Czoko_Smieciarka/Trunk/MonoGameView/Game1.cs
Michał Dulski 8d1f79e662 s
2019-05-11 15:14:40 +02:00

199 lines
7.5 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;
using MonoGameView.Algorithms;
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 = 0.1f;
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,"map2.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(0,0), containers, size, size,0);
stepN = 0;
var dfs = new DFS(collector,grid);
steps = dfs.BestPath(Content, collector, grid);
//new Thread(delegate() {
// var x = 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;
}
}
}
}