Ejemplo n.º 1
0
        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);
        }
Ejemplo n.º 2
0
        //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.
        }