protected WorldObject(Player owner, BattleField battfield) { this.Owner = owner; this.battleField = battfield; //fsmMachine = new FSMMachine(this); //this.IsSelected = false; }
public Quest(Code2015 game, Game parent, GameScene scene, GameState gamelogic) { this.scene = scene; this.renderSys = game.RenderSystem; this.gameLogic = gamelogic; this.parent = parent; this.game = game; FileLocation fl = FileSystem.Instance.Locate("nig_quest.tex", GameFileLocs.GUI); background = UITextureManager.Instance.CreateInstance(fl); player = gamelogic.LocalHumanPlayer; fedge6 = GameFontManager.Instance.FRuanEdged8; }
public GatherCity(BattleField btfld, Player owner, CityType type) : base(btfld, owner, type) { harvester = new Harvester(this, btfld.Map); harvester.GotHome += Harv_Home; harvester.GotThere += Harv_Dest; Harvester.Props hprop = getHarvProps(); harvester.SetProps(hprop); if (this.Type == CityType.Oil) { gatherDistance = RulesTable.OilGatherDistance; } else if (this.Type == CityType.Green) { gatherDistance = RulesTable.GreenGatherDistance; } }
public static void Test() { Player player = new Player(""); SimulationRegion region = new SimulationRegion(); City city = new City(region); City city2 = new City(region); IniSection sect = new IniSection(""); sect.Add("Name", "HUST"); sect.Add("Longitude", "0"); sect.Add("Latitude", "0"); sect.Add("Population", "150"); sect.Add("Size", UrbanSize.Large.ToString()); city.Parse(sect); sect = new IniSection(""); sect.Add("Name", "Home"); sect.Add("Longitude", "1"); sect.Add("Latitude", "0"); sect.Add("Population", "1"); sect.Add("Size", UrbanSize.Small.ToString()); city2.Parse(sect); region.Add(city); //region.Add(city2); //city.AddNearbyCity(city2); //city2.AddNearbyCity(city); OilField oilFld = new OilField(region); sect = new IniSection(""); sect.Add("Amount", "100000"); sect.Add("Latitude", "1"); sect.Add("Longitude", "0"); oilFld.Parse(sect); region.Add(oilFld); CityPluginType plgType = new CityPluginType(); sect = new IniSection(""); sect.Add("Cost", "100"); sect.Add("HRCSpeed", "100"); sect.Add("Behaviour", CityPluginBehaviourType.CollectorFactory.ToString()); plgType.Parse(sect); CityPlugin plg = new CityPlugin(plgType, CityPluginTypeId.OilRefinary); city.Add(plg); plgType = new CityPluginType(); sect = new IniSection(""); sect.Add("Cost", "100"); sect.Add("FoodConvRate", "0.50"); sect.Add("FoodCostSpeed", "100"); sect.Add("Behaviour", CityPluginBehaviourType.CollectorFactory.ToString()); plgType.Parse(sect); plg = new CityPlugin(plgType, CityPluginTypeId.BiofuelFactory); city.Add(plg); //OilField oil = new OilField(region); //Forest forest = new Forest(region); float c = 0; while (true) { Console.Clear(); Console.WriteLine("Energy Status:"); Console.Write(" Current Food Storage "); Console.WriteLine(region.EnergyStatus.CurrentFood); Console.Write(" Current HR Storage "); Console.WriteLine(region.EnergyStatus.CurrentHR); Console.Write(" Current LR Storage "); Console.WriteLine(region.EnergyStatus.CurrentLR); Console.Write(" Current Natural HR "); Console.WriteLine(region.EnergyStatus.RemainingHR); Console.Write(" Current Natural LR "); Console.WriteLine(region.EnergyStatus.RemainingLR); Console.WriteLine("City :" + city.Name); Console.WriteLine("City Status:"); Console.Write(" Development "); Console.WriteLine(city.Development); Console.Write(" Population "); Console.WriteLine(city.Population); Console.Write(" Disease "); Console.WriteLine(city.Disease); Console.Write(" Size "); Console.WriteLine(city.Size); Console.WriteLine(" Local H[{0}] L[{1}] F[{2}]", city.LocalHR.Current, city.LocalLR.Current, city.LocalFood.Current); Console.WriteLine(" Drain