Beispiel #1
0
        public Surface(Tower a, Tower b, SurfaceType type, Level Parent)
        {
            tower_A = a; tower_A.AddSurface(this);
            tower_B = b; tower_B.AddSurface(this);
            m_type = type;

            surfaceLineSegment = new LineSegment(a.getPosition(), b.getPosition());

            parent = Parent;

            construct();
        }
Beispiel #2
0
        public void buildTower()
        {
            selectTower(new Tower(parent.id + " " + parent.num_towers, region, position, parent));
            selected.built = false;

            region.AddTower(parent.id + " " + parent.num_towers, selected);
            parent.num_towers++;
            selected_2 = new Tower(parent.id + " " + parent.num_towers, region, position, parent);
            selected_2.built = false;

            region.AddTower(parent.id + " " + parent.num_towers, selected_2);
            parent.m_towers.Add(selected);
            parent.m_towers.Add(selected_2);

            parent.num_towers++;

            c_build = true;
            temp_surface = new Surface(selected, selected_2, c_build_type, region);
            temp_surface.built = false;
            region.AddSurface(temp_surface);
        }
Beispiel #3
0
        private void UpdateClick(MouseState mousestate, MouseState lastmousestate)
        {
            if (mCurrentState == State.Click && mouseState.LeftButton == ButtonState.Pressed && lastMouseState.LeftButton == ButtonState.Released && mousestate.X < 800 && Stats.getGold() >= 50)
            {




                // **x2** 




                //showGrid(1);

                TileX = (int)Math.Floor((float)(mousestate.X / tileWidth));
                TileY = (int)Math.Floor((float)(mousestate.Y / tileHeight));
                squarePositionX = (TileX * tileWidth) + (tileWidth / 2);
                squarePositionY = (TileY * tileHeight) + (tileHeight / 2);

                Tower aTower = new Tower("Tower", squarePositionX - 30, squarePositionY - 30);    // *X1* Center tower on mouse. Change to 1/2 texture size.
                aTower.Scale = 0.5f;
                aTower.LoadContent(mContentManager);
                towers.Add(aTower);
                mCurrentState = State.Button;
                Stats.setGold(Stats.getGold() - 50);
            }

            if (mCurrentState == State.Button
                && mousestate.X > START_POSITION_X
                && mousestate.X < (START_POSITION_X + (int)(mSpriteTexture.Width * Scale))
                && mousestate.Y > START_POSITION_Y
                && mousestate.Y < (START_POSITION_Y + (int)(mSpriteTexture.Height * Scale)))
            {
                //hover over button here
                if (mouseState.LeftButton == ButtonState.Pressed && lastMouseState.LeftButton == ButtonState.Released)
                {
                    mCurrentState = State.Click;//button click here
                }
            }
        }
Beispiel #4
0
 public void changeTower(Tower new_tower)
 {
     tower_B = new_tower;
 }
Beispiel #5
0
        public void Update()
        {
            if (!parent.isFiring())
            {
                position += 15* input.LStickPosition();
            }

            FixPosition();

            if (input.IsCreateTowerNewlyPressed()) region.AddSpawnPoint(new SpawnPoint(position, 1000f, region));

            if (input.IsCancelSurfaceNewlyPressed())
            {
                if (selected_2 != null && !selected_2.built) region.RemoveTower(selected_2);
                if(selected != null && !selected.built) region.RemoveTower(selected);
                selected = null;
                c_build = false;
            }

            if (input.IsIncrementTowerNewlyPressed())
            {
                incrementTowerIndex();
                if (c_build)
                {
                    if (!selected_2.built)
                    {
                        Tower temp = selected_2;
                        selected_2 = parent.m_towers[tower_index];
                        temp_surface.changeTower(selected_2);
                        temp.ClearSurfaces();
                        region.RemoveTower(temp);
                    }
                    else selected_2 = parent.m_towers[tower_index];

                    position = selected_2.position;
                    Vector2 distance = selected.position - position;
                    while (distance.LengthSquared() > 10000)
                    {
                        incrementTowerIndex();
                        selected_2 = parent.m_towers[tower_index];
                        position = selected_2.position;
                        distance = selected.position - position;

                    }
                    temp_surface.changeTower(selected_2);
                }
                else selectTower(parent.m_towers[tower_index]);
            }

            if (input.IsDecrementTowerNewlyPressed())
            {
                decrementTowerIndex();

                if (c_build)
                {
                    if (!selected_2.built){

                        Tower temp = selected_2;
                        selected_2 = parent.m_towers[tower_index];
                        temp_surface.changeTower(selected_2);
                        temp.ClearSurfaces();
                        region.RemoveTower(temp);

