Exemple #1
0
        //damage stuffs
        public static float DamageCalculator(float Damage, Enemy enemy, Projectile.Type projectile)
        {
            float totalDamage = 0f;
            float resistedDamage;
            float baseDmg = Damage;

            Projectile.Type proj      = projectile;
            string          enemyType = enemy.EnemyType;

            Color  textColour = Color.Black;
            string popUpText  = "";

            resistedDamage = Resist(enemy);


            if (enemyType == "Soldier")
            {
                if (projectile == Projectile.Type.Gun)
                {
                    textColour  = Color.DarkKhaki;
                    totalDamage = TotalDamageCrunch(baseDmg, resistedDamage, enemy, ref popUpText, ref textColour) * 2;
                    popUpText   = PopUpTextManager.Effective + ":" + totalDamage.ToString();
                }

                else if (projectile == Projectile.Type.Tesla)
                {
                    textColour  = Color.DarkKhaki;
                    totalDamage = TotalDamageCrunch(baseDmg, 0, enemy, ref popUpText, ref textColour);
                    popUpText   = PopUpTextManager.Neutral + ":" + totalDamage.ToString();
                }

                else
                {
                    textColour  = Color.Yellow;
                    totalDamage = TotalDamageCrunch(baseDmg, resistedDamage, enemy, ref popUpText, ref textColour) / 2;
                    popUpText   = PopUpTextManager.Resist + ":" + totalDamage.ToString();
                }
            }

            else if (enemyType == "Tank")
            {
                if (projectile == Projectile.Type.Rocket)
                {
                    textColour  = Color.DarkKhaki;
                    totalDamage = TotalDamageCrunch(baseDmg, resistedDamage, enemy, ref popUpText, ref textColour) * 2;
                    popUpText   = PopUpTextManager.Effective + ":" + totalDamage.ToString();
                }

                else if (projectile == Projectile.Type.Tesla)
                {
                    textColour  = Color.DarkKhaki;
                    totalDamage = TotalDamageCrunch(baseDmg, 0, enemy, ref popUpText, ref textColour);
                    popUpText   = PopUpTextManager.Neutral + ":" + totalDamage.ToString();
                }

                else
                {
                    textColour  = Color.Yellow;
                    totalDamage = TotalDamageCrunch(baseDmg, resistedDamage, enemy, ref popUpText, ref textColour) / 4;
                    popUpText   = PopUpTextManager.Resist + ":" + totalDamage.ToString();
                }
            }

            else if (enemyType == "Helicopter")
            {
                if (projectile == Projectile.Type.SAM)
                {
                    textColour  = Color.DarkKhaki;
                    totalDamage = TotalDamageCrunch(baseDmg, resistedDamage, enemy, ref popUpText, ref textColour) * 2;
                    popUpText   = PopUpTextManager.Effective + ":" + totalDamage.ToString();
                }

                else if (projectile == Projectile.Type.Tesla)
                {
                    textColour  = Color.DarkKhaki;
                    totalDamage = TotalDamageCrunch(baseDmg, 0, enemy, ref popUpText, ref textColour);
                    popUpText   = PopUpTextManager.Neutral + ":" + totalDamage.ToString();
                }

                else
                {
                    textColour  = Color.Yellow;
                    totalDamage = TotalDamageCrunch(baseDmg, resistedDamage, enemy, ref popUpText, ref textColour) / 2;
                    popUpText   = PopUpTextManager.Resist + ":" + totalDamage.ToString();
                }
            }

            else if (enemyType == "Jeep")
            {
                if (projectile == Projectile.Type.Rocket)
                {
                    textColour  = Color.DarkKhaki;
                    totalDamage = TotalDamageCrunch(baseDmg, resistedDamage, enemy, ref popUpText, ref textColour) * 4;
                    popUpText   = PopUpTextManager.Effective + ":" + totalDamage.ToString();
                }

                else if (projectile == Projectile.Type.Tesla)
                {
                    textColour  = Color.DarkKhaki;
                    totalDamage = TotalDamageCrunch(baseDmg, 0, enemy, ref popUpText, ref textColour);
                    popUpText   = PopUpTextManager.Neutral + ":" + totalDamage.ToString();
                }

                else
                {
                    textColour  = Color.Yellow;
                    totalDamage = TotalDamageCrunch(baseDmg, resistedDamage, enemy, ref popUpText, ref textColour) / 2;
                    popUpText   = PopUpTextManager.Resist + ":" + totalDamage.ToString();
                }
            }

