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testin
This commit is contained in:
BOTLester 2020-04-07 17:50:31 +02:00
commit 165f50b3fd
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 15
VisualStudioVersion = 15.0.28307.1062
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Game1", "Game1\Game1.csproj", "{650E4519-2DEF-496F-AC3B-3C794DC7CF0D}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x86 = Debug|x86
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{650E4519-2DEF-496F-AC3B-3C794DC7CF0D}.Debug|x86.ActiveCfg = Debug|x86
{650E4519-2DEF-496F-AC3B-3C794DC7CF0D}.Debug|x86.Build.0 = Debug|x86
{650E4519-2DEF-496F-AC3B-3C794DC7CF0D}.Release|x86.ActiveCfg = Release|x86
{650E4519-2DEF-496F-AC3B-3C794DC7CF0D}.Release|x86.Build.0 = Release|x86
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {566A20EC-7E98-400B-AF49-2BD1FAED299E}
EndGlobalSection
EndGlobal

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#----------------------------- Global Properties ----------------------------#
/outputDir:bin/$(Platform)
/intermediateDir:obj/$(Platform)
/platform:Windows
/config:
/profile:Reach
/compress:False
#-------------------------------- References --------------------------------#
#---------------------------------- Content ---------------------------------#
#begin Font.spritefont
/importer:FontDescriptionImporter
/processor:FontDescriptionProcessor
/processorParam:PremultiplyAlpha=True
/processorParam:TextureFormat=Compressed
/build:Font.spritefont
#begin Tile.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:Tile.png
#begin Tractor.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:Tractor.png

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#if OPENGL
#define SV_POSITION POSITION
#define VS_SHADERMODEL vs_3_0
#define PS_SHADERMODEL ps_3_0
#else
#define VS_SHADERMODEL vs_4_0_level_9_1
#define PS_SHADERMODEL ps_4_0_level_9_1
#endif
matrix WorldViewProjection;
struct VertexShaderInput
{
float4 Position : POSITION0;
float4 Color : COLOR0;
};
struct VertexShaderOutput
{
float4 Position : SV_POSITION;
float4 Color : COLOR0;
};
VertexShaderOutput MainVS(in VertexShaderInput input)
{
VertexShaderOutput output = (VertexShaderOutput)0;
output.Position = mul(input.Position, WorldViewProjection);
output.Color = input.Color;
return output;
}
float4 MainPS(VertexShaderOutput input) : COLOR
{
return input.Color;
}
technique BasicColorDrawing
{
pass P0
{
VertexShader = compile VS_SHADERMODEL MainVS();
PixelShader = compile PS_SHADERMODEL MainPS();
}
};

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<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<!--
Modify this string to change the font that will be imported.
-->
<FontName>Arial</FontName>
<!--
Size is a float value, measured in points. Modify this value to change
the size of the font.
-->
<Size>12</Size>
<!--
Spacing is a float value, measured in pixels. Modify this value to change
the amount of spacing in between characters.
-->
<Spacing>0</Spacing>
<!--
UseKerning controls the layout of the font. If this value is true, kerning information
will be used when placing characters.
-->
<UseKerning>true</UseKerning>
<!--
Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
and "Bold, Italic", and are case sensitive.
-->
<Style>Regular</Style>
<!--
If you uncomment this line, the default character will be substituted if you draw
or measure text that contains characters which were not included in the font.
-->
<!-- <DefaultCharacter>*</DefaultCharacter> -->
<!--
CharacterRegions control what letters are available in the font. Every
character from Start to End will be built and made available for drawing. The
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
character set. The characters are ordered according to the Unicode standard.
See the documentation for more information.
-->
<CharacterRegions>
<CharacterRegion>
<Start>&#32;</Start>
<End>&#126;</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>