                    }else selected_2 = parent.m_towers[tower_index];

                    position = selected_2.position;
                    Vector2 distance = selected.position - position;
                    while (distance.LengthSquared() > 14400)
                    {
                        incrementTowerIndex();
                        selected_2 = parent.m_towers[tower_index];
                        position = selected_2.position;
                        distance = selected.position - position;

                    }
                    temp_surface.changeTower(selected_2);
                }

                else selectTower(parent.m_towers[tower_index]);
            }

               if (c_build)
               {   Vector2 distance = selected.position - position;

               if (distance.LengthSquared() > 14400){
               distance.Normalize();
               position = selected.position - distance * 120f;
               }
               if (!selected_2.built)
               {
                   selected_2.position = position;
               }
               temp_surface.ChangeType(c_build_type);

            }

            if (input.IsCreateSurfaceNewlyPressed() && parent.legalSurface(c_build_type))
            {

                if (c_build)
                {
                    selected.Anchor();
                    selected_2.Anchor();
                    c_temp = Vector2.Zero;
                    temp_surface.built = true;
                        c_build = false;
                        selected.UnHighlight();
                        selected = null;

                        selected_2 = null;
                        temp_surface = null;
                        parent.incrementSurface(c_build_type);

                }else    {
                    if (selected == null) buildTower();
                    else buildTower(selected);

            }

            }

            if (input.IsToggleBuildNewlyPressed())
            {
                region.AddPrism(new AntiPrism(region, position));
            }

            if (input.IsSetReflectiveNewlyPressed() && parent.legalSurface(Surface.SurfaceType.Reflective)) c_build_type = Surface.SurfaceType.Reflective;
            if (input.IsSetAbsorbantNewlyPressed() && parent.legalSurface(Surface.SurfaceType.Absorbant)) c_build_type = Surface.SurfaceType.Absorbant;
            if (input.IsSetRefractiveNewlyPressed() && parent.legalSurface(Surface.SurfaceType.Refractive)) c_build_type = Surface.SurfaceType.Refractive;

            if (input.createPrismNewlyPressed())
            {
                region.AddPrism(position);

            }
        }
Beispiel #6
0
 public void selectTower(Tower select)
 {
     if(selected != null) selected.UnHighlight();
     selected = select;
     selected.Highlight();
 }
Beispiel #7
0
 public void RemoveTower(Tower remove)
 {
     List<Surface> destroyed = new List<Surface>();
     foreach (Surface s in remove.adj_surfaces)
     {
         destroyed.Add(s);
         remove.owner.decrementSurface(s.M_type);
     }
     foreach (Surface s in destroyed) RemoveSurface(s);
     towers.Remove(remove.id);
 }
Beispiel #8
0
 public void AddTower(String key,Tower add)
 {
     towers.Add(key,add);
     add.loadImage(m_content);
 }
Beispiel #9
0
 public void removeTower(Tower remove)
 {
     m_towers.Remove(remove);
 }
Beispiel #10
0
        public Map(int Height, int Width, int Center_X, int Center_Y, int left_Width, int top_Height, int right_Width, int down_Height, int screen_width, int screen_height)
        {
            bullet_to_wall  = false;
            bullet_to_tower = false;
            center_X        = Center_X;
            center_Y        = Center_Y;
            Left_Width      = left_Width;
            Top_Height      = top_Height;
            Down_Height     = down_Height;
            Right_Width     = right_Width;
            Screen_Height   = screen_height;
            Screen_Width    = screen_width;
            height          = Height;
            width           = Width;
            Camera_Height   = Screen_Height - Top_Height - Down_Height;
            Camera_Width    = Screen_Width - Left_Width - Right_Width;
            Max_Distance_X  = Camera_Width / 2;
            Max_Distance_Y  = Camera_Height / 2;
            Min_Buff_X      = -Left_Width;
            Min_Buff_Y      = -Top_Height;
            Max_Buff_X      = width - (Screen_Width - Right_Width);
            Max_Buff_Y      = height - (Screen_Height - Top_Height);
            tower           = new Tower[Towers_Count];
            Random o = new Random();

