All Monsters now move

This commit is contained in:
Niklas Ulf Anders Cullberg
2012-10-28 22:48:06 +01:00
parent 5c59a2277b
commit 4a60e4e2d5
5 changed files with 492 additions and 458 deletions
+1 -1
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@@ -89,7 +89,7 @@ namespace DepthsBelow.Component
public int Penalty(int distance) public int Penalty(int distance)
{ {
return panic + GetPenalty(stepsTaken) + (int)(GetPenalty(distance) / 2); return panic/* + GetPenalty(stepsTaken)*/ + (int)(GetPenalty(distance));
} }
public Stat(Entity parent) public Stat(Entity parent)
+3 -3
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@@ -85,9 +85,9 @@ namespace DepthsBelow
/// <param name="gameTime"></param> /// <param name="gameTime"></param>
public void Update(GameTime gameTime) public void Update(GameTime gameTime)
{ {
foreach (var entity in Entities.ToList()) foreach (var entity in Entities.ToList())
entity.Update(gameTime); entity.Update(gameTime);
} }
/// <summary> /// <summary>
/// Draw all entities handled by the entity manager. /// Draw all entities handled by the entity manager.
+297 -274
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@@ -1,275 +1,298 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Diagnostics; using System.Diagnostics;
using System.Linq; using System.Linq;
using System.Text; using System.Text;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Media;
namespace DepthsBelow namespace DepthsBelow
{ {
public class KeyboardInput public class KeyboardInput
{ {
Core core; Core core;
private KeyboardState lastKeyboardState; private KeyboardState lastKeyboardState;
int checkerSpeed = 2; int checkerSpeed = 2;
public KeyboardInput(Core core) public KeyboardInput(Core core)
{ {
this.core = core; this.core = core;
} }
/*public List<List<Soldier>> GetGroups(List<Soldier> soldiers) /*public List<List<Soldier>> GetGroups(List<Soldier> soldiers)
{ {
var ungrouped = soldiers.ToList(); var ungrouped = soldiers.ToList();
var groups = new List<List<Soldier>>(); var groups = new List<List<Soldier>>();
for (int index = 0; index < soldiers.Count; index++) for (int index = 0; index < soldiers.Count; index++)
{ {
var checkingSoldier = soldiers[index]; var checkingSoldier = soldiers[index];
var group = new List<Soldier>(); var group = new List<Soldier>();
for (int i = 0; i < soldiers.Count; i++) for (int i = 0; i < soldiers.Count; i++)
{ {
var soldier = soldiers[i]; var soldier = soldiers[i];
if (ungrouped.Contains(soldier)) if (ungrouped.Contains(soldier))
{ {
float distance = Vector2.Distance(checkingSoldier.Transform.World + checkingSoldier.Transform.World.Origin, float distance = Vector2.Distance(checkingSoldier.Transform.World + checkingSoldier.Transform.World.Origin,
soldier.Transform.World + soldier.Transform.World.Origin); soldier.Transform.World + soldier.Transform.World.Origin);
if (distance <= ((float) Grid.TileSize * 1f)) if (distance <= ((float) Grid.TileSize * 1f))
{ {
ungrouped.Remove(soldier); ungrouped.Remove(soldier);
group.Add(soldier); group.Add(soldier);
} }
} }
} }
if (group.Count > 0) if (group.Count > 0)
groups.Add(group); groups.Add(group);
} }
return groups; return groups;
}*/ }*/
// Get a list of dynamic soldier groups // Get a list of dynamic soldier groups
public List<List<Soldier>> GetGroups(List<Soldier> soldiers, float maxRange) public List<List<Soldier>> GetGroups(List<Soldier> soldiers, float maxRange)
{ {
var alreadyGrouped = new List<Soldier>(); var alreadyGrouped = new List<Soldier>();
var groups = new List<List<Soldier>>(); var groups = new List<List<Soldier>>();
for (int index = 0; index < soldiers.Count; index++) for (int index = 0; index < soldiers.Count; index++)
{ {
var soldier = soldiers[index]; var soldier = soldiers[index];
if (!alreadyGrouped.Contains(soldier)) if (!alreadyGrouped.Contains(soldier))
{ {
var group = new List<Soldier>(); var group = new List<Soldier>();
