167 lines
No EOL
8.3 KiB
C#
167 lines
No EOL
8.3 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.Serialization;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input.Touch;
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using MLEM.Extensions;
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using MLEM.Misc;
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using MLEM.Startup;
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using MLEM.Textures;
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using ThemeParkClicker.Attractions;
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namespace ThemeParkClicker {
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[DataContract]
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public class ParkMap {
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private static readonly UniformTextureAtlas TilesTexture = new UniformTextureAtlas(MlemGame.LoadContent<Texture2D>("Textures/Tiles"), 16, 16);
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private const int AdditionalRadius = 10;
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[DataMember]
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public readonly int Width;
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[DataMember]
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public readonly int Height;
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[DataMember]
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private readonly List<(Point, Attraction)> attractions = new List<(Point, Attraction)>();
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private readonly Dictionary<Point, int> treePositions = new Dictionary<Point, int>();
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private readonly Dictionary<Point, int> fencePositions = new Dictionary<Point, int>();
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public float TicketsPerSecond { get; private set; }
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public Attraction PlacingAttraction;
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public Point PlacingPosition;
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private bool draggingAttraction;
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public ParkMap(int width, int height) {
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this.Width = width;
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this.Height = height;
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// set up trees
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var random = new Random();
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for (var i = 0; i < 100; i++) {
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var type = random.Next(3);
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var x = random.Next(-AdditionalRadius, this.Width + AdditionalRadius);
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var y = random.Next(-AdditionalRadius, this.Height + AdditionalRadius);
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if (x < 0 || y < 0 || x >= this.Width || y >= this.Width)
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this.treePositions[new Point(x, y)] = type;
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}
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// set up fences
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this.fencePositions[new Point(-1, -1)] = 2;
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this.fencePositions[new Point(this.Width, -1)] = 3;
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this.fencePositions[new Point(-1, this.Height)] = 4;
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this.fencePositions[new Point(this.Width, this.Height)] = 5;
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for (var x = 0; x < this.Width; x++) {
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this.fencePositions[new Point(x, -1)] = 0;
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this.fencePositions[new Point(x, this.Height)] = 0;
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}
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for (var y = 0; y < this.Height; y++) {
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this.fencePositions[new Point(-1, y)] = 1;
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this.fencePositions[new Point(this.Width, y)] = 1;
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}
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}
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public void Update(GameTime time, TimeSpan passed) {
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var tickets = 0F;
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foreach (var (_, attraction) in this.attractions) {
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attraction.Update(time, passed);
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tickets += attraction.Type.GenerationPerSecond;
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}
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this.TicketsPerSecond = tickets;
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// map movement
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if (GameImpl.Instance.DrawMap) {
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var camera = GameImpl.Instance.Camera;
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if (MlemGame.Input.GetGesture(GestureType.Pinch, out var pinch)) {
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var startDiff = pinch.Position2 - pinch.Position;
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var endDiff = pinch.Position2 + pinch.Delta2 - (pinch.Position + pinch.Delta);
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if (startDiff.LengthSquared() < endDiff.LengthSquared()) {
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// zooming in
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camera.Zoom(pinch.Delta.Length() / camera.Scale);
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} else {
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// zooming out
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camera.Zoom(-pinch.Delta.Length() / camera.Scale);
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}
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} else if (MlemGame.Input.GetGesture(GestureType.FreeDrag, out var drag)) {
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if (this.draggingAttraction) {
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// move the current placing position
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var nextPos = (camera.ToWorldPos(drag.Position + drag.Delta) / Attraction.TileSize).ToPoint();
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if (nextPos.X >= 0 && nextPos.Y >= 0 && nextPos.X < this.Width && nextPos.Y < this.Height)
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this.PlacingPosition = nextPos;
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} else {
