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GameState.cs
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GameState.cs
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//-----------------------------------------------------------------------------
// The main GameState Singleton. All actions that change the game state,
// as well as any global updates that happen durign gameplay occur in here.
// Because of this, the file is relatively lengthy.
//
// __Defense Sample for Game Programming Algorithms and Techniques
// Copyright (C) Sanjay Madhav. All rights reserved.
//
// Released under the Microsoft Permissive License.
// See LICENSE.txt for full details.
//-----------------------------------------------------------------------------
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace defense
{
public enum eGameState
{
None = 0,
TitleScreen,
MainMenu,
Gameplay,
}
public enum eGameSpeed
{
Stop = 0,
Slow,
Normal,
Fast,
Fastest,
NUM_SPEEDS
}
public class GameState : defense.Patterns.Singleton<GameState>
{
Game m_Game;
eGameState m_State;
public eGameState State
{
get { return m_State; }
}
eGameState m_NextState;
Stack<UI.UIScreen> m_UIStack;
bool m_bPaused = false;
public bool IsPaused
{
get { return m_bPaused; }
set { m_bPaused = value; }
}
// Keeps track of all active game objects
LinkedList<GameObject> m_GameObjects = new LinkedList<GameObject>();
// Track the enemies separately
List<Objects.Enemy> m_Enemies = new List<Objects.Enemy>();
// Camera Information
Camera m_Camera;
public Camera Camera
{
get { return m_Camera; }
}
public Matrix CameraMatrix
{
get { return m_Camera.CameraMatrix; }
}
Level m_Level;
public Level Level
{
get { return m_Level; }
}
// CurrentTile is the one moused over, Selected is actively selected
Objects.Tile m_CurrentTile;
Objects.Tile m_SelectedTile;
public Objects.Tile SelectedTile
{
get { return m_SelectedTile; }
}
// Track the speed and time factor based on the speed
eGameSpeed m_Speed = eGameSpeed.Normal;
public eGameSpeed Speed
{
get { return m_Speed; }
set { m_Speed = value; }
}
public float TimeFactor
{
get { return Balance.GameSpeeds[(int)m_Speed]; }
}
// Timer class for the global GameState
Utils.Timer m_Timer = new Utils.Timer();
UI.UIGameplay m_UIGameplay;
// Money available for purchases
public int Money { get; set; }
// The base's life total
public int Life { get; set; }
// Whether a wave is active or not
bool m_bWaveActive;
public bool IsWaveActive
{
get { return m_bWaveActive; }
}
// Current Wave Number
int m_WaveNumber;
public int WaveNumber
{
get { return m_WaveNumber; }
}
// Number of enemies left for this wave
int m_EnemiesThisWave;
// Time until next wave
public float NextWaveTime
{
get { return m_Timer.GetRemainingTime("StartWave"); }
}
// So we don't spam the alarm cooldown
bool m_bCanPlayAlarm = true;
public void Start(Game game)
{
m_Game = game;
m_State = eGameState.None;
m_UIStack = new Stack<UI.UIScreen>();
m_Camera = new Camera(m_Game);
}
public void SetState(eGameState NewState)
{
m_NextState = NewState;
}
private void HandleStateChange()
{
if (m_NextState == m_State)
return;
switch (m_NextState)
{
case eGameState.TitleScreen:
// Going to the title screen so clear everything
m_UIStack.Clear();
m_UIGameplay = null;
m_Timer.RemoveAll();
m_UIStack.Push(new UI.UITitleScreen(m_Game.Content));
break;
case eGameState.MainMenu:
m_UIStack.Clear();
m_UIGameplay = null;
m_Timer.RemoveAll();
m_UIStack.Push(new UI.UIMainMenu(m_Game.Content));
ClearGameObjects();
break;
case eGameState.Gameplay:
SetupGameplay();
break;
}
m_State = m_NextState;
}
protected void ClearGameObjects()
{
// Clear out any and all game objects
