Example #1
0
 private void finishTurn()
 {
     world.cameraManager.saveView(team);
     selectedAnimalActor = null;
     enterButtonReleased = false;
     world.endTurn();
 }
 public Boolean canAttackActor(AnimalActor target)
 {
     if (!canAct || target == null)
     {
         return(false);
     }
     return(true);
 }
        private void ProduceOffspring(AnimalActor parent)
        {
            GameTile    spawnLocation = FindOpenTile(parent, (world.getTileAt(parent.position) as GameTile));
            AnimalActor offspring     = (AnimalActor)world.actorFactory.createActor(world.actorFactory.getActorId(parent.actorName), new Vector2(spawnLocation.x, spawnLocation.y));

            offspring.teamColor = parent.teamColor;
            offspring.changeTeam(parent.team);
            offspring.changeActorSprite(true);
            world.addActor(offspring);
        }
        /*
         * Apply any extra effects to the actor from the attacking animal
         */
        public void applyStatusEffect(AnimalActor attacker)
        {
            if (attacker.actorName == "Rat")
            {
                this.attackDamage = this.poisonAttack;
                this.defense      = this.poisonDefense;

                this.poisonCount = 4;
                this.isPoisoned  = true;
            }
        }
        /**
         * Called when another animalActor fights this animal actor. We are defending.
         *
         * Damage Calculation, each AnimalActor attack each other in a fight.
         *
         * Damage is attack multiplied by the percent of health we have left of the attacker;
         *           then we subtract the defense of the defender from the damage.
         *
         *
         * TODO: Ranged Attacks?
         * TODO: Do Checks for what we can attack here.
         */
        private void fight(AnimalActor attacker)
        {
            // Get a random number to check if the attack is a critical hit
            double criticalValue  = MirrorEngine.randGen.NextDouble();
            double modifiedAttack = attacker.attackDamage;

            // Check random value against
            if (criticalValue >= attacker.criticalRange)
            {
                modifiedAttack = attacker.attackDamage * 2;
                applyStatusEffect(attacker);
            }

            // Apply damage to defender
            GameTile currentTile = (GameTile)world.getTileAt(this.position.x, this.position.y);

            Life.damage(this, (int)Math.Max((modifiedAttack - (this.defense + currentTile.defense)), 0));

            // Add explosion to show damage
            GameActor explosion = new Explosion(world, new Vector2(position.x, position.y + 2), new Vector2(0, 0), 1, new Vector2(2, 2), new Vector2(0, 0), 0);

            world.addActor(explosion);

            if (life.dead)
            {
                attacker.expPoints += this.spawnCost;

                checkLevelUp(attacker, this);
                die();
                return;
            }

            // Apply retaliation damage to attacker if defender can hit attacker
            GameTile AttackerTile = (GameTile)world.getTileAt(attacker.position.x, attacker.position.y);

            if (this.findAttackTiles().Contains(AttackerTile))
            {
                Life.damage(attacker, (int)Math.Max((attackDamage - (attacker.defense + AttackerTile.defense)), 0));

                if (attacker.life.dead)
                {
                    // Add explosion to show damage
                    this.expPoints += attacker.spawnCost;

                    GameActor attackerExplosion = new Explosion(world, new Vector2(attacker.position.x, attacker.position.y + 2), new Vector2(0, 0), 1, new Vector2(2, 2), new Vector2(0, 0), 0);
                    world.addActor(attackerExplosion);

                    checkLevelUp(this, attacker);
                    attacker.die();
                    return;
                }
            }
        }
 public FlyingBehavior(GameWorld world, GameActor actor, AnimalActor carry)
     : base(world, actor)
 {
     sprite     = (FlyingSprite)actor;
     this.carry = carry;
     if (sprite.plannedPath != null)
     {
         path = sprite.plannedPath.GetEnumerator();
         path.MoveNext();
         sprite.to = new Vector2(path.Current.x, path.Current.y);
     }
 }
        public void updateStatusEffects(AnimalActor actor)
        {
            if (actor.isPoisoned)
            {
                if (actor.poisonCount == 0)
                {
                    actor.attackDamage = actor.baseAttack;
                    actor.defense      = actor.baseDefense;
                    actor.isPoisoned   = false;
                    return;
                }