            for (int i = 0; i < Max_Zombies_Count; i++)
            {
                zombies[i] = new Zombie();
            }
            n   = height / 100;
            m   = width / 100;
            Net = new int[n, m];
            for (int i = 0; i < n; i++)
            {
                for (int j = 0; j < m; j++)
                {
                    if (i == 0 || j == 0 || i == n - 1 || j == m - 1)
                    {
                        Net[i, j] = 1;
                    }
                    else
                    {
                        Net[i, j] = 0;
                    }
                }
            }
            int builded = 0;
            int need    = o.Next(3, 10);

            while (builded != need)
            {
                int way = o.Next(1, 5);
                switch (way)
                {
                case 1:
                {
                    bool place = false;
                    int  x = 0, y = 0;
                    while (!place)
                    {
                        x = o.Next(1, m - 1); y = o.Next(1, n - 1);
                        if (Net[y, x + 1] == 1 && (Net[y, x - 1] + Net[y, x] + Net[y - 1, x - 1] + Net[y - 1, x] + Net[y + 1, x - 1] + Net[y + 1, x]) == 0)
                        {
                            place = true;
                        }
                    }
                    int l = o.Next(1, m / 2);
                    if ((x - l) > 0)
                    {
                        for (int i = x - 1; i >= x - l; i--)
                        {
                            if (Net[y, i - 1] + Net[y + 1, i - 1] + Net[y - 1, i - 1] > 0)
                            {
                                place = false;
                            }
                        }
                    }
                    else
                    {
                        place = false;
                    }
                    if (place)
                    {
                        builded++;
                        for (int i = x; i >= x - l; i--)
                        {
                            Net[y, i] = 1;
                        }
                    }
                }
                break;

                case 2:
                {
                    bool place = false;
                    int  x = 0, y = 0;
                    while (!place)
                    {
                        x = o.Next(1, m - 1); y = o.Next(1, n - 1);
                        if (Net[y, x - 1] == 1 && (Net[y, x + 1] + Net[y, x] + Net[y - 1, x + 1] + Net[y - 1, x] + Net[y + 1, x + 1] + Net[y + 1, x]) == 0)
                        {
                            place = true;
                        }
                    }
                    int l = o.Next(1, m / 2);
                    if ((x + l) < m - 1)
                    {
                        for (int i = x + 1; i <= x + l; i++)
                        {
                            if (Net[y, i + 1] + Net[y + 1, i + 1] + Net[y - 1, i + 1] > 0)
                            {
                                place = false;
                            }
                        }
                    }
                    else
                    {
                        place = false;
                    }
                    if (place)
                    {
                        builded++;
                        for (int i = x; i <= x + l; i++)
                        {
                            Net[y, i] = 1;
                        }
                    }
                }
                break;

                case 3:
                {
                    bool place = false;
                    int  x = 0, y = 0;
                    while (!place)
                    {
                        x = o.Next(1, m - 1); y = o.Next(1, n - 1);
                        if (Net[y + 1, x] == 1 && (Net[y, x - 1] + Net[y, x] + Net[y, x + 1] + Net[y - 1, x - 1] + Net[y - 1, x] + Net[y - 1, x + 1]) == 0)
                        {
                            place = true;
                        }
                    }
                    int l = o.Next(1, n / 2);
                    if ((y - l) > 0)
                    {
                        for (int i = y - 1; i >= y - l; i--)
                        {
                            if (Net[i - 1, x - 1] + Net[i - 1, x] + Net[i - 1, x + 1] > 0)
                            {
                                place = false;
                            }
                        }
                    }
                    else
                    {
                        place = false;
                    }
                    if (place)
                    {
                        builded++;
                        for (int i = y; i >= y - l; i--)
                        {
                            Net[i, x] = 1;
                        }
                    }
                }
                break;

