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authorJakob Stendahl <jakob.stendahl@outlook.com>2017-11-12 19:34:12 +0100
committerJakob Stendahl <jakob.stendahl@outlook.com>2017-11-12 19:34:12 +0100
commit91f2f03605f8fc2e3555e18826662754e1ee91a0 (patch)
tree5670c129372692fc7951d5770287115e0a5e4afa /Space Invaders/GameEngine/GameEngine.cs
parent4bc687ddbc5f262bcee09bc606fff8f98a10ac0f (diff)
downloadSpace-Invaders-CS-Console-91f2f03605f8fc2e3555e18826662754e1ee91a0.tar.gz
Space-Invaders-CS-Console-91f2f03605f8fc2e3555e18826662754e1ee91a0.zip
[a] Added sick shit!
Diffstat (limited to 'Space Invaders/GameEngine/GameEngine.cs')
-rw-r--r--Space Invaders/GameEngine/GameEngine.cs167
1 files changed, 167 insertions, 0 deletions
diff --git a/Space Invaders/GameEngine/GameEngine.cs b/Space Invaders/GameEngine/GameEngine.cs
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+using System;
+using System.Collections.Generic;
+using System.Threading;
+
+namespace GameEngine {
+
+ abstract class Game {
+
+ virtual public int ConsoleHeight { get; set; }
+ virtual public int ConsoleWidth { get; set; }
+
+ public List<GameObject> GameObjects = new List<GameObject>();
+ public Thread _listnerThread = new Thread(Input.Listner);
+
+ private Graphics _graphics;
+ private bool _running;
+
+ abstract public void Setup();
+
+ virtual public void Start() {
+ // Do initialization
+ _graphics = new Graphics(ConsoleHeight, ConsoleWidth);
+
+ // Run start thing in all GameObjects
+ for (int i = 0; i < GameObjects.Count; i++) {
+ GameObjects[i].Start();
+ }
+
+ // Start loop and other threads
+ _running = true; // This is a notifier to every thread, that will help us close the app
+ _listnerThread.Start();
+ GameLoop();
+ }
+
+ private void GameLoop() {
+ while (_running) {
+
+ // Run the Update method in each GameObject in the scene
+ for (int i = 0; i < GameObjects.Count; i++) {
+ GameObjects[i].Update();
+ }
+
+ // Scale every GameObject
+ for (int i = 0; i < GameObjects.Count; i++) {
+ GameObjects[i].ScaleSprite();
+ }
+
+ // Last thing to do each time. Render the frame and display it!
+ Frame nextFrame = new Frame();
+ nextFrame.Buffer = RenderGameObjects(); // Make buffer, remove dead objects
+ _graphics.DrawFrame(nextFrame);
+
+ // Run lateUpdate on each gameObject
+ for (int i = 0; i < GameObjects.Count; i++) {
+ GameObjects[i].LateUpdate(nextFrame);
+ }
+ }
+ }
+
+ private char[,] RenderGameObjects() {
+ // This will make a buffer of all gameObjects on Screen
+ char[,] buffer = new char[ConsoleHeight, ConsoleWidth];
+
+ for (int i = 0; i < GameObjects.Count; i++) {
+ GameObject gameObject = GameObjects[i];
+ char[,] sprite = gameObject.Sprite;
+
+ if (gameObject.isDead) {
+ GameObjects.RemoveAt(i);
+ continue;
+ }
+ if (gameObject.Sprite == null) { continue; }
+
+ for (int y = 0; y < sprite.GetLength(0); y++) {
+ for (int x = 0; x < sprite.GetLength(1); x++) {
+ try {
+ buffer[gameObject.yPos + y, gameObject.xPos + x] = sprite[y, x];
+ } catch { }
+ }
+ }
+ }
+
+ return buffer;
+ }
+
+ }
+
+ static class Input {
+
+ static List<ConsoleKey> KeyList = new List<ConsoleKey>();
+
+ static public void Listner() {
+ while (true) {
+ if (Console.KeyAvailable) {
+ KeyList.Add(Console.ReadKey().Key);
+ }
+ }
+ }
+
+ static public bool KeyPressed(ConsoleKey keyCode) {
+ for (int i = 0; i < KeyList.Count; i++) {
+ if (KeyList[i] == keyCode) {
+ KeyList.RemoveAt(i);
+ return true;
+ }
+ }
+ return false;
+ }
+
+ }
+
+ abstract class GameObject {
+ public Game Parent;
+ virtual public bool isDead { get; set; }
+ virtual public String Tag { get; set; }
+ virtual public int Scale { get; set; }
+ virtual public int xPos { get; set; }
+ virtual public int yPos { get; set; }
+ virtual public Char[,] Sprite { get; set; }
+
+ private Char[,] RenderedSprite;
+
+ virtual public void Start() {
+ // This method is called once before the game actually starts
+ }
+
+ virtual public void Update() {
+ // This method is called right before the frame is rendered
+ }
+
+ virtual public void LateUpdate(Frame thisFrame) {
+ // This method is called after the frame is rendered
+ }
+
+ public void ScaleSprite() {
+ // This is called after the Update method, and scales the sprite if it has changed
+ if (RenderedSprite == Sprite) { return; }
+
+ RenderedSprite = new Char[Sprite.GetLength(0) * Scale, Sprite.GetLength(1) * Scale * 2];
+
+ for (int y = 0; y < Sprite.GetLength(0); y++) {
+ for (int x = 0; x < Sprite.GetLength(1); x++) {
+
+ for (int y1 = 0; y1 < Scale; y1++) {
+ for (int x1 = 0; x1 < (Scale * 2); x1++) { // The *2 is because a char is twice as high as wide
+
+ try {
+ int xOffset = x1 + ((Scale + Scale) * x) - x;
+ int yOffset = y1 + (Scale * y) - y;
+ int xPos = xOffset + x;
+ int yPos = yOffset + y;
+ char cChar = Sprite[y, x];
+ RenderedSprite[yPos, xPos] = cChar;
+ } catch { }
+
+ }
+ }
+
+
+ }
+ }
+ Sprite = RenderedSprite;
+ }
+
+ }
+
+}