GetNearChain(ref group, soldiers, soldier, maxRange); GetNearChain(ref group, soldiers, soldier, maxRange);
alreadyGrouped.AddRange(group); alreadyGrouped.AddRange(group);
if (group.Count > 0) if (group.Count > 0)
groups.Add(group); groups.Add(group);
} }
} }
return groups; return groups;
} }
// Get all soldiers who are close to each other in a chain // Get all soldiers who are close to each other in a chain
public void GetNearChain(ref List<Soldier> group, List<Soldier> soldiers, Soldier soldier, float maxRange) public void GetNearChain(ref List<Soldier> group, List<Soldier> soldiers, Soldier soldier, float maxRange)
{ {
for (int index = 0; index < soldiers.Count; index++) for (int index = 0; index < soldiers.Count; index++)
{ {
var nearSoldier = soldiers[index]; var nearSoldier = soldiers[index];
if (!group.Contains(nearSoldier)) if (!group.Contains(nearSoldier))
{ {
float distance = Vector2.Distance(nearSoldier.Transform.World + nearSoldier.Transform.World.Origin, float distance = Vector2.Distance(nearSoldier.Transform.World + nearSoldier.Transform.World.Origin,
soldier.Transform.World + soldier.Transform.World.Origin); soldier.Transform.World + soldier.Transform.World.Origin);
if (distance <= maxRange) if (distance <= maxRange)
{ {
group.Add(nearSoldier); group.Add(nearSoldier);
GetNearChain(ref group, soldiers, nearSoldier, maxRange); GetNearChain(ref group, soldiers, nearSoldier, maxRange);
} }
} }
} }
} }
private DynamicGroupManager groupManager; private DynamicGroupManager groupManager;
public void Update(GameTime gameTime) public void Update(GameTime gameTime)
{ {
KeyboardState ks = Keyboard.GetState(); KeyboardState ks = Keyboard.GetState();
// Brightness // Brightness
if (ks.IsKeyUp(Keys.Up) && lastKeyboardState.IsKeyDown(Keys.Up)) if (ks.IsKeyUp(Keys.Up) && lastKeyboardState.IsKeyDown(Keys.Up))
core.Brightness = (int)MathHelper.Clamp(core.Brightness + 5, 0, 254); core.Brightness = (int)MathHelper.Clamp(core.Brightness + 5, 0, 254);
if (ks.IsKeyUp(Keys.Down) && lastKeyboardState.IsKeyDown(Keys.Down)) if (ks.IsKeyUp(Keys.Down) && lastKeyboardState.IsKeyDown(Keys.Down))
core.Brightness = (int)MathHelper.Clamp(core.Brightness - 5, 0, 254); core.Brightness = (int)MathHelper.Clamp(core.Brightness - 5, 0, 254);
// Debug test: grouping // Debug test: grouping
if (ks.IsKeyUp(Keys.K) && lastKeyboardState.IsKeyDown(Keys.K)) if (ks.IsKeyUp(Keys.K) && lastKeyboardState.IsKeyDown(Keys.K))
{ {
if (groupManager == null) if (groupManager == null)
groupManager = new DynamicGroupManager(core.Squad.Cast<Entity>().ToList(), Grid.TileSize * 1.5f); groupManager = new DynamicGroupManager(core.Squad.Cast<Entity>().ToList(), Grid.TileSize * 1.5f);
groupManager.UpdateGroups(); groupManager.UpdateGroups();
//var groups = GetGroups(core.Squad, (float)Grid.TileSize * 1.5f); //var groups = GetGroups(core.Squad, (float)Grid.TileSize * 1.5f);
var groups = groupManager.Groups; var groups = groupManager.Groups;
foreach (var group in groups) foreach (var group in groups)
{ {
Debug.WriteLine("Group #" + groups.IndexOf(group) + " Panic: " + group.Panic); Debug.WriteLine("Group #" + groups.IndexOf(group) + " Panic: " + group.Panic);
foreach (var entity in group.Entities) foreach (var entity in group.Entities)
{ {
var soldier = (Soldier)entity; var soldier = (Soldier)entity;
Debug.WriteLine(soldier.Name + " " + soldier.GetHashCode()); Debug.WriteLine(soldier.Name + " " + soldier.GetHashCode());
} }
} }
} }
// Next turn // Next turn
if (ks.IsKeyDown(Keys.Enter) && lastKeyboardState.IsKeyUp(Keys.Enter)) if (ks.IsKeyDown(Keys.Enter) && lastKeyboardState.IsKeyUp(Keys.Enter))
{ {
if (core.TurnManager.CurrentTurn == core.TurnManager["Player"]) if (core.TurnManager.CurrentTurn == core.TurnManager["Player"])
{ {
foreach (var unit in core.Squad) foreach (var unit in core.Squad)
{ {
unit.step = 0; unit.step = 0;
unit.Fired = false; unit.Fired = false;
} }
core.TurnManager.EndTurn(); core.TurnManager.EndTurn();
} }
