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

538 lines
18 KiB
C#

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 StardewValley;
using StardustCore.UIUtilities;
namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
{
/// <summary>
/// TODO: Finish character select screen.
/// -Make Sound effects happen
/// -make prompt for color selection
/// -a,d for keyboard
/// -dpad for p2-4
/// Also add interface for game entity for camera to consistently have a focus target.
/// -Make moving target enemies
/// -Make a sound effect play when they break
/// -Fix positioning of status effects on player HUD
/// -Add effect on player for a more visual representation of status effects.
///
/// -Make shooting gallary game mode
/// -Make shooting gallery map wider.
/// -Add in score system for shooting gallery mode.
///
/// -Make More guns
/// </summary>
public class SeasideScramble : StardewValley.Minigames.IMinigame
{
/// <summary>
/// A static reference to the game.
/// </summary>
public static SeasideScramble self;
public SeasideScrambleMap currentMap;
public Dictionary<string, SeasideScrambleMap> SeasideScrambleMaps;
public int currentNumberOfPlayers
{
get
{
return this.players.Count;
}
}
public const int maxPlayers = 4;
public Dictionary<SSCEnums.PlayerID, SSCPlayer> players;
public bool quitGame;
public Vector2 topLeftScreenCoordinate;
public SSCTextureUtilities textureUtils;
public SSCCamera camera;
public SSCMenus.SSCMenuManager menuManager;
public Vector2 oldMousePosition;
public SSCEntities.SSCEntityManager entities;
public SSCGuns.SSCGunManager guns;
public SSCFonts.SSCFont gameFont;
/// <summary>
/// The current game mode.
/// </summary>
public SSCEnums.SSCGameMode gameMode;
public bool friendlyFireEnabled;
/// <summary>
/// RNG.
/// </summary>
public Random random
{
get
{
return Game1.random;
}
}
/// <summary>
/// Constuctor.
/// </summary>
public SeasideScramble()
{
self = this;
this.camera = new SSCCamera();
//this.viewport = new xTile.Dimensions.Rectangle(StardewValley.Game1.viewport);
this.topLeftScreenCoordinate = new Vector2((float)(this.camera.viewport.Width / 2 - 384), (float)(this.camera.viewport.Height / 2 - 384));
this.LoadTextures();
this.entities = new SSCEntities.SSCEntityManager();
this.LoadMaps();
this.loadStartingMap();
this.quitGame = false;
this.players = new Dictionary<SSCEnums.PlayerID, SSCPlayer>();
//this.players.Add(SSCEnums.PlayerID.One, new SSCPlayer(SSCEnums.PlayerID.One));
//this.getPlayer(SSCEnums.PlayerID.One).setColor(Color.PaleVioletRed);
this.menuManager = new SSCMenus.SSCMenuManager();
this.menuManager.addNewMenu(new SSCMenus.TitleScreen(this.camera.viewport));
this.oldMousePosition = new Vector2(Game1.getMousePosition().X, Game1.getMousePosition().Y);
this.gameFont = new SSCFonts.SSCFont(new SSCFonts.SSCFontCharacterSheet());
this.guns = new SSCGuns.SSCGunManager();
}
public SSCPlayer getPlayer(SSCEnums.PlayerID id)
{
if (this.players.ContainsKey(id))
{
return this.players[id];
}
else return null;
}
/// <summary>
/// Loads in all of the necessary textures for Seaside Scramble.
