
#*.vbproj merge=binary
|
||||
#*.vcxproj merge=binary
|
||||
#*.vcproj merge=binary
|
||||
#*.dbproj merge=binary
|
||||
#*.fsproj merge=binary
|
||||
#*.lsproj merge=binary
|
||||
#*.wixproj merge=binary
|
||||
#*.modelproj merge=binary
|
||||
#*.sqlproj merge=binary
|
||||
#*.wwaproj merge=binary
|
||||
|
||||
###############################################################################
|
||||
# behavior for image files
|
||||
#
|
||||
# image files are treated as binary by default.
|
||||
###############################################################################
|
||||
#*.jpg binary
|
||||
#*.png binary
|
||||
#*.gif binary
|
||||
|
||||
###############################################################################
|
||||
# diff behavior for common document formats
|
||||
#
|
||||
# Convert binary document formats to text before diffing them. This feature
|
||||
# is only available from the command line. Turn it on by uncommenting the
|
||||
# entries below.
|
||||
###############################################################################
|
||||
#*.doc diff=astextplain
|
||||
#*.DOC diff=astextplain
|
||||
#*.docx diff=astextplain
|
||||
#*.DOCX diff=astextplain
|
||||
#*.dot diff=astextplain
|
||||
#*.DOT diff=astextplain
|
||||
#*.pdf diff=astextplain
|
||||
#*.PDF diff=astextplain
|
||||
#*.rtf diff=astextplain
|
||||
#*.RTF diff=astextplain
|
261
Tractor_VS/.gitignore
vendored
@ -1,261 +0,0 @@
|
||||
## Ignore Visual Studio temporary files, build results, and
|
||||
## files generated by popular Visual Studio add-ons.
|
||||
|
||||
# User-specific files
|
||||
*.suo
|
||||
*.user
|
||||
*.userosscache
|
||||
*.sln.docstates
|
||||
|
||||
# User-specific files (MonoDevelop/Xamarin Studio)
|
||||
*.userprefs
|
||||
|
||||
# Build results
|
||||
[Dd]ebug/
|
||||
[Dd]ebugPublic/
|
||||
[Rr]elease/
|
||||
[Rr]eleases/
|
||||
x64/
|
||||
x86/
|
||||
bld/
|
||||
[Bb]in/
|
||||
[Oo]bj/
|
||||
[Ll]og/
|
||||
|
||||
# Visual Studio 2015 cache/options directory
|
||||
.vs/
|
||||
# Uncomment if you have tasks that create the project's static files in wwwroot
|
||||
#wwwroot/
|
||||
|
||||
# MSTest test Results
|
||||
[Tt]est[Rr]esult*/
|
||||
[Bb]uild[Ll]og.*
|
||||
|
||||
# NUNIT
|
||||
*.VisualState.xml
|
||||
TestResult.xml
|
||||
|
||||
# Build Results of an ATL Project
|
||||
[Dd]ebugPS/
|
||||
[Rr]eleasePS/
|
||||
dlldata.c
|
||||
|
||||
# DNX
|
||||
project.lock.json
|
||||
project.fragment.lock.json
|
||||
artifacts/
|
||||
|
||||
*_i.c
|
||||
*_p.c
|
||||
*_i.h
|
||||
*.ilk
|
||||
*.meta
|
||||
*.obj
|
||||
*.pch
|
||||
*.pdb
|
||||
*.pgc
|
||||
*.pgd
|
||||
*.rsp
|
||||
*.sbr
|
||||
*.tlb
|
||||
*.tli
|
||||
*.tlh
|
||||
*.tmp
|
||||
*.tmp_proj
|
||||
*.log
|
||||
*.vspscc
|
||||
*.vssscc
|
||||
.builds
|
||||
*.pidb
|
||||
*.svclog
|
||||
*.scc
|
||||
|
||||
# Chutzpah Test files
|
||||
_Chutzpah*
|
||||
|
||||
# Visual C++ cache files
|
||||
ipch/
|
||||
*.aps