                actor.poisonCount--;
            }
        }
        /**
         * Level up an actor if experience threshold met. Add up to 2 stat points to attack and defense.
         */
        public void checkLevelUp(AnimalActor killer, AnimalActor victim)
        {
            if (killer.level == maxLevel)
            {
                return;
            }

            if (killer.expPoints >= expLevel[killer.level + 1])
            {
                killer.level++;
                killer.attackDamage += MirrorEngine.randGen.Next(3);
                killer.defense      += MirrorEngine.randGen.Next(3);

                ProduceOffspring(killer);
            }
        }
        public override void run()
        {
            if (transformReady)
            {
                Tile current = world.getTileAt(actor.position);
                for (int i = -2; i <= 2; i++)
                {
                    for (int j = -2; j <= 2; j++)
                    {
                        Tile checkTile = world.getTile(current.xIndex + i, current.yIndex + j);

                        if (TeamDictionary.TeamDict[team].IsActive && teamValue >= 0 && SPAWN_RANDOM_ACTORS)
                        {
                            AnimalActor newActor = ((GameActorFactory)world.actorFactory).createRandomAnimalActor(new Vector2(checkTile.x, checkTile.y));
                            GameTile    realTile = (GameTile)newActor.FindOpenTile(newActor, checkTile as GameTile);

                            if (realTile != null)
                            {
                                // Move animal to valid position
                                newActor.position.x = realTile.x;
                                newActor.position.y = realTile.y;

                                // Update old position so if a move is cancelled the animal doesn't go back to the invalid position
                                newActor.oldPosition = newActor.position;

                                // Avoid animals flying off of map when moved
                                newActor.velocity = Vector2.Zero;

                                if (newActor != null)
                                {
                                    world.addActor(newActor);
                                    newActor.teamColor = teamColor;
                                    newActor.changeTeam(team);
                                    teamValue -= newActor.spawnCost;
                                }
                            }
                        }
                    }
                }
                transformReady = false;

                actor.removeMe = true;
            }
        }
Example #10
0
        public override void startTurn()
        {
            movedUnits       = new LinkedList <AnimalActor>();
            currentUnitCount = units.Count;

            if (currentUnitCount > 0)
            {
                world.cameraManager.moveCamera(units.First().position);
            }

            foreach (AnimalActor actor in units)
            {
                updateStatusEffects(actor);
            }

            System.Console.WriteLine("Number of units for player " + team + ": " + units.Count + "\n");
            selectedAnimalActor = null;
            //world.cameraManager.loadView(team, true);
        }
Example #11
0
        public void expandUnits()
        {
            IEnumerator <AnimalActor> enu = storage.GetEnumerator();
            Tile current            = world.getTileAt(units.First.Value.position);
            LinkedList <Tile> tiles = new LinkedList <Tile>();

            tiles.AddFirst(current);
            AnimalActor currentActor = null;

            while (tiles.Count != 0 && (currentActor != null || enu.MoveNext()))
            {
                if (currentActor == null)
                {
                    currentActor = enu.Current;
                }
                current = tiles.First.Value;
                tiles.RemoveFirst();

