override public void Update(DwarfTime gameTime, ChunkManager chunks, Camera camera) { base.Update(gameTime, chunks, camera); if (World.Overworld.Difficulty == 0) { return; // Disable enemy sensors on peaceful difficulty. } SenseTimer.Update(gameTime); if (SenseTimer.HasTriggered) { Enemies.Clear(); try { Sense(); } catch (Exception e) { Program.CaptureException(e); } } Enemies.RemoveAll(ai => ai.IsDead); }
public override void Draw(SpriteBatch spriteBatch, Color color) { if (Enemies.Count > 0) { Enemies.Clear(); } base.Draw(spriteBatch, color); foreach (var item in StartPoints.Values) { GameObjectUtilities.Draw(spriteBatch, color, startPointTexture, item.Bounds); } foreach (var item in Goals.Values) { GameObjectUtilities.Draw(spriteBatch, color, goalPointTexture, item.Bounds); } foreach (var item in EnemyStartPoints.Values) { GameObjectUtilities.Draw(spriteBatch, color, enemyStartPointTexture, item.Bounds); var enemy = _gameEntry.AvailableEnemies[item.EnemyName]; GameObjectUtilities.Draw(spriteBatch, Color.LightGray, enemy.Texture, item.Bounds); } }
public void LoadWorld(string levelName, Game1 game, bool clearMario = true) { var state = (game.Mario == null) ? null : game.Mario.State; game.LevelName = levelName; game.Map = null; game.Mario = null; Items.Clear(); Enemies.Clear(); Fireballs.Clear(); Pipes.Clear(); Background.Clear(); Texts.Clear(); MovingTexts.Clear(); Achievements.Clear(); Game1.Camera.Position = Vector2.Zero; LevelName = levelName; string level = Path.GetDirectoryName(Process.GetCurrentProcess().MainModule.FileName) + "\\Content\\Levels\\" + levelName + ".csv"; new LevelLoader(game, level); if (!clearMario) { if (state.Name == "Big") { game.Mario.ToBig(); } else if (state.Name == "Fire") { game.Mario.ToFire(); } } }
// Reloads the level and reinitializes Mario to his default state. public void Reset() { Enemies.Clear(); Blocks.Clear(); Pipes.Clear(); Coins.Clear(); Checkpoints.Clear(); Flagpoles.Clear(); levelData.Clear(); InvisibleBarrier = new InvisibleBarrier(Vector2.Zero); CoinRoomPosition = Vector2.Zero; DynamicObjects.Clear(); StaticObjects.Clear(); PowerUpState = false; Mario.Instance.ResetPlayer(); SoundManager.Instance.gameOverPlayOnce = true; levelData = ParseLevelCSV(fileName); BuildLevel(levelData); }
public void StartBattle(IMobPack pack, Stat statBonus, bool doubleStatBonus) { CurrentMobPack = pack; CurrentBattleState = BattleState.Idle; BattleLvl = -1; IsBossFight = pack.Strength >= MobPackStrength.Boss; Enemies.Clear(); EnemyMinions.Clear(); PlayerMinions.Clear(); FrontRow = _model.Party.FrontRow; EnemyDeathCount = 0; PlayerDeathCount = 0; BattleLog.ClearLog(); GenerateEnemies(pack); Character.StaticTimeToAction = GetAvgSPD(); SetInitialSpeed(Enemies); SetInitialSpeed(FrontRow); SetupPassives(Enemies, true); SetupPassives(EnemyMinions, true, true); SetupPassives(FrontRow); SetupPassives(_model.Party.BackSeat); SetStatBonus(Enemies, statBonus, doubleStatBonus); SetStatBonus(FrontRow, statBonus, doubleStatBonus); SetStatBonus(EnemyMinions, statBonus, doubleStatBonus); SetStatBonus(_model.Party.BackSeat, statBonus, doubleStatBonus); }
protected void FromWorldMap(Stream dat) { log.InfoFormat("Loading map for world {0}({1})...", Id, Name); Map = new Wmap(Manager.GameData); entityInc = 0; entityInc += Map.Load(dat, 0); int w = Map.Width, h = Map.Height; EnemiesCollision = new CollisionMap <Entity>(0, w, h); PlayersCollision = new CollisionMap <Entity>(1, w, h); PetsCollision = new CollisionMap <Entity>(1, w, h); Projectiles.Clear(); StaticObjects.Clear(); Enemies.Clear(); Players.Clear(); Pets.Clear(); foreach (Entity i in Map.InstantiateEntities(Manager)) { EnterWorld(i); } CheckDisposable(); }