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<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<!--
Modify this string to change the font that will be imported.
-->
<FontName>Arial</FontName>
<!--
Size is a float value, measured in points. Modify this value to change
the size of the font.
-->
<Size>12</Size>
<!--
Spacing is a float value, measured in pixels. Modify this value to change
the amount of spacing in between characters.
-->
<Spacing>0</Spacing>
<!--
UseKerning controls the layout of the font. If this value is true, kerning information
will be used when placing characters.
-->
<UseKerning>true</UseKerning>
<!--
Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
and "Bold, Italic", and are case sensitive.
-->
<Style>Regular</Style>
<!--
If you uncomment this line, the default character will be substituted if you draw
or measure text that contains characters which were not included in the font.
-->
<!-- <DefaultCharacter>*</DefaultCharacter> -->
<!--
CharacterRegions control what letters are available in the font. Every
character from Start to End will be built and made available for drawing. The
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
character set. The characters are ordered according to the Unicode standard.
See the documentation for more information.
-->
<CharacterRegions>
<CharacterRegion>
<Start>&#32;</Start>
<End>&#126;</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>

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<?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/Joel/source/repos/Game1/Game1/Content/Font.spritefont</File>
<File>C:/Users/Joel/source/repos/Game1/Game1/Content/Tile.png</File>
<File>C:/Users/Joel/source/repos/Game1/Game1/Content/Tractor.png</File>
</SourceFiles>
<DestFiles>
<File xsi:nil="true" />
<File xsi:nil="true" />
<File xsi:nil="true" />
</DestFiles>
</SourceFileCollection>

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Source File,Dest File,Processor Type,Content Type,Source File Size,Dest File Size,Build Seconds

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<?xml version="1.0" encoding="utf-8"?>
<PipelineBuildEvent xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<SourceFile>C:/Users/Joel/source/repos/Game1/Game1/Content/Font.spritefont</SourceFile>
<SourceTime>2018-12-08T17:35:46+01:00</SourceTime>
<DestFile>C:/Users/Joel/source/repos/Game1/Game1/Content/bin/Windows/Content/Font.xnb</DestFile>
<DestTime>2020-04-07T00:39:59.615775+02:00</DestTime>
<Importer>FontDescriptionImporter</Importer>
<ImporterTime>2018-12-08T17:35:54+01:00</ImporterTime>
<Processor>FontDescriptionProcessor</Processor>
<ProcessorTime>2018-12-08T17:35:54+01:00</ProcessorTime>
<Parameters>
<Key>PremultiplyAlpha</Key>
<Value>True</Value>
</Parameters>
<Parameters>
<Key>TextureFormat</Key>
<Value>Compressed</Value>
</Parameters>
<Dependencies />
<BuildAsset />
<BuildOutput />
</PipelineBuildEvent>

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<?xml version="1.0" encoding="utf-8"?>
<PipelineBuildEvent xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<SourceFile>C:/Users/Joel/source/repos/Game1/Game1/Content/Tile.png</SourceFile>
<SourceTime>2020-04-06T13:52:22.5160544+02:00</SourceTime>
<DestFile>C:/Users/Joel/source/repos/Game1/Game1/Content/bin/Windows/Content/Tile.xnb</DestFile>
<DestTime>2020-04-07T00:39:59.9623316+02:00</DestTime>
<Importer>TextureImporter</Importer>
<ImporterTime>2018-12-08T17:35:54+01:00</ImporterTime>
<Processor>TextureProcessor</Processor>
<ProcessorTime>2018-12-08T17:35:54+01:00</ProcessorTime>
<Parameters>
<Key>ColorKeyColor</Key>
<Value>255,0,255,255</Value>
</Parameters>
<Parameters>
<Key>ColorKeyEnabled</Key>
<Value>True</Value>
</Parameters>
<Parameters>
<Key>GenerateMipmaps</Key>
<Value>False</Value>
</Parameters>
<Parameters>
<Key>PremultiplyAlpha</Key>
<Value>True</Value>
</Parameters>
<Parameters>
<Key>ResizeToPowerOfTwo</Key>
<Value>False</Value>
</Parameters>
<Parameters>
<Key>MakeSquare</Key>
<Value>False</Value>
</Parameters>
<Parameters>
<Key>TextureFormat</Key>
<Value>Color</Value>
</Parameters>
<Dependencies />
<BuildAsset />
<BuildOutput />
</PipelineBuildEvent>