            else if (enemyType == "Transport")
            {
                if (projectile == Projectile.Type.Rocket)
                {
                    textColour  = Color.DarkKhaki;
                    totalDamage = TotalDamageCrunch(baseDmg, resistedDamage, enemy, ref popUpText, ref textColour) * 3;
                    popUpText   = PopUpTextManager.Effective + ":" + totalDamage.ToString();
                }

                else if (projectile == Projectile.Type.Tesla)
                {
                    textColour  = Color.DarkKhaki;
                    totalDamage = TotalDamageCrunch(baseDmg, 0, enemy, ref popUpText, ref textColour);
                    popUpText   = PopUpTextManager.Neutral + ":" + totalDamage.ToString();
                }

                else
                {
                    textColour  = Color.Yellow;
                    totalDamage = TotalDamageCrunch(baseDmg, resistedDamage, enemy, ref popUpText, ref textColour) / 3;
                    popUpText   = PopUpTextManager.Resist + ":" + totalDamage.ToString();
                }
            }



            PopUpTextManager.Add(new PopUpText(popUpText, enemy.ScreenPos, textColour));

            return(totalDamage);
        }
Exemple #2
0
        public void Shoot(Enemy targetEnemy)
        {
            Quaternion aimQuat = Quaternion.CreateFromYawPitchRoll(0, 0, Rotation);
            Vector2    offset  = Vector2.Transform(new Vector2(25, -16), aimQuat);

            if (TowerType != "Tesla")
            {
                Sound.GunShot.Play(GameManager.MASTER_VOL * GameManager.SOUNDFX_VOL * 0.5f, (float)GameManager.rnd.NextDouble(), 0f);
            }

            if (GameManager.rnd.Next(1, 50) == 1) // misfire
            {
                if (TowerType != "Tesla")
                {
                    Health -= 2;
                }
                else
                {
                    Health -= 1;
                }
                PopUpTextManager.Add(new PopUpText(PopUpTextManager.Misfire, Position, Color.Red));
            }

            else
            {
                switch (TypeofTower)
                {
                case Type.Gun:
                    // Quaternion FTW. Used to Transform offset so bullets spawn correctly even as tower rotates.

                    // Aesthetically pleasing, but fuuuu...
                    if (Level == 1)
                    {
                        TowerProjectiles.Add(new Projectile(Projectile.Type.Gun, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                    }
                    else if (Level == 2)
                    {
                        TowerProjectiles.Add(new Projectile(Projectile.Type.Gun, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                        offset = Vector2.Transform(new Vector2(25, 16), aimQuat);
                        TowerProjectiles.Add(new Projectile(Projectile.Type.Gun, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                    }
                    else if (Level == 3)
                    {
                        TowerProjectiles.Add(new Projectile(Projectile.Type.Gun, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                        offset = Vector2.Transform(new Vector2(25, 16), aimQuat);
                        TowerProjectiles.Add(new Projectile(Projectile.Type.Gun, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                        offset = Vector2.Transform(new Vector2(25, 0), aimQuat);
                        TowerProjectiles.Add(new Projectile(Projectile.Type.Gun, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                    }
                    else
                    {
                        TowerProjectiles.Add(new Projectile(Projectile.Type.Gun, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                        offset = Vector2.Transform(new Vector2(25, -8), aimQuat);
                        TowerProjectiles.Add(new Projectile(Projectile.Type.Gun, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                        offset = Vector2.Transform(new Vector2(25, 8), aimQuat);
                        TowerProjectiles.Add(new Projectile(Projectile.Type.Gun, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                        offset = Vector2.Transform(new Vector2(25, 16), aimQuat);
                        TowerProjectiles.Add(new Projectile(Projectile.Type.Gun, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                    }
                    break;

                case Type.Rocket:
                    if (Level == 1)
                    {
                        TowerProjectiles.Add(new Projectile(Projectile.Type.Rocket, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                    }
                    else if (Level == 2)
                    {
                        TowerProjectiles.Add(new Projectile(Projectile.Type.Rocket, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                        offset = Vector2.Transform(new Vector2(25, 16), aimQuat);
                        TowerProjectiles.Add(new Projectile(Projectile.Type.Rocket, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                    }
                    else if (Level == 3)
                    {
                        TowerProjectiles.Add(new Projectile(Projectile.Type.Rocket, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                        offset = Vector2.Transform(new Vector2(25, 16), aimQuat);
                        TowerProjectiles.Add(new Projectile(Projectile.Type.Rocket, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                        offset = Vector2.Transform(new Vector2(25, 0), aimQuat);
                        TowerProjectiles.Add(new Projectile(Projectile.Type.Rocket, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                    }
                    else
                    {
                        TowerProjectiles.Add(new Projectile(Projectile.Type.Rocket, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                        offset = Vector2.Transform(new Vector2(25, -8), aimQuat);
                        TowerProjectiles.Add(new Projectile(Projectile.Type.Rocket, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                        offset = Vector2.Transform(new Vector2(25, 8), aimQuat);
                        TowerProjectiles.Add(new Projectile(Projectile.Type.Rocket, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                        offset = Vector2.Transform(new Vector2(25, 16), aimQuat);
                        TowerProjectiles.Add(new Projectile(Projectile.Type.Rocket, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                    }
                    break;

