Example #1
0
        /// <summary>
        ///  Spawns a certain Number of Ships
        /// </summary>
        public void SpawnShips()
        {
            sSelectShipList    = new List <AShip>();
            sAllShipList       = new List <AShip>();
            mAttackingShipList = new List <IBattleObject>();
            mDefendingShipList = new List <IBattleObject>();
            mRepairingShipList = new List <AShip>();
            mEnteringShipList  = new List <BattleShip>();

            //instanziation
            FlagShip    testShip        = new FlagShip(new Vector2(20, 20));
            BattleShip  testBattleShip  = new BattleShip(new Vector2(300, 100));
            BattleShip  testBattleShip2 = new BattleShip(new Vector2(550, 900));
            FisherShip  testFisherShip  = new FisherShip(new Vector2(550, 700));
            TradingShip testTradingShip = new TradingShip(new Vector2(100, 1000));

            //initialization
            testBattleShip.Initialize();
            testBattleShip2.Initialize();
            testShip.Initialize();
            testFisherShip.Initialize();
            testTradingShip.Initialize();

            //Owned
            testBattleShip.Owned = true;

            //add to List
            sAllShipList.Add(testShip);
            sAllShipList.Add(testBattleShip);
            sAllShipList.Add(testBattleShip2);
            sAllShipList.Add(testFisherShip);
            sAllShipList.Add(testTradingShip);

            //testing behaviour
            //testBattleShip2.Defend(mPathFinder.CalculatePath(testBattleShip2.Position, new Vector2(100, 150), true));
            testTradingShip.Defend(mPathFinder.CalculatePath(testTradingShip.Position, new Vector2(100, 100), true));//4700, 1400
            mDefendingShipList.Add(testTradingShip);
            //mDefendingShipList.Add(testBattleShip2);


            //testing repairing
            testBattleShip.Hp = 80;

            //testing QuadTree:
            mShipsQuadTree = new QuadTree(0, new Rectangle(0, 0, 5760, 5760));//testmap size is 1000*1000
        }
Example #2
0
        public void Update(QuadTree quadTree)
        {
            if (mLightningactivated)
            {
                // damage a ship if its too close to a storm.
                FisherShip dummyShip          = new FisherShip(new Vector2(mStormRegion.X + (mStormRegion.Width / 2), mStormRegion.Y + (mStormRegion.Height / 2)));
                var        possibleCollisions = new List <AShip>();
                quadTree.Retrieve(possibleCollisions, dummyShip);
                if (possibleCollisions.Count > 0)
                {
                    foreach (var pCShip in possibleCollisions)
                    {
                        if (mStormRegion.Contains(pCShip.Position) && mCounter >= 500 &&
                            pCShip.Owned)
                        {
                            var lightning = new Lightning(mAnim, pCShip.Position - new Vector2(0, 75));
                            MapScreen.mSmallThingsManager.AddThing(lightning);
                            if (pCShip.Owned)
                            {
                                SoundManager.PlayEfx("efx/ambience/Storm/rain_thunder");
                            }
                            pCShip.Hp -= 1;
                            mCounter   = 0;
                        }
                        if (mStormRegion.Contains(pCShip.Position) && mCounter < 500)
                        {
                            mCounter += 1;
                        }
                    }
                }


                if (mLightningCounter >= mNewLightning)
                {
                    var lightning = new Lightning(mAnim,
                                                  new Vector2(mGenerator.Next(mStormRegion.X + 75, mStormRegion.X + mStormRegion.Width - 75),
                                                              mGenerator.Next(mStormRegion.Y + 75, mStormRegion.Y + mStormRegion.Height - 75)));
                    MapScreen.mSmallThingsManager.AddThing(lightning);
                    mLightningCounter = 0;
                    mNewLightning     = mGenerator.Next(10, 100);
                    mTimeToLive      -= 1;
                    if (mTimeToLive < 0)
                    {
                        SoundManager.Stop("efx/ambience/Storm/rain_thunder");
                        mDestroyed = true;
                        EnvironmentManager.mStormNumber -= 1;
                        Despawn();
                        if (mCheckCloud.mDespawnComplete)
                        {
                            foreach (var cloud in mStormClouds)
                            {
                                cloud.KillCloud();
                            }
                        }
                    }
                }
                else
                {
                    mLightningCounter += 1;
                }
            }
            else
            {
                if (mCheckCloud.mFadingCompleted)
                {
                    mLightningactivated = true;
                }
            }
        }
Example #3
0
        public void Update(QuadTree quadTree)
        {
            // repeat the vortexanimation
            if (mVortexAnim.IsDestroyed && !mDestroyed)
            {
                mVortexAnim  = new VortexAnim(mAnim, mVortexRegion1.Location.ToVector2());
                mVortexAnim2 = new VortexAnim(mAnim, mVortexRegion2.Location.ToVector2());
                MapScreen.mSmallThingsManager.AddThing(mVortexAnim);
                MapScreen.mSmallThingsManager.AddThing(mVortexAnim2);
            }


            // damage a ship if its too close to a storm.
            FisherShip dummyShip1          = new FisherShip(new Vector2(mVortexRegion1.X, mVortexRegion1.Y));
            var        possibleCollisions1 = new List <AShip>();

            quadTree.Retrieve(possibleCollisions1, dummyShip1);

            FisherShip dummyShip2          = new FisherShip(new Vector2(mVortexRegion1.X, mVortexRegion1.Y));
            var        possibleCollisions2 = new List <AShip>();

            quadTree.Retrieve(possibleCollisions2, dummyShip2);

            if (possibleCollisions1.Count > 0 || possibleCollisions2.Count > 0)
            {
                foreach (var pCShip in possibleCollisions1)
                {
                    if (mVortexRegion1.Contains(pCShip.Position) &&
                        pCShip.Owned && !mCoolDown)
                    {
                        SoundManager.PlayEfx("efx/warp");
                        pCShip.Position = mVortexRegion2.Location.ToVector2();
                        pCShip.Moving   = false;

                        /*
                         * if (pCShip is FlagShip)
                         * {
                         *  Game1.mMapScreen.mMapCamera.Position = (mVortexRegion2.Location.ToVector2() - new Vector2(60, 20));
                         * }
                         */
                        mCoolDown = true;
                    }
                    if (mVortexRegion2.Contains(pCShip.Position) &&
                        pCShip.Owned && !mCoolDown)
                    {
                        SoundManager.PlayEfx("efx/warp");
                        pCShip.Position = mVortexRegion1.Location.ToVector2();
                        pCShip.Moving   = false;

                        /*
                         * if (pCShip is FlagShip)
                         * {
                         *  Game1.mMapScreen.mMapCamera.Position = (mVortexRegion1.Location.ToVector2() -
                         *                                         new Vector2(60, 20));
                         * }
                         */
                        mCoolDown = true;
                    }
                }
            }

            // cooldown for disallowing multiple teleportations
            if (mCoolDown)
            {
                if (mCoolDownCounter < 300)
                {
                    mCoolDownCounter += 1;
                }
                else
                {
                    mCoolDownCounter = 0;
                    mCoolDown        = false;
                }
            }

            mTimeToLive -= 1;

            if (mTimeToLive < 0)
            {
                mDestroyed = true;
                EnvironmentManager.mVortexNumber -= 1;
                mVortexAnim.KillVortex();
                mVortexAnim2.KillVortex();
            }
        }