diff --git a/DepthsBelow/DepthsBelow/KeyboardInput.cs b/DepthsBelow/DepthsBelow/KeyboardInput.cs index c0ca262..ab14ccc 100755 --- a/DepthsBelow/DepthsBelow/KeyboardInput.cs +++ b/DepthsBelow/DepthsBelow/KeyboardInput.cs @@ -1,304 +1,327 @@ -using System; -using System.Collections.Generic; -using System.Diagnostics; -using System.Linq; -using System.Text; -using Microsoft.Xna.Framework; -using Microsoft.Xna.Framework.Content; -using Microsoft.Xna.Framework.Graphics; -using Microsoft.Xna.Framework.Input; -using Microsoft.Xna.Framework.Media; - -namespace DepthsBelow -{ - public class KeyboardInput - { - Core core; - private KeyboardState lastKeyboardState; - - int checkerSpeed = 2; - - public KeyboardInput(Core core) - { - this.core = core; - } - - /*public List> GetGroups(List soldiers) - { - var ungrouped = soldiers.ToList(); - var groups = new List>(); - - for (int index = 0; index < soldiers.Count; index++) - { - var checkingSoldier = soldiers[index]; - var group = new List(); - - for (int i = 0; i < soldiers.Count; i++) - { - var soldier = soldiers[i]; - if (ungrouped.Contains(soldier)) - { - float distance = Vector2.Distance(checkingSoldier.Transform.World + checkingSoldier.Transform.World.Origin, - soldier.Transform.World + soldier.Transform.World.Origin); - if (distance <= ((float) Grid.TileSize * 1f)) - { - ungrouped.Remove(soldier); - group.Add(soldier); - } - } - } - - if (group.Count > 0) - groups.Add(group); - } - - return groups; - }*/ - - // Get a list of dynamic soldier groups - public List> GetGroups(List soldiers, float maxRange) - { - var alreadyGrouped = new List(); - var groups = new List>(); - - for (int index = 0; index < soldiers.Count; index++) - { - var soldier = soldiers[index]; - - if (!alreadyGrouped.Contains(soldier)) - { - var group = new List(); - GetNearChain(ref group, soldiers, soldier, maxRange); - alreadyGrouped.AddRange(group); - - if (group.Count > 0) - groups.Add(group); - } - } - - return groups; - } - - // Get all soldiers who are close to each other in a chain - public void GetNearChain(ref List group, List soldiers, Soldier soldier, float maxRange) - { - for (int index = 0; index < soldiers.Count; index++) - { - var nearSoldier = soldiers[index]; - - if (!group.Contains(nearSoldier)) - { - float distance = Vector2.Distance(nearSoldier.Transform.World + nearSoldier.Transform.World.Origin, - soldier.Transform.World + soldier.Transform.World.Origin); - if (distance <= maxRange) - { - group.Add(nearSoldier); - GetNearChain(ref group, soldiers, nearSoldier, maxRange); - } - } - } - } - - private DynamicGroupManager groupManager; - - public void Update(GameTime gameTime) - { - KeyboardState ks = Keyboard.GetState(); - - // Brightness - if (ks.IsKeyUp(Keys.Up) && lastKeyboardState.IsKeyDown(Keys.Up)) - core.Brightness = (int)MathHelper.Clamp(core.Brightness + 5, 0, 254); - if (ks.IsKeyUp(Keys.Down) && lastKeyboardState.IsKeyDown(Keys.Down)) - core.Brightness = (int)MathHelper.Clamp(core.Brightness - 5, 0, 254); - - // Debug test: grouping - if (ks.IsKeyUp(Keys.K) && lastKeyboardState.IsKeyDown(Keys.K)) - { - if (groupManager == null) - groupManager = new DynamicGroupManager(core.Squad.Cast().ToList(), Grid.TileSize * 1.5f); - groupManager.UpdateGroups(); - //var groups = GetGroups(core.Squad, (float)Grid.TileSize * 1.5f); - var groups = groupManager.Groups; - foreach (var group in groups) - { - Debug.WriteLine("Group #" + groups.IndexOf(group) + " Panic: " + group.Panic); - foreach (var entity in group.Entities) - { - var soldier = (Soldier)entity; - Debug.WriteLine(soldier.Name + " " + soldier.GetHashCode()); - } - } - } - - // Next turn - if (ks.IsKeyDown(Keys.Enter) && lastKeyboardState.IsKeyUp(Keys.Enter)) - { - if (core.TurnManager.CurrentTurn == core.TurnManager["Player"]) - { - foreach (var unit in core.Squad) - { - unit.step = 0; - unit.Fired = false; - } - - core.TurnManager.EndTurn(); - } - - if (core.TurnManager.CurrentTurn == core.TurnManager["Computer"]) - { - foreach (var enemy in core.Swarm) - { - enemy.step = 0; - Point target = Point.Zero; - float distance = 7000; - foreach (var unit in core.Squad) - { - Vector2 soldier = new Vector2(unit.Transform.Grid.X, unit.Transform.Grid.Y); - Vector2 monster = new Vector2(enemy.Transform.Grid.X, enemy.Transform.Grid.Y); - - float newDistance = Vector2.Distance(soldier, monster); - - if (newDistance < distance) - { - target = unit.Transform.Grid; - distance = newDistance; - } - } - enemy.GetComponent().Goal = target; - distance = 7000; - - } - - core.TestMonster.step = 0; - Point testTarget = Point.Zero; - float testDistance = 7000; - foreach (var unit in core.Squad) - { - Vector2 soldier = new Vector2(unit.Transform.Grid.X, unit.Transform.Grid.Y); - Vector2 monster = new Vector2(core.TestMonster.Transform.Grid.X, core.TestMonster.Transform.Grid.Y); - - float newDistance = Vector2.Distance(soldier, monster); - - if (newDistance < testDistance) - { - testTarget = unit.Transform.Grid; - testDistance = newDistance; - } - } - core.TestMonster.GetComponent().Goal = testTarget; - testDistance = 7000; - - core.TurnManager.EndTurn(); - } - } - if (ks.IsKeyDown(Keys.A)) - { - /*foreach (var unit in core.Swarm) - { - unit.X = 200; - unit.Y = 200; - }*/ - core.TestMonster.X = 12; - core.TestMonster.Y = 4; - } - if (ks.IsKeyDown(Keys.N)) - { - - } - if (ks.IsKeyDown(Keys.S) || ks.IsKeyDown(Keys.R)) - { - foreach (var soldier in core.Squad) - { - if (soldier.Selected == true && soldier.Fired == false) - { - if (ks.IsKeyDown(Keys.S)) { - core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent(), "Bullet")); - } else if (ks.IsKeyDown(Keys.R)) { - core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent(), "Rocket")); - } - 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) - { - double directionX = Math.Cos(soldier.Transform.World.Rotation); - double directionY = Math.Sin(soldier.Transform.World.Rotation); - shot.direction = new Vector2((float)directionX, (float)directionY); - shot.Transform.World.Rotation = soldier.Transform.World.Rotation; - Vector2 yo = soldier.Transform.World.Position; - shot.Stat.Remember = yo; - } - } - } - } - } - if (ks.IsKeyDown(Keys.C)) - { - foreach (var soldier in core.Squad) - { - if (soldier.Selected == true && soldier.Fired == false) - { - Point checker = Point.Zero; - double directionX = Math.Cos(soldier.GetComponent().World.Rotation); - double directionY = Math.Sin(soldier.GetComponent().World.Rotation); - Vector2 direction = new Vector2((int)directionX, (int)directionY); - int range = 120; - int current = 0; - bool hit = false; - checker = new Point((int)soldier.Transform.World.Origin.X, (int)soldier.Transform.World.Origin.Y); - do - { - checker.X += (int)direction.X * checkerSpeed; - checker.Y += (int)direction.Y * checkerSpeed; - foreach (var creature in core.Swarm) - { - if (creature.GetComponent().Rectangle.Contains(checker)) - { - hit = true; - } - } - if (core.TestMonster.GetComponent().Rectangle.Contains(checker)) - { - - } - current++; - } 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(), "Bullet")); - 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; - } - } +using System; +using System.Collections.Generic; +using