                case 4:
                {
                    bool place = false;
                    int  x = 0, y = 0;
                    while (!place)
                    {
                        x = o.Next(1, m - 1); y = o.Next(1, n - 1);
                        if (Net[y - 1, x] == 1 && (Net[y, x - 1] + Net[y, x] + Net[y, x + 1] + Net[y + 1, x - 1] + Net[y + 1, x] + Net[y + 1, x + 1]) == 0)
                        {
                            place = true;
                        }
                    }
                    int l = o.Next(1, n / 2);
                    if ((y + l) < n - 1)
                    {
                        for (int i = y + 1; i <= y + l; i++)
                        {
                            if (Net[i + 1, x - 1] + Net[i + 1, x] + Net[i + 1, x + 1] > 0)
                            {
                                place = false;
                            }
                        }
                    }
                    else
                    {
                        place = false;
                    }
                    if (place)
                    {
                        builded++;
                        for (int i = y; i <= y + l; i++)
                        {
                            Net[i, x] = 1;
                        }
                    }
                }
                break;
                }
            }
            greed = new GreedHelp(Net, n, m, 100);
            for (int i = 0; i < Towers_Count; i++)
            {
                bool build = false;
                while (!build)
                {
                    Random o1 = new Random();
                    int    x = o1.Next(1, n - 2), y = o.Next(1, m - 2);
                    if ((Net[x, y] == 0 && Net[x + 1, y] == 0 && Net[x + 1, y + 1] == 0 && Net[x, y + 1] == 0) &&
                        ((Net[x - 1, y] > 0 && Net[x - 1, y + 1] > 0 && Net[x, y - 1] == 0 && Net[x + 1, y - 1] == 0 && Net[x + 2, y - 1] == 0 && Net[x + 2, y] == 0 && Net[x + 2, y + 1] == 0 && Net[x + 2, y + 2] == 0 && Net[x + 1, y + 2] == 0 && Net[x, y + 2] == 0) ||
                         (Net[x, y - 1] > 0 && Net[x + 1, y - 1] > 0 && Net[x - 1, y] == 0 && Net[x - 1, y + 1] == 0 && Net[x - 1, y + 2] == 0 && Net[x + 2, y] == 0 && Net[x + 2, y + 1] == 0 && Net[x + 2, y + 2] == 0 && Net[x + 1, y + 2] == 0 && Net[x, y + 2] == 0) ||
                         (Net[x + 2, y] > 0 && Net[x + 2, y + 1] > 0 && Net[x, y - 1] == 0 && Net[x + 1, y - 1] == 0 && Net[x - 1, y - 1] == 0 && Net[x - 1, y] == 0 && Net[x - 1, y + 1] == 0 && Net[x - 1, y + 2] == 0 && Net[x + 1, y + 2] == 0 && Net[x, y + 2] == 0) ||
                         (Net[x, y + 2] > 0 && Net[x + 1, y + 2] > 0 && Net[x, y - 1] == 0 && Net[x + 1, y - 1] == 0 && Net[x + 2, y - 1] == 0 && Net[x + 2, y] == 0 && Net[x + 2, y + 1] == 0 && Net[x - 1, y - 1] == 0 && Net[x - 1, y] == 0 && Net[x - 1, y + 1] == 0) ||
                         (Net[x - 1, y] > 0 && Net[x - 1, y + 1] > 0 && Net[x, y - 1] > 0 && Net[x + 1, y - 1] > 0 && Net[x + 2, y] == 0 && Net[x + 2, y + 1] == 0 && Net[x + 2, y + 2] == 0 && Net[x + 1, y + 2] == 0 && Net[x, y + 2] == 0) ||
                         (Net[x - 1, y] == 0 && Net[x - 1, y + 1] == 0 && Net[x, y - 1] > 0 && Net[x + 1, y - 1] > 0 && Net[x + 2, y] > 0 && Net[x + 2, y + 1] > 0 && Net[x - 1, y + 2] == 0 && Net[x + 1, y + 2] == 0 && Net[x, y + 2] == 0) ||
                         (Net[x - 1, y] == 0 && Net[x - 1, y + 1] == 0 && Net[x, y - 1] == 0 && Net[x + 1, y - 1] == 0 && Net[x + 2, y] > 0 && Net[x + 2, y + 1] > 0 && Net[x - 1, y - 1] == 0 && Net[x + 1, y + 2] > 0 && Net[x, y + 2] > 0) ||
                         (Net[x - 1, y] > 0 && Net[x - 1, y + 1] > 0 && Net[x, y - 1] == 0 && Net[x + 1, y - 1] == 0 && Net[x + 2, y] == 0 && Net[x + 2, y + 1] == 0 && Net[x + 2, y - 1] == 0 && Net[x + 1, y + 2] > 0 && Net[x, y + 2] > 0) ||
                         (Net[x - 1, y] > 0 && Net[x - 1, y + 1] > 0 && Net[x, y - 1] > 0 && Net[x + 1, y - 1] > 0 && Net[x, y + 2] > 0 && Net[x + 1, y + 2] > 0 && Net[x + 2, y] == 0 && Net[x + 2, y + 1] == 0) ||
                         (Net[x - 1, y] > 0 && Net[x - 1, y + 1] > 0 && Net[x, y - 1] > 0 && Net[x + 1, y - 1] > 0 && Net[x, y + 2] == 0 && Net[x + 1, y + 2] == 0 && Net[x + 2, y] > 0 && Net[x + 2, y + 1] > 0) ||
                         (Net[x - 1, y] == 0 && Net[x - 1, y + 1] == 0 && Net[x, y - 1] > 0 && Net[x + 1, y - 1] > 0 && Net[x, y + 2] > 0 && Net[x + 1, y + 2] > 0 && Net[x + 2, y] > 0 && Net[x + 2, y + 1] > 0) ||
                         (Net[x - 1, y] > 0 && Net[x - 1, y + 1] > 0 && Net[x, y - 1] == 0 && Net[x + 1, y - 1] == 0 && Net[x, y + 2] > 0 && Net[x + 1, y + 2] > 0 && Net[x + 2, y] > 0 && Net[x + 2, y + 1] > 0) ||
                         (Net[x - 1, y - 1] == 0 && Net[x, y - 1] == 0 && Net[x + 1, y - 1] == 0 && Net[x + 2, y - 1] == 0 && Net[x + 2, y] == 0 && Net[x + 2, y + 1] == 0 && Net[x + 2, y + 2] == 0 && Net[x + 1, y + 2] == 0 && Net[x, y + 2] == 0 && Net[x - 1, y + 2] == 0 && Net[x - 1, y + 1] == 0 && Net[x - 1, y] == 0)))
                    {
                        tower[i]  = new Tower((y + 1) * 100, (x + 1) * 100, greed);
                        Net[x, y] = 5; Net[x + 1, y] = 5; Net[x + 1, y + 1] = 5; Net[x, y + 1] = 5;
                        build     = true;
                    }
                }
            }