H[{0}] L[{1}] F[{2}]", city.GetSelfHRCSpeed(), city.GetSelfLRCSpeed(), city.GetSelfFoodCostSpeed()); Console.WriteLine(" Ratio H[{0:P}] L[{1:P}] F[{2:P}]", city.SelfHRCRatio, city.SelfLRCRatio, city.SelfFoodCostRatio); c += city.GetCarbonChange(); //city.LocalFood.Commit(250); //city.LocalHR.Commit(250); city.LocalLR.Commit(100); //Console.WriteLine("City :" + city2.Name); //Console.WriteLine("City Status:"); //Console.Write(" Development "); //Console.WriteLine(city2.Development); //Console.Write(" Population "); //Console.WriteLine(city2.Population); //Console.Write(" Disease "); //Console.WriteLine(city2.Disease); //Console.Write(" Size "); //Console.WriteLine(city2.Size); //Console.WriteLine(" Local H[{0}] L[{1}] F[{2}]", city2.LocalHR.Current, city2.LocalLR.Current, city2.LocalFood.Current); //Console.WriteLine(" Drain H[{0}] L[{1}] F[{2}]", city2.GetSelfHRCSpeed(), city2.GetSelfLRCSpeed(), city2.GetSelfFoodCostSpeed()); //Console.WriteLine(" Ratio H[{0:P}] L[{1:P}] F[{2:P}]", city2.SelfHRCRatio, city2.SelfLRCRatio, city2.SelfFoodCostRatio); //c += city2.GetCarbonChange(); Console.WriteLine("World Carbon {0}", c); GameTime gt = new GameTime(0, 0, TimeSpan.FromHours(1), TimeSpan.FromHours(1)); region.Update(gt); Thread.Sleep(5); } }
public void InitialStandards() { Dictionary<int, FastList<City>> startAreas = new Dictionary<int, FastList<City>>(); for (int i = 0; i < battleField.CityCount; i++) { City cc = battleField.Cities[i]; if (cc.StartUp != -1) { FastList<City> list; if (!startAreas.TryGetValue(cc.StartUp, out list)) { list = new FastList<City>(); startAreas.Add(cc.StartUp, list); } list.Add(cc); } } #region 确定玩家起始城市 ExistTable<int> startAreaTable = new ExistTable<int>(startAreas.Count); for (int i = 0; i < localPlayerArea.Length; i++) { localPlayerArea[i] = new PlayerArea(battleField, localPlayers[i]); if (localPlayers[i].Type == PlayerType.LocalHuman) LocalHumanPlayer = localPlayers[i]; localPlayers[i].SetArea(localPlayerArea[i]); localPlayers[i].SetParent(this); bool finished = false; while (!finished) { int area = Randomizer.GetRandomInt(startAreas.Count) + 1; if (!startAreaTable.Exists(area)) { startAreaTable.Add(area); FastList<City> list = startAreas[area]; int cidx = Randomizer.GetRandomInt(list.Count); list[cidx].IsHomeCity = true; list[cidx].ChangeOwner(localPlayers[i]); //list[cidx].TestBalls(); list[cidx].ProduceBall(); list[cidx].ProduceBall(); list[cidx].ProduceBall(); list[cidx].ProduceBall(); list[cidx].ProduceBall(); //if (localPlayers[i].Type == PlayerType.LocalHuman) //{ // for (int k = 0; k < 20; k++) // list[cidx].ProduceBall(); //} finished = true; } } } #endregion }
public GameState(Player[] localPlayer) { this.battleField = new BattleField();// srcState.Field; //PluginFactory = srcState.PluginFactory; this.localPlayerArea = new PlayerArea[localPlayer.Length]; this.localPlayers = localPlayer; }
public virtual void ChangeOwner(Player player) { if (Owner != player) { if (IsCaptured) { Owner.Area.NotifyLostCity(this); } this.Owner = player; if (IsCaptured) { Owner.Area.NotifyNewCity(this); } ChangeType(); RefreshNearbyBalls(); if (player != null) { ChangeState(CityState.WakeingUp); for (int i = 0; i < linkableCity.Count; i++) { linkableCity[i].NotifyNearbyCityCaptured(this); } } } }
private static int ComparePlayer(Player a, Player b) { return b.Area.CityCount.CompareTo(a.Area.CityCount); }
public ProductionCity(BattleField btfld, Player owner, CityType type) : base(btfld, owner, type) { generateRBallTime = ResetGenerateRBallCD(Type); generateRBallCD = generateRBallTime; }
