All objects which are placeable by the player and fight against the creeps.
Inheritance: GameObject
Ejemplo n.º 1
0
 public void PlaceTower(Tower t, Vector2 m, float width)
 {
     PlaceTower(t, (int)(m.X / GridSize.X), (int)(m.Y / GridSize.Y), (int)(width / GridSize.X), (int)(width / GridSize.Y));
 }
Ejemplo n.º 2
0
        public void PlaceTower(Tower t, int x, int y, int width, int height)
        {
            int lx = (int)(x - width / 2);
            int ly = (int)(y - width / 2);
            int hx = lx + width;
            int hy = ly + height;

            // Attempt to place the tower, if possible
            // TODO: Handle this better?
            try
            {
                // Don't do anything if there is a tower or a road in the way.
                for (int i = lx + 1; i < hx - 1; i++)
                {
                    for (int j = ly + 1; j < hy - 1; j++)
                    {
                        if (Grid[i, j].isRoad)
                        {
                            return;
                        }
                        if (Grid[i, j].theTower != null)
                            return;
                    }
                }
            }
            // If part of the tower goes out of range, just return
            catch (IndexOutOfRangeException)
            {
                return;
            }

            // Put it in the collection
            Towers.Add(t);

            t.Position = new Vector2(x * GridSize.X, y * GridSize.Y);

            // Don't do anything if there is a tower or a road in the way.

            //TODO: Does this actually work?
            // If not, should it be removed from the collection..?
            for (int i = lx; i < hx; i++)
            {
                for (int j = ly; j < hy; j++)
                {
                    Grid[i, j].theTower = t;
                }
            }
        }
Ejemplo n.º 3
0
 public GridPosition(Tower t, bool ir)
 {
     theTower = t;
     isRoad = ir;
 }