Czoko_Smieciarka/Trunk/MonoGameView/Game1.cs

199 lines
7.5 KiB
C#
Raw Normal View History

using CzokoŚmieciarka.MonoGameView.DataModels.Interfaces;
using CzokoŚmieciarka.MonoGameView.DataModels.Interfaces.GarbageCollector;
using CzokoŚmieciarka.MonoGameView.DataModels.Interfaces.TrashCans;
using CzokoŚmieciarka.MonoGameView.DataModels.Models;
2019-04-22 03:16:30 +02:00
using Microsoft.Xna.Framework;
2019-04-21 02:43:36 +02:00
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
2019-04-22 03:16:30 +02:00
using System.Collections.Generic;
using System.Linq;
using CzokoŚmieciarka.MonoGameView.Algorithms;
2019-04-22 14:17:44 +02:00
using MonoGameView.DataModels;
2019-04-22 14:55:47 +02:00
using MonoGameView.DataModels.Models;
2019-04-23 06:32:35 +02:00
using CzokoŚmieciarka.MonoGameView.DataModels.GeneralModels.Models;
using CzokoŚmieciarka.MonoGameView.DataModels.Enums;
2019-04-23 11:24:07 +02:00
using System.Threading.Tasks;
using System.Threading;
2019-05-04 15:56:55 +02:00
using MonoGameView.Algorithms;
2019-04-21 02:43:36 +02:00
2019-04-22 03:16:30 +02:00
namespace CzokoŚmieciarka.MonoGameView
2019-04-21 02:43:36 +02:00
{
/// <summary>
/// This is the main type for your game.
/// </summary>
public class Game1 : Game
{
2019-04-22 14:17:44 +02:00
private static int size;
2019-04-21 02:43:36 +02:00
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
2019-04-23 11:24:01 +02:00
private SpriteFont font;
private int score = 0;
2019-04-22 14:17:44 +02:00
MapLoader mapLoader = new MapLoader();
2019-04-21 02:43:36 +02:00
Vector2 roadPos;
2019-04-22 03:16:30 +02:00
float timer;
2019-05-05 17:54:12 +02:00
const float TIMER = 0.1f;
2019-04-22 03:16:30 +02:00
int stepN;
List<IStep> steps;
GarbageCollector collector;
2019-04-22 14:55:47 +02:00
IDrawables[,] grid;
2019-04-21 02:43:36 +02:00
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
2019-04-23 11:24:01 +02:00
graphics.PreferredBackBufferWidth = 700;
2019-04-21 02:43:36 +02:00
graphics.PreferredBackBufferHeight = 500;
}
2019-04-22 03:16:30 +02:00
2019-04-21 02:43:36 +02:00
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
2019-04-22 14:55:47 +02:00
ImageContainer.InitContainer(Content);
2019-04-21 02:43:36 +02:00
// TODO: Add your initialization logic here
2019-04-23 09:30:16 +02:00
timer = 0f;
2019-04-22 03:16:30 +02:00
2019-05-05 17:54:12 +02:00
mapLoader.Load(out size,out grid,"map2.xml");
2019-04-23 06:32:35 +02:00
var containers = new List<GarbageCollectorContainer>()
{
new GarbageCollectorContainer(
2019-04-23 11:24:07 +02:00
new TypeOfGarbage(GarbageType.Glass,1),
1000,
new BasicGarbage(new TypeOfGarbage(GarbageType.Glass,1),0)
2019-04-23 06:32:35 +02:00
),
2019-04-23 09:30:16 +02:00
new GarbageCollectorContainer(
2019-04-23 11:24:07 +02:00
new TypeOfGarbage(GarbageType.Paper,1),
1000,
new BasicGarbage(new TypeOfGarbage(GarbageType.Glass,1),0)
2019-04-23 09:30:16 +02:00
),
new GarbageCollectorContainer(
2019-04-23 11:24:07 +02:00
new TypeOfGarbage(GarbageType.Organic,1),
1000,
new BasicGarbage(new TypeOfGarbage(GarbageType.Glass,1),0)
2019-04-23 09:30:16 +02:00
),
new GarbageCollectorContainer(
2019-04-23 11:24:07 +02:00
new TypeOfGarbage(GarbageType.PlasticMetal,1),
1000,
new BasicGarbage(new TypeOfGarbage(GarbageType.Glass,1),0)
2019-04-23 09:30:16 +02:00
),
2019-04-23 06:32:35 +02:00
};
2019-05-04 15:53:04 +02:00
collector = new GarbageCollector(new Coords(0,0), containers, size, size,0);
2019-04-22 03:16:30 +02:00
stepN = 0;
2019-05-05 17:54:12 +02:00
var dfs = new DFS(collector,grid);
steps = dfs.BestPath(Content, collector, grid);
//new Thread(delegate() {
// var x = dfs.BestPath(Content, collector, grid);
2019-05-04 15:53:04 +02:00
2019-05-05 17:54:12 +02:00
//}).Start();
2019-04-22 03:16:30 +02:00
2019-04-21 02:43:36 +02:00
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
2019-04-23 11:24:01 +02:00
font = Content.Load<SpriteFont>("arial");
2019-04-21 02:43:36 +02:00
// TODO: use this.Content to load your game content here
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// game-specific content.