public Cursor(Code2015 game, Game parent, GameScene scene, GameState gamelogic, Picker picker, CitySelectInfo citySelectInfo, ObjectSelectInfo objSelectInfo, RBallTypeSelect sendBallSelect, MiniMap map, SelectionMarker marker, RankInfo rankInfo) { this.parent = parent; this.logic = gamelogic; this.player = gamelogic.LocalHumanPlayer; this.rankInfo = rankInfo; this.game = game; this.renderSys = game.RenderSystem; this.scene = scene; this.picker = picker; this.selectionMarker = marker; this.citySelectInfo = citySelectInfo; this.objSelectInfo = objSelectInfo; this.sendBallSelect = sendBallSelect; this.miniMap = map; FileLocation fl = FileSystem.Instance.Locate("cursor.tex", GameFileLocs.GUI); cursor = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("cursor_u.tex", GameFileLocs.GUI); cursor_up = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("cursor_l.tex", GameFileLocs.GUI); cursor_left = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("cursor_d.tex", GameFileLocs.GUI); cursor_down = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("cursor_r.tex", GameFileLocs.GUI); cursor_right = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("cursor_lu.tex", GameFileLocs.GUI); cursor_ul = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("cursor_ru.tex", GameFileLocs.GUI); cursor_ur = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("cursor_ld.tex", GameFileLocs.GUI); cursor_dl = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("cursor_rd.tex", GameFileLocs.GUI); cursor_dr = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("cursor_move.tex", GameFileLocs.GUI); cursor_move = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("cursor_stop.tex", GameFileLocs.GUI); cursor_stop = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("cursor_toofar.tex", GameFileLocs.GUI); cursor_toofar = UITextureManager.Instance.CreateInstance(fl); cursor_sel = new Texture[11]; for (int i = 0; i < cursor_sel.Length; i++) { fl = FileSystem.Instance.Locate("selcursor" + (i + 13).ToString("D2") + ".tex", GameFileLocs.GUI); cursor_sel[i] = UITextureManager.Instance.CreateInstance(fl); } cursor_attack = new Texture[11]; for (int i = 0; i < cursor_attack.Length; i++) { fl = FileSystem.Instance.Locate("selcursor" + (i + 1).ToString("D2") + ".tex", GameFileLocs.GUI); cursor_attack[i] = UITextureManager.Instance.CreateInstance(fl); } cursorState = MouseCursor.Normal; }
CursorColor getColor(Player owner) { if (owner == player) return CursorColor.White; if (owner == null) return CursorColor.Yellow; return CursorColor.Red; }
public RBall(Player owner, City city, RBallType type) : base(owner) { this.Owner = owner; this.Type = type; switch (type) { case RBallType.Oil: { props.BaseMaxHealth = RulesTable.OilBallBaseHealth; props.MaxHealth = props.BaseMaxHealth * (city.Level / 10.0f + 1); props.Contribution = RulesTable.OilBallContribution; props.Heal = RulesTable.OilBallBaseHeal; props.Damage = RulesTable.OilBallBaseDamage; break; } case RBallType.Green: { props.BaseMaxHealth = RulesTable.GreenBallBaseHealth; props.MaxHealth = props.BaseMaxHealth * (city.Level / 10.0f + 1); props.Contribution = RulesTable.GreenBallContribution; props.Heal = RulesTable.GreenBallBaseHeal; props.Damage = RulesTable.GreenBallBaseDamage; break; } case RBallType.Disease: { props.BaseMaxHealth = RulesTable.DiseaseBallBaseHealth; props.MaxHealth = props.BaseMaxHealth * (city.Level / 10.0f + 1); props.Contribution = RulesTable.DiseaseBallContribution; props.Heal = RulesTable.DiseaseBallBaseHeal; props.Damage = RulesTable.DiseaseBallBaseDamage; props.HealthIncr = 0.0015f; break; } case RBallType.Health: { props.BaseMaxHealth = RulesTable.DiseaseBallBaseHealth; props.MaxHealth = props.BaseMaxHealth * (city.Level / 10.0f + 1); props.Contribution = RulesTable.HealthBallContribution; props.Heal = RulesTable.HealthBallBaseHeal; props.Damage = RulesTable.HealthBallBaseDamage; props.HealthIncr = 0.0015f; break; } case RBallType.Education: { props.BaseMaxHealth = RulesTable.EducationBallBaseHealth; props.MaxHealth = props.BaseMaxHealth * (city.Level / 10.0f + 1); props.Contribution = RulesTable.EducationBallContribution; props.Heal = RulesTable.EducationBallBaseHeal; props.Damage = RulesTable.EducationBallBaseDamage; break; } case RBallType.Volience: { props.BaseMaxHealth = RulesTable.VolienceBallBaseHealth; props.MaxHealth = props.BaseMaxHealth + city.Development * RulesTable.CityDevRBallHealthRate; props.Contribution = RulesTable.VolienceBallContribution; props.Heal = RulesTable.VolienceBallBaseHeal; props.Damage = RulesTable.VolienceBallBaseDamage; break; } } Health = props.MaxHealth; SetDockCity(city); currentRadius = NextRadius(); currentHeight = NextHeight(); refrenceLinSpeed = Randomizer.GetRandomSingle() * (MaxLinSpeed - MinLinSpeed) + MinLinSpeed; BoundingSphere.Radius = 15; }
public ObjectSelectInfo(Code2015 game, Game parent, GameScene scene, GameState gamelogic) { this.scene = scene; this.renderSys = game.RenderSystem; this.player = parent.HumanPlayer; this.gameLogic = gamelogic; this.parent = parent; this.game = game; #region Harv FileLocation fl = FileSystem.Instance.Locate("nig_status_harv_bk.tex", GameFileLocs.GUI); statusHarvBackground = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_status_harv_hpbar_edge.tex", GameFileLocs.GUI); statusHPBarBarEdge = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_status_harv_hpbar_value.tex", GameFileLocs.GUI); statusHPBarBarValue = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_status_harv_stbar_edge.tex", GameFileLocs.GUI); statusSTBarBarEdge = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_status_harv_stbar_value.tex", GameFileLocs.GUI); statusSTBarBarValue = UITextureManager.Instance.CreateInstance(fl); #endregion fl = FileSystem.Instance.Locate("nig_status_empty.tex", GameFileLocs.GUI); statusEmptyBackground = UITextureManager.Instance.CreateInstance(fl); #region Green fl = FileSystem.Instance.Locate("nig_status_green_bk.tex", GameFileLocs.GUI); statusGreenBackground = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_status_green_bar_edge.tex", GameFileLocs.GUI); statusGreenBarEdge = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_status_green_bar_value.tex", GameFileLocs.GUI); statusGreenBarValue = UITextureManager.Instance.CreateInstance(fl); #endregion #region Oil fl = FileSystem.Instance.Locate("nig_status_oil_bk.tex", GameFileLocs.GUI); statusOilBackground = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_status_oil_bar_edge.tex", GameFileLocs.GUI); statusOilBarEdge = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_status_oil_bar_value.tex", GameFileLocs.GUI); statusOilBarValue = UITextureManager.Instance.CreateInstance(fl); #endregion fl = FileSystem.Instance.Locate("nig_harv_hp_edge.tex", GameFileLocs.GUI); harvHPBorader = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_harv_hp_value.tex", GameFileLocs.GUI); harvHPValue = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_harv_hp_bg.tex", GameFileLocs.GUI); harvHPBarBackground = UITextureManager.Instance.CreateInstance(fl); f8 = GameFontManager.Instance.FRuanEdged8; f6 = GameFontManager.Instance.FRuanEdged6; }
public City(BattleField btfld, Player owner, CityType type) : base(owner, btfld) { this.battleField = btfld; this.Type = type; BoundingSphere.Radius = CityRadius; }
public bool HasOwnedBalls(Player player) { for (int i = 0; i < nearbyEnemyBalls.Count; i++) { if (nearbyEnemyBalls[i].Owner == player) { return true; } } return false; }
