X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fcarfire;a=blobdiff_plain;f=CarFire%2FCarFire%2FCarFire%2FGame.cs;h=1486e6572a66eb31db5b6413620342eb58efe85b;hp=38d86b8eb111e1f100f4f03934a6031575290f96;hb=60d05271b295d2ca94a0028059add525c1bbffb1;hpb=c5daf1d9adca0c3a826dfa2ac7b6d4f8a64c84a3 diff --git a/CarFire/CarFire/CarFire/Game.cs b/CarFire/CarFire/CarFire/Game.cs index 38d86b8..1486e65 100644 --- a/CarFire/CarFire/CarFire/Game.cs +++ b/CarFire/CarFire/CarFire/Game.cs @@ -9,18 +9,302 @@ using Microsoft.Xna.Framework.Input; namespace CarFire { + /// + /// Container class for the whole state of the game. + /// + public class GameState + { + #region Public Properties + private const int hitMonsterScore = 20; + private const int killMonsterScore = 100; + public int HitMonsterScore { get { return hitMonsterScore; } } + public int KillMonsterScore { get { return killMonsterScore; } } + + public long FrameNumber { get { return mFrameNumber; } } + + public long Checksum { get { return mChecksum; } } + + public int NumberOfPlayers { get { return mNumberOfPlayers; } } + + public Map Map; + public List Entities = new List(); + public List mProjectiles = new List(); + public Player[] mCharacters; + public Display mDisplay; + public AI AIData; + #endregion + + + #region Public Methods + + /// + /// Construct a game state container with the number of players. + /// + /// Number of players. + public GameState(int numPlayers) + { + mNumberOfPlayers = numPlayers; + mFrameNumber = 0; + + mCharacters = new Player[numPlayers]; + + mIsGameOver = new bool[numPlayers]; + mIsTerminated = new bool[numPlayers]; + + mMouseLocation = new Point[numPlayers]; + mMouseButton = new bool[numPlayers]; + mKeysDown = new List[numPlayers]; + for (int i = 0; i < numPlayers; i++) mKeysDown[i] = new List(); + + mKeypressCount = new int[numPlayers]; + mElapsedTime = 0; + mChecksum = 0; + } + + + /// + /// Should be called by the Game class to advance the state + /// to the next frame. + /// + /// The inputs that occurred to be + /// applied this coming frame. + /// Milliseconds; used for the checksum. + public void AdvanceFrame(NextInputs inputs, long milliseconds) + { + mFrameNumber++; + mElapsedTime += milliseconds; + + for (int player = 0; player < NumberOfPlayers; player++) + { + if (inputs.IsMousePressedChanged[player]) + { + mMouseButton[player] = inputs.MousePressed[player]; + } + + if (inputs.IsMouseLocationChanged[player]) + { + mMouseLocation[player] = inputs.MouseLocation[player]; + } + + foreach (Keys k in inputs.KeysPressed[player]) + { + if (!mKeysDown[player].Contains(k)) + { + mKeysDown[player].Add(k); + mKeypressCount[player]++; + } + } + + foreach (Keys k in inputs.KeysReleased[player]) mKeysDown[player].Remove(k); + } + + ComputeChecksum(); + } + + + /// + /// Get the mouse location for a player. + /// + /// Player Number. + /// Mouse location. + public Point GetMouseLocation(int playerNum) + { + return mMouseLocation[playerNum]; + } + + /// + /// Get the mouse button state for a player. + /// + /// Player number. + /// Mouse button state.. + public bool GetMouseButton(int playerNum) + { + return mMouseButton[playerNum]; + } + + /// + /// Get the keyboard state for a player. + /// + /// Player number. + /// Keyboard state. + public List GetKeysDown(int playerNum) + { + return mKeysDown[playerNum]; + } + + #endregion + + + #region Private Methods + + // Calculates a checksum for debugging network synchronization issues. + long ComputeChecksum() + { + mChecksum += FrameNumber; + for (int i = 0; i < NumberOfPlayers; i++) + { + mChecksum = mChecksum + mKeypressCount[i]; + mChecksum = mChecksum * 3 + (mIsGameOver[i] ? 