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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using AIDemos;
using Microsoft.Xna.Framework.Content;
using System.Threading;
using Microsoft.Xna.Framework.Input;
using Brains.Framework;
using AIRendering;
using AIDemos.GameClasses;
using Brains;
using Brains.Framework.Behaviors;
using AIDemos.GameClasses.Behaviors;
using Brains.Framework.Map;
using Brains.Framework.Utility;
using Brains.Framework.Locomotion;
namespace AIDemos.Screens.Demos
{
public class Demo1 : DemoGameScreen
{
private GridCell _endNode;
private MouseState _currentMouse;
private MouseState _lastMouse;
public Demo1():base("Demo 1 - Basic Pathfinding",
"Click a valid grid cell to spawn a basic actor to pathfind to the destination\n" +
"Red Cross : Blocked Cell\n" +
"Empty Tile : Traversable Cell\n" +
"Greed Circle: Destination Cell")
{
TransitionOnTime = TimeSpan.FromSeconds(1.5);
TransitionOffTime = TimeSpan.FromSeconds(0.5);
}
public override void LoadContent()
{
base.LoadContent();
LoadAI();
CenterCamOnMap();
ScreenManager.Game.ResetElapsedTime();
}
private void LoadAI()
{
_engine.CreateWorld(new DrawableWorld());
_engine.World.LoadMapDataFromTexture(content.Load<Texture2D>("DemoTextures/MAPDemo1"),
32,
typeof(DrawableGrid));
//Find the marked green node
_endNode= _engine.World.Map.AllCells.First(
a => a.Labels[AIConsts.COLORG] == 255 &&
a.Labels[AIConsts.COLORR] == 0 &&
a.Labels[AIConsts.COLORB] == 0
);
}
public override void UnloadContent()
{
content.Unload();
}
public override void Update(GameTime gameTime, bool otherScreenHasFocus,
bool coveredByOtherScreen)
{
base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen);
if (IsActive)
{
_engine.Update(gameTime);
}
}
public override void HandleInput(InputState input)
{
if (input == null)
throw new ArgumentNullException("input");
_lastMouse = _currentMouse;
_currentMouse = Mouse.GetState();
int playerIndex = (int)ControllingPlayer.Value;
KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex];
GamePadState gamePadState = input.CurrentGamePadStates[playerIndex];
bool gamePadDisconnected = !gamePadState.IsConnected &&
input.GamePadWasConnected[playerIndex];
if (!gamePadDisconnected)
{
Vector2 mousPos = new Vector2(_currentMouse.X, _currentMouse.Y);
if (_currentMouse.LeftButton == ButtonState.Released &&
_lastMouse.LeftButton == ButtonState.Pressed)
{
Vector2 mapMousePos = mousPos + primitiveBatch.CameraPosition;
GridCell cell = _engine.World.Map.ClusterGrid.Grids[0].GetCellAtPosition(mapMousePos);
if (cell != null)
{
GameActor actor = new GameActor(cell.Position, 5);
actor.Locomotion = new LocomotionController();
actor.Locomotion.MaxSpeed = 50;
actor.Locomotion.MaxRotation = MathHelper.TwoPi;
_engine.World.AddActor(actor);
SequenceBehavior _sequence = new SequenceBehavior();
DrawableBehaviorGoTo _goto = new DrawableBehaviorGoTo();
_goto.StartNode = cell;
_goto.EndNode=_endNode;
_sequence.SubBehaviors.Add(_goto);
_sequence.SubBehaviors.Add(new DieBehavior());
actor.RootBehavior = _sequence;
}
}
}
base.HandleInput(input);
}
public override void Draw(GameTime gameTime)
{
ScreenManager.GraphicsDevice.Clear(ClearOptions.Target,
Color.Black, 0, 0);
SpriteBatch spriteBatch = ScreenManager.SpriteBatch;
spriteBatch.Begin();
((IRender)_engine.World).Render(primitiveBatch);
base.Draw(gameTime);
spriteBatch.End();
if (TransitionPosition > 0)
ScreenManager.FadeBackBufferToBlack(255 - TransitionAlpha);
}
}
} |