public CitySelectInfo(Code2015 game, Game parent, GameScene scene, GameState gamelogic) { this.scene = scene; this.renderSys = game.RenderSystem; this.player = parent.HumanPlayer; this.gameLogic = gamelogic; this.parent = parent; this.game = game; FileLocation fl = FileSystem.Instance.Locate("nig_status_bk.tex", GameFileLocs.GUI); statusBackground = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_status_enemyCity.tex", GameFileLocs.GUI); statusEnemyBackground = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_status_hp_group.tex", GameFileLocs.GUI); statusHPBackground = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_status_exp_bk.tex", GameFileLocs.GUI); statusExpBackground = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_status_hp.tex", GameFileLocs.GUI); statusHPTex = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_status_exp.tex", GameFileLocs.GUI); statusExpTex = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_exp_buff.tex", GameFileLocs.GUI); statusExpBuffTex = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_hp_buff.tex", GameFileLocs.GUI); statusHPBufferTex = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_expdown_buff.tex", GameFileLocs.GUI); statusExpdownBuff = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_city_hp_group.tex", GameFileLocs.GUI); onCityHPBackground = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_city_hp.tex", GameFileLocs.GUI); onCityHPTex = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_city_hp_bk.tex", GameFileLocs.GUI); onCityHPBase = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_icon_green.tex", GameFileLocs.GUI); greenBallTex = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_icon_edu.tex", GameFileLocs.GUI); educationBallTex = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_icon_hospital.tex", GameFileLocs.GUI); healthBallTex = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_status_city_produceprg.tex", GameFileLocs.GUI); statusProducePrgTex = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_max_balls.tex", GameFileLocs.GUI); statusMaxBalls = UITextureManager.Instance.CreateInstance(fl); resBallsCount[0].Type = RBallType.Green; resBallsCount[0].count = 0; resBallsCount[1].Type = RBallType.Education; resBallsCount[1].count = 0; resBallsCount[2].Type = RBallType.Health; resBallsCount[2].count = 0; f8 = GameFontManager.Instance.FRuanEdged8; f6 = GameFontManager.Instance.FRuanEdged6; }
public override void ChangeOwner(Player player) { base.ChangeOwner(player); Harv_Home(null, EventArgs.Empty); }
//public float GetTotalDevelopment() //{ // float result = 0; // for (int i = 0; i < cities.Count; i++) // { // result += cities[i].Development; // } // return result; //} public PlayerArea(BattleField region, Player player) { this.simulator = region; this.owner = player; }
public SelectionMarker(RenderSystem rs, BattleField btfld, Player player) : base(false) { this.battleField = btfld; this.player = player; this.linkArrow = new Model[4]; this.nodeLinks = new Model[BattleField.MaxCities]; string fileName = "linkarrow.mesh"; { FileLocation fl2 = FileSystem.Instance.Locate(fileName, GameFileLocs.Model); ResourceHandle<ModelData> mdlData = ModelManager.Instance.CreateInstance(rs, fl2); for (int i = 0; i < linkArrow.Length; i++) { linkArrow[i] = new Model(mdlData); } for (int i = 0; i < nodeLinks.Length; i++) { nodeLinks[i] = new Model(mdlData); } } FileLocation fl = FileSystem.Instance.Locate("citysel_inner.mesh", GameFileLocs.Model); inner_marker = new Model(ModelManager.Instance.CreateInstance(rs, fl)); fl = FileSystem.Instance.Locate("citysel_outter.mesh", GameFileLocs.Model); outter_marker = new Model(ModelManager.Instance.CreateInstance(rs, fl)); BoundingSphere.Radius = float.MaxValue; Transformation = Matrix.Identity; }