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<?xml version="1.0" encoding="utf-8"?>
<PipelineBuildEvent xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<SourceFile>C:/Users/Joel/source/repos/Game1/Game1/Content/Tractor.png</SourceFile>
<SourceTime>2020-04-06T14:11:32.7941423+02:00</SourceTime>
<DestFile>C:/Users/Joel/source/repos/Game1/Game1/Content/bin/Windows/Content/Tractor.xnb</DestFile>
<DestTime>2020-04-07T00:39:59.9743322+02:00</DestTime>
<Importer>TextureImporter</Importer>
<ImporterTime>2018-12-08T17:35:54+01:00</ImporterTime>
<Processor>TextureProcessor</Processor>
<ProcessorTime>2018-12-08T17:35:54+01:00</ProcessorTime>
<Parameters>
<Key>ColorKeyColor</Key>
<Value>255,0,255,255</Value>
</Parameters>
<Parameters>
<Key>ColorKeyEnabled</Key>
<Value>True</Value>
</Parameters>
<Parameters>
<Key>GenerateMipmaps</Key>
<Value>False</Value>
</Parameters>
<Parameters>
<Key>PremultiplyAlpha</Key>
<Value>True</Value>
</Parameters>
<Parameters>
<Key>ResizeToPowerOfTwo</Key>
<Value>False</Value>
</Parameters>
<Parameters>
<Key>MakeSquare</Key>
<Value>False</Value>
</Parameters>
<Parameters>
<Key>TextureFormat</Key>
<Value>Color</Value>
</Parameters>
<Dependencies />
<BuildAsset />
<BuildOutput />
</PipelineBuildEvent>

