195 lines
7.4 KiB
C#
195 lines
7.4 KiB
C#
using CzokoŚmieciarka.MonoGameView.DataModels.Interfaces;
|
|
using CzokoŚmieciarka.MonoGameView.DataModels.Interfaces.GarbageCollector;
|
|
using CzokoŚmieciarka.MonoGameView.DataModels.Interfaces.TrashCans;
|
|
using CzokoŚmieciarka.MonoGameView.DataModels.Models;
|
|
using Microsoft.Xna.Framework;
|
|
using Microsoft.Xna.Framework.Graphics;
|
|
using Microsoft.Xna.Framework.Input;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using CzokoŚmieciarka.MonoGameView.Algorithms;
|
|
using MonoGameView.DataModels;
|
|
using MonoGameView.DataModels.Models;
|
|
using CzokoŚmieciarka.MonoGameView.DataModels.GeneralModels.Models;
|
|
using CzokoŚmieciarka.MonoGameView.DataModels.Enums;
|
|
using System.Threading.Tasks;
|
|
using System.Threading;
|
|
|
|
namespace CzokoŚmieciarka.MonoGameView
|
|
{
|
|
/// <summary>
|
|
/// This is the main type for your game.
|
|
/// </summary>
|
|
public class Game1 : Game
|
|
{
|
|
private static int size;
|
|
GraphicsDeviceManager graphics;
|
|
SpriteBatch spriteBatch;
|
|
private SpriteFont font;
|
|
private int score = 0;
|
|
MapLoader mapLoader = new MapLoader();
|
|
Vector2 roadPos;
|
|
float timer;
|
|
const float TIMER = 0.02f;
|
|
int stepN;
|
|
List<IStep> steps;
|
|
GarbageCollector collector;
|
|
IDrawables[,] grid;
|
|
public Game1()
|
|
{
|
|
graphics = new GraphicsDeviceManager(this);
|
|
Content.RootDirectory = "Content";
|
|
graphics.PreferredBackBufferWidth = 700;
|
|
graphics.PreferredBackBufferHeight = 500;
|
|
}
|
|
|
|
|
|
|
|
/// <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()
|
|
{
|
|
|
|
ImageContainer.InitContainer(Content);
|
|
// TODO: Add your initialization logic here
|
|
timer = 0f;
|
|
|
|
mapLoader.Load(out size,out grid,"map3.xml");
|
|
var containers = new List<GarbageCollectorContainer>()
|
|
{
|
|
new GarbageCollectorContainer(
|
|
new TypeOfGarbage(GarbageType.Glass,1),
|
|
1000,
|
|
new BasicGarbage(new TypeOfGarbage(GarbageType.Glass,1),0)
|
|
),
|
|
new GarbageCollectorContainer(
|
|
new TypeOfGarbage(GarbageType.Paper,1),
|
|
1000,
|
|
new BasicGarbage(new TypeOfGarbage(GarbageType.Glass,1),0)
|
|
),
|
|
new GarbageCollectorContainer(
|
|
new TypeOfGarbage(GarbageType.Organic,1),
|
|
1000,
|
|
new BasicGarbage(new TypeOfGarbage(GarbageType.Glass,1),0)
|
|
),
|
|
new GarbageCollectorContainer(
|
|
new TypeOfGarbage(GarbageType.PlasticMetal,1),
|
|
1000,
|
|
new BasicGarbage(new TypeOfGarbage(GarbageType.Glass,1),0)
|
|
),
|
|
|
|
};
|
|
collector = new GarbageCollector(new Coords(9,9), containers, size, size,0);
|
|
|
|
|
|
stepN = 0;
|
|
var dfs = new DFS(collector,grid);
|
|
//steps = dfs.BestPath(Content, collector, grid);
|
|
new Thread(delegate() { dfs.BestPath(Content, collector, grid); }).Start();
|
|
|
|
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);
|
|
font = Content.Load<SpriteFont>("arial");
|
|
// 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();
|
|
// 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();
|
|
/*
|
|
var elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds;
|
|
timer -= elapsed;
|
|
if (timer<0)
|
|
{
|
|
timer = TIMER;
|
|
if (steps.Any())
|
|
{
|
|
steps.First().Invoke(collector, grid);
|
|
steps.RemoveAt(0);
|
|
}
|
|
}
|
|
*/
|
|
// TODO: Add your update logic here
|
|
|
|
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();
|
|
|
|
for (int x = 0; x < size; x++)
|
|
{
|
|
for (int y = 0; y < size; y++)
|
|
{
|
|
//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);
|
|
}
|
|
}
|
|
collector.Draw(spriteBatch, size);
|
|
Display(new Dictionary<string, string>(){["Dupa"] = "123", ["Stefan"] = "555", ["Dupa1"] = "123", ["Stefan1"] = "555", ["Dupa2"] = "123", ["Stefan2"] = "555"});
|
|
|
|
|
|
spriteBatch.End();
|
|
// TODO: Add your drawing code here
|
|
|
|
base.Draw(gameTime);
|
|
}
|
|
/// <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;
|
|
|
|
}
|
|
}
|
|
}
|
|
}
|