            for (int i = 0; i < Towers_Count; i++)
            {
                tower[i].Update_Map(greed);
            }

            for (int i = 0; i < Portals_Count; i++)
            {
                bool built = false;
                while (!built)
                {
                    int x = o.Next(0, m - 1), y = o.Next(0, n - 1);
                    if (Net[y, x] == 0 && Net[y + 1, x] == 0 && Net[y, x + 1] == 0 && Net[y + 1, x + 1] == 0)
                    {
                        Portals_X[i]  = ((x + 1) * 100);
                        Portals_Y[i]  = ((y + 1) * 100);
                        Net[y, x + 1] = 2; Net[y + 1, x] = 2;
                        Net[y, x]     = 2; Net[y + 1, x + 1] = 2;
                        built         = true;
                    }
                }
            }
            bool state = false; int h_x = 0, h_y = 0;

            while (!state)
            {
                h_x = o.Next(1, m - 1);
                h_y = o.Next(1, n - 1);
                if (Net[h_y, h_x] == 0)
                {
                    state = true;
                }
            }
            state = false;
            int new_x = 0, new_y = 0;

            while (!state)
            {
                int x = o.Next(0, m - 1), y = o.Next(0, n - 1);
                if (Net[y, x] == 0 && Net[y + 1, x] == 0 && Net[y, x + 1] == 0 && Net[y + 1, x + 1] == 0)
                {
                    new_x         = ((x + 1) * 100);
                    new_y         = ((y + 1) * 100);
                    Net[y, x + 1] = 4; Net[y + 1, x] = 4;
                    Net[y, x]     = 4; Net[y + 1, x + 1] = 4;
                    state         = true;
                }
            }
            base_1              = new Base(new_x, new_y);
            base_1.Time_Create += 50;
            state = false;
            while (!state)
            {
                int x = o.Next(0, m - 1), y = o.Next(0, n - 1);
                if (Net[y, x] == 0 && Net[y + 1, x] == 0 && Net[y, x + 1] == 0 && Net[y + 1, x + 1] == 0)
                {
                    new_x         = ((x + 1) * 100);
                    new_y         = ((y + 1) * 100);
                    Net[y, x + 1] = 4; Net[y + 1, x] = 4;
                    Net[y, x]     = 4; Net[y + 1, x + 1] = 4;
                    state         = true;
                }
            }
            base_2 = new Base(new_x, new_y);
            hero   = new Hero((h_x * 100) + 50, (h_y * 100) + 50, height, width, ((Screen_Width - Right_Width) / 100) + 1);
            greed  = new GreedHelp(Net, n, m, 100);
        }