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// move the camera
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camera.Position -= drag.Delta / camera.Scale;
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}
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} else if (this.PlacingAttraction != null) {
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foreach (var touch in MlemGame.Input.TouchState) {
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if (touch.State != TouchLocationState.Pressed)
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continue;
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// when first pressing down, go into attraction drag mode if we're touching the place location
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var offset = (camera.ToWorldPos(touch.Position) / Attraction.TileSize).ToPoint();
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this.draggingAttraction = this.PlacingAttraction.GetCoveredTiles()
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.Any(p => this.PlacingPosition + p == offset);
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}
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}
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camera.ConstrainWorldBounds(new Vector2(-AdditionalRadius) * Attraction.TileSize, new Vector2(this.Width + AdditionalRadius, this.Height + AdditionalRadius) * Attraction.TileSize);
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}
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}
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public void Draw(GameTime time, SpriteBatch batch, Vector2 position, float scale, float alpha, bool showSurroundings, RectangleF visibleArea) {
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var tileSize = Attraction.TileSize * scale;
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// draw ground
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var additionalRadius = showSurroundings ? AdditionalRadius : 0;
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var minX = Math.Max(-additionalRadius, visibleArea.Left / tileSize.X).Floor();
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var minY = Math.Max(-additionalRadius, visibleArea.Top / tileSize.Y).Floor();
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var maxX = Math.Min(this.Width + additionalRadius, visibleArea.Right / tileSize.X).Ceil();
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var maxY = Math.Min(this.Height + additionalRadius, visibleArea.Bottom / tileSize.Y).Ceil();
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for (var x = minX; x < maxX; x++) {
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for (var y = minY; y < maxY; y++) {
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var pos = new Vector2(x, y);
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var drawPos = position + pos * tileSize;
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batch.Draw(TilesTexture[0, 0], drawPos, Color.White * alpha, 0, Vector2.Zero, scale, SpriteEffects.None, 0);
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if (this.fencePositions.TryGetValue(pos.ToPoint(), out var fenceType)) {
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batch.Draw(TilesTexture[fenceType, 1], drawPos, Color.White * alpha, 0, Vector2.Zero, scale, SpriteEffects.None, 0);
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} else if (this.treePositions.TryGetValue(pos.ToPoint(), out var treeType)) {
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batch.Draw(TilesTexture[1 + treeType, 0], drawPos, Color.White * alpha, 0, Vector2.Zero, scale, SpriteEffects.None, 0);
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}
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}
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}
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// draw attractions
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foreach (var (pos, attraction) in this.attractions)
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batch.Draw(attraction.Type.TextureRegion, position + pos.ToVector2() * tileSize, Color.White * alpha, 0, Vector2.Zero, scale, SpriteEffects.None, 0);
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// placing attraction
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if (this.PlacingAttraction != null) {
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var placingPos = position + this.PlacingPosition.ToVector2() * tileSize;
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foreach (var pos in this.PlacingAttraction.GetCoveredTiles())
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batch.Draw(batch.GetBlankTexture(), new RectangleF(placingPos + pos.ToVector2() * tileSize, tileSize), Color.Black * 0.15F * alpha);
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batch.Draw(this.PlacingAttraction.Type.TextureRegion, placingPos, Color.White * alpha * 0.5F, 0, Vector2.Zero, scale, SpriteEffects.None, 0);
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}
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}
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public bool CanPlace(Point position, Attraction attraction) {
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foreach (var offset in attraction.GetCoveredTiles()) {
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if (this.GetAttractionAt(position + offset) != null)
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return false;
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}
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return true;
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}
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public void Place(Point position, Attraction attraction) {
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this.attractions.RemoveAll(pa => pa.Item1 == position);
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this.attractions.Add((position, attraction));
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}
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public Attraction GetAttractionAt(Point position) {
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foreach (var (pos, attraction) in this.attractions) {
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if (attraction.GetCoveredTiles().Any(p => pos + p == position))
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return attraction;
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}
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return null;
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}
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public int GetAttractionAmount(AttractionType type) {
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return this.attractions.Count(a => a.Item2.Type == type);
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}
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}
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} |