using System;
using System.Drawing;
using System.Collections;
using System.ComponentModel;
using System.Windows.Forms;
using System.Data;
using System.IO;
using Microsoft.DirectX;
using Microsoft.DirectX.Direct3D;
using dinput = Microsoft.DirectX.DirectInput;
namespace Snake3D
{
public class Game : System.Windows.Forms.Form
{
// private variables for Direct3D and DirectInput
dinput.Device input;
Device device;
Microsoft.DirectX.Direct3D.Font font12;
Microsoft.DirectX.Direct3D.Font font36;
Microsoft.DirectX.Direct3D.Font font24;
// constants to switch between options
const bool FullScreen = true;
const bool AntiAlias = true;
const bool ShowFPS = true;
float ElapsedTime, UpdateTime, AppTime;
private float speed = 0.25f;
Intro intro;
Arena arena;
EventKey Escape, Return;
Level level;
Player[] players = new Player[2];
Random rnd = new Random(Environment.TickCount);
// variables used to determine the state of the game and other things
bool IntroPlaying = true;
bool GameFinished = false;
Vector3 ZoomInPoint;
float z = 0f;
public static Vector3 CamPos = new Vector3(40,40,14);
Vector3 UpVector;
static void Main()
{
using (Game frm = new Game())
{
frm.Show();
Application.Run(frm);
}
}
public Game()
{
this.Size = new Size(800,600);
this.StartPosition = FormStartPosition.CenterScreen;
this.SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.Opaque, true);
this.InitializeInput();
this.InitializeGraphics();
}
private void InitializeInput()
{
// standard DirectInput Initialisation procedure
Microsoft.DirectX.DirectInput.CooperativeLevelFlags coopFlags;
coopFlags = Microsoft.DirectX.DirectInput.CooperativeLevelFlags.NonExclusive;
coopFlags |= Microsoft.DirectX.DirectInput.CooperativeLevelFlags.Background;
input = new Microsoft.DirectX.DirectInput.Device(dinput.SystemGuid.Keyboard);
input.SetCooperativeLevel(this,coopFlags);
input.Acquire();
// Hook and Create EventKeys
Escape = new EventKey(dinput.Key.Escape,input);
Escape.KeyUp += new EventHandler(Escape_KeyUp);
Return = new EventKey(dinput.Key.Return,input);
Return.KeyUp += new EventHandler(Return_KeyUp);
}
private void GetInput()
{
// Get and Process the input
dinput.KeyboardState kstate = null;
kstate = input.GetCurrentKeyboardState();
Escape.Process();
Return.Process();
for ( int i = 0; i < players.Length; i ++)
players[i].CheckKeys(kstate);
}
protected void InitializeGraphics()
{
Cursor.Hide();
// Standard Direct3D Initialisation procedure
PresentParameters pres = new PresentParameters();
pres.Windowed = ! FullScreen;
pres.SwapEffect = SwapEffect.Discard;
pres.EnableAutoDepthStencil = true ;
pres.AutoDepthStencilFormat = DepthFormat.D16;
if ( FullScreen)
{
pres.BackBufferCount = 1;
pres.BackBufferFormat = Format.X8R8G8B8;
pres.BackBufferWidth = 1280;
pres.BackBufferHeight = 1024;
}
int b,Q = 0;
if ( AntiAlias)
{
for ( int i = 0; i < (int) MultiSampleType.SixteenSamples; i ++)
{
if ( Manager.CheckDeviceMultiSampleType(0,DeviceType.Hardware,Manager.Adapters[0].CurrentDisplayMode.Format,! FullScreen,(MultiSampleType) i,out b,out Q) )
pres.MultiSample = (MultiSampleType) i;
}
pres.MultiSampleQuality = Q-1;
}
device = new Device(0, DeviceType.Hardware, this , CreateFlags.HardwareVertexProcessing | CreateFlags.PureDevice ,
pres);
device.RenderState.CullMode = Cull.None;
font12 = new Microsoft.DirectX.Direct3D.Font(device,new System.Drawing.Font("Arial",12));
font24 = new Microsoft.DirectX.Direct3D.Font(device,new System.Drawing.Font("Arial",24));
font36 = new Microsoft.DirectX.Direct3D.Font(device,new System.Drawing.Font("Arial",36,FontStyle.Bold));
device.Transform.Projection = Matrix.PerspectiveFovLH( (float) Math.PI /2f,(float)this.Width/(float) this.Height ,1f,200f);
level = new Level( (Levels) rnd.Next(Level.numLevels) );
// Create the players
players[0] = new Player(device,dinput.Key.W,dinput.Key.S,
dinput.Key.A,dinput.Key.D,TextureLoader.FromFile(device,@"..\..\tex3.bmp"),level,"Player 1",0);
players[1] = new Player(device,dinput.Key.UpArrow,dinput.Key.DownArrow,
dinput.Key.LeftArrow,dinput.Key.RightArrow,TextureLoader.FromFile(device,@"..\..\tex1.bmp"),level,"Player 2",1);
// Hook the event fired when a player crashes to something
for ( int i = 0; i < players.Length; i ++)
players[i].onLost += new lost(Playerlost);
// Texture filtering prevents textures to look bad when Magnified or Minified
// Comment these lines out if your card does not support this function
// To check wether your device supports Texture Filtering use the Manager class
device.SamplerState[0].MagFilter = TextureFilter.Anisotropic;
device.SamplerState[0].MinFilter = TextureFilter.Anisotropic;
// Play the intro
intro = new Intro(device,"Snake 3D");
intro.Start(DXUtil.Timer(DirectXTimer.GetAbsoluteTime) );
intro.Ready += new Finished(IntroFinished);
arena = new Arena(device,TextureLoader.FromFile(device,@"..\..\tex4.bmp"),level);
}
protected override void OnPaint(System.Windows.Forms.PaintEventArgs e)
{
// Overided the onPaint event of the form
GetInput();
if ( UpdateTime > speed )
{
// Enough time has passed the snakes are ready to be updated
for ( int i = 0; i < players.Length; i ++)
players[i].Update();
UpdateTime = 0;
}
// Check to see if the intro should still be rendered.