if (core.TurnManager.CurrentTurn == core.TurnManager["Computer"]) if (core.TurnManager.CurrentTurn == core.TurnManager["Computer"])
{ {
core.TestMonster.step = 0; foreach (var enemy in core.Swarm)
Point target = Point.Zero; {
float distance = 7000; enemy.step = 0;
foreach (var unit in core.Squad) Point target = Point.Zero;
{ float distance = 7000;
Vector2 soldier = new Vector2(unit.Transform.Grid.X, unit.Transform.Grid.Y); foreach (var unit in core.Squad)
Vector2 monster = new Vector2(core.TestMonster.Transform.Grid.X, core.TestMonster.Transform.Grid.Y); {
Vector2 soldier = new Vector2(unit.Transform.Grid.X, unit.Transform.Grid.Y);
float newDistance = Vector2.Distance(soldier, monster); Vector2 monster = new Vector2(enemy.Transform.Grid.X, enemy.Transform.Grid.Y);
if (newDistance < distance) float newDistance = Vector2.Distance(soldier, monster);
{
target = unit.Transform.Grid; if (newDistance < distance)
distance = newDistance; {
} target = unit.Transform.Grid;
} distance = newDistance;
core.TestMonster.GetComponent<Component.PathFinder>().Goal = target; }
distance = 7000; }
enemy.GetComponent<Component.PathFinder>().Goal = target;
core.TurnManager.EndTurn(); distance = 7000;
}
} }
if (ks.IsKeyDown(Keys.A))
{ core.TestMonster.step = 0;
/*foreach (var unit in core.Swarm) Point testTarget = Point.Zero;
{ float testDistance = 7000;
unit.X = 200; foreach (var unit in core.Squad)
unit.Y = 200; {
}*/ Vector2 soldier = new Vector2(unit.Transform.Grid.X, unit.Transform.Grid.Y);
core.TestMonster.X = 12; Vector2 monster = new Vector2(core.TestMonster.Transform.Grid.X, core.TestMonster.Transform.Grid.Y);
core.TestMonster.Y = 4;
} float newDistance = Vector2.Distance(soldier, monster);
if (ks.IsKeyDown(Keys.N))
{ if (newDistance < testDistance)
{
} testTarget = unit.Transform.Grid;
if (ks.IsKeyDown(Keys.S)) testDistance = newDistance;
{ }
foreach (var soldier in core.Squad) }
{ core.TestMonster.GetComponent<Component.PathFinder>().Goal = testTarget;
if (soldier.Selected == true && soldier.Fired == false) testDistance = 7000;
{
core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>())); core.TurnManager.EndTurn();
soldier.Fired = true; }
foreach (var shot in core.Volley) }
{ if (ks.IsKeyDown(Keys.A))
if (shot.select == false) {
{ /*foreach (var unit in core.Swarm)
shot.select = true; {
shot.X = soldier.X; unit.X = 200;
shot.Y = soldier.Y; unit.Y = 200;
//shot.Transform.World.X += Grid.TileSize / 2; }*/
//shot.Transform.World.Y += Grid.TileSize / 2; core.TestMonster.X = 12;
} core.TestMonster.Y = 4;
if (shot.direction == Vector2.Zero) }
{ if (ks.IsKeyDown(Keys.N))
double directionX = Math.Cos(soldier.GetComponent<Component.Transform>().World.Rotation); {
double directionY = Math.Sin(soldier.GetComponent<Component.Transform>().World.Rotation);
shot.direction = new Vector2((float)directionX, (float)directionY); }
shot.Transform.World.Rotation = soldier.Transform.World.Rotation; if (ks.IsKeyDown(Keys.S))
} {
} foreach (var soldier in core.Squad)
} {
} if (soldier.Selected == true && soldier.Fired == false)
} {
if (ks.IsKeyDown(Keys.C)) core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>()));
{ soldier.Fired = true;
foreach (var soldier in core.Squad) foreach (var shot in core.Volley)
{ {
if (soldier.Selected == true && soldier.Fired == false) if (shot.select == false)
{ {
Point checker = Point.Zero; shot.select = true;
double directionX = Math.Cos(soldier.GetComponent<Component.Transform>().World.Rotation); shot.X = soldier.X;
double directionY = Math.Sin(soldier.GetComponent<Component.Transform>().World.Rotation); shot.Y = soldier.Y;
Vector2 direction = new Vector2((int)directionX, (int)directionY); //shot.Transform.World.X += Grid.TileSize / 2;
int range = 120; //shot.Transform.World.Y += Grid.TileSize / 2;
int current = 0; }
bool hit = false; if (shot.direction == Vector2.Zero)
checker = new Point((int)soldier.Transform.World.Origin.X, (int)soldier.Transform.World.Origin.Y); {