private void FromWorldMap(Stream dat) { var map = new Wmap(Manager.GameData); Map = map; entityInc = 0; entityInc += Map.Load(dat, 0); int w = Map.Width, h = Map.Height; Obstacles = new byte[w, h]; for (var y = 0; y < h; y++) { for (var x = 0; x < w; x++) { try { var tile = Map[x, y]; ObjectDesc desc; if (Manager.GameData.Tiles[tile.TileId].NoWalk) { Obstacles[x, y] = 3; } if (Manager.GameData.ObjectDescs.TryGetValue(tile.ObjType, out desc)) { if (desc.Class == "Wall" || desc.Class == "ConnectedWall" || desc.Class == "CaveWall") { Obstacles[x, y] = 2; } else if (desc.OccupySquare || desc.EnemyOccupySquare) { Obstacles[x, y] = 1; } } } catch (Exception ex) { Log.Error(ex); } } } EnemiesCollision = new CollisionMap <Entity>(0, w, h); PlayersCollision = new CollisionMap <Entity>(1, w, h); Projectiles.Clear(); StaticObjects.Clear(); Enemies.Clear(); Players.Clear(); foreach (var i in Map.InstantiateEntities(Manager)) { if (i.ObjectDesc != null && (i.ObjectDesc.OccupySquare || i.ObjectDesc.EnemyOccupySquare)) { Obstacles[(int)(i.X - 0.5), (int)(i.Y - 0.5)] = 2; } EnterWorld(i); } }
public void RemoveEnemies() { foreach (Enemy e in Enemies) { e.Remove(); } Enemies.Clear(); }
public void ClearAllEnemies() { foreach (var enemy in Enemies.Keys) { OnStoppedBeingLockedOnByEnemy(enemy); } Enemies.Clear(); }
public void RestartGame() { IsGameOver = false; Enemies.Clear(); Score = 0; ComboTimer = 0f; ComboCount = 0; EnemiesKilled = 0; }
// Clear the lists of enemies and food public void BeginRound() { Enemies.Clear(); Food.Clear(); foreach (Ant ant in MyAnts.Values) { ant.Confirmed = false; } }
public void Dispose() { Players.Clear(); Enemies.Clear(); Quests.Clear(); Pets.Clear(); Projectiles.Clear(); StaticObjects.Clear(); Timers.Clear(); }
public override void Exit() { WowInterface.HookManager.ClearTarget(); WowInterface.MovementEngine.Reset(); Enemies.Clear(); // set our normal maxfps WowInterface.XMemory.Write(WowInterface.OffsetList.CvarMaxFps, Config.MaxFps); }
protected void FromWorldMap(Stream dat) { log.InfoFormat("Loading map for world {0}({1})...", Id, Name); var map = new Wmap(); Map = map; entityInc = 0; entityInc += Map.Load(dat, 0); int w = Map.Width, h = Map.Height; Obstacles = new byte[w, h]; for (var y = 0; y < h; y++) { for (var x = 0; x < w; x++) { var tile = Map[x, y]; ObjectDesc desc; if (XmlDatas.TileDescs[tile.TileId].NoWalk) { Obstacles[x, y] = 3; } if (XmlDatas.ObjectDescs.TryGetValue(tile.ObjType, out desc)) { if (desc.Class == "Wall" || desc.Class == "ConnectedWall" || desc.Class == "CaveWall") { Obstacles[x, y] = 2; } else if (desc.OccupySquare || desc.EnemyOccupySquare) { Obstacles[x, y] = 3; } } } } EnemiesCollision = new CollisionMap <Entity>(0, w, h); PlayersCollision = new CollisionMap <Entity>(1, w, h); Projectiles.Clear(); StaticObjects.Clear(); Enemies.Clear(); Players.Clear(); foreach (var i in Map.InstantiateEntities(Manager)) { if (i.ObjectDesc != null && (i.ObjectDesc.OccupySquare || i.ObjectDesc.EnemyOccupySquare)) { Obstacles[(int)(i.X - 0.5), (int)(i.Y - 0.5)] = 2; } EnterWorld(i); } }
void LoadMap() { using (var stream = new System.IO.FileStream("./Content/Levels/Level_01.png", System.IO.FileMode.Open)) { Map.Load(Texture2D.FromStream(Game.Graphics.GraphicsDevice, stream)); Objects.Clear(); Objects.AddRange(Map.GetObstacles()); Enemies.Clear(); Enemies.AddRange(Map.GetEnemies()); } }
public virtual void Dispose() { Players.Clear(); Enemies.Clear(); Quests.Clear(); Projectiles.Clear(); StaticObjects.Clear(); Timers.Clear(); EnemiesCollision = null; PlayersCollision = null; }