foreach (GameObject o in m_GameObjects)
{
RemoveGameObject(o, false);
}
m_GameObjects.Clear();
m_Enemies.Clear();
}
public void SetupGameplay()
{
ClearGameObjects();
m_UIStack.Clear();
m_UIGameplay = new UI.UIGameplay(m_Game.Content);
m_UIStack.Push(m_UIGameplay);
m_bPaused = false;
m_Speed = eGameSpeed.Normal;
m_Camera.ResetCamera();
GraphicsManager.Get().ResetProjection();
m_SelectedTile = null;
m_CurrentTile = null;
m_Timer.RemoveAll();
Money = Balance.StartingMoney;
Life = Balance.StartingLife;
m_WaveNumber = 0;
m_bWaveActive = false;
SpawnWorld();
// Start the timer for the first wave
m_Timer.AddTimer("StartWave", Balance.FirstWaveTime, StartWave, false);
m_bCanPlayAlarm = true;
}
public void Update(float fDeltaTime)
{
HandleStateChange();
switch (m_State)
{
case eGameState.TitleScreen:
UpdateTitleScreen(fDeltaTime);
break;
case eGameState.MainMenu:
UpdateMainMenu(fDeltaTime);
break;
case eGameState.Gameplay:
UpdateGameplay(fDeltaTime);
break;
}
foreach (UI.UIScreen u in m_UIStack)
{
u.Update(fDeltaTime);
}
}
void UpdateTitleScreen(float fDeltaTime)
{
}
void UpdateMainMenu(float fDeltaTime)
{
}
void UpdateGameplay(float fDeltaTime)
{
if (!IsPaused)
{
m_Camera.Update(fDeltaTime);
if (GameState.Get().Speed != eGameSpeed.Stop)
{
float fAlteredTime = fDeltaTime * TimeFactor;
// We have to make a temp copy in case the objects list changes
LinkedList<GameObject> temp = new LinkedList<GameObject>(m_GameObjects);
foreach (GameObject o in temp)
{
if (o.Enabled)
{
o.Update(fAlteredTime);
}
}
m_Timer.Update(fAlteredTime);
}
// Use mouse picking to select the appropriate tile.
Ray ray = InputManager.Get().CalculateMouseRay();
m_CurrentTile = m_Level.Intersects(ray);
}
}
void SpawnWorld()
{
m_Level = new Level(m_Game);
m_Level.LoadLevel("");
}
// Called when an Enemy damages the base
public void DamageBase(int amount)
{
Life -= amount;
if (Life == 0)
{
GameOver(false);
}
else
{
m_UIGameplay.ShowStatusMessage(Localization.Get().Text("ui_msg_base"));
if (m_bCanPlayAlarm)
{
SoundManager.Get().PlaySoundCue("Alarm");
m_bCanPlayAlarm = false;
m_Timer.AddTimer("AlarmSound", 5.0f, ResetAlarmSound, false);
}
}
}
void ResetAlarmSound()
{
m_bCanPlayAlarm = true;
}
public void SpawnGameObject(GameObject o)
{
o.Load();
m_GameObjects.AddLast(o);
GraphicsManager.Get().AddGameObject(o);
}
public void RemoveGameObject(GameObject o, bool bRemoveFromList = true)
{
o.Enabled = false;
o.Unload();
GraphicsManager.Get().RemoveGameObject(o);
if (bRemoveFromList)
{
m_GameObjects.Remove(o);
}
}
// This function is called when a new tile is clicked on and selected
public void SetSelected(Objects.Tile t)
{
if (m_SelectedTile != null)
{
m_SelectedTile.IsSelected = false;
}
m_SelectedTile = t;
// Notify the UI that a new tile has been selected
m_UIGameplay.NewSelectedTile(t);
if (m_SelectedTile != null)
{
m_SelectedTile.IsSelected = true;
}
}
public void MouseClick(Point Position)
{
if (m_State == eGameState.Gameplay && !IsPaused)
{
if (m_CurrentTile != m_SelectedTile)
{
SetSelected(m_CurrentTile);
}
}
}
// I'm the last person to get keyboard input, so don't need to remove
public void KeyboardInput(SortedList<eBindings, BindInfo> binds)
{
if (m_State == eGameState.Gameplay && !IsPaused)
{
// Check for panning
if (binds.ContainsKey(eBindings.Pan_Left))
{
m_Camera.AddToPan(Vector3.Left);
}
if (binds.ContainsKey(eBindings.Pan_Right))
{
m_Camera.AddToPan(Vector3.Right);
}
if (binds.ContainsKey(eBindings.Pan_Forward))
{
m_Camera.AddToPan(Vector3.Forward);
}
if (binds.ContainsKey(eBindings.Pan_Back))
{
m_Camera.AddToPan(Vector3.Backward);
}
}
}
// Try to build the specified tower at the current tile.