/// </summary>
protected override void UnloadContent()
{
Content.Unload();
2019-04-21 02:43:36 +02:00
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
2019-05-04 15:53:04 +02:00
2019-05-05 17:54:12 +02:00
var elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds;
2019-04-22 03:16:30 +02:00
timer -= elapsed;
if (timer<0)
{
timer = TIMER;
if (steps.Any())
{
steps.First().Invoke(collector, grid);
steps.RemoveAt(0);
}
2019-05-05 17:54:12 +02:00
}
2019-05-04 15:53:04 +02:00
2019-04-21 02:43:36 +02:00
// TODO: Add your update logic here
2019-04-22 03:16:30 +02:00
2019-04-21 02:43:36 +02:00
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
2019-04-22 10:39:00 +02:00
for (int x = 0; x < size; x++)
2019-04-22 03:16:30 +02:00
{
2019-04-22 10:39:00 +02:00
for (int y = 0; y < size; y++)
2019-04-22 03:16:30 +02:00
{
2019-04-22 14:55:47 +02:00
//if (grid[x, y] is Road1) spriteBatch.Draw(road1, new Rectangle(x*500 / size, y*500 / size, 500/size, 500/size),Color.White);
//else if (grid[x,y] is Road2) spriteBatch.Draw(road2, new Rectangle(x * 500 / size, y * 500 / size, 500 / size, 500 / size), Color.White);
//else if (grid[x, y] is House) spriteBatch.Draw(house, new Rectangle(x * 500 / size, y * 500 / size, 500 / size, 500 / size), Color.White);
//else spriteBatch.Draw(grass, new Rectangle(x * 500 / size, y * 500 / size, 500 / size, 500 / size), Color.White);
grid[x, y].Draw(spriteBatch, size);
2019-04-22 03:16:30 +02:00
}
}
2019-04-22 14:55:47 +02:00
collector.Draw(spriteBatch, size);
2019-04-23 11:24:01 +02:00
Display(new Dictionary<string, string>(){["Dupa"] = "123", ["Stefan"] = "555", ["Dupa1"] = "123", ["Stefan1"] = "555", ["Dupa2"] = "123", ["Stefan2"] = "555"});
2019-05-11 15:14:40 +02:00
2019-04-21 02:43:36 +02:00
spriteBatch.End();
// TODO: Add your drawing code here
base.Draw(gameTime);
}
2019-04-23 11:24:01 +02:00
/// <summary>
///
/// </summary>
/// <param name="info"></param>
public void Display(Dictionary<string, string> info)
{
int x = 510;
int y = 10;
foreach (KeyValuePair<string, string> item in info)
{
spriteBatch.DrawString(font, item.Key, new Vector2(x, y),Color.Black);
y += 15;
spriteBatch.DrawString(font, item.Value, new Vector2(x, y), Color.White);
y += 30;
}
}
2019-04-21 02:43:36 +02:00
}
}