/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Game1 game = new Game1()) { game.Run(); } }
public void findClosestCreep(GameTime gameTime, Tower tower, Game1 game) { //search the path and choose the closest creep to the towers position int xDiff = 1000; int yDiff = 1000; int tempX = 0; int tempY = 0; int crPos = 0; if (gameTime.TotalGameTime.TotalSeconds > tower.seconds) { for (int x = 0; x < game.Creeps.Count; x++) { tempX = Math.Abs((int)(tower.pos.X - game.Creeps.ElementAt(x).pos.X)); tempY = Math.Abs((int)(tower.pos.Y - game.Creeps.ElementAt(x).pos.Y)); if ((tempX <= xDiff) && (tempY <= yDiff)) { xDiff = tempX; yDiff = tempY; crPos = x; System.Diagnostics.Debug.WriteLine("JONO!"); System.Diagnostics.Debug.WriteLine(tempX); System.Diagnostics.Debug.WriteLine(tempY); } } tower.seconds = (int)(gameTime.TotalGameTime.TotalSeconds + tower.Speed); Shoot(game.Creeps.ElementAt(crPos), game, tower); } }
//making a random path at the start of the game for creeps to run down public void drawRandomTiles(Game1 game) { int var = RandomNumber(0, backWidth);//same as backbufferedwidth //System.Diagnostics.Debug.WriteLine(Game1.SCALE); Vector2 tempPos; //Creep cr; for (int y = 0; y < backHeight; y++) { tempPos = new Vector2(var*Game1.SCALE ,y*Game1.SCALE); game.Path.Add(tempPos); this.tile = new Tile(tempPos, game.texTile, game); game.Tiles.Add(this.tile); //cr = new Creep(tempPos, game.texCreep, game); //game.Creeps.Add(cr); //System.Diagnostics.Debug.WriteLine("start"); //System.Diagnostics.Debug.WriteLine(var); //System.Diagnostics.Debug.WriteLine(y); } }
public User(Game1 game) : base(game) { //this.camera = camera; }
public void spawnCreep(GameTime gameTime, Vector2 vec, Game1 game) { if (gameTime.TotalGameTime.TotalSeconds > spawnSeconds) { Creep cr = new Creep(vec, game.texCreep, game); game.Creeps.Add(cr); spawnSeconds = (int)(gameTime.TotalGameTime.TotalSeconds + 5); } }
public void Shoot(Creep cr,Game1 game,Tower tower) { System.Diagnostics.Debug.WriteLine("HERE!"); Projectile p = new Projectile(tower.pos, game.texProj, game); //p.Damage = this.Damage; //p.Speed = this.Speed; p.Damage = 5; p.Speed = 2; p.setCreep(cr); game.Projs.Add(p); }
public void moveCreep(GameTime gameTime, Game1 game) { if (creepMoveCount < backHeight) { if (gameTime.TotalGameTime.TotalSeconds > seconds) { //Getting Vector2 of path int x = (int)game.Path.ElementAt(creepMoveCount).X; int y = (int)game.Path.ElementAt(creepMoveCount).Y; creepMoveCount++;//Kinda of an iterator to know where abouts in the path we are Vector2 temp; seconds = (int)(gameTime.TotalGameTime.TotalSeconds + game.Creeps[0].Speed); temp = new Vector2(x, y); for (int z = 0; z < game.Creeps.Count; z++) { game.Creeps[z].setPos(temp); } } } }