|
||||
*.ncb
|
||||
*.opendb
|
||||
*.opensdf
|
||||
*.sdf
|
||||
*.cachefile
|
||||
*.VC.db
|
||||
*.VC.VC.opendb
|
||||
|
||||
# Visual Studio profiler
|
||||
*.psess
|
||||
*.vsp
|
||||
*.vspx
|
||||
*.sap
|
||||
|
||||
# TFS 2012 Local Workspace
|
||||
$tf/
|
||||
|
||||
# Guidance Automation Toolkit
|
||||
*.gpState
|
||||
|
||||
# ReSharper is a .NET coding add-in
|
||||
_ReSharper*/
|
||||
*.[Rr]e[Ss]harper
|
||||
*.DotSettings.user
|
||||
|
||||
# JustCode is a .NET coding add-in
|
||||
.JustCode
|
||||
|
||||
# TeamCity is a build add-in
|
||||
_TeamCity*
|
||||
|
||||
# DotCover is a Code Coverage Tool
|
||||
*.dotCover
|
||||
|
||||
# NCrunch
|
||||
_NCrunch_*
|
||||
.*crunch*.local.xml
|
||||
nCrunchTemp_*
|
||||
|
||||
# MightyMoose
|
||||
*.mm.*
|
||||
AutoTest.Net/
|
||||
|
||||
# Web workbench (sass)
|
||||
.sass-cache/
|
||||
|
||||
# Installshield output folder
|
||||
[Ee]xpress/
|
||||
|
||||
# DocProject is a documentation generator add-in
|
||||
DocProject/buildhelp/
|
||||
DocProject/Help/*.HxT
|
||||
DocProject/Help/*.HxC
|
||||
DocProject/Help/*.hhc
|
||||
DocProject/Help/*.hhk
|
||||
DocProject/Help/*.hhp
|
||||
DocProject/Help/Html2
|
||||
DocProject/Help/html
|
||||
|
||||
# Click-Once directory
|
||||
publish/
|
||||
|
||||
# Publish Web Output
|
||||
*.[Pp]ublish.xml
|
||||
*.azurePubxml
|
||||
# TODO: Comment the next line if you want to checkin your web deploy settings
|
||||
# but database connection strings (with potential passwords) will be unencrypted
|
||||
#*.pubxml
|
||||
*.publishproj
|
||||
|
||||
# Microsoft Azure Web App publish settings. Comment the next line if you want to
|
||||
# checkin your Azure Web App publish settings, but sensitive information contained
|
||||
# in these scripts will be unencrypted
|
||||
PublishScripts/
|
||||
|
||||
# NuGet Packages
|
||||
*.nupkg
|
||||
# The packages folder can be ignored because of Package Restore
|
||||
**/packages/*
|
||||
# except build/, which is used as an MSBuild target.
|
||||
!**/packages/build/
|
||||
# Uncomment if necessary however generally it will be regenerated when needed
|
||||
#!**/packages/repositories.config
|
||||
# NuGet v3's project.json files produces more ignoreable files
|
||||
*.nuget.props
|
||||
*.nuget.targets
|
||||
|
||||
# Microsoft Azure Build Output
|
||||
csx/
|
||||
*.build.csdef
|
||||
|
||||
# Microsoft Azure Emulator
|
||||
ecf/
|
||||
rcf/
|
||||
|
||||
# Windows Store app package directories and files
|
||||
AppPackages/
|
||||
BundleArtifacts/
|
||||
Package.StoreAssociation.xml
|
||||
_pkginfo.txt
|
||||
|
||||
# Visual Studio cache files
|
||||
# files ending in .cache can be ignored
|
||||
*.[Cc]ache
|
||||
# but keep track of directories ending in .cache
|
||||
!*.[Cc]ache/
|
||||
|
||||
# Others
|
||||
ClientBin/
|
||||
~$*
|
||||
*~
|
||||
*.dbmdl
|
||||
*.dbproj.schemaview
|
||||
*.jfm
|
||||
*.pfx
|
||||
*.publishsettings
|
||||
node_modules/