do double directionX = Math.Cos(soldier.GetComponent<Component.Transform>().World.Rotation);
{ double directionY = Math.Sin(soldier.GetComponent<Component.Transform>().World.Rotation);
checker.X += (int)direction.X * checkerSpeed; shot.direction = new Vector2((float)directionX, (float)directionY);
checker.Y += (int)direction.Y * checkerSpeed; shot.Transform.World.Rotation = soldier.Transform.World.Rotation;
foreach (var creature in core.Swarm) }
{ }
if (creature.GetComponent<Component.Collision>().Rectangle.Contains(checker)) }
{ }
hit = true; }
} if (ks.IsKeyDown(Keys.C))
} {
if (core.TestMonster.GetComponent<Component.Collision>().Rectangle.Contains(checker)) foreach (var soldier in core.Squad)
{ {
if (soldier.Selected == true && soldier.Fired == false)
} {
current++; Point checker = Point.Zero;
} while (hit == false && current < range); double directionX = Math.Cos(soldier.GetComponent<Component.Transform>().World.Rotation);
current = 0; double directionY = Math.Sin(soldier.GetComponent<Component.Transform>().World.Rotation);
if (soldier.Selected == true && soldier.Fired == false && hit == true) Vector2 direction = new Vector2((int)directionX, (int)directionY);
{ int range = 120;
core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>())); int current = 0;
soldier.Fired = true; bool hit = false;
foreach (var shot in core.Volley) checker = new Point((int)soldier.Transform.World.Origin.X, (int)soldier.Transform.World.Origin.Y);
{ do
if (shot.select == false) {
{ checker.X += (int)direction.X * checkerSpeed;
shot.select = true; checker.Y += (int)direction.Y * checkerSpeed;
shot.X = soldier.X; foreach (var creature in core.Swarm)
shot.Y = soldier.Y; {
//shot.Transform.World.X += Grid.TileSize / 2; if (creature.GetComponent<Component.Collision>().Rectangle.Contains(checker))
//shot.Transform.World.Y += Grid.TileSize / 2; {
} hit = true;
if (shot.direction == Vector2.Zero) }
{ }
shot.direction = new Vector2((float)directionX, (float)directionY); if (core.TestMonster.GetComponent<Component.Collision>().Rectangle.Contains(checker))
shot.Transform.World.Rotation = soldier.Transform.World.Rotation; {
}
} }
} current++;
hit = false; } while (hit == false && current < range);
} current = 0;
} if (soldier.Selected == true && soldier.Fired == false && hit == true)
} {
core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>()));
lastKeyboardState = ks; soldier.Fired = true;
} foreach (var shot in core.Volley)
} {
if (shot.select == false)
{
shot.select = true;
shot.X = soldier.X;
shot.Y = soldier.Y;
//shot.Transform.World.X += Grid.TileSize / 2;
//shot.Transform.World.Y += Grid.TileSize / 2;
}
if (shot.direction == Vector2.Zero)
{
shot.direction = new Vector2((float)directionX, (float)directionY);
shot.Transform.World.Rotation = soldier.Transform.World.Rotation;
}
}
}
hit = false;
}
}
}
lastKeyboardState = ks;
}
}
} }
+84 -73
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@@ -1,74 +1,85 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using DepthsBelow.Component; using DepthsBelow.Component;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Input;
namespace DepthsBelow namespace DepthsBelow
{ {
public class Shot : Entity public class Shot : Entity
{ {
public static Texture2D Texture; public static Texture2D Texture;
public Color Color; public Color Color;
public static Point Origin; public static Point Origin;
Stat soldierStat; Stat soldierStat;
public Stat Stat public Stat Stat
{ {
get { return soldierStat; } get { return soldierStat; }
set { soldierStat = value; } set { soldierStat = value; }
} }
private bool _selected = false; //I guess as in "currently doing something" private bool _selected = false; //I guess as in "currently doing something"
public bool select public bool select
{ {
get { return _selected; } get { return _selected; }
set set
{ {
_selected = value; _selected = value;
} }
} }
public List<Shot> Volley; public List<Shot> Volley;