public void CreateResourceBall(Player owner, City city, RBallType type) { RBall ball = new RBall(owner, city, type); resBalls.Add(ball); if (ResourceBallChanged != null) { ResourceBallChanged(this, new ResourceBallEventArg(true, ball)); } }
protected WorldDynamicObject(Player owner) { this.Owner = owner; //fsmMachine = new FSMMachine(this); //this.IsSelected = false; }
public InGameUI(Code2015 game, Game parent, GameScene scene, GameState gamelogic) { this.parent = parent; this.logic = gamelogic; this.game = game; this.renderSys = game.RenderSystem; this.scene = scene; this.player = parent.HumanPlayer; picker = new Picker(game, parent, scene, gamelogic); AddElement(picker); //this.infoUI = new InfoUI(game, parent, scene, gamelogic); //AddElement(infoUI); this.miniMap = new MiniMap(game, parent, scene, gamelogic); AddElement(miniMap); //-----Ruan----------- cityStatusInfo = new CitySelectInfo(game, parent, scene, gamelogic); AddElement(cityStatusInfo); objectStatusInfo = new ObjectSelectInfo(game, parent, scene, gamelogic); AddElement(objectStatusInfo); sendBallSelect = new RBallTypeSelect(game, parent, scene, gamelogic); AddElement(sendBallSelect); nigMenu = new NIGMenu(game, parent, scene, gamelogic); AddElement(nigMenu); nigColor = new NIGColor(game, parent, scene, gamelogic); AddElement(nigColor); nigWin = new NIGWin(game, parent, scene, gamelogic); AddElement(nigWin); nigFail = new NIGFail(game, parent, scene, gamelogic); AddElement(nigFail); nigObjective = new NIGObjective(game, parent, scene, gamelogic); AddElement(nigObjective); nigColor = new NIGColor(game, parent, scene, gamelogic); AddElement(nigColor); rankInfo = new RankInfo(game, parent, scene, gamelogic); AddElement(rankInfo); selectionMarker = new SelectionMarker(renderSys, gamelogic.Field, player); scene.Scene.AddObjectToScene(selectionMarker); layeredCursor = new Cursor(game, parent, scene, gamelogic, picker, cityStatusInfo, objectStatusInfo, sendBallSelect, miniMap, selectionMarker, rankInfo); AddElement(layeredCursor); exit = new ExitGame(game, parent, scene, gamelogic, nigMenu); AddElement(exit); quest = new Quest(game, parent, scene, gamelogic); AddElement(quest); }
public RBallTypeSelect(Code2015 game, Game parent, GameScene scene, GameState logic) { this.game = game; this.parent = parent; this.scene = scene; this.gameLogic = logic; this.player = parent.HumanPlayer; this.renderSys = game.RenderSystem; FileLocation fl = FileSystem.Instance.Locate("nig_icon_green.tex", GameFileLocs.GUI); greenBallBtn = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_icon_edu.tex", GameFileLocs.GUI); educationBallBtn = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_icon_hospital.tex", GameFileLocs.GUI); healthBallBtn = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_send_ball.tex", GameFileLocs.GUI); background = UITextureManager.Instance.CreateInstance(fl); backgroundSelected = new Texture[3]; fl = FileSystem.Instance.Locate("nig_send_ball_s1.tex", GameFileLocs.GUI); backgroundSelected[0] = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_send_ball_s2.tex", GameFileLocs.GUI); backgroundSelected[1] = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_send_ball_s3.tex", GameFileLocs.GUI); backgroundSelected[2] = UITextureManager.Instance.CreateInstance(fl); f8 = GameFontManager.Instance.FRuanEdged8; resBallsCount[0].Type = RBallType.Green; resBallsCount[0].count = 0; resBallsCount[1].Type = RBallType.Education; resBallsCount[1].count = 0; resBallsCount[2].Type = RBallType.Health; resBallsCount[2].count = 0; }
public void Damage(float v, Player owener) { healthValue -= v * RulesTable.CityArmor; if (healthValue < 0) { healthValue = CurrentMaxHealth; ChangeOwner(owener); } }