System.Diagnostics; +using System.Linq; +using System.Text; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Content; +using Microsoft.Xna.Framework.Graphics; +using Microsoft.Xna.Framework.Input; +using Microsoft.Xna.Framework.Media; + +namespace DepthsBelow +{ + public class KeyboardInput + { + Core core; + private KeyboardState lastKeyboardState; + + int checkerSpeed = 2; + + int bulletCost = 5; + int rocketCost = 10; + + public KeyboardInput(Core core) + { + this.core = core; + } + + /*public List> GetGroups(List soldiers) + { + var ungrouped = soldiers.ToList(); + var groups = new List>(); + + for (int index = 0; index < soldiers.Count; index++) + { + var checkingSoldier = soldiers[index]; + var group = new List(); + + for (int i = 0; i < soldiers.Count; i++) + { + var soldier = soldiers[i]; + if (ungrouped.Contains(soldier)) + { + float distance = Vector2.Distance(checkingSoldier.Transform.World + checkingSoldier.Transform.World.Origin, + soldier.Transform.World + soldier.Transform.World.Origin); + if (distance <= ((float) Grid.TileSize * 1f)) + { + ungrouped.Remove(soldier); + group.Add(soldier); + } + } + } + + if (group.Count > 0) + groups.Add(group); + } + + return groups; + }*/ + + // Get a list of dynamic soldier groups + public List> GetGroups(List soldiers, float maxRange) + { + var alreadyGrouped = new List(); + var groups = new List>(); + + for (int index = 0; index < soldiers.Count; index++) + { + var soldier = soldiers[index]; + + if (!alreadyGrouped.Contains(soldier)) + { + var group = new List(); + GetNearChain(ref group, soldiers, soldier, maxRange); + alreadyGrouped.AddRange(group); + + if (group.Count > 0) + groups.Add(group); + } + } + + return groups; + } + + // Get all soldiers who are close to each other in a chain + public void GetNearChain(ref List group, List soldiers, Soldier soldier, float maxRange) + { + for (int index = 0; index < soldiers.Count; index++) + { + var nearSoldier = soldiers[index]; + + if (!group.Contains(nearSoldier)) + { + float distance = Vector2.Distance(nearSoldier.Transform.World + nearSoldier.Transform.World.Origin, + soldier.Transform.World + soldier.Transform.World.Origin); + if (distance <= maxRange) + { + group.Add(nearSoldier); + GetNearChain(ref group, soldiers, nearSoldier, maxRange); + } + } + } + } + + private DynamicGroupManager groupManager; + + public void Update(GameTime gameTime) + { + KeyboardState ks = Keyboard.GetState(); + + // Brightness + if (ks.IsKeyUp(Keys.Up) && lastKeyboardState.IsKeyDown(Keys.Up)) + core.Brightness = (int)MathHelper.Clamp(core.Brightness + 5, 0, 254); + if (ks.IsKeyUp(Keys.Down) && lastKeyboardState.IsKeyDown(Keys.Down)) + core.Brightness = (int)MathHelper.Clamp(core.Brightness - 5, 0, 254); + + // Debug test: grouping + if (ks.IsKeyUp(Keys.K) && lastKeyboardState.IsKeyDown(Keys.K)) + { + if (groupManager == null) + groupManager = new DynamicGroupManager(core.Squad.Cast().ToList(), Grid.TileSize * 1.5f); + groupManager.UpdateGroups(); + //var groups = GetGroups(core.Squad, (float)Grid.TileSize * 1.5f); + var groups = groupManager.Groups; + foreach (var group in groups) + { + Debug.WriteLine("Group #" + groups.IndexOf(group) + " Panic: " + group.Panic); + foreach (var entity in group.Entities) + { + var soldier = (Soldier)entity; + Debug.WriteLine(soldier.Name + " " + soldier.GetHashCode()); + } + } + } + + // Next turn + if (ks.IsKeyDown(Keys.Enter) && lastKeyboardState.IsKeyUp(Keys.Enter)) + { + if (core.TurnManager.CurrentTurn == core.TurnManager["Player"]) + { + foreach (var unit in core.Squad) + { + unit.AP = 