public Vector2 direction = Vector2.Zero; public Vector2 direction = Vector2.Zero;
public Shot(EntityManager entityManager, Stat _soldierStat) public Shot(EntityManager entityManager, Stat _soldierStat)
: base(entityManager) : base(entityManager)
{ {
if (Texture == null) if (Texture == null)
LoadContent(); LoadContent();
Transform.World.Origin = new Vector2(16, 16); Transform.World.Origin = new Vector2(16, 16);
Stat = _soldierStat; Stat = _soldierStat;
this.Color = Color.White; this.Color = Color.White;
var rc = new SpriteRenderer(this) { Texture = Texture, Color = Color.White }; var rc = new SpriteRenderer(this) { Texture = Texture, Color = Color.White };
AddComponent(rc); AddComponent(rc);
var cc = new Collision(this, 32, 32); var cc = new Collision(this, 32, 32);
AddComponent(cc); AddComponent(cc);
} }
public static void LoadContent() public static void LoadContent()
{ {
Texture = GameServices.GetService<ContentManager>().Load<Texture2D>("images/Shot"); Texture = GameServices.GetService<ContentManager>().Load<Texture2D>("images/Shot");
} }
public override void Update(GameTime gameTime) public override void Update(GameTime gameTime)
{ {
base.Update(gameTime); base.Update(gameTime);
float elapsed = gameTime.ElapsedGameTime.Milliseconds / 1000.0f; float elapsed = gameTime.ElapsedGameTime.Milliseconds / 1000.0f;
List<Point> soldierCollisions = new List<Point>(); List<Point> soldierCollisions = new List<Point>();
// HACK: Make this work properly with other speeds... // HACK: Make this work properly with other speeds...
float speed = 4f; float speed = 4f;
Transform.World.Position += speed * direction; Transform.World.Position += speed * direction;
}
} foreach (var entity in entityManager.Entities)
{
if (entity is SmallEnemy)
{
if (this.GetComponent<Component.Collision>().Rectangle.Intersects(entity.GetComponent<Component.Collision>().Rectangle))
{
}
}
}
}
}
} }
+107 -107
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@@ -1,107 +1,107 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Text; using System.Text;
using DepthsBelow.Component; using DepthsBelow.Component;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
namespace DepthsBelow namespace DepthsBelow
{ {
/// <summary> /// <summary>
/// Various global utility functions. /// Various global utility functions.
/// </summary> /// </summary>
static class Utility static class Utility
{ {
/// <summary> /// <summary>
/// Calculate the chance of an entity with a Stat component to hit another unit. /// Calculate the chance of an entity with a Stat component to hit another unit.
/// </summary> /// </summary>
/// <param name="attacker">The attacking unit.</param> /// <param name="attacker">The attacking unit.</param>
/// <param name="defender">The recieving unit.</param> /// <param name="defender">The recieving unit.</param>
/// <returns>Returns a hit chance percentage.</returns> /// <returns>Returns a hit chance percentage.</returns>
public static int CalculateHitChance(Entity attacker, Entity defender) public static int CalculateHitChance(Entity attacker, Entity defender)
{ {
Stat shooting = attacker.GetComponent<Stat>(); Stat shooting = attacker.GetComponent<Stat>();
Stat dodging = defender.GetComponent<Stat>(); Stat dodging = defender.GetComponent<Stat>();
if (shooting == null || dodging == null) if (shooting == null || dodging == null)
{ {
return 0; return 0;
} }
int baseHitChance = shooting.GetAim; int baseHitChance = shooting.GetAim;
int baseDodgeChance = dodging.GetDodge; int baseDodgeChance = dodging.GetDodge;
int distance = (int)Vector2.Distance(attacker.GetComponent<Transform>().World.Position, defender.GetComponent<Transform>().World.Position); int distance = (int)Vector2.Distance(attacker.GetComponent<Transform>().World.Position, defender.GetComponent<Transform>().World.Position);
int basePenalty = shooting.Penalty(distance / (Grid.TileSize)); int basePenalty = shooting.Penalty(distance / (Grid.TileSize));
