Beispiel #1
0
        public void AddTower()
        {
            Tower nt = null;

            switch (this.TowerType)
            {
            case TowerTypes.ARROW_TOWER:
                nt = new ArrowTower(this.towertextures[(int)TowerTypes.ARROW_TOWER - 1], this.bullettextures[(int)TowerTypes.ARROW_TOWER - 1], this.Tile);
                break;

            case TowerTypes.SPIKE_TOWER:
                nt = new SpikeTower(this.towertextures[(int)TowerTypes.SPIKE_TOWER - 1], this.bullettextures[(int)TowerTypes.SPIKE_TOWER - 1], this.Tile);
                break;

            case TowerTypes.SPEED_TOWER:
                nt = new SpeedTower(this.towertextures[(int)TowerTypes.SPEED_TOWER - 1], this.bullettextures[(int)TowerTypes.SPEED_TOWER - 1], this.Tile);
                break;

            case TowerTypes.CANNON_TOWER:
                nt = new CannonTower(this.towertextures[(int)TowerTypes.CANNON_TOWER - 1], this.bullettextures[(int)TowerTypes.CANNON_TOWER - 1], this.Tile);
                break;
            }

            if (nt != null && this.CanPlaceTower() && nt.Cost <= this.coins)
            {
                this.towers.Add(nt);
                this.coins    -= nt.Cost;
                this.TowerType = TowerTypes.TOWER_NONE;
            }
            this.TowerType = TowerTypes.TOWER_NONE;
        }
Beispiel #2
0
        /// Handles placing a tower on the PictureBox.
        private void GameWorldPB_MouseDown(object sender, MouseEventArgs e)
        {
            if (e.Button == MouseButtons.Middle)
            {
                world.Crosshair.x = e.Location.X;
                world.Crosshair.y = e.Location.Y;
            }
            if (e.Button == MouseButtons.Right)
            {
                DeselectTower();
                HandSelectPB_Click(sender, e);
            }
            else
            {
                // No tower to build selected, mouse can be used to select placed Towers
                if (selectedTower == null && !GetTileAtMouse.buildable)
                {
                    // Loop through all Towers
                    for (int i = 0; i < world.towers.Count; i++)
                    {
                        // Check if the clicked tile is occupied by a Tower
                        for (int j = 0; j < world.towers[i].pos.Count; j++)
                        {
                            if (world.towers[i].pos[j] == GetTileAtMouse)
                            {
                                // Deselect the previously selected Tower (if there is one)
                                DeselectTower();
                                // Set the selected Tower, draw its Range and toggle the Details.
                                world.Tower = world.towers[i];
                                SelectTower();
                            }
                        }
                    }
                }
                else
                {
                    DeselectTower();
                }


                // Gets 2x2 square of Tiles according to location of mouse.
                List <BaseTile> selectedTiles = GetSelectedTiles(e.Location);
                // If the selected tiles are buildable AND you have a tower selected AND you have enough money..
                if (world.IsBuildable(selectedTiles) && selectedTower != null && world.Gold + selectedTower.goldCost >= 0)
                {
                    if (world.CheckIfPathIsBlocked(selectedTiles) == false)
                    {
                        // ..Check the selected tower's type and create a new object of that type
                        Tower addTower = null;
                        if (selectedTower is ArrowTower)
                        {
                            addTower = new ArrowTower();
                        }
                        if (selectedTower is CannonTower)
                        {
                            addTower = new CannonTower();
                        }
                        if (selectedTower is SplitShotTower)
                        {
                            addTower = new SplitShotTower();
                        }
                        if (selectedTower is DogHouseTower)
                        {
                            addTower = new DogHouseTower();
                        }
                        if (selectedTower is FuzzyTower)
                        {
                            addTower = new FuzzyTower();
                        }
                        // ..Deduct gold
                        world.DeductGold(selectedTower.goldCost);
                        // Disable each selected tile
                        foreach (BaseTile bt in selectedTiles)
                        {
                            bt.DisableTile();
                            bt.tower = addTower;
                        }
                        // Build the tower, update the gold and redraw the background
                        addTower.BuildTower(selectedTiles);
                        DeselectTower();
                        world.Tower = addTower;
                        SelectTower();
                        DrawBackground();
                    }
                }
            }
        }