/// </summary>
private void LoadTextures()
{
this.textureUtils = new SSCTextureUtilities();
TextureManager playerManager = new TextureManager("SSCPlayer");
playerManager.searchForTextures(ModCore.ModHelper, ModCore.Manifest, Path.Combine("Content", "Minigames", "SeasideScramble", "Graphics", "Player"));
TextureManager mapTextureManager = new TextureManager("SSCMaps");
mapTextureManager.searchForTextures(ModCore.ModHelper, ModCore.Manifest, Path.Combine("Content", "Minigames", "SeasideScramble", "Maps", "Backgrounds"));
TextureManager UIManager = new TextureManager("SSCUI");
UIManager.searchForTextures(ModCore.ModHelper, ModCore.Manifest, Path.Combine("Content", "Minigames", "SeasideScramble", "Graphics", "UI"));
TextureManager projectileManager = new TextureManager("Projectiles");
projectileManager.searchForTextures(ModCore.ModHelper, ModCore.Manifest, Path.Combine("Content", "Minigames", "SeasideScramble", "Graphics", "Projectiles"));
TextureManager gunManager = new TextureManager("Guns");
gunManager.searchForTextures(ModCore.ModHelper, ModCore.Manifest, Path.Combine("Content", "Minigames", "SeasideScramble", "Graphics", "Guns"));
TextureManager enemies = new TextureManager("Enemies");
enemies.searchForTextures(ModCore.ModHelper, ModCore.Manifest, Path.Combine("Content", "Minigames", "SeasideScramble", "Graphics", "Enemies"));
this.textureUtils.addTextureManager(playerManager);
this.textureUtils.addTextureManager(mapTextureManager);
this.textureUtils.addTextureManager(UIManager);
this.textureUtils.addTextureManager(projectileManager);
this.textureUtils.addTextureManager(gunManager);
this.textureUtils.addTextureManager(enemies);
}
/// <summary>
/// Loads in all of the maps for Seaside Scramble.
/// </summary>
private void LoadMaps()
{
this.SeasideScrambleMaps = new Dictionary<string, SeasideScrambleMap>();
this.SeasideScrambleMaps.Add("TestRoom", new SeasideScrambleMap(SeasideScrambleMap.LoadMap("TestRoom.tbin").Value));
this.SeasideScrambleMaps.Add("ShootingGallery", new SSCMaps.ShootingGallery(SeasideScrambleMap.LoadMap("ShootingGallery.tbin").Value));
}
/// <summary>
/// Loads in a default map for Seaside Scramble.
/// </summary>
private void loadStartingMap()
{
this.currentMap = this.SeasideScrambleMaps["ShootingGallery"];
}
/// <summary>
/// What happens when the screen changes size.
/// </summary>
public void changeScreenSize()
{
Viewport viewport = StardewValley.Game1.graphics.GraphicsDevice.Viewport;
double num1 = (double)(viewport.Width / 2 - 384);
viewport = StardewValley.Game1.graphics.GraphicsDevice.Viewport;
double num2 = (double)(viewport.Height / 2 - 384);
this.topLeftScreenCoordinate = new Vector2((float)num1, (float)num2);
this.camera.viewport = new xTile.Dimensions.Rectangle(StardewValley.Game1.viewport);
//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);
foreach(SSCPlayer p in this.players.Values) {
p.draw(b);
}
/*
if (this.menuManager.activeMenu != null)
{
this.menuManager.activeMenu.draw(b);
}
*/
foreach (SSCPlayer p in this.players.Values)
{
p.drawHUD(b);
if (p.playerID == SSCEnums.PlayerID.One)
{
p.drawMouse(b);
}
}
this.entities.draw(b);
this.menuManager.drawAll(b);
b.End();
}
/// <summary>
/// The id of the minigame???
/// </summary>
/// <returns></returns>
public string minigameId()
{
return "Seaside Scramble Stardew Lite Edition";
//throw new NotImplementedException();
}
/// <summary>
/// Sets the game mode for the game.
/// </summary>
/// <param name="Mode"></param>
public void setMode(SSCEnums.SSCGameMode Mode)
{
if (Mode == SSCEnums.SSCGameMode.None)
{
this.friendlyFireEnabled = false;
}
if(Mode== SSCEnums.SSCGameMode.ShootingGallery)
{
this.friendlyFireEnabled = true;
}
if(Mode== SSCEnums.SSCGameMode.PVP)
{
this.friendlyFireEnabled = true;
}
if(Mode== SSCEnums.SSCGameMode.Story)
{
this.friendlyFireEnabled = false;
}
this.gameMode = Mode;
}
//~~~~~~~~~~~~~~~~~//
// Input Logic //
//~~~~~~~~~~~~~~~~~//
#region
/// <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>
/// Does this override free mous emovements?
/// </summary>
/// <returns></returns>
public bool overrideFreeMouseMovement()
{
return true;
//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();
if (k == Keys.Escape)
{
this.quitGame = true;
}
foreach(SSCPlayer player in this.players.Values)
{
player.receiveKeyPress(k);
}
if (this.menuManager.isMenuUp)
{
this.menuManager.activeMenu.receiveKeyPress(k);
}
}
/// <summary>
/// Gets a gamepad state.