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace Game1
{
/// <summary>
/// This is the main type for your game.
/// </summary>
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
SpriteFont Bold;
private Texture2D tile;
private Texture2D tractor;
private Tractor tractorUnit = new Tractor();
private Input input = new Input();
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
input.init(graphics, new Vector2(8,8), 56, 1);
tractorUnit.updateSizing(input.getTileSize(), input.getSpacing());
graphics.PreferredBackBufferWidth = (input.getTileSize() + input.getSpacing()) * (int)input.getSize().X;
graphics.PreferredBackBufferHeight = (input.getTileSize() + input.getSpacing()) * (int)input.getSize().Y + 125;
graphics.ApplyChanges();
}
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
tile = Content.Load<Texture2D>("Tile");
tractor = Content.Load<Texture2D>("Tractor");
Bold = Content.Load<SpriteFont>("Font");
}
protected override void UnloadContent()
{
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
tractorUnit.updateSizing(input.getTileSize(), input.getSpacing());
tractorUnit.updatePosition(input.getSize());
tractorUnit.setSpeed(input.changeSpeed(tractorUnit.getSpeed()));
input.changeSize();
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime) //Draw Function
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
for(int i = 0; i < input.getSize().X; i++) //Draw the tiles
{
for (int j = 0; j < input.getSize().Y; j++)
{
spriteBatch.Draw(tile, new Rectangle(i * (input.getTileSize() + input.getSpacing()), j * (input.getTileSize() + input.getSpacing()), input.getTileSize(), input.getTileSize()), Color.White);
}
}
spriteBatch.Draw(tractor, new Rectangle((int)tractorUnit.getTargetPosition().X, (int)tractorUnit.getTargetPosition().Y, input.getTileSize(), input.getTileSize()) , Color.Red); //Draws the tractors target
spriteBatch.Draw(tractor, new Rectangle((int)tractorUnit.getPos().X, (int)tractorUnit.getPos().Y, input.getTileSize(), input.getTileSize()), Color.Black); //Draws the tractor
spriteBatch.DrawString(Bold, "Speed:" + tractorUnit.getSpeed().ToString(), new Vector2(10, input.getSize().Y * input.getTileSize() + 20) , Color.White); //Draws the the speed
spriteBatch.End();
base.Draw(gameTime);
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
<ProductVersion>8.0.30703</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{650E4519-2DEF-496F-AC3B-3C794DC7CF0D}</ProjectGuid>
<OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>Game1</RootNamespace>
<AssemblyName>Game1</AssemblyName>
<FileAlignment>512</FileAlignment>
<MonoGamePlatform>Windows</MonoGamePlatform>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
<PlatformTarget>x86</PlatformTarget>
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\$(MonoGamePlatform)\$(Platform)\$(Configuration)\</OutputPath>
<DefineConstants>DEBUG;TRACE;WINDOWS</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
<PlatformTarget>x86</PlatformTarget>
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\$(MonoGamePlatform)\$(Platform)\$(Configuration)\</OutputPath>
<DefineConstants>TRACE;WINDOWS</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup>
<ApplicationIcon>Icon.ico</ApplicationIcon>
</PropertyGroup>
<PropertyGroup>
<ApplicationManifest>app.manifest</ApplicationManifest>
</PropertyGroup>
<ItemGroup>
<Compile Include="Game1.cs" />
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Sources\Input.cs" />
<Compile Include="Sources\Queue.cs" />
<Compile Include="Sources\Task.cs" />
<Compile Include="Sources\Tractor.cs" />
</ItemGroup>
<ItemGroup>
<Reference Include="MonoGame.Framework">
<HintPath>$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\Windows\MonoGame.Framework.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Content Include="Content\Tile.png" />
<Content Include="Content\Tractor.png" />
<Content Include="Icon.ico" />
</ItemGroup>
<ItemGroup>
<MonoGameContentReference Include="Content\Content.mgcb" />
<None Include="app.manifest" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Content.Builder.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

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using System;
namespace Game1
{
#if WINDOWS || LINUX
public static class Program
{
[STAThread]
static void Main()
{
using (var game = new Game1())
game.Run();
}
}
#endif
}

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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("Game1")]
[assembly: AssemblyProduct("Game1")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyCopyright("Copyright © 2020")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("c5aa87e0-cca2-4d29-84a0-d72e849711b4")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Graphics;
class Input
{
private KeyboardState state = Keyboard.GetState();
GraphicsDeviceManager graphics;
Vector2 Size;
int tileSize;
int Spacing;
public void init(GraphicsDeviceManager Graphics, Vector2 size, int TileSize, int SPacing)
{
graphics = Graphics;
tileSize = TileSize;
Spacing = SPacing;
Size = size;
}
public int changeSpeed(int speed)
{
KeyboardState state = Keyboard.GetState();
if (state.IsKeyDown(Keys.Right))
{
speed++;
}
if (state.IsKeyDown(Keys.Left) && speed > 0)
{
speed--;
}
return speed;
}
public Vector2 changeSize()
{
KeyboardState state = Keyboard.GetState();
if (state.IsKeyDown(Keys.D) && Size.X < 100)
{
Size.X++;
graphics.PreferredBackBufferWidth = (tileSize + Spacing) * (int)Size.X - 1;
}
if (state.IsKeyDown(Keys.A) && Size.X > 2)
{
Size.X--;
graphics.PreferredBackBufferWidth = (tileSize + Spacing) * (int)Size.X - 1;
}
if (state.IsKeyDown(Keys.W) && Size.Y < (GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height / 56) - 125/56)
{
Size.Y++;
graphics.PreferredBackBufferHeight = 57 * (int)Size.Y - 1 + 100;
}
if (state.IsKeyDown(Keys.S) && Size.Y > 2)
{
Size.Y--;
graphics.PreferredBackBufferHeight = 57 * (int)Size.Y - 1 + 100;
}
controlWindowSize();
return Size;
}
private void controlWindowSize()
{
if (Size.X * tileSize + 20 > GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width)
{
tileSize--;
}
if (Size.X * tileSize - 100 < GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width && tileSize < 56)
{
tileSize++;
}
graphics.ApplyChanges();
}
public int getTileSize()
{
return tileSize;
}
public int getSpacing()
{
return Spacing;
}
public Vector2 getSize()
{
return Size;
}
public void setTileSize(int newTileSize)
{
tileSize = newTileSize;
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Game1.Sources
{
class Queue
{
private Task[] task;
public void Sort()
{
}
}
}

