Ejemplo n.º 1
0
        public void checkHealth(ContentManager content)
        {
            for (int i = 0; i < player.Count; i++)
            {
                if (player[i].isAlive() == false)
                {
                    player[i].kill(content);
                    player.Remove(player[i]);
                }
            }

            for (int i = 0; i < artificial.Count; i++)
            {
                if (artificial[i].isAlive() == false)
                {
                    MoraleBar.resourceAdd(resourceUtil(artificial[i].type));
                    clink.Play();
                    artificial.Remove(artificial[i]);
                }
            }
        }
Ejemplo n.º 2
0
        // Change map and set managers to be equal to the current map

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            //if (riverDefenseSelector.getOccupied())
            //    betaInitialization();
            ClickTimer += gameTime.ElapsedGameTime.TotalMilliseconds;
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }
            mouseCurrent = Mouse.GetState();

            KeyboardState keyboardState = Keyboard.GetState();


            healthChecker.Update(ModelManager.player, ModelManager.artificial);
            healthChecker.checkHealth(this.Content);
            ModelManager.player     = healthChecker.player;
            ModelManager.artificial = healthChecker.artificial;
            attackChecker.Update(ref ModelManager.player, ref ModelManager.artificial);
            attackChecker.autoAttacks();
            projMan.fireProjectiles();
            if (built)
            {
                mBar.calculateScore();
            }



            //inputManager.Update(mouseCurrent, mousePrev, keyboardState, ref towers, ref gameobj);

            if (!built && playable) // Enter build phase if built is False, notice true flag at the end indicating we're in build phase
            {
                //Console.WriteLine("a");
                // Why is the "buildPhase" Boolean always true? Should it be equal to "built"?
                // 2 checks: either you don’t want to use all your resources, and want to start the game now, or you’ve used all your resources
                // and the player should receive a “ready check”
                if (keyboardState.IsKeyDown(Keys.Enter))
                { // once we deplete our build resources, set built to true (doing so will initialize enemy AI units and starts the level)
                    built = true;
                    MoraleBar.resourceAdd(playerResources);
                }
                inputManager.Update(mouseCurrent, mousePrev, ref ClickTimer, keyboardState, ref groupedUnits, ref ModelManager.player, ref ModelManager.artificial, ref loadMan, ref projMan, this.Content, ref MoraleBar.resources, true);
                //MoraleBar.resourceVal(buildResources);
            }
            else if (built && initialized)// player is not building in build phase but rather building reinforcements - notice the false flag at the end indicating not build phase
            {
                //Console.WriteLine("b");
                inputManager.Update(mouseCurrent, mousePrev, ref ClickTimer, keyboardState, ref groupedUnits, ref ModelManager.player, ref ModelManager.artificial, ref loadMan, ref projMan, Content, ref MoraleBar.resources, false);
                //MoraleBar.resourceVal(playerResources);
            }
            else
            {
                int noResources = 0;
                inputManager.Update(mouseCurrent, mousePrev, ref ClickTimer, keyboardState, ref groupedUnits, ref ModelManager.player, ref ModelManager.artificial, ref loadMan, ref projMan, Content, ref noResources, false);
            }
            if (built && !initialized)// && castleDefenseSelector.getOccupied() == true)
            {
                //Console.WriteLine("c");
                if (screenManager.currentMap.name.Equals("Content/castleDefense.txt"))
                {
                    castleDefenseSpawn();
                }
                else if (screenManager.currentMap.name.Equals("Content/castleSiege.txt"))
                {
                    castleSiegeSpawn();
                }
                else if (screenManager.currentMap.name.Equals("Content/riverDefense.txt"))
                {
                    riverDefenseSpawn();
                }
                initialized = true; // set initialized to true to prevent looped enemy unit spawning
            }