Console.WriteLine("Penalty = " + basePenalty); Console.WriteLine("Penalty = " + basePenalty);
int chanceToHit = baseHitChance - baseDodgeChance - basePenalty; int chanceToHit = baseHitChance - baseDodgeChance - basePenalty;
//Console.WriteLine(chanceToHit); //Console.WriteLine(chanceToHit);
return chanceToHit; return chanceToHit;
} }
/*public static bool HitTest(Entity attacker, Entity defender, int chanceToHit) public static bool HitTest(Entity attacker, Entity defender, int chanceToHit)
{ {
Component.Stat shooting = attacker.GetComponent<Component.Stat>(); Component.Stat shooting = attacker.GetComponent<Component.Stat>();
Component.Stat dodging = defender.GetComponent<Component.Stat>(); Component.Stat dodging = defender.GetComponent<Component.Stat>();
Random rand = new Random(); Random rand = new Random();
if (rand.Next(0, 100) < chanceToHit) if (rand.Next(0, 100) < chanceToHit)
{ {
dodging.Life -= shooting.Strength - dodging.Defence / 2; dodging.Life -= shooting.Strength - dodging.Defence / 2;
return true; return true;
} }
return false; return false;
}*/ }
private static Texture2D blank; private static Texture2D blank;
public static void DrawLine(SpriteBatch batch, Color color, float width, Vector2 start, Vector2 end) public static void DrawLine(SpriteBatch batch, Color color, float width, Vector2 start, Vector2 end)
{ {
if (blank == null) if (blank == null)
{ {
blank = new Texture2D(Core.GraphicsDeviceManager.GraphicsDevice, 1, 1, false, SurfaceFormat.Color); blank = new Texture2D(Core.GraphicsDeviceManager.GraphicsDevice, 1, 1, false, SurfaceFormat.Color);
blank.SetData(new[] { color }); blank.SetData(new[] { color });
} }
float angle = (float)Math.Atan2(end.Y - start.Y, end.X - start.X); float angle = (float)Math.Atan2(end.Y - start.Y, end.X - start.X);
float length = Vector2.Distance(start, end); float length = Vector2.Distance(start, end);
batch.Draw(blank, start, null, color, batch.Draw(blank, start, null, color,
angle, Vector2.Zero, new Vector2(length, width), angle, Vector2.Zero, new Vector2(length, width),
SpriteEffects.None, 0); SpriteEffects.None, 0);
} }
private static Texture2D solidTexture = null; private static Texture2D solidTexture = null;
/// <summary> /// <summary>
/// Creates a 1x1 solid white XNA texture. /// Creates a 1x1 solid white XNA texture.
/// </summary> /// </summary>
/// <returns>Returns a 1x1 solid white Texture2D object.</returns> /// <returns>Returns a 1x1 solid white Texture2D object.</returns>
public static Texture2D GetSolidTexture() public static Texture2D GetSolidTexture()
{ {
if (solidTexture == null) if (solidTexture == null)
{ {
solidTexture = new Texture2D(GameServices.GetService<GraphicsDevice>(), 1, 1); solidTexture = new Texture2D(GameServices.GetService<GraphicsDevice>(), 1, 1);
solidTexture.SetData(new Color[] { Color.White }); solidTexture.SetData(new Color[] { Color.White });
} }
return solidTexture; return solidTexture;
} }
/// <summary> /// <summary>
/// Converts rectangles with negative sizes to positive sizes with its position offset. /// Converts rectangles with negative sizes to positive sizes with its position offset.
/// </summary> /// </summary>
/// <param name="rect">The rectangle with potentially negative sizes.</param> /// <param name="rect">The rectangle with potentially negative sizes.</param>
/// <returns>Returns a rectangle with positive sizes.</returns> /// <returns>Returns a rectangle with positive sizes.</returns>
public static Rectangle MakeRectanglePositive(Rectangle rect) public static Rectangle MakeRectanglePositive(Rectangle rect)
{ {
if (rect.Width < 0) if (rect.Width < 0)
{ {
rect.X += rect.Width; rect.X += rect.Width;
rect.Width = -rect.Width; rect.Width = -rect.Width;
} }
if (rect.Height < 0) if (rect.Height < 0)
{ {
rect.Y += rect.Height; rect.Y += rect.Height;
rect.Height = -rect.Height; rect.Height = -rect.Height;
} }
return rect; return rect;
} }
} }
} }