                IEnumerator <Tile> tileEnu = current.adjacent.GetEnumerator();
                while (tileEnu.MoveNext())
                {
                    if (tileEnu.Current != null)
                    {
                        tiles.AddLast(tileEnu.Current);
                    }
                }
                AnimalActor a = world.getAnimalOnTile(current);
                if (a == null && current != null)
                {
                    enu.Current.position = new Vector2(current.x, current.y);
                    FlyingSprite sprite = new FlyingSprite(world, units.First.Value.position, new Vector2(0, 0), 1, new Vector2(1, 1), Vector2.Zero, 0, enu.Current.position, enu.Current);

                    sprite.anim = enu.Current.anim;
                    world.addActor(enu.Current);
                    enu.Current.removeMe = false;
                    enu.Current.changeTeam(team);
                    world.addActor(sprite);
                    //enu.Current.customDraw = AnimalActor.drawInvisible;
                    currentActor = null;
                }
            }
        }
Example #12
0
        /* TODO:
         * What do these functions do?  Why do they exist?
         * It would be very helpful if whoever wrote them also wrote comments.
         */
        public void collapseUnits()
        {
            IEnumerator <AnimalActor> enu = units.GetEnumerator();

            enu.MoveNext();
            AnimalActor first = enu.Current;

            storage = new LinkedList <AnimalActor>();
            while (enu.MoveNext())
            {
                storage.AddFirst(enu.Current);
            }
            enu = storage.GetEnumerator();
            while (enu.MoveNext())
            {
                enu.Current.die();
                FlyingSprite sprite = new FlyingSprite(world, enu.Current.position, new Vector2(0, 0), 1, new Vector2(1, 1), Vector2.Zero, 0, first.position, null);
                sprite.anim = enu.Current.anim;
                world.addActor(sprite);
            }
        }
        /*************************************** Graphics Functions ***************************************/

        //Custom draw method for animal actors with health bars.
        public static void drawWithHealthBar(Actor a)
        {
            //Readability vars...
            AnimalActor       aa        = (AnimalActor)a;
            Handle            tex       = aa.sprite;
            Vector2           spritePos = aa.position + aa.world2model;
            Color             actorTint = aa.tint * aa.color;
            GraphicsComponent gcomp     = aa.world.engine.graphicsComponent;

            //Draw the animal's sprite
            gcomp.drawTex(tex, (int)(spritePos.x + aa.xoffset), (int)(spritePos.y + aa.yoffset), actorTint);

            //Draw the health bar
            int hBarW = 32; //TODO: Grab the width of the sprite programmatically
            int hBarH = hBarW / 8;

            //Draw the border of the health bar
            gcomp.drawRect((int)(spritePos.x + aa.xoffset), (int)(spritePos.y + aa.yoffset), hBarW, hBarH, Color.BLACK);
            //Draw the health
            hBarW = (int)(hBarW * (aa.life.health / aa.life.maxlife));
            gcomp.drawRect((int)(spritePos.x + aa.xoffset + 1), (int)(spritePos.y + aa.yoffset + 1), hBarW - 2, hBarH - 2, aa.teamColor);
        }
        /**
         * Attacks the target tile, if there is an actor on that tile fight it.
         */
        public Boolean attackTile(Tile target)
        {
            AnimalActor animalTarget = world.getAnimalOnTile(target);

            if (canAttackActor(animalTarget))
            {
                //If adjacent tiles contain the target tile
                if (findAttackTiles().Contains(target))
                {
                    if (this.attackRange > 1)
                    {
                        FlyingSprite sprite = new FlyingSprite(world, this.position, new Vector2(0, 0), 1, new Vector2(1, 1), Vector2.Zero, 0, new Vector2(target.x, target.y));
                        sprite.anim = new Animation(world.engine.resourceComponent, "Sprites/011_blob/");
                        world.addActor(sprite);
                        animalTarget.fight(this);
                    }
                    else if (this.movementType.Equals(animalTarget.movementType) || this.movementType.Equals(TileCost.Air))
                    {
                        List <Tile> hittingAnim = new List <Tile>();
                        hittingAnim.Add(target);
                        hittingAnim.Add(curTile);

                        FlyingSprite sprite = new FlyingSprite(world, this.position, new Vector2(0, 0), 1, new Vector2(1, 1), Vector2.Zero, 0, new Vector2(curTile.x, curTile.y), this, hittingAnim);

                        sprite.anim = this.anim;

                        world.addActor(sprite);
                        this.customDraw = AnimalActor.drawInvisible;