0; + unit.Fired = false; + } + + core.TurnManager.EndTurn(); + } + + if (core.TurnManager.CurrentTurn == core.TurnManager["Computer"]) + { + foreach (var enemy in core.Swarm) + { + enemy.step = 0; + Point target = Point.Zero; + float distance = 7000; + foreach (var unit in core.Squad) + { + Vector2 soldier = new Vector2(unit.Transform.Grid.X, unit.Transform.Grid.Y); + Vector2 monster = new Vector2(enemy.Transform.Grid.X, enemy.Transform.Grid.Y); + + float newDistance = Vector2.Distance(soldier, monster); + + if (newDistance < distance) + { + target = unit.Transform.Grid; + distance = newDistance; + } + } + enemy.GetComponent().Goal = target; + distance = 7000; + + } + + core.TestMonster.step = 0; + Point testTarget = Point.Zero; + float testDistance = 7000; + foreach (var unit in core.Squad) + { + Vector2 soldier = new Vector2(unit.Transform.Grid.X, unit.Transform.Grid.Y); + Vector2 monster = new Vector2(core.TestMonster.Transform.Grid.X, core.TestMonster.Transform.Grid.Y); + + float newDistance = Vector2.Distance(soldier, monster); + + if (newDistance < testDistance) + { + testTarget = unit.Transform.Grid; + testDistance = newDistance; + } + } + core.TestMonster.GetComponent().Goal = testTarget; + testDistance = 7000; + + core.TurnManager.EndTurn(); + } + } + if (ks.IsKeyDown(Keys.A)) + { + /*foreach (var unit in core.Swarm) + { + unit.X = 200; + unit.Y = 200; + }*/ + core.TestMonster.X = 12; + core.TestMonster.Y = 4; + } + if (ks.IsKeyDown(Keys.N)) + { + + } + if (ks.IsKeyDown(Keys.S) || ks.IsKeyDown(Keys.R)) + { + foreach (var soldier in core.Squad) + { + if (soldier.Selected == true && soldier.Fired == false) + { + bool enoughActionPoints = true; + int cost = 0; + string type = ""; + if (ks.IsKeyDown(Keys.S)) + { + cost = bulletCost; + type = "bullet"; + } + else if (ks.IsKeyDown(Keys.R)) + { + cost = rocketCost; + type = "Rocket"; + } + if (soldier.AP <= soldier.NumberOfActionPoints - cost) + { + core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent(), type)); + soldier.AP += cost; + soldier.Fired = true; + } + else + { + enoughActionPoints = false; + } + if (enoughActionPoints == 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) + { + double directionX = Math.Cos(soldier.Transform.World.Rotation); + double directionY = Math.Sin(soldier.Transform.World.Rotation); + shot.direction = new Vector2((float)directionX, (float)directionY); + shot.Transform.World.Rotation = soldier.Transform.World.Rotation; + Vector2 yo = soldier.Transform.World.Position; + shot.Stat.Remember = yo; + } + } + } + } + } + } + if (ks.IsKeyDown(Keys.C)) + { + foreach (var soldier in core.Squad) + { + if (soldier.Selected == true && soldier.Fired == false) + { + Point checker = Point.Zero; + double directionX = Math.Cos(soldier.GetComponent().World.Rotation); + double directionY = Math.Sin(soldier.GetComponent().World.Rotation); + Vector2 direction = new Vector2((int)directionX, (int)directionY); + int range = 120; + int current = 0; + bool hit = false; + checker = new Point((int)soldier.Transform.World.Origin.X, (int)soldier.Transform.World.Origin.Y); + do + { + checker.X += (int)direction.X * checkerSpeed; + checker.Y += (int)direction.Y * checkerSpeed; + foreach (var creature in core.Swarm) + { + if (creature.GetComponent().Rectangle.Contains(checker)) + { + hit = true; + } + } + if (core.TestMonster.GetComponent().Rectangle.Contains(checker)) + { + + } + current++; + } 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(), "Bullet")); + 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; + } + } } \ No newline at end of file diff --git a/DepthsBelow/DepthsBelow/Soldier.cs b/DepthsBelow/DepthsBelow/Soldier.cs index d738991..ac5a2a3 100755 --- a/DepthsBelow/DepthsBelow/Soldier.cs +++ b/DepthsBelow/DepthsBelow/Soldier.cs @@ -23,6 +23,9 @@ namespace DepthsBelow private bool hasFiredAlready = false; + int fireTimer = 0; + int timeSpentFired = 1000; + public bool Fired { get { return hasFiredAlready; } @@ -32,16 +35,16 @@ namespace DepthsBelow } } - public int numberOfSteps = 14; - int currentStep = 0; + public int NumberOfActionPoints = 10; + int spentActionPoints = 0; - public int step + public int AP { - get { return currentStep; } + get { return spentActionPoints; } set { - currentStep = value; - GetComponent().GetStep = currentStep; + spentActionPoints = value; + GetComponent().GetStep = spentActionPoints; } } @@ -63,11 +66,11 @@ namespace DepthsBelow AddComponent(cc); var pfc = new PathFinder(this); - AddComponent(pfc); - - var flashlight = new Flashlight(this) - { - Intensity = 0.8f + AddComponent(pfc); + + var flashlight = new Flashlight(this) + { + Intensity = 0.8f }; AddComponent(flashlight); @@ -82,13 +85,13 @@ namespace DepthsBelow GetDodge = 20 }; AddComponent(stat); - } - - public override void Remove() - { - Squad.Remove(this); - - base.Remove(); + } + + public override void Remove() + { + Squad.Remove(this); + + base.Remove(); } public bool Selected @@ -119,40 +122,40 @@ namespace DepthsBelow { List soldierCollisions = new List(); - // Collision with units at a standstill - //foreach (var soldier in Squad) - //{ - // if (soldier != this) - // { - // if (!soldier.GetComponent().IsMoving) - // { - // soldierCollisions.Add(soldier.Transform.Grid); - // } - // if (soldier.Transform.Grid == nextNode.Position) - // { - // GetComponent().RecreatePath(soldierCollisions); - // nextNode = GetComponent().Next(); - // break; - // } - // } - + // Collision with units at a standstill + //foreach (var soldier in Squad) + //{ + // if (soldier != this) + // { + // if (!soldier.GetComponent().IsMoving) + // { + // soldierCollisions.Add(soldier.Transform.Grid); + // } + // if (soldier.Transform.Grid == nextNode.Position) + // { + // GetComponent().RecreatePath(soldierCollisions); + // nextNode = GetComponent().Next(); + // break; + // } + // } + //} - // Collision with moving units - //foreach (var soldier in Squad) - //{ - // if (soldier != this) - // { - // var pathFinder = soldier.GetComponent(); - // var position = nextNode.Position; - // if (soldier.Transform.Grid == position) - // { - // soldierCollisions.Add(soldier.Transform.Grid); - // GetComponent().RecreatePath(soldierCollisions); - // nextNode = GetComponent().Next(); - // break; - // } - // } + // Collision with moving units + //foreach (var soldier in Squad) + //{ + // if (soldier != this) + // { + // var pathFinder = soldier.GetComponent(); + // var position = nextNode.Position; + // if (soldier.Transform.Grid == position) + // { + // soldierCollisions.Add(soldier.Transform.Grid); + // GetComponent().RecreatePath(soldierCollisions); + // nextNode = GetComponent().Next(); + // break; + // } + // } //} if (nextNode != null) @@ -171,9 +174,9 @@ namespace DepthsBelow if (Transform.World == nodeWorldPos) { - if (step < numberOfSteps) + if (AP < NumberOfActionPoints) { - step++; + AP++; lastLastNode = lastNode; lastNode = nextNode; nextNode = GetComponent().Next(); @@ -185,6 +188,15 @@ namespace DepthsBelow } } } + if (Fired == true) + { + fireTimer += gameTime.ElapsedGameTime.Milliseconds; + if (fireTimer > timeSpentFired) + { + fireTimer = 0; + Fired = false; + } + } } } } \ No newline at end of file