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using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace Game1.Sources
{
class Task
{
private Vector2 Position;
private int Objective;
private float timer;
public void setTimer(float newTimer)
{
timer = newTimer;
}
public void updateTimer()
{
timer = timer - 1 / 60;
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
class Tractor
{
private Vector2 Position;
private Vector2 TargetPosition;
private Vector2 Direction;
private int Spacing, sizeTile;
private int Speed = 1;
private Random r = new Random();
public void updateSizing(int newSize, int newSpacingSize)
{
Spacing = newSpacingSize;
sizeTile = newSize;
}
private void updateDirection(Vector2 Size) /// Runs when the tractor reaches a tile
{
Vector2 DeltaPosition = TargetPosition - Position;
if (DeltaPosition.X == 0)
{
if (DeltaPosition.Y == 0)
{
Direction = new Vector2(0, 0);
setTargetPosition(new Vector2(r.Next(0, (int)Size.X), r.Next(0, (int)Size.Y)) * (sizeTile + Spacing)); //Sets a random Target
/// Do Nothing - is currently located on the targetPos
return;
}
else if (DeltaPosition.Y > 0)
{
Direction = new Vector2(0, 1);
return;
}
else if (DeltaPosition.Y < 0)
{
Direction = new Vector2(0, -1);
return;
}
}
else if (DeltaPosition.X > 0)
{
Direction = new Vector2(1, 0);
return;
}
else if (DeltaPosition.X < 0)
{
Direction = new Vector2(-1, 0);
return;
}
}
public void updatePosition(Vector2 Size) /// updates the position
{
for (int i = 0; i < Speed; i++)
{
updateDirection(Size);
Position = Position + Direction;
}
}
public Vector2 getPos()
{
return Position;
}
public void increaseSpeed()
{
Speed++;
}
public void decreaseSpeed()
{
if (Speed > 0)
{
Speed--;
}
}
private void setTargetPosition(Vector2 newPosition) /// sets the TargetPosition once it reaches its destination
{
TargetPosition = newPosition;
}
public void setSpeed(int newSpeed)
{
Speed = newSpeed;
}
public int getSpeed()
{
return Speed;
}
public Vector2 getTargetPosition()
{
return TargetPosition;
}
}

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<?xml version="1.0" encoding="utf-8"?>
<assembly manifestVersion="1.0" xmlns="urn:schemas-microsoft-com:asm.v1">
<assemblyIdentity version="1.0.0.0" name="Game1"/>
<trustInfo xmlns="urn:schemas-microsoft-com:asm.v2">
<security>
<requestedPrivileges xmlns="urn:schemas-microsoft-com:asm.v3">
<requestedExecutionLevel level="asInvoker" uiAccess="false" />
</requestedPrivileges>
</security>
</trustInfo>
<compatibility xmlns="urn:schemas-microsoft-com:compatibility.v1">
<application>
<!-- A list of the Windows versions that this application has been tested on and is
is designed to work with. Uncomment the appropriate elements and Windows will
automatically selected the most compatible environment. -->
<!-- Windows Vista -->
<supportedOS Id="{e2011457-1546-43c5-a5fe-008deee3d3f0}" />
<!-- Windows 7 -->
<supportedOS Id="{35138b9a-5d96-4fbd-8e2d-a2440225f93a}" />
<!-- Windows 8 -->
<supportedOS Id="{4a2f28e3-53b9-4441-ba9c-d69d4a4a6e38}" />
<!-- Windows 8.1 -->
<supportedOS Id="{1f676c76-80e1-4239-95bb-83d0f6d0da78}" />
<!-- Windows 10 -->
<supportedOS Id="{8e0f7a12-bfb3-4fe8-b9a5-48fd50a15a9a}" />
</application>
</compatibility>
<application xmlns="urn:schemas-microsoft-com:asm.v3">
<windowsSettings>
<dpiAware xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">true/pm</dpiAware>
</windowsSettings>
</application>
</assembly>

