4d1b20b32f
First stable. RC_01
118 lines
5.4 KiB
C#
118 lines
5.4 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using System;
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namespace Game1
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{
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/// <summary>
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/// This is the main type for your game.
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/// </summary>
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public class Game1 : Game
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{
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GraphicsDeviceManager graphics;
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SpriteBatch spriteBatch;
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SpriteFont Bold;
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private Texture2D[] tile = new Texture2D[4];
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private Texture2D tractor;
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private Texture2D house;
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private Tractor tractorUnit = new Tractor();
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private Input input = new Input();
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private House houseUnit = new House();
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public Game1()
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{
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graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "Content";
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}
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protected override void Initialize()
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{
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// TODO: Add your initialization logic here
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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
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tractorUnit.init(houseUnit.GetRectangle());
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tractorUnit.updateSizing(input, 0, houseUnit.getVector());
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tractorUnit.setPos(houseUnit.getVector());
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graphics.PreferredBackBufferWidth = (input.getTileSize() + input.getSpacing()) * (int)input.getSize().X;
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graphics.PreferredBackBufferHeight = (input.getTileSize() + input.getSpacing()) * (int)input.getSize().Y + 125;
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graphics.ApplyChanges();
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}
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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>("tileunplantable");
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tile[1] = Content.Load<Texture2D>("Plantable");
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tile[2] = Content.Load<Texture2D>("Planted");
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tile[3] = Content.Load<Texture2D>("Crop");
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tractor = Content.Load<Texture2D>("Tractor");
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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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{
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}
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protected override void Update(GameTime gameTime) //updates every 60 seconds
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{
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
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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 speed of the tractor
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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());
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base.Update(gameTime);
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}
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protected override void Draw(GameTime gameTime) //Draw Function
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{
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GraphicsDevice.Clear(Color.CornflowerBlue);
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spriteBatch.Begin();
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for(int i = 0; i < input.getSize().X; i++) //Draw the tiles
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{
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for (int j = 0; j < input.getSize().Y; j++)
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{
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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);
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}
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}
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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
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spriteBatch.Draw(tractor, new Rectangle((int)tractorUnit.getPos().X, (int)tractorUnit.getPos().Y, input.getTileSize(), input.getTileSize()), Color.White);
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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() + 20) , Color.White); //Draws the speed value
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spriteBatch.DrawString(Bold, "Tile Size:" + input.getTileSize().ToString() + "pix", new Vector2(10, input.getSize().Y * input.getTileSize() + 40), Color.White); //Draws the tile size
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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);
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spriteBatch.DrawString(Bold, tractorUnit.getCurrentTask(), new Vector2(10, input.getSize().Y * input.getTileSize() + 80), Color.White); //Draws the tile size
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spriteBatch.DrawString(Bold, tractorUnit.getScore().ToString(), new Vector2(10, input.getSize().Y * input.getTileSize() + 100), Color.White);
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spriteBatch.End();
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base.Draw(gameTime);
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}
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}
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}
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