// Returns true if succeeds
public bool TryBuild(eTowerType type)
{
// Check and make sure we can afford this building
int BuildCost = 0;
switch (type)
{
case (eTowerType.Projectile):
BuildCost = Balance.ProjectileTower[0].BuildCost;
break;
case (eTowerType.Slow):
BuildCost = Balance.SlowTower[0].BuildCost;
break;
}
if (BuildCost > Money)
{
m_UIGameplay.ShowErrorMessage(Localization.Get().Text("ui_err_money"));
return false;
}
// Create the tower
// We don't use SpawnGameObject here because the Tower is a child of its Tile
Objects.Tower tower = null;
switch (type)
{
case (eTowerType.Projectile):
tower = new Objects.ProjectileTower(m_Game);
break;
case (eTowerType.Slow):
tower = new Objects.SlowTower(m_Game);
break;
}
tower.Load();
// Check whether or not there still is a route for enemies to take
// before building this!
m_SelectedTile.PreviewBuild(tower);
if (!Pathfinder.Get().ComputeAStar())
{
m_UIGameplay.ShowErrorMessage(Localization.Get().Text("ui_err_block"));
// Clear out this tower and recompute old path
m_SelectedTile.ClearTower();
Pathfinder.Get().ComputeAStar();
return false;
}
else
{
// Any active enemies need to compute new paths, in case the old one is blocked
foreach (Objects.Enemy e in m_Enemies)
{
Pathfinder.Get().ComputeAStar(e);
}
m_SelectedTile.Build(tower, false);
m_UIGameplay.FinishBuild();
}
return true;
}
public UI.UIScreen GetCurrentUI()
{
return m_UIStack.Peek();
}
public int UICount
{
get { return m_UIStack.Count; }
}
// Has to be here because only this can access stack!
public void DrawUI(float fDeltaTime, SpriteBatch batch)
{
// We draw in reverse so the items at the TOP of the stack are drawn after those on the bottom
foreach (UI.UIScreen u in m_UIStack.Reverse())
{
u.Draw(fDeltaTime, batch);
}
}
// Pops the current UI
public void PopUI()
{
m_UIStack.Peek().OnExit();
m_UIStack.Pop();
}
public void ShowPauseMenu()
{
IsPaused = true;
m_UIStack.Push(new UI.UIPauseMenu(m_Game.Content));
}
public void ShowHowToPlay()
{
m_UIStack.Push(new UI.UIHowToPlay(m_Game.Content));
}
public void Exit()
{
m_Game.Exit();
}
public void IncreaseSpeed()
{
switch (m_Speed)
{
case (eGameSpeed.Stop): m_Speed = eGameSpeed.Slow; break;
case (eGameSpeed.Slow): m_Speed = eGameSpeed.Normal; break;
case (eGameSpeed.Normal): m_Speed = eGameSpeed.Fast; break;
case (eGameSpeed.Fast): m_Speed = eGameSpeed.Fastest; break;
}
}
public void DecreaseSpeed()
{
switch (m_Speed)
{
case (eGameSpeed.Slow): m_Speed = eGameSpeed.Stop; break;
case (eGameSpeed.Normal): m_Speed = eGameSpeed.Slow; break;
case (eGameSpeed.Fast): m_Speed = eGameSpeed.Normal; break;
case (eGameSpeed.Fastest): m_Speed = eGameSpeed.Fast; break;
}
}
// Find the closest enemy that's within range
public Objects.Enemy GetClosestEnemyInRange(Vector3 vPosition, float fRange)
{
float fClosest = fRange + 1.0f;
Objects.Enemy retVal = null;
foreach (Objects.Enemy e in m_Enemies)
{
float fDist = Vector3.Distance(vPosition, e.Position);
if (fDist < fClosest)
{
retVal = e;
fClosest = fDist;
}
}
return retVal;
}
// Execute provided function on all enemies within range
// Returns number that were in range
public int ExecuteOnEnemiesInRange(Action<Objects.Enemy> myFunction, Vector3 vPosition, float fRange)
{
int num = 0;
foreach (Objects.Enemy e in m_Enemies)
{