                        animalTarget.fight(this);
                    }

                    canAct = false;
                    return(true);
                }
            }
            return(false);
        }
        public AnimalActor createRandomAnimalActor(Vector2 position, Vector2 velocity = null, double color = -1)
        {
            ResourceComponent rc = this.world.engine.resourceComponent;
            AnimalActor       a  = null;
            int numberOfAnimals  = 6;

            if ((position.x >= 0 && position.x < world.width * Tile.size && position.y >= 0 && position.y < world.height * Tile.size))
            {
                int id = MirrorEngine.randGen.Next(numberOfAnimals);
                switch (id)
                {
                case 0:
                    a = new Rat(world, position, new Vector2(0, 0), 2, new Vector2(2, 2), new Vector2(0, 0), 0);
                    return(a);

                case 1:
                    a = new TRex(world, position, new Vector2(0, 0), 2, new Vector2(2, 2), new Vector2(0, 0), 0);
                    return(a);

                case 2:
                    a = new Turtle(world, position, new Vector2(0, 0), 2, new Vector2(2, 2), new Vector2(0, 0), 0);
                    return(a);

                case 3:
                    a = new Robin(world, position, new Vector2(0, 0), 2, new Vector2(2, 2), new Vector2(0, 0), 0);
                    return(a);

                case 4:
                    a = new Llama(world, position, new Vector2(0, 0), 2, new Vector2(2, 2), new Vector2(0, 0), 0);
                    return(a);

                case 5:
                    a = new Penguin(world, position, new Vector2(0, 0), 2, new Vector2(2, 2), new Vector2(0, 0), 0);
                    return(a);
                }
            }
            return(a);
        }
        /*
         *  Searches for available tile to spawn and actor
         */
        public GameTile FindOpenTile(AnimalActor actor, GameTile initialTile)
        {
            if (world.getActorOnTile(initialTile) == null && actor.movementType[initialTile.type] != 999)
            {
                return(initialTile);
            }

            GameTile possibleTile;
            int      yOffset = 0;

            // Increase the radius of the search square
            for (int radius = 1; radius < Math.Max(world.width, world.height); radius++)
            {
                // Check each tile in the top row of the square
                if (initialTile.yIndex - radius > 0)
                {
                    for (int i = -radius; i < radius; i++)
                    {
                        if (initialTile.xIndex + i > 0)
                        {
                            if (initialTile.xIndex + i > world.width)
                            {
                                break;
                            }

                            possibleTile = (world.getTile(initialTile.xIndex + i, initialTile.yIndex - radius) as GameTile);
                            if (world.getActorOnTile(possibleTile) == null && actor.movementType[possibleTile.type] != 999)
                            {
                                return(possibleTile);
                            }
                        }
                    }
                }
                else
                {
                    yOffset = -(initialTile.yIndex - radius);
                }

                // Check each tile in the sides of the square
                for (int sideY = -radius + yOffset; sideY < radius; sideY++)
                {
                    if (initialTile.xIndex - radius > 0)
                    {
                        possibleTile = (world.getTile(initialTile.xIndex - radius, initialTile.yIndex + sideY) as GameTile);
                        if (possibleTile != null && world.getActorOnTile(possibleTile) == null && actor.movementType[possibleTile.type] != 999)
                        {
                            return(possibleTile);
                        }
                    }

                    if (initialTile.xIndex + radius < world.width)
                    {
                        possibleTile = (world.getTile(initialTile.xIndex + radius, initialTile.yIndex + sideY) as GameTile);
                        if (possibleTile != null && world.getActorOnTile(possibleTile) == null && actor.movementType[possibleTile.type] != 999)
                        {
                            return(possibleTile);
                        }
                    }
                }

                // Check each tile in the bottom row of the square
                if (initialTile.yIndex + radius < world.height)
                {
                    for (int i = -radius; i < radius; i++)
                    {
                        if (initialTile.xIndex + i < world.width)
                        {
                            break;
                        }

