Example #1
0
        /// <summary>
        /// Calls Update on the Base and all the Minions.
        /// Calculates collisions.
        /// Sets minion path waypoints.
        /// Removes inactive minions.
        /// Spawns new minion waves.
        /// </summary>
        /// <param name="gameTime">Game timing state.</param>
        /// <param name="enemyMinions">A list of minions to check collisions with.</param>
        public void Update(GameTime gameTime, List<Minion> enemyMinions, Base enemyBase)
        {
            //Update the base
            Base.Update(gameTime);

            //Update minions
            for (int i = Minions.Count - 1; i >= 0; i--)
            {
                Minions[i].Update(gameTime);

                //Perform collision detection with enemy minions
                bool inRange = Minions[i].CheckCollision(enemyMinions);

                //Reset the minion's goal if no enemies are in range, or if it's traveling backwards
                //Minions can only travel towards the enemy's base
                if (inRange == false
                    || Math.Sign(Minions[i].Direction.X) != Math.Sign(Destination.X - Minions[i].Center.X))
                {
                    //No enemies are in range
                    //Check how far the minion has traveled from their base
                    if (Math.Abs(Base.Center.X - Minions[i].Center.X) < (ScreenWidth / 2 - Base.Size / 2))
                    {
                        //Still head towards waypoint
                        Minions[i].SetGoal(Minions[i].Waypoint);
                    }
                    else
                    {
                        //Head towards the final destination now (the enemy base)
                        Minions[i].SetGoal(Minions[i].Destination);
                    }
                }

                //Check collision with enemy base
                float distance = (float)Math.Sqrt(
                    Math.Pow(Minions[i].Center.X - enemyBase.Center.X, 2)
                    + Math.Pow(Minions[i].Center.Y - enemyBase.Center.Y, 2)
                    );
                if (distance < (enemyBase.Size / 2))
                {
                    Minions[i].Active = false;
                    enemyBase.Health -= Minions[i].Health;
                }

                //Add each minion's money earned to the player's money
                if (Minions[i].MoneyEarned > 0)
                {
                    Money += Minions[i].MoneyEarned;
                    Minions[i].MoneyEarned = 0;
                }

                //Deactivate minions off the screen
                if (Minions[i].Position.X > ScreenWidth
                    || Minions[i].Position.X < -Minions[i].Size
                    || Minions[i].Position.Y > ScreenHeight
                    || Minions[i].Position.Y < -Minions[i].Size)
                {
                    Minions[i].Active = false;
                }

                //Remove inactive minions
                if (Minions[i].Active == false)
                {
                    Minions.RemoveAt(i);
                }
            }

            //Check if respawn counter is up
            if (gameTime.TotalGameTime - PreviousSpawnTime > MinionSpawnTime)
            {
                PreviousSpawnTime = gameTime.TotalGameTime;
                SpawnWaves = 5;
            }

            //If respawn queue is not empty, spawn a wave
            if (SpawnWaves > 0)
            {
                SpawnMinionWave();
                SpawnWaves--;
            }
        }
Example #2
0
        /// <summary>
        /// Initializes player properties and sets the boundary on the player's game entities.
        /// </summary>
        /// <param name="minionTexture">The texture used for drawing minions.</param>
        /// <param name="teamColor">The player's team color.</param>
        /// <param name="screenWidth">Width of the playable game area.</param>
        /// <param name="screenHeight">Height of the playable game area.</param>
        public void Initialize(Texture2D minionTexture, Color teamColor, int screenWidth, int screenHeight)
        {
            Money = 100;

            MinionHealth = 5;
            MinionSpeed = 0.5f;

            MinionTexture = minionTexture;
            TeamColor = teamColor;

            MinionSpawnTime = TimeSpan.FromSeconds(8f);
            PreviousSpawnTime = TimeSpan.Zero;
            SpawnWaves = 0;

            ScreenWidth = screenWidth;
            ScreenHeight = screenHeight;

            Base = new Base();
            Minions = new List<Minion>();
            Waypoints = new List<Vector2>();
        }