                case Type.SAM:
                    if (Level == 1)
                    {
                        offset = Vector2.Transform(new Vector2(25, -8), aimQuat);
                        TowerProjectiles.Add(new Projectile(Projectile.Type.SAM, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                        offset = Vector2.Transform(new Vector2(25, -4), aimQuat);
                        TowerProjectiles.Add(new Projectile(Projectile.Type.SAM, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                    }
                    else if (Level == 2)
                    {
                        offset = Vector2.Transform(new Vector2(25, -8), aimQuat);
                        TowerProjectiles.Add(new Projectile(Projectile.Type.SAM, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                        offset = Vector2.Transform(new Vector2(25, -4), aimQuat);
                        TowerProjectiles.Add(new Projectile(Projectile.Type.SAM, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                        offset = Vector2.Transform(new Vector2(25, 8), aimQuat);
                        TowerProjectiles.Add(new Projectile(Projectile.Type.SAM, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                        offset = Vector2.Transform(new Vector2(25, 4), aimQuat);
                        TowerProjectiles.Add(new Projectile(Projectile.Type.SAM, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                    }
                    else if (Level == 3)
                    {
                        offset = Vector2.Transform(new Vector2(25, -10), aimQuat);
                        TowerProjectiles.Add(new Projectile(Projectile.Type.SAM, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                        offset = Vector2.Transform(new Vector2(25, -8), aimQuat);
                        TowerProjectiles.Add(new Projectile(Projectile.Type.SAM, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                        offset = Vector2.Transform(new Vector2(25, -2), aimQuat);
                        TowerProjectiles.Add(new Projectile(Projectile.Type.SAM, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                        offset = Vector2.Transform(new Vector2(25, 2), aimQuat);
                        TowerProjectiles.Add(new Projectile(Projectile.Type.SAM, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                        offset = Vector2.Transform(new Vector2(25, 8), aimQuat);
                        TowerProjectiles.Add(new Projectile(Projectile.Type.SAM, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                        offset = Vector2.Transform(new Vector2(25, 10), aimQuat);
                        TowerProjectiles.Add(new Projectile(Projectile.Type.SAM, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                    }
                    else
                    {
                        offset = Vector2.Transform(new Vector2(25, -10), aimQuat);
                        TowerProjectiles.Add(new Projectile(Projectile.Type.SAM, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                        offset = Vector2.Transform(new Vector2(25, -8), aimQuat);
                        TowerProjectiles.Add(new Projectile(Projectile.Type.SAM, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                        offset = Vector2.Transform(new Vector2(25, -6), aimQuat);
                        TowerProjectiles.Add(new Projectile(Projectile.Type.SAM, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                        offset = Vector2.Transform(new Vector2(25, -4), aimQuat);
                        TowerProjectiles.Add(new Projectile(Projectile.Type.SAM, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                        offset = Vector2.Transform(new Vector2(25, 4), aimQuat);
                        TowerProjectiles.Add(new Projectile(Projectile.Type.SAM, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                        offset = Vector2.Transform(new Vector2(25, 6), aimQuat);
                        TowerProjectiles.Add(new Projectile(Projectile.Type.SAM, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                        offset = Vector2.Transform(new Vector2(25, 8), aimQuat);
                        TowerProjectiles.Add(new Projectile(Projectile.Type.SAM, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                        offset = Vector2.Transform(new Vector2(25, 10), aimQuat);
                        TowerProjectiles.Add(new Projectile(Projectile.Type.SAM, targetEnemy, Position + offset, Rotation.ToVector(), 1f, Damage));
                    }
                    break;

                case Type.Tesla:
                    TowerProjectiles.Add(new Projectile(Projectile.Type.Tesla, targetEnemy, Position, Rotation.ToVector(), 1f, Damage));
                    break;
                }
            }
        }