                        possibleTile = (world.getTile(initialTile.xIndex + i, initialTile.yIndex + radius) as GameTile);
                        if (world.getActorOnTile(possibleTile) == null && actor.movementType[possibleTile.type] != 999)
                        {
                            return(possibleTile);
                        }
                    }
                }
            }
            return(null);
        }
 public FlyingSprite(GameWorld world, Vector2 position, Vector2 velocity, float diameter, Vector2 size, Vector2 world2model, int imgIndex, Vector2 to, AnimalActor carry = null, List <Tile> plannedPath = null)
     : base(world, new Vector2(position.x - (position.x % 32), position.y - (position.y % 32)), velocity, diameter, size, world2model, imgIndex, 10)
 {
     this.plannedPath = plannedPath;
     this.to          = to;
     this.myBehavior  = new FlyingBehavior(world, this, carry);
 }
Example #18
0
        /*************************************** Team Functions ***************************************/

        public void addToTeam(AnimalActor recruit, team_t newTeam)
        {
            TeamDictionary.TeamDict[newTeam].ActorList.AddLast(recruit);
        }
Example #19
0
 public void poison(AnimalActor victim)
 {
     victim.isPoisoned = true;
 }
Example #20
0
        public override void Update()
        {
            //if (!stashed && world.collapse.isPressed)
            //{
            //	collapseUnits();
            //	stashed = true;
            //}
            //if (stashed && world.uncollapse.isPressed)
            //{
            //	expandUnits();

            //	stashed = false;

            //}
            CalculateTileFlash();
            //System.Console.WriteLine("Number of units in thing " + units.Count + " movedUnits" + movedUnits.Count +"\n");
            // End current turn if every animal has moved
            if (movedUnits.Count == currentUnitCount)
            {
                finishTurn();
                return;
            }

            if (selectedAnimalActor != null)
            {
                if (moveRange == null && selectedAnimalActor.canMove)
                {
                    moveRange = selectedAnimalActor.findPaths();
                }

                IEnumerator <Tile> adjacent = null;
                if (selectedAnimalActor.canMove)
                {
                    adjacent = moveRange.GetEnumerator();
                    while (adjacent.MoveNext())
                    {
                        if (adjacent.Current != null)
                        {
                            // Change color of ambient light on tiles
                            adjacent.Current.color = moveColor;
                        }
                    }

                    // Don't light up tile that actor is on so player can tell which unit is selected
                    world.getTileAt(selectedAnimalActor.position).color = selectedColor;
                }


                if (selectedAnimalActor.canAct && !selectedAnimalActor.canMove)
                {
                    adjacent = attackRange.GetEnumerator();
                    while (adjacent.MoveNext())
                    {
                        if (adjacent.Current != null)
                        {
                            // Change color of ambient light on tiles
                            adjacent.Current.color = atkColor;
                        }
                    }

                    // Don't light up tile that actor is on so player can tell which unit is selected
                    world.getTileAt(selectedAnimalActor.position).color = selectedColor;
                }
            }
            // Reset the move and attack color values
            else
            {
                moveColor = new Color(0, 0, 1);
                atkColor  = new Color(1, 0, 0);
            }

            // Handle end turn command
            if (enter.isPressed)
            {
                if (enterButtonReleased)
                {
                    finishTurn();
                    return;
                }
            }
            else
            {
                enterButtonReleased = true;
            }

            if (rightClick.isPressed)
            {
                // Animal has moved, return to the old position and cancel attack phase
                if (selectedAnimalActor != null)
                {
                    if (selectedAnimalActor.canMove == false)
                    {
                        selectedAnimalActor.position = selectedAnimalActor.oldPosition;
                        selectedAnimalActor.canMove  = true;
                    }

                    selectedAnimalActor.anim.ticksPerFrame *= 2;
                }
                selectedAnimalActor = null;
                moveRange           = null;
            }