1 : 2); + mChecksum = mChecksum * 3 + (mIsTerminated[i] ? 1 : 2); + foreach (Keys k in mKeysDown[i]) + mChecksum = mChecksum * 257 + (int)k; + mChecksum = mChecksum * 25789 + mMouseLocation[i].X * 259 + mMouseLocation[i].Y + 375; + mChecksum = mChecksum * 3 + (mMouseButton[i] ? 1 : 2); + + } + mChecksum += mElapsedTime; + + return mChecksum; + } + + #endregion + + + #region Private Variables + + int mNumberOfPlayers; + public Point[] mMouseLocation; + public bool[] mMouseButton; + public List[] mKeysDown; + + long mFrameNumber; + + bool[] mIsGameOver; + bool[] mIsTerminated; + + int[] mKeypressCount; + long mElapsedTime; + long mChecksum; + + #endregion + } + + /// + /// Container class for all the inputs for a single frame. + /// + public class NextInputs + { + public List[] KeysPressed; + public List[] KeysReleased; + public Point[] MouseLocation; + public bool[] IsMouseLocationChanged; + public bool[] MousePressed; + public bool[] IsMousePressedChanged; + + public NextInputs(int numPlayers) + { + KeysPressed = new List[numPlayers]; + KeysReleased = new List[numPlayers]; + IsMouseLocationChanged = new bool[numPlayers]; + MousePressed = new bool[numPlayers]; + IsMousePressedChanged = new bool[numPlayers]; + for (int i = 0; i < numPlayers; i++) KeysPressed[i] = new List(); + for (int i = 0; i < numPlayers; i++) KeysReleased[i] = new List(); + } + } + + + /// + /// The big kahuna. + /// public class Game : IDeterministicGame { - #region IDeterministicGame Members + #region Public Properties + + /// + /// Get the content manager associated with this game. + /// + public ContentManager ContentManager { get { return mContentManager; } } + + /// + /// Get the state. + /// + public GameState State; + + public bool[,] Grid + { + get + { + bool[,] grid = State.Map.Grid; + foreach (IEntity entity in State.Entities) + { + Point coordinates = entity.Coordinates; + if (State.Map.IsCellOpen(coordinates)) grid[coordinates.X, coordinates.Y] = false; + } + return grid; + } + } + + #endregion + + #region Public Methods + + public IEntity GetEntityAtCoordinates(Point point) + { + foreach (IEntity entity in State.Entities) + { + if (entity.Coordinates == point) return entity; + } + return null; + } + + public Player GetPlayerAtCoordinates(Point point) + { + foreach (Player player in State.mCharacters) + { + if (player != null && player.Coordinates == point) return player; + } + return null; + } + + public bool IsCellOpen(Point point) + { + if (!State.Map.IsCellOpen(point)) return false; + IEntity entity = GetEntityAtCoordinates(point); + if (entity != null && entity.IsCollidable) return false; + return true; + } + + public Game() + { + + } + /// + /// This method should be called whenever the players want to move to a new map. + /// Not implemented yet. Need some way to get next map. + /// + public void startNewMap() + { + //TODO somehow get next map + State.Entities.Clear(); + //State.Map = State.Map.getNextMap(); + for (int i = 0; i < State.mCharacters.Length; i++) + { + State.mCharacters[i].Coordinates = State.Map.GetStartingPositionForPlayer(i + 1); + } + State.Entities = State.Map.GetAllEntities(this); + } public void LoadContent(ContentManager contentManager) { + mContentManager = contentManager; + menu = mContentManager.Load("menuFont"); + } public void UnloadContent() { } + private int GetPlayerNumber(Object playerIdentifier) + { + for (int i = 0; i < mPlayerIdentifiers.Length; i++) + { + if (mPlayerIdentifiers[i] == playerIdentifier) return i; + } + throw new Exception("Illegal player identifier" + playerIdentifier); + } + public Vector2 PreferredScreenSize { get { return new Vector2(800, 600); } @@ -38,11 +322,84 @@ namespace CarFire public void ResetGame(object[] playerIdentifiers, object thisPlayer) { + int numPlayers = playerIdentifiers.Count(); + + mPlayerIdentifiers = new object[numPlayers]; + for (int i = 0; i < numPlayers; i++) mPlayerIdentifiers[i] = playerIdentifiers[i]; + + mThisPlayerID = GetPlayerNumber(thisPlayer); + + State = new GameState(numPlayers); + mInputs = new NextInputs(numPlayers); + State.mDisplay = new Display(this); + State.mDisplay.LoadContent(mContentManager); + + // Load the tilemap. + Texture2D mapTiles = mContentManager.Load("graphics/wallAndFloorTilesNoEdgeScale"); + Tilemap tilemap = new Tilemap(mapTiles, 10, 7); + tilemap.SetTile(' ', new Point(4, 5), TileFlags.Default); + tilemap.SetTile('`', new Point(0, 1), TileFlags.Closed | TileFlags.Wall); + tilemap.SetTile('~', new Point(1, 1), TileFlags.Closed | TileFlags.Wall); + tilemap.SetTile('!', new Point(3, 1), TileFlags.Closed | TileFlags.Wall); + tilemap.SetTile('@', new Point(4, 1), TileFlags.Closed | TileFlags.Wall); + tilemap.SetTile('#', new Point(5, 1), TileFlags.Closed | TileFlags.Wall); + tilemap.SetTile('$', new Point(6, 1), TileFlags.Closed | TileFlags.Wall); + tilemap.SetTile('%', new Point(8, 1), TileFlags.Closed | TileFlags.Wall); + tilemap.SetTile('^', new Point(9, 1), TileFlags.Closed | TileFlags.Wall); + tilemap.SetTile('&', new Point(0, 2), TileFlags.Closed | TileFlags.Wall); + tilemap.SetTile('=', new Point(1, 2), TileFlags.Closed | TileFlags.Wall); + tilemap.SetTile('*', new Point(2, 2), TileFlags.Closed | TileFlags.Wall); + tilemap.SetTile('(', new Point(4, 2), TileFlags.Closed | TileFlags.Wall); + tilemap.SetTile(')', new Point(0, 3), TileFlags.Closed | TileFlags.Wall); + tilemap.SetTile('_', new Point(2, 3), TileFlags.Closed | TileFlags.Wall); + tilemap.SetTile('-', new Point(9, 3), TileFlags.Closed | TileFlags.Wall); + tilemap.SetTile(',', new Point(1, 4), TileFlags.Default); + tilemap.SetTile('+', new Point(2, 4), TileFlags.Default); + tilemap.SetTile('[', new Point(3, 4), TileFlags.Default); + tilemap.SetTile(']', new Point(4, 4), TileFlags.Default); + tilemap.SetTile('{', new Point(5, 4), TileFlags.Default); + tilemap.SetTile('}', new Point(6, 4), TileFlags.Default); + tilemap.SetTile('\\', new Point(8, 4), TileFlags.Default); + tilemap.SetTile('|', new Point(9, 4), TileFlags.Default); + tilemap.SetTile(';', new Point(0, 5), TileFlags.Default); + tilemap.SetTile(':', new Point(1, 5), TileFlags.Default); + tilemap.SetTile('\'', new Point(2, 5), TileFlags.Default); + tilemap.SetTile('"', new Point(3, 5), TileFlags.Default); + tilemap.SetTile('.', new Point(5, 5), TileFlags.Default); + tilemap.SetTile('<', new Point(6, 5), TileFlags.Default); + tilemap.SetTile('>', new Point(7, 