protected void FromWorldMap(System.IO.Stream dat) { Wmap map = new Wmap(); this.Map = map; entityInc = 0; entityInc += map.Load(dat, 0); int w = map.Width, h = map.Height; Obstacles = new byte[w, h]; for (int y = 0; y < h; y++) { for (int x = 0; x < w; x++) { var tile = map[x, y]; ObjectDesc desc; if (XmlDatas.TileDescs[tile.TileId].NoWalk) { Obstacles[x, y] = 3; } if (XmlDatas.ObjectDescs.TryGetValue(tile.ObjType, out desc)) { if (desc.Class == "Wall" || desc.Class == "ConnectedWall" || desc.Class == "CaveWall") { Obstacles[x, y] = 2; } else if (desc.OccupySquare || desc.EnemyOccupySquare) { Obstacles[x, y] = 1; } } } } EnemiesCollision = new CollisionMap <Entity>(0, w, h); PlayersCollision = new CollisionMap <Entity>(1, w, h); Projectiles.Clear(); StaticObjects.Clear(); Enemies.Clear(); Players.Clear(); foreach (var i in map.InstantiateEntities()) { if (i.ObjectDesc != null && (i.ObjectDesc.OccupySquare || i.ObjectDesc.EnemyOccupySquare)) { Obstacles[(int)(i.X - 0.5), (int)(i.Y - 0.5)] = 2; } EnterWorld(i); } }
public void Reset() { NightId = 0; foreach (var unit in Enemies) { unit.HealthState.DealDamage(3000); } Enemies.Clear(); PlayerState.HealthState.Reset();; PlayerState.InventoryState.Reset(); PlayerState.CurrentWeapon.Reset(); }
private void InitializeGame() { InitializeSound(); AddCountries(); AddPlanets(); Enemies.Clear(); RandomizedEnemies.Clear(); // Create same amount of enemy types, ten in total. // TODO: Maybe randomize so that it's not always the same amount of each type. var xDirection = true; var yDirection = true; for (var i = 0; i < 10; i++) { var lvl = random.Next(1, 3); if (i % 2 == 0) { var country = countries[random.Next(countries.Count() - 1)]; Enemy jet = new JetFighter(lvl, random.Next(1, 3), country); jet.MovingLeft = xDirection; jet.MovingUp = yDirection; Enemies.Add(jet); } else { var planet = planets[random.Next(planets.Count() - 1)]; var ufo = new UFO(lvl, random.Next(1, 4), planet) { MovingLeft = !xDirection, MovingUp = !yDirection }; Enemies.Add(ufo); } xDirection = !xDirection; yDirection = !yDirection; } RandomizedEnemies = UnsortEnemies(Enemies); PlayField.Children.Clear(); foreach (var enemy in RandomizedEnemies) { //var rndY = random.Next((int)(PlayField.Height - enemy.Rectangle.Height)); //var rndX = random.Next((int)(PlayField.Width - enemy.Rectangle.Width)); Canvas.SetTop(enemy.Rectangle, random.Next((int)(PlayField.Height - enemy.Rectangle.Height))); Canvas.SetLeft(enemy.Rectangle, random.Next((int)(PlayField.Width - enemy.Rectangle.Width))); PlayField.Children.Add(enemy.Rectangle); } StartTiming(); }
public List <string> WolfFight() { List <string> fight = new List <string>(); Character enemy = Enemies[0]; Actions action = this; PassageDice(out int dice, out int heroPassage); fight.Add(String.Format("Вы обороняете: {0} / 2 = {1}, это {2}", Game.Dice.Symbol(dice), heroPassage, Constants.GetPassageName()[heroPassage])); fight.Add(String.Empty); int woulfCount = 0; for (int wolf = 1; wolf <= 8; wolf++) { PassageDice(out int wolfDice, out int wolfPassage); fight.Add(String.Format("{0} волк: {1} / 2 = {2}, ломится через {3}", wolf, Game.Dice.Symbol(wolfDice), wolfPassage, Constants.GetPassageName()[wolfPassage])); if (heroPassage == wolfPassage) { woulfCount += 1; } } fight.Add(String.Empty); if (woulfCount <= 0) { fight.Add("GOOD|BIG|Вам повезло: всю работу за вас сделали товарищи :)"); return(fight); } else { fight.Add(String.Format("BOLD|Вам предстоит сразиться с волками в количестве: {0}", woulfCount)); } fight.Add(String.Empty); Enemies.Clear(); Paragraphs.EnemyMultiplier(woulfCount, ref action, enemy); fight.AddRange(Fight()); return(fight); }
private void ClearEnemiesList() { if (Enemies == null) { Enemies = new List <EnemyView>(); return; } foreach (var enemy in Enemies) { enemy.Destroy(); } Enemies.Clear(); }