            // Handle unit selection through clicks
            if (click.isPressed)
            {
                if (mouseButtonReleased)
                {
                    mouseButtonReleased = false;

                    // Get position of the mouseclick in pixels
                    Vector2 position = world.engine.graphicsComponent.camera.screen2World(world.engine.inputComponent.getMousePosition());
                    // Convert position to a multiple of 32
                    position = new Vector2(position.x - (position.x % 32), position.y - (position.y % 32));

                    Tile        clickedTile  = world.getTileAt(position);
                    AnimalActor animalOnTile = world.getAnimalOnTile(clickedTile);

                    if (selectedAnimalActor == null)
                    {
                        if (animalOnTile != null && animalOnTile.canMove == true)
                        {
                            selectedAnimalActor = animalOnTile;
                            selectedAnimalActor.anim.ticksPerFrame /= 2;
                        }
                    }

                    else if (moveRange != null && moveRange.Contains(world.getTileAt(position)) && (animalOnTile == null || animalOnTile == selectedAnimalActor) && selectedAnimalActor.canMove)
                    {
                        selectedAnimalActor.moveTile(world.getTileAt(position));

                        attackRange = selectedAnimalActor.findAttackTiles();
                        moveRange   = null;
                        //selected = null;
                    }
                    else if (!selectedAnimalActor.canMove && attackRange.Contains(world.getTileAt(position)))
                    {
                        // If an animal is on the attacked tile, attack it (don't allow an animal to attack itself)
                        if (animalOnTile != null && clickedTile != world.getTileAt(selectedAnimalActor.position))
                        {
                            selectedAnimalActor.attackTile(clickedTile);
                        }
                        // Update all of the attacking animal's variables and add to moved unit list
                        selectedAnimalActor.canAct = false;
                        movedUnits.AddFirst(selectedAnimalActor);
                        selectedAnimalActor.anim.ticksPerFrame *= 2;
                        selectedAnimalActor.changeActorSprite(true);
                        attackRange = null;
                        selectedAnimalActor.oldPosition = selectedAnimalActor.position;
                        selectedAnimalActor             = null;
                    }
                }
            }
            else
            {
                mouseButtonReleased = true;
            }

            if (world.selectLeft.isPressed && (selectedAnimalActor == null || selectedAnimalActor.canMove == true))
            {
                if (selectLeftReleased)
                {
                    currentAutoselect = (currentAutoselect + 1) % units.Count;
                    while (movedUnits.Contains(units.ElementAt(currentAutoselect)))
                    {
                        currentAutoselect = (currentAutoselect + 1) % units.Count;
                    }

                    moveRange = null;
                    if (selectedAnimalActor != null)
                    {
                        selectedAnimalActor.anim.ticksPerFrame *= 2;
                    }
                    selectedAnimalActor = units.ElementAt(currentAutoselect);
                    selectedAnimalActor.anim.ticksPerFrame /= 2;
                    selectLeftReleased = false;
                }
            }
            else
            {
                selectLeftReleased = true;
            }

            if (world.selectRight.isPressed && (selectedAnimalActor == null || selectedAnimalActor.canMove == true))
            {
                if (selectRightReleased)
                {
                    currentAutoselect = (currentAutoselect - 1);
                    if (currentAutoselect < 0)
                    {
                        currentAutoselect = units.Count - 1;
                    }
                    while (movedUnits.Contains(units.ElementAt(currentAutoselect)))
                    {
                        currentAutoselect = (currentAutoselect - 1);
                        if (currentAutoselect < 0)
                        {
                            currentAutoselect = units.Count - 1;
                        }
                    }

                    moveRange = null;
                    if (selectedAnimalActor != null)
                    {
                        selectedAnimalActor.anim.ticksPerFrame *= 2;
                    }
                    selectedAnimalActor = units.ElementAt(currentAutoselect);
                    selectedAnimalActor.anim.ticksPerFrame /= 2;
                    selectRightReleased = false;
                }
            }
            else
            {
                selectRightReleased = true;
            }
        }