public static void CacheLivingEntity(LivingGameEntity lent)
 {
     if (!LivingGameEntity.cachedEntities.Contains(lent))
     {
         LivingGameEntity.cachedEntities.Add(lent);
     }
 }
        private void SpawnEntity()
        {
            LivingGameEntity newEnt;
            // Cloning isn't working right, so we don't want to do this.
            if (GameEntity.Cached(spawnBatches[currentBatch].GameEntityName) && 1 == 2)
            {
                newEnt = LivingGameEntity.CloneByName(spawnBatches[currentBatch].GameEntityName);
            }
            else
            {
                newEnt = new LivingGameEntity(spawnBatches[currentBatch].GameEntityName);
            }
            newEnt.Faction = this.DefaultFaction;
            newEnt.SetPosition(this.GetPosition().x, this.GetPosition().y);
            newEnt.SetParentStage(this.GetParentStage());
            this.GetParentStage().AddGameEntity(newEnt);
            if (spawnBatches[currentBatch].templateAI != null)
            {
                newEnt.SetAI(spawnBatches[currentBatch].templateAI.Clone());
            }

            if (this.EntitySpawned != null)
            {
                try
                {
                    this.EntitySpawned.Invoke(this, newEnt);
                }
                catch (Exception ex)
                {
                }
            }
        }
Beispiel #3
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        public void createShadowCreature(int x, int y)
        {
            LivingGameEntity shadowCreature = new LivingGameEntity("ShadowCreature");
            shadowCreature.AddCustomStyling("shadowCreature");
            shadowCreature.SetParentStage(Stage.CurrentStage);
            Stage.CurrentStage.AddLivingGameEntity(shadowCreature);
            shadowCreature.SetPosition(x, y);

            ArtificialIntelligence creatureAI = new ArtificialIntelligence();
            creatureAI.SetMovementThoughtPattern(customCreatureThoughtPattern);
            shadowCreature.SetAI(creatureAI);
        }
Beispiel #4
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 public static void SetPlayerCharacter(LivingGameEntity newCharacter)
 {
     playerCharacter = newCharacter;
 }
Beispiel #5
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 public void SetOwner(LivingGameEntity newOwner)
 {
     this.owner = newOwner;
 }
Beispiel #6
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        //test function to make a new tower...
        public void placeATower(GuiEvent gEvent)
        {
            //hide the collision map gui layer
            Stage.CurrentStage.HideCollisionMap();

            // Make sure we can place a tower there.
            if (checkTowerPlacement(gEvent) == false)
            {
                // Make a noise.
                return;
            }

            // Need to add a check for financial ability as well ...
            // But maybe on the tower menu instead.

            Tile clickedTile = gEvent.clickedTiles[0];

            // Decrement the player's currency
            changePlayerCurrency(-33);

            towerToPlace = LivingGameEntity.CloneByName(desiredTowerName);
            towerToPlace.SetParentStage(Stage.CurrentStage);
            towerToPlace.SetPosition(clickedTile.GetPosition().x, clickedTile.GetPosition().y);
            towerToPlace.Faction = playerFaction;

            Stage.CurrentStage.AddLivingGameEntity(towerToPlace);

            //deselect the selected tower in the gui menu
            GuiLayer towerLayer = GuiLayer.GetLayerByName("TowerMenu");
            //towerLayer.SelectItem("By putting this text here, everything will be deselected, but nothing will be selected.", -1);
            // Destroy the notification.
            placeTower.Destroy();

            // After the tower is placed, re-calculate pathing for the stage.
            // If there is only one path enemies can take, mark the crucial point(s) as walkable but unbuildable.
        }
Beispiel #7
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        public void prepTowers()
        {
            LivingGameEntity NyanTower = new LivingGameEntity("NyanTower");
            LivingGameEntity XTheYTower = new LivingGameEntity("XTheYTower");
            LivingGameEntity TableFlipperTower = new LivingGameEntity("TableFlipperTower");
            LivingGameEntity BarrelRollTower = new LivingGameEntity("BarrelRollTower");
            LivingGameEntity ArrowKneeTower = new LivingGameEntity("GuardTower");

            LivingGameEntity PepperCopTower = new LivingGameEntity("PepperCopTower");

            //NyanTower.SetResource("Currency", 15);
            //PepperCopTower.SetResource("Currency", 35);
            //XTheYTower.SetResource("Currency", 40);
            //TableFlipperTower.SetResource("Currency", 20);

            //this will automatically draw the sprite for the projectile from the (hopefully) pre-established table sprite
            Projectile TableProjectile = new Projectile("Table");
            TableProjectile.SetDamage(30);

            Weapon TableFlipperWeapon = new Weapon(10, 1, .5, 180, 40);
            TableFlipperWeapon.SetProjectile(TableProjectile);
            TableFlipperWeapon.SetRange(5);
            TableFlipperTower.AddWeapon(TableFlipperWeapon);

            Weapon dummyWeapon = new Weapon(10, 1, .5, 180, 40);
            dummyWeapon.SetRange(5);
            NyanTower.AddWeapon(dummyWeapon);

            Projectile barrel = new Projectile("Barrel");
            barrel.SetDamage(70);

            Weapon BarrelThrower = new Weapon(10, 1, .5, 180, 40);
            BarrelThrower.SetRange(5);
            BarrelThrower.SetProjectile(barrel);
            BarrelRollTower.AddWeapon(BarrelThrower);

            Projectile arrow = new Projectile("Arrow");
            arrow.SetDamage(70);

            Weapon Bow = new Weapon(10, 1, .5, 180, 40);
            Bow.SetRange(15);
            Bow.SetProjectile(arrow);
            ArrowKneeTower.AddWeapon(Bow);
        }
 /// <summary>
 /// Set the entity that this AI is attached to (the "body" to this "mind")
 /// </summary>
 /// <param name="newBody">The Entity to attach.</param>
 public void SetBody(LivingGameEntity newBody)
 {
     this.body = newBody;
 }