5), TileFlags.Default); + tilemap.SetTile('/', new Point(8, 5), TileFlags.Default); + tilemap.SetTile('?', new Point(9, 5), TileFlags.Default); + Map.Tilemap = tilemap; + + // Load the first map. + State.Map = mContentManager.Load("Maps/level1"); + State.Entities = State.Map.GetAllEntities(this); + + //State.AIData = new AI(this); + + /* + mPlayers.Clear(); + for (int i = 0; i < PlayerIdentifiers.Length; i++) + { + Human player = new Human(mMap, ""); + mPlayers.Add(player); + mDisplay.AddCharacters(player); + mPlayers.Add(player); + mDisplay.AddCharacters(player); + } + this.playerIdentifiers = PlayerIdentifiers; + for (int i = 0; i < mPlayers.Count; i++) + { + Point starting = mMap.GetStartingPositionForPlayer(i + 1); + mPlayers[i].Spawn(new Vector2(starting.X, starting.Y)); + } + */ } public long CurrentFrameNumber { - get { return 0; } + get { return State.FrameNumber; } } public long CurrentChecksum @@ -52,36 +409,95 @@ namespace CarFire public void ApplyKeyInput(object playerIdentifier, Keys key, bool isKeyPressed) { + //code from Prof Jensen's TestHarness + int player = GetPlayerNumber(playerIdentifier); + + if (isKeyPressed && !mInputs.KeysPressed[player].Contains(key)) + mInputs.KeysPressed[player].Add(key); + + if (!isKeyPressed && !mInputs.KeysReleased[player].Contains(key)) + mInputs.KeysReleased[player].Add(key); + } public void ApplyMouseLocationInput(object playerIdentifier, int x, int y) { + } public void ApplyMouseButtonInput(object playerIdentifier, bool isButtonPressed) { + } public bool IsGameOver(object playerIdentifier) { - return true; + return false; } public bool IsTerminated(object playerIdentifier) { - return true; + return false; } - public long Update(TimeSpan timespan) + public long Update(TimeSpan elapsedTime) { - return CurrentFrameNumber; + State.AdvanceFrame(mInputs, elapsedTime.Milliseconds); // Apply the inputs, advance game state. + State.mDisplay.Update(elapsedTime, mThisPlayerID); + State.Entities.ForEach(delegate(IEntity e) { e.Update(elapsedTime); }); + mInputs = new NextInputs(State.NumberOfPlayers); // Start with inputs cleared on the next frame. + //mDisplay.Update(elapsedTime); + return State.FrameNumber; + } public long Draw(SpriteBatch spriteBatch) { + bool allCharactersSelected = true; + for (int i = 0; i < State.NumberOfPlayers; i++) + { + //If player has not selected a player yet let them select one. + if (State.mCharacters[i] == null) + { + allCharactersSelected = false; + if (State.GetKeysDown(i).Contains(Keys.M)) + { + State.mCharacters[i] = new Melee(this, "", State.Map.GetStartingPositionForPlayer(i + 1), i); + State.mCharacters[i].LoadContent(mContentManager); + } + else if (State.GetKeysDown(i).Contains(Keys.R)) + { + State.mCharacters[i] = new Ranged(this, "", State.Map.GetStartingPositionForPlayer(i + 1), i); + State.mCharacters[i].LoadContent(mContentManager); + } + } + } + if (allCharactersSelected) + { + + State.mDisplay.Draw(spriteBatch); + } + else + { + spriteBatch.GraphicsDevice.Clear(Color.Black); + spriteBatch.DrawString(menu, "Press R to select a Ranged Character and M to select a Melee Character", new Vector2(30, 30), Color.RosyBrown); + } return CurrentFrameNumber; } #endregion + + + #region Private Variables + + SpriteFont menu; + + ContentManager mContentManager; + NextInputs mInputs; + + Object[] mPlayerIdentifiers; + int mThisPlayerID; + + #endregion } }