|
||||
orleans.codegen.cs
|
||||
|
||||
# Since there are multiple workflows, uncomment next line to ignore bower_components
|
||||
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
|
||||
#bower_components/
|
||||
|
||||
# RIA/Silverlight projects
|
||||
Generated_Code/
|
||||
|
||||
# Backup & report files from converting an old project file
|
||||
# to a newer Visual Studio version. Backup files are not needed,
|
||||
# because we have git ;-)
|
||||
_UpgradeReport_Files/
|
||||
Backup*/
|
||||
UpgradeLog*.XML
|
||||
UpgradeLog*.htm
|
||||
|
||||
# SQL Server files
|
||||
*.mdf
|
||||
*.ldf
|
||||
|
||||
# Business Intelligence projects
|
||||
*.rdl.data
|
||||
*.bim.layout
|
||||
*.bim_*.settings
|
||||
|
||||
# Microsoft Fakes
|
||||
FakesAssemblies/
|
||||
|
||||
# GhostDoc plugin setting file
|
||||
*.GhostDoc.xml
|
||||
|
||||
# Node.js Tools for Visual Studio
|
||||
.ntvs_analysis.dat
|
||||
|
||||
# Visual Studio 6 build log
|
||||
*.plg
|
||||
|
||||
# Visual Studio 6 workspace options file
|
||||
*.opt
|
||||
|
||||
# Visual Studio LightSwitch build output
|
||||
**/*.HTMLClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/ModelManifest.xml
|
||||
**/*.Server/GeneratedArtifacts
|
||||
**/*.Server/ModelManifest.xml
|
||||
_Pvt_Extensions
|
||||
|
||||
# Paket dependency manager
|
||||
.paket/paket.exe
|
||||
paket-files/
|
||||
|
||||
# FAKE - F# Make
|
||||
.fake/
|
||||
|
||||
# JetBrains Rider
|
||||
.idea/
|
||||
*.sln.iml
|
||||
|
||||
# CodeRush
|
||||
.cr/
|
||||
|
||||
# Python Tools for Visual Studio (PTVS)
|
||||
__pycache__/
|
||||
*.pyc
|
@ -1,26 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<SourceFileCollection xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
|
||||
<Profile>Reach</Profile>
|
||||
<Platform>Windows</Platform>
|
||||
<Config />
|
||||
<SourceFiles>
|
||||
<File>C:/Users/Oskar/Source/Repos/s425077/PotatoPlan/Tractor_VS/Game1/Content/Crop.png</File>
|
||||
<File>C:/Users/Oskar/Source/Repos/s425077/PotatoPlan/Tractor_VS/Game1/Content/Font.spritefont</File>
|
||||
<File>C:/Users/Oskar/Source/Repos/s425077/PotatoPlan/Tractor_VS/Game1/Content/house.png</File>
|
||||
<File>C:/Users/Oskar/Source/Repos/s425077/PotatoPlan/Tractor_VS/Game1/Content/Plantable.png</File>
|
||||
<File>C:/Users/Oskar/Source/Repos/s425077/PotatoPlan/Tractor_VS/Game1/Content/Planted.png</File>
|
||||
<File>C:/Users/Oskar/Source/Repos/s425077/PotatoPlan/Tractor_VS/Game1/Content/Tile.png</File>
|
||||
<File>C:/Users/Oskar/Source/Repos/s425077/PotatoPlan/Tractor_VS/Game1/Content/tileunplantable.png</File>
|
||||
<File>C:/Users/Oskar/Source/Repos/s425077/PotatoPlan/Tractor_VS/Game1/Content/Tractor.png</File>
|
||||
</SourceFiles>
|
||||
<DestFiles>
|
||||
<File xsi:nil="true" />
|
||||
<File xsi:nil="true" />
|
||||
<File xsi:nil="true" />
|
||||
<File xsi:nil="true" />
|
||||
<File xsi:nil="true" />
|
||||
<File xsi:nil="true" />
|
||||
<File xsi:nil="true" />
