Stardew_Valley_Mods/GeneralMods/Revitalize/Framework/Minigame/SeasideScrambleMinigame/SeasideScramble.cs

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C#
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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Revitalize.Framework.Minigame.SeasideScrambleMinigame;
using StardustCore.UIUtilities;
namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
{
public class SeasideScramble : StardewValley.Minigames.IMinigame
{
public static SeasideScramble self;
SeasideScrambleMap currentMap;
public int currentNumberOfPlayers = 0;
public const int maxPlayers = 4;
public Dictionary<string, SeasideScrambleMap> SeasideScrambleMaps;
public bool quitGame;
public SSCTextureUtilities textureUtils;
public SSCPlayer player;
public SeasideScramble()
{
self = this;
this.textureUtils = new SSCTextureUtilities();
TextureManager playerManager = new TextureManager("SSCPlayer");
playerManager.searchForTextures(ModCore.ModHelper, ModCore.Manifest, Path.Combine("Content", "Minigames", "SeasideScramble", "Graphics", "Player"));
this.textureUtils.addTextureManager(playerManager);
this.LoadTextures();
this.LoadMaps();
this.loadStartingMap();
this.quitGame = false;
this.player = new SSCPlayer();
}
private void LoadTextures()
{
}
private void LoadMaps()
{
this.SeasideScrambleMaps = new Dictionary<string, SeasideScrambleMap>();
this.SeasideScrambleMaps.Add("TestRoom",new SeasideScrambleMap(SeasideScrambleMap.LoadMap("TestRoom.tbin").Value));
}
private void loadStartingMap()
{
this.currentMap = this.SeasideScrambleMaps["TestRoom"];
}
/// <summary>
/// What happens when the screen changes size.
/// </summary>
public void changeScreenSize()
{
//throw new NotImplementedException();
}
/// <summary>
/// Used to update Stardew Valley while this minigame runs. True means SDV updates false means the SDV pauses all update ticks.
/// </summary>
/// <returns></returns>
public bool doMainGameUpdates()
{
return false;
//throw new NotImplementedException();
}
/// <summary>
/// Draws all game aspects to the screen.
/// </summary>
/// <param name="b"></param>
public void draw(SpriteBatch b)
{
if (this.currentMap!=null){
this.currentMap.draw(b);
}
b.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
if (this.player != null)
{
this.player.draw(b);
}
b.End();
}
/// <summary>
/// What happens when the left click is held.
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
public void leftClickHeld(int x, int y)
{
//throw new NotImplementedException();
}
/// <summary>
/// The id of the minigame???
/// </summary>
/// <returns></returns>
public string minigameId()
{
return "Seaside Scramble Stardew Lite Edition";
//throw new NotImplementedException();
}
/// <summary>
/// Does this override free mous emovements?
/// </summary>
/// <returns></returns>
public bool overrideFreeMouseMovement()
{
return false;
//throw new NotImplementedException();
}
/// <summary>
/// ??? Undocumended.
/// </summary>
/// <param name="data"></param>
public void receiveEventPoke(int data)
{
//throw new NotImplementedException();
}
/// <summary>
/// What happens when a key is pressed.
/// </summary>
/// <param name="k"></param>
public void receiveKeyPress(Keys k)
{
//throw new NotImplementedException();
this.checkForMovementInput(k);
}
/// <summary>
/// Checks for player movement.
/// </summary>
/// <param name="K"></param>
private void checkForMovementInput(Keys K)
{
Microsoft.Xna.Framework.Input.GamePadState state = this.getGamepadState(PlayerIndex.One);
if(K== Keys.A)
{
ModCore.log("A pressed for Seaside Scramble!");
this.player.movePlayer(SSCEnums.FacingDirection.Left);
}
if (K == Keys.W)
{
ModCore.log("W pressed for Seaside Scramble!");
this.player.movePlayer(SSCEnums.FacingDirection.Up);
}
if(K== Keys.S)
{
ModCore.log("S pressed for Seaside Scramble!");
this.player.movePlayer(SSCEnums.FacingDirection.Down);
}
if(K== Keys.D)
{
ModCore.log("D pressed for Seaside Scramble!");
this.player.movePlayer(SSCEnums.FacingDirection.Right);
}
if(K== Keys.Escape)
{
this.quitGame = true;
}
}
private GamePadState getGamepadState(PlayerIndex index)
{
return Microsoft.Xna.Framework.Input.GamePad.GetState(PlayerIndex.One);
}
public void receiveKeyRelease(Keys K)
{
//throw new NotImplementedException();
if (K == Keys.A)
{
ModCore.log("A released for Seaside Scramble!");
this.player.isMoving = false;
}
if (K == Keys.W)
{
ModCore.log("W pressed for Seaside Scramble!");
this.player.isMoving = false;
}
if (K == Keys.S)
{
ModCore.log("S pressed for Seaside Scramble!");
this.player.isMoving = false;
}
if (K == Keys.D)
{
ModCore.log("D pressed for Seaside Scramble!");
this.player.isMoving = false;
}
}
public void receiveLeftClick(int x, int y, bool playSound = true)
{
//throw new NotImplementedException();
}
public void receiveRightClick(int x, int y, bool playSound = true)
{
//throw new NotImplementedException();
}
public void releaseLeftClick(int x, int y)
{
//throw new NotImplementedException();
}
public void releaseRightClick(int x, int y)
{
//throw new NotImplementedException();
}
/// <summary>
/// Called every update frame.
/// </summary>
/// <param name="time"></param>
/// <returns></returns>
public bool tick(GameTime time)
{
KeyboardState state = Keyboard.GetState();
foreach (Keys k in state.GetPressedKeys())
{
this.receiveKeyPress(k);
}
if (this.quitGame)
{
return true;
}
if (this.currentMap != null)
{
this.currentMap.update(time);
}
if (this.player != null)
{
this.player.update(time);
}
return false;
//throw new NotImplementedException();
}
/// <summary>
/// Called when the minigame is quit upon.
/// </summary>
public void unload()
{
//throw new NotImplementedException();
ModCore.log("Exit the game!");
}
}
}