            if (initialized)
            {
                //Console.WriteLine("d");
                theResource.ssY = playerResources * 32;
            }
            loadMan.load(Content, ModelManager.artificial);
            loadMan.load(Content, ModelManager.player);
            movementManager.moveObjects(ModelManager.player, ModelManager.artificial);
            aiManager.SetAIDestinations2(ModelManager.artificial);
            if ((ModelManager.player.Count == 0) && built)
            {
                screenManager.victory = "defeat";
                SoundEffect defeatEffect = Content.Load <SoundEffect>("wilhelm.wav");
                defeatEffect.Play();
                ModelManager.artificial.Clear();
                testCommander();
                mBar.waveNum = 0;
                loadMan.load(Content, ModelManager.player);
                built       = false;
                playable    = false;
                initialized = false;
                if (screenManager.currentMap.name.Equals("Content/castleDefense.txt"))
                {
                    prevResources  = 10;
                    buildResources = 0;
                    MoraleBar.resourceVal(buildResources);
                    currentTransition  = "defeatScreen";
                    completeTransition = false;
                }

                else if (screenManager.currentMap.name.Equals("Content/riverDefense.txt"))
                {
                    prevResources  = 10;
                    buildResources = 0;
                    MoraleBar.resourceVal(buildResources);
                    currentTransition  = "fallBackToTheCastle";
                    completeTransition = false;
                }
                else if (screenManager.currentMap.name.Equals("Content/castleSiege.txt"))
                {
                    playerResources = 10;
                    prevResources   = 15;
                    buildResources  = 0;
                    MoraleBar.resourceVal(buildResources);
                    currentTransition  = "fallBackToTheRiver";
                    completeTransition = false;
                }
                testBeta = true;
                //Console.WriteLine("interaction for defeatscreenselector: " + screenManager.allSelectors[0].getInteraction());
            }
            else if ((ModelManager.artificial.Count == 0) && built)
            {
                screenManager.victory = "victory";
                ModelManager.player.Clear();
                testCommander();
                mBar.waveNum = 0;
                loadMan.load(Content, ModelManager.player);
                built       = false;
                playable    = false;
                initialized = false;
                if (screenManager.currentMap.name.Equals("Content/castleDefense.txt"))
                {
                    if (MoraleBar.resources > 15)
                    {
                        prevResources = MoraleBar.resources;
                    }
                    else
                    {
                        prevResources = 15;
                    }
                    currentTransition = "onwardToTheRiver";
                    playerResources   = 10;
                    buildResources    = 0;
                    MoraleBar.resourceVal(buildResources);
                    completeTransition = false;
                }

                else if (screenManager.currentMap.name.Equals("Content/riverDefense.txt"))
                {
                    if (MoraleBar.resources > 20)
                    {
                        prevResources = MoraleBar.resources;
                    }
                    else
                    {
                        prevResources = 20;
                    }
                    playerResources = 10;
                    buildResources  = 0;
                    MoraleBar.resourceVal(buildResources);
                    currentTransition  = "onwardToTheCastle";
                    completeTransition = false;
                }
                else if (screenManager.currentMap.name.Equals("Content/castleSiege.txt"))
                {
                    playerResources = 10;
                    prevResources   = 10;
                    buildResources  = 0;
                    MoraleBar.resourceVal(buildResources);
                    currentTransition  = "victoryScreen";
                    completeTransition = false;
                }
                testBeta = true;
            }
            if (completeTransition == false && keyboardState.IsKeyDown(Keys.Enter))
            {
                completeTransition = true;
                currentTransition  = "null";
            }

            screenManager.updateSelectors(screenManager.victory);
            if (screenManager.currentMap.name.Equals("Content/MainScreen.txt") && completeTransition == true && whatIsTruth == false)
            {
                currentTransition = "levelSelect";
                whatIsTruth       = true;
            }

            /*if (screenManager.victory.Equals("victory") && screenManager.currentMap.name.Equals("castleSiege"))
             * {
             *  screenManager.victory = "undef";
             *  screenManager.prevMap = screenManager.allMaps[screenManager.progressIndex];
             *  screenManager.progressIndex++;
             *  screenManager.currentMap = screenManager.allMaps[screenManager.progressIndex];
             *  screenManager.nextMap = screenManager.allMaps[screenManager.progressIndex + 1];
             *
             * }*/

            //aiManager.SetAIDestinations(modMan.artificial);

            //  TyDigit: Change the digit based on amount of resources left

            mousePrev = mouseCurrent;
            base.Update(gameTime);
        }