|
||||
<File xsi:nil="true" />
|
||||
</DestFiles>
|
||||
</SourceFileCollection>
|
@ -1,9 +0,0 @@
|
||||
Source File,Dest File,Processor Type,Content Type,Source File Size,Dest File Size,Build Seconds
|
||||
"C:/Users/Oskar/Source/Repos/s425077/PotatoPlan/Tractor_VS/Game1/Content/Crop.png","C:/Users/Oskar/Source/Repos/s425077/PotatoPlan/Tractor_VS/Game1/Content/bin/Windows/Content/Crop.xnb","TextureProcessor","Texture2DContent",3681,262229,0.2164986
|
||||
"C:/Users/Oskar/Source/Repos/s425077/PotatoPlan/Tractor_VS/Game1/Content/Font.spritefont","C:/Users/Oskar/Source/Repos/s425077/PotatoPlan/Tractor_VS/Game1/Content/bin/Windows/Content/Font.xnb","FontDescriptionProcessor","SpriteFontContent",2008,21524,0.1952166
|
||||
"C:/Users/Oskar/Source/Repos/s425077/PotatoPlan/Tractor_VS/Game1/Content/house.png","C:/Users/Oskar/Source/Repos/s425077/PotatoPlan/Tractor_VS/Game1/Content/bin/Windows/Content/house.xnb","TextureProcessor","Texture2DContent",1226,40085,0.003001
|
||||
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C:\Users\Oskar\Source\Repos\s425077\PotatoPlan\Tractor_VS\Game1\bin\Windows\x86\Debug\MonoGame.Framework.xml
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C:\Users\Oskar\Source\Repos\s425077\PotatoPlan\Tractor_VS\Game1\bin\Windows\x86\Debug\SharpDX.DXGI.xml
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C:\Users\Oskar\Source\Repos\s425077\PotatoPlan\Tractor_VS\Game1\bin\Windows\x86\Debug\SharpDX.xml
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C:\Users\Oskar\Source\Repos\s425077\PotatoPlan\Tractor_VS\Game1\bin\Windows\x86\Debug\SharpDX.Direct3D11.xml
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C:\Users\Oskar\Source\Repos\s425077\PotatoPlan\Tractor_VS\Game1\bin\Windows\x86\Debug\SharpDX.MediaFoundation.xml
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C:\Users\Oskar\Source\Repos\s425077\PotatoPlan\Tractor_VS\Game1\bin\Windows\x86\Debug\SharpDX.XAudio2.xml
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C:\Users\Oskar\Source\Repos\s425077\PotatoPlan\Tractor_VS\Game1\bin\Windows\x86\Debug\SharpDX.XInput.xml
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C:\Users\Oskar\Source\Repos\s425077\PotatoPlan\Tractor_VS\Game1\obj\x86\Debug\Game1.csprojAssemblyReference.cache
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C:\Users\Oskar\Source\Repos\s425077\PotatoPlan\Tractor_VS\Game1\obj\x86\Debug\Game1.csproj.CoreCompileInputs.cache
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C:\Users\Oskar\Source\Repos\s425077\PotatoPlan\Tractor_VS\Game1\obj\x86\Debug\Game1.csproj.CopyComplete
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C:\Users\Oskar\Source\Repos\s425077\PotatoPlan\Tractor_VS\Game1\obj\x86\Debug\Game1.exe
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C:\Users\Oskar\Source\Repos\s425077\PotatoPlan\Tractor_VS\Game1\obj\x86\Debug\Game1.pdb
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