if ( IntroPlaying)
RenderIntro();
else
{
// Nope, the game
if ( ! GameFinished)
UpdateTime += ElapsedTime;
Render();
}
// Invalidate the form, this will cause the onPaint method to be called Again
this.Invalidate();
}
protected void Render()
{
// Don't render if the device isn't created or already disposed
if ( device == null) return;
if ( device.Disposed ) return;
ElapsedTime = DXUtil.Timer(DirectXTimer.GetElapsedTime);
AppTime = DXUtil.Timer(DirectXTimer.GetAbsoluteTime);
// Check other tutorials for information about the Device object
device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black , 1.0F, 0);
device.BeginScene();
for ( int i = 0; i < players.Length; i ++)
font24.DrawText(null,string.Format("{0} : {1}",players[i].Name,players[i].Score),new Rectangle(3,24*i+3,0,0),DrawTextFormat.NoClip,Color.Blue);
arena.Render();
device.VertexFormat = CustomVertex.PositionTextured.Format;
Material mat = new Material();
mat.Diffuse = Color.White;
mat.Ambient = Color.White;
device.Material = mat;
device.RenderState.Ambient = Color.DarkGray;
device.RenderState.CullMode = Cull.None;
for ( int i = 0; i < players.Length; i ++)
players[i].Render();
if ( GameFinished)
{
// One of the players has crashed draw text to inform the user
font36.DrawText(null,"The game has finished",new Rectangle(this.Width / 2 - 275,this.Height / 2 - 60,0,0),DrawTextFormat.NoClip,Color.Chartreuse);
font24.DrawText(null,"Press Escape to quit, Enter to start again",new Rectangle(this.Width / 2 - 300,this.Height / 2,0,0),DrawTextFormat.NoClip,Color.Silver);
// Zoom in on where the crash happened
if ( z < 0.90f)
z += 0.01f;
device.Transform.View = Matrix.LookAtLH( Vector3.Lerp(CamPos,ZoomInPoint,z),ZoomInPoint,UpVector );
}
device.EndScene();
device.Present();
}
protected void RenderIntro()
{
if ( device == null) return;
ElapsedTime = DXUtil.Timer(DirectXTimer.GetElapsedTime);
AppTime = DXUtil.Timer(DirectXTimer.GetAbsoluteTime);
device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black , 1.0F, 0);
device.BeginScene();
intro.Render(AppTime);
device.EndScene();
device.Present();
}
private void IntroFinished(bool finished)
{
// The intro is finished take the camera above the arena
IntroPlaying = !finished;
device.Transform.View = Matrix.LookAtLH( CamPos,Arena.ArenaCenter,new Vector3(0,1,0) );
}
private void Escape_KeyUp(object sender, EventArgs e)
{
if ( IntroPlaying )
intro.Stop();
else
{
// Dispose Devices
if ( input != null)
{
input.Unacquire();
input.Dispose();
input = null;
}
if ( device != null)
{
device.Dispose();
device = null;
}
this.Close();
}
}
private void Playerlost(Player player, Vector3 v)
{
for ( int i = 0; i < players.Length; i ++)
if ( players[i] != player) players[i].Score ++;
ZoomInPoint = v;
z = 0f;
// This calculates the UpVector for the ViewMatrix, not really working
float dx = CamPos.X - ZoomInPoint.X;
float dy = CamPos.X - ZoomInPoint.X;
float dz = CamPos.X - ZoomInPoint.X;
float dxz = (float) Math.Sqrt(dx*dx+dz*dz);
float alfa = (float) ( Math.PI - Math.Atan(dy/dxz) );
float beta = (float) Math.Atan(dz/dx);
UpVector = new Vector3( (float) Math.Cos(beta) * dxz,(float) Math.Cos(alfa),(float) Math.Sin(beta)*dxz );
UpVector.Normalize();
GameFinished = true;
}
private void Return_KeyUp(object sender, EventArgs e)
{
if ( GameFinished )
RestartGame();
}
private void RestartGame()
{
// Clear the level and assign a new level to it.
level.Reset( (Levels) rnd.Next(Level.numLevels) );
// Clear the trails of the player and reset their position
for ( int i = 0; i < players.Length; i ++)
players[i].Reset(level);
// Inform the arena about where to draw obstacles
arena.ResetObstacles(level);
GameFinished = false;
// Reset the camera position
device.Transform.View = Matrix.LookAtLH( CamPos,Arena.ArenaCenter,new Vector3(0,0,1) );
}
// private Vector3 v3Lerp(Vector3 v1,Vector3 v2,float l)
// {
// return new Vector3( v1.X * l + (1f-l) * v2.X, v1.Y * l + (1f-l) * v2.Y, v1.Z * l + (1f-l) * v2.Z);
// }
}
}