/// </summary>
/// <param name="index"></param>
/// <returns></returns>
public GamePadState getGamepadState(PlayerIndex index)
{
return Microsoft.Xna.Framework.Input.GamePad.GetState(index);
}
/// <summary>
/// Called when the minigame registeres a key on the keyboard being released.
/// </summary>
/// <param name="K"></param>
public void receiveKeyRelease(Keys K)
{
foreach (SSCPlayer player in this.players.Values)
{
player.receiveKeyRelease(K);
}
}
/// <summary>
/// Called when the minigame receives a left click.
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <param name="playSound"></param>
public void receiveLeftClick(int x, int y, bool playSound = true)
{
if (this.menuManager.activeMenu != null)
{
this.menuManager.activeMenu.receiveLeftClick(x, y, playSound);
}
foreach(SSCPlayer player in this.players.Values)
{
player.receiveLeftClick(x, y);
}
//throw new NotImplementedException();
}
/// <summary>
/// Called when the minigame receives a right click.
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <param name="playSound"></param>
public void receiveRightClick(int x, int y, bool playSound = true)
{
if (this.menuManager.activeMenu != null)
{
this.menuManager.activeMenu.receiveRightClick(x, y, playSound);
}
}
/// <summary>
/// What happens when left click is released.
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
public void releaseLeftClick(int x, int y)
{
//throw new NotImplementedException();
}
/// <summary>
/// What happens when right click is released.
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
public void releaseRightClick(int x, int y)
{
//throw new NotImplementedException();
}
/// <summary>
/// Receive input from a specific gamepad.
/// </summary>
/// <param name="state"></param>
/// <param name="ID"></param>
private void receiveGamepadInput(GamePadState state,SSCEnums.PlayerID ID)
{
if (state == null) return;
else
{
if (this.players.ContainsKey(ID))
{
this.players[ID].receiveGamepadInput(state);
}
}
}
/// <summary>
/// Returns the delta for mouse movement.
/// </summary>
/// <returns></returns>
public Vector2 getMouseDelta()
{
Vector2 ret = -1 * (this.oldMousePosition - new Vector2(Game1.getMousePosition().X, Game1.getMousePosition().Y));
return ret;
}
#endregion
/// <summary>
/// Called every update frame.
/// </summary>
/// <param name="time"></param>
/// <returns></returns>
public bool tick(GameTime time)
{
KeyboardState kState = Keyboard.GetState();
foreach (Keys k in kState.GetPressedKeys())
{
this.receiveKeyPress(k);
}
for (int i = 0; i < 4; i++)
{
GamePadState state = this.getGamepadState((PlayerIndex)i);
this.receiveGamepadInput(state,(SSCEnums.PlayerID)i);
}
if (this.quitGame)
{
return true;
}
if (this.currentMap != null)
{
this.currentMap.update(time);
}
if (this.menuManager.activeMenu != null)
{
this.menuManager.activeMenu.update(time);
if (this.menuManager.activeMenu.readyToClose())
{
this.menuManager.closeActiveMenu();
}
foreach (SSCPlayer player in this.players.Values)
{
player.update(time);
}
}
else
{
foreach (SSCPlayer player in this.players.Values)
{
if (player.playerID == SSCEnums.PlayerID.One) this.camera.centerOnPosition(player.position);
player.update(time);
}
this.entities.update(time);
}
this.oldMousePosition = new Vector2(Game1.getOldMouseX(), Game1.getOldMouseY());
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!");
}
//~~~~~~~~~~~~~~~~~~~~//
// Static Functions //
//~~~~~~~~~~~~~~~~~~~~//
#region
/// <summary>
/// Translates the position passed in into the relative position on the viewport.
/// </summary>
/// <param name="viewport"></param>
/// <param name="globalPosition"></param>
/// <returns></returns>
public static Vector2 GlobalToLocal(xTile.Dimensions.Rectangle viewport, Vector2 globalPosition)
{
return new Vector2(globalPosition.X - (float)viewport.X, globalPosition.Y - (float)viewport.Y);
}
/// <summary>
/// Translates the position passed in into the relative position on the viewport.
/// </summary>
/// <param name="globalPosition"></param>
/// <returns></returns>
public static Vector2 GlobalToLocal(Vector2 globalPosition)
{
return new Vector2(globalPosition.X - (float)SeasideScramble.self.camera.viewport.X, globalPosition.Y - (float)SeasideScramble.self.camera.viewport.Y);
}
#endregion
}
}