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GameManager.cs
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257 lines (182 loc) · 6.95 KB
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Roguelike.Class;
using Roguelike.Class.UI;
using Roguelike.Class.World;
using Roguelike.Class.World.DungeonContent;
using System.Collections.Generic;
using System.Diagnostics;
namespace Roguelike
{
public enum Theme { tempel, science }
public class GameManager : Game
{
private GraphicsDeviceManager _graphics;
private SpriteBatch _spriteBatch;
protected Vector2 position;
protected Rectangle collisionBox;
private static List<GameObject> gameObjects;
public static List<GameObject> environmentList;
static List<GameObject> removeList;
private static List<GameObject> addObject;
private static List<Heart> hearts;
public static Counter monsterUI;
public static int monstersLeft;
public static LevelGenerator lg;
//player
public static Player player;
protected static Vector2 screenSize;
private Texture2D collisionTexture;
public static Vector2 GetScreenSize { get => screenSize; }
public static ContentManager content;
public MeleeWeapon weapon;
Dungeon currentDungeon;
public static int levelProgression;
public GameManager()
{
_graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
IsMouseVisible = true;
}
protected override void Initialize()
{
levelProgression = 1;
screenSize = new Vector2(1920, 1080);
_graphics.PreferredBackBufferWidth = (int)screenSize.X;
_graphics.PreferredBackBufferHeight = (int)screenSize.Y;
_graphics.ApplyChanges();
lg = new LevelGenerator();
addObject = new List<GameObject>();
removeList = new List<GameObject>();
gameObjects = new List<GameObject>();
environmentList = new List<GameObject>();
weapon = new MeleeWeapon(new Vector2(0, 0));
// TODO: Add your initialization logic here
player = new Player(weapon);
hearts = new List<Heart>(3) {
new Heart(new Vector2(150, 150), 0.05f),
new Heart(new Vector2(250, 150),0.05f),
new Heart(new Vector2(350, 150), 0.05f)
};
monsterUI = new Counter(new Vector2(150, 250), 0.2f, 0);
currentDungeon = new Dungeon(Theme.science, new Level((int)screenSize.X, (int)screenSize.Y, environmentList));
//gameObjects.Add(currentDungeon);
gameObjects.Add(weapon);
gameObjects.Add(currentDungeon);
gameObjects.Add(player);
foreach (GameObject obj in hearts)
{
gameObjects.Add(obj);
}
gameObjects.Add(monsterUI);
base.Initialize();
}
protected override void LoadContent()
{
_spriteBatch = new SpriteBatch(GraphicsDevice);
content = this.Content;
ChangeLevel(levelProgression);
collisionTexture = Content.Load<Texture2D>("CollisionTexture");
foreach (GameObject obj in gameObjects)
{
obj.LoadContent(content);
}
// TODO: use this.Content to load your game content here
base.LoadContent();
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
// TODO: Add your update logic here
foreach(GameObject obj in removeList)
{
gameObjects.Remove(obj);
}
removeList.Clear();
foreach (GameObject obj in addObject)
{
gameObjects.Add(obj);
}
addObject.Clear();
foreach (GameObject obj in gameObjects)
{
obj.Update(gameTime);
foreach (GameObject other in gameObjects)
{
obj.CheckCollision(other);
}
}
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
_spriteBatch.Begin();
foreach (GameObject obj in gameObjects)
{
obj.Draw(_spriteBatch);
#if DEBUG
// DrawCollisionBox(obj);
#endif
}
monsterUI.Draw( _spriteBatch);
_spriteBatch.End();
base.Draw(gameTime);
}
public static void ChangeLevel(int levelProgress)
{
foreach (GameObject obj in environmentList)
{
RemoveObject(obj);
}
environmentList = lg.CreateLevel(levelProgress, content);
foreach (GameObject obj in environmentList)
{
AddObject(obj);
}
}
public static void UpdateHealthUi(int health) {
if(health >= 0)
{
RemoveObject(hearts[health]);
}
if (health == 0)
{
RemoveObject(player);
}
}
public static void SpawnPortal() {
foreach(GameObject obj in gameObjects)
{
if(obj is Portal)
{
obj.position.X = 800;
}
}
}
public static void AddObject(GameObject obj)
{
addObject.Add(obj);
}
public static void RemoveObject(GameObject obj)
{
removeList.Add(obj);
}
private void DrawCollisionBox(GameObject go)
{
Rectangle topLine = new Rectangle(go.CollisionBox.X, go.CollisionBox.Y, go.CollisionBox.Width, 1);
Rectangle bottomLine = new Rectangle(go.CollisionBox.X, go.CollisionBox.Y + go.CollisionBox.Height, go.CollisionBox.Width, 1);
Rectangle rightLine = new Rectangle(go.CollisionBox.X + go.CollisionBox.Width, go.CollisionBox.Y, 1, go.CollisionBox.Height);
Rectangle leftLine = new Rectangle(go.CollisionBox.X, go.CollisionBox.Y, 1, go.CollisionBox.Height);
_spriteBatch.Draw(collisionTexture, topLine, Color.Red);
_spriteBatch.Draw(collisionTexture, bottomLine, Color.Red);
_spriteBatch.Draw(collisionTexture, rightLine, Color.Red);
_spriteBatch.Draw(collisionTexture, leftLine, Color.Red);
}
}
}