//does the user want to play again public void PlayAgain() { Console.WriteLine("Time to save another city! Y/N"); string continueGame = Console.ReadLine().ToUpper(); switch (continueGame) { //play again case "Y": //reset kill counts previousKillCount = 0; killCount = 0; //if the users HP is 0 because of loss if (Players[0].HP <= 0) { //reset player hp Players[0].HP = 100; } //clear enemy list so dead enemies are not included when new list is generated Enemies.Clear(); //count levels levelCounter++; //generate new enemy list per level for (int i = 0; i < levelCounter; i++) { Enemies.Add(new Enemy(string.Format("Replicant {0}", i), 50, 0)); } break; //don't play again case "N": Console.WriteLine("The end of the world was inevitable. "); Console.ReadKey(); keepPlaying = false; GameOverAnimation(); break; default: DisplayCombatInfo(); Console.WriteLine("Please select either Y or N"); break; } }
public void UpdateLists() { Friends.Clear(); Enemies.Clear(); if (Players.GetItems() != null) foreach (GameObject p in Players.Items) { if (p.GetComponent<Cell>().GetTeam() == gameObject.GetComponent<Cell>().GetTeam()) { Friends.Add(p); } if (p.GetComponent<Cell>().GetTeam() != gameObject.GetComponent<Cell>().GetTeam()) { Enemies.Add(p); } } }
public void Dispose() { if (Loaded) { Fields.ForEach(field => field.Dispose()); Fields.Clear(); Enemies.ToList().ForEach(enemy => enemy?.Dispose()); Enemies.Clear(); RegionBorder?.Dispose(); Player?.Dispose(); Player = null; Activity = null; RegionBorder = null; MessageBus.Instance.Unregister(MessageType.PawnDeath, OnPawnDeath); } }
private void InitMap() { int w = Map.Width, h = Map.Height; EnemiesCollision = new CollisionMap <Entity>(0, w, h); PlayersCollision = new CollisionMap <Entity>(1, w, h); Projectiles.Clear(); StaticObjects.Clear(); Enemies.Clear(); Players.Clear(); Quests.Clear(); Timers.Clear(); foreach (var i in Map.InstantiateEntities(Manager)) { EnterWorld(i); } }
public void Initialize() { PlayerScores = 0; Enemies.ForEach(x => x.Dispose()); Enemies.Clear(); for (int i = 0; i < MaxEnemies; i++) { Enemies.Add(new Enemy()); } GetScores(); print(PlayerScores); for (int i = 0; i < Enemies.Count; i++) { print(Enemies[i].Scores); } }
// Game Play Objects private void InitialiseGameObjectsRef() { // To ensure player and enemies are being reset for each level when progressing from level to another Player = null; Enemies.Clear(); // Setting Up the Player if (GameObject.FindGameObjectWithTag("Player") != null) { SetPlayer(GameObject.FindGameObjectWithTag("Player")); } Player.transform.position = playerStartingPos; // Setting Up the Enemies foreach (GameObject enemyGo in GameObject.FindGameObjectsWithTag("Enemy")) { Enemies.Add(enemyGo); } }
private void resetDefaults() { if (Enemies != null) { Enemies.Clear(); Enemies = null; } if (Distances != null) { Distances.Clear(); Distances = null; } VariableName = null; VariableValue = 0; ExperienceAmount = 0; ItemToGet = null; //TODO }
public void NewLevel(Random random) { Level++; if (Level != 1) { MessageBox.Show($"레벨업!! : {Level} 랩"); } Enemies.Clear(); WeaponsInRoom.Clear(); AddEnemyInRoom(random); AddWeaponInRoom(random); if (Level == 8) { if (MessageBox.Show("축하합니다. 만랩이 되었어요! 게임을 종료합니다") == DialogResult.OK) { Application.Exit(); } } }
private void UpdateCharacter() { if (Character.Health <= 0) { State = GameState.ShowingDeathMessage; Creatures.Clear(); Enemies.Clear(); return; } for (int i = 0; i < Character.Bullets.Count; i++) { var bullet = Character.Bullets[i]; if (bullet.X >= RenderWidth) { Character.Bullets.Remove(bullet); } else { bullet.PreciseX += bullet.Speed * FrameTime.TotalSeconds; } for (int j = 0; j < Enemies.Count; j++) { var enemy = Enemies[j]; if (enemy.IsEntityInBounds(bullet.X, bullet.Y)) { enemy.Health -= bullet.Damage; Character.Bullets.Remove(bullet); Creatures.Remove(bullet); if (enemy.Health <= 0) { KillEnemy((Enemy)enemy); } } } } }