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4d2592adfb4cd19156f3ef9ac9b8402e1aa87b33

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c:\users\joel\source\repos\Game1\Game1\bin\Windows\x86\Debug\Game1.exe
c:\users\joel\source\repos\Game1\Game1\bin\Windows\x86\Debug\Game1.pdb
c:\users\joel\source\repos\Game1\Game1\bin\Windows\x86\Debug\MonoGame.Framework.dll
c:\users\joel\source\repos\Game1\Game1\bin\Windows\x86\Debug\SharpDX.MediaFoundation.dll
c:\users\joel\source\repos\Game1\Game1\bin\Windows\x86\Debug\SharpDX.dll
c:\users\joel\source\repos\Game1\Game1\bin\Windows\x86\Debug\SharpDX.XAudio2.dll
c:\users\joel\source\repos\Game1\Game1\bin\Windows\x86\Debug\SharpDX.DXGI.dll
c:\users\joel\source\repos\Game1\Game1\bin\Windows\x86\Debug\SharpDX.Direct3D11.dll
c:\users\joel\source\repos\Game1\Game1\bin\Windows\x86\Debug\SharpDX.Direct2D1.dll
c:\users\joel\source\repos\Game1\Game1\bin\Windows\x86\Debug\SharpDX.XInput.dll
c:\users\joel\source\repos\Game1\Game1\bin\Windows\x86\Debug\MonoGame.Framework.xml
c:\users\joel\source\repos\Game1\Game1\bin\Windows\x86\Debug\SharpDX.MediaFoundation.xml
c:\users\joel\source\repos\Game1\Game1\bin\Windows\x86\Debug\SharpDX.xml
c:\users\joel\source\repos\Game1\Game1\bin\Windows\x86\Debug\SharpDX.XAudio2.xml
c:\users\joel\source\repos\Game1\Game1\bin\Windows\x86\Debug\SharpDX.DXGI.xml
c:\users\joel\source\repos\Game1\Game1\bin\Windows\x86\Debug\SharpDX.Direct3D11.xml
c:\users\joel\source\repos\Game1\Game1\bin\Windows\x86\Debug\SharpDX.Direct2D1.xml
c:\users\joel\source\repos\Game1\Game1\bin\Windows\x86\Debug\SharpDX.XInput.xml
c:\users\joel\source\repos\Game1\Game1\obj\x86\Debug\Game1.csprojAssemblyReference.cache
c:\users\joel\source\repos\Game1\Game1\obj\x86\Debug\Game1.csproj.CoreCompileInputs.cache
c:\users\joel\source\repos\Game1\Game1\obj\x86\Debug\Game1.csproj.CopyComplete
c:\users\joel\source\repos\Game1\Game1\obj\x86\Debug\Game1.exe
c:\users\joel\source\repos\Game1\Game1\obj\x86\Debug\Game1.pdb
c:\users\joel\source\repos\Game1\Game1\bin\Windows\x86\Debug\Content\Tile.xnb
c:\users\joel\source\repos\Game1\Game1\bin\Windows\x86\Debug\Content\Tractor.xnb
c:\users\joel\source\repos\Game1\Game1\bin\Windows\x86\Debug\Content\Font.xnb

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