float fDist = Vector3.Distance(vPosition, e.Position);
if (fDist < fRange)
{
myFunction(e);
num++;
}
}
return num;
}
// Delete the tower on the selected tile
public void DeleteSelectedTower()
{
if (m_SelectedTile != null && m_SelectedTile.Tower != null)
{
// Refund the tower
Money += m_SelectedTile.Tower.GetRefundAmount();
// Destroy the tower
RemoveGameObject(m_SelectedTile.Tower);
m_SelectedTile.ClearTower(true);
// Notify the UI the tile state has changed
m_UIGameplay.NewSelectedTile(m_SelectedTile);
}
}
// Tries to upgrade the tower on the selected tile
// Returns false if unsuccessful
public bool TryUpgrade()
{
// Make sure we have a selected tile (this should never happen)
if (m_SelectedTile != null && m_SelectedTile.Tower != null)
{
Objects.Tower t = m_SelectedTile.Tower;
// Can't upgrade if it's not active
if (!t.IsRunning)
{
m_UIGameplay.ShowErrorMessage(Localization.Get().Text("ui_err_building"));
return false;
}
// We can't upgrade if we're at the max level already
if (t.Level == t.MaxLevel)
{
m_UIGameplay.ShowErrorMessage(Localization.Get().Text("ui_err_level"));
return false;
}
// Make sure we can afford it
if (t.GetUpgradeCost() > Money)
{
m_UIGameplay.ShowErrorMessage(Localization.Get().Text("ui_err_money"));
return false;
}
// Do the upgrade
t.Upgrade();
SoundManager.Get().PlaySoundCue("Build");
return true;
}
return false;
}
// Start the next wave
void StartWave()
{
m_EnemiesThisWave = Balance.Waves[m_WaveNumber].Count;
// Start the enemy spawn timer
m_Timer.AddTimer("SpawnEnemy", Balance.Waves[m_WaveNumber].Interval, SpawnEnemy, true);
// Increment here because the array is zero-index based
m_WaveNumber++;
m_bWaveActive = true;
}
void SpawnEnemy()
{
Objects.Enemy e = new Objects.Enemy(m_Game, Balance.Waves[m_WaveNumber - 1].Level);
SpawnGameObject(e);
m_Enemies.Add(e);
m_EnemiesThisWave--;
// Stop spawning once we hit the limit
if (m_EnemiesThisWave == 0)
{
m_Timer.RemoveTimer("SpawnEnemy");
}
}
public void RemoveEnemy(Objects.Enemy e, bool bGiveMoney = false)
{
RemoveGameObject(e, true);
m_Enemies.Remove(e);
// Give them the well deserved money
if (bGiveMoney)
{
Money += Balance.Enemies[e.Level - 1].Money;
}
// If there are no enemies left, the wave is over
if (m_EnemiesThisWave == 0 && m_Enemies.Count == 0)
{
m_bWaveActive = false;
// If we just finished the last wave, VICTORY!!
if (m_WaveNumber == Balance.TotalWaves)
{
GameOver(true);
}
else
{
// If the next wave will have stronger enemies, give a warning
if (Balance.Waves[m_WaveNumber].Level == Balance.MaxEnemyLevel)
{
m_UIGameplay.ShowStatusMessage(Localization.Get().Text("ui_msg_boss"), 2.5f);
SoundManager.Get().PlaySoundCue("Alarm");
}
else if (Balance.Waves[m_WaveNumber].Level > Balance.Waves[m_WaveNumber - 1].Level)
{
m_UIGameplay.ShowStatusMessage(Localization.Get().Text("ui_msg_enemiesstronger"), 2.5f);
SoundManager.Get().PlaySoundCue("Alarm");
}
else
{
m_UIGameplay.ShowStatusMessage(Localization.Get().Text("ui_msg_waveover"), 2.5f);
SoundManager.Get().PlaySoundCue("Victory");
}
m_Timer.AddTimer("StartWave", Balance.Waves[m_WaveNumber - 1].NextWaveTime, StartWave, false);
}
}
}
void GameOver(bool victorious)
{
IsPaused = true;
m_UIGameplay.ClearStatusMessage();
m_UIStack.Push(new UI.UIGameOver(m_Game.Content, victorious));
}
}
}