/// <summary> /// Update the Attack item /// </summary> /// <param name="dt"> A delta time since the last update was called</param> /// <param name="input">A GenericInput to process.</param> public override void Update(TimeSpan dt, GenericInput input) { //on keyboard input determine the Hero's direction if (input is GenericKeyboardInput) { GenericKeyboardInput gki = (GenericKeyboardInput)input; DirectionIn = new Vector2(DirectionX, DirectionY); DetermineDirection(gki); DirectionOut = new Vector2(DirectionX, DirectionY); AnimateHero(); } //on mouse click launch an attack if (input is MouseGenericInput) { MouseGenericInput mgi = (MouseGenericInput)input; if (mgi.MouseInputType == MouseGenericInput.MouseGenericInputType.MouseClick && (DirectionX * DirectionX + DirectionY * DirectionY) != 0) { // create the scene switch message to switch the current scene to the top score scene Message_Attack heroAttack = new Message_Attack("Arrow", this.DirectionX, this.DirectionY, Location, Message_Attack.AttackType.Hero_Arrow, ArrowRange, ArrowDamage); MessageManager.AddMessageItem(heroAttack); } } //update hero location SetLocation(dt); HealthBar = new Windows.Foundation.Rect(Location.X - 10, Location.Y - 10, 50, 5); }
/// <summary> /// Update the Attack item /// </summary> /// <param name="dt"> A delta time since the last update was called</param> /// <param name="input">A GenericInput to process.</param> public override void Update(TimeSpan dt, GenericInput input) { //boss moves towards hero HeroDirectionVector(); //boss attacks on a timer TimeSinceAttack = DateTime.Now - LastAttack; if (TimeSinceAttack.TotalMilliseconds > TimeBetweenAttacks) { Message_Attack VillainAttack = new Message_Attack("Villain_Attack", DirectionX, DirectionY, this.Location, Message_Attack.AttackType.Minion_Arrow, Range, Damage); MessageManager.AddMessageItem(VillainAttack); LastAttack = DateTime.Now; } //Update bosses location on call to update SetLocation(dt); }
/// <summary> /// Updates the scene based on incoming messages /// </summary> /// <param name="dt">Delta time since thew last update was called</param> /// <param name="message"> incoming message</param> public override void Update(TimeSpan dt, GenericMessage message) { foreach (GenericItem gi in objects) { //update each generic item gi.Update(dt, message); } foreach (Hero hero in heros) { //update each generic item hero.Update(dt, message); } foreach (Villain villain in villains) { //update each generic item villain.Update(dt, message); } if (message is Message_Attack) { Message_Attack mhe = (Message_Attack)message; switch (mhe.Type) { case (Message_Attack.AttackType.Hero_Arrow): { //(Terry)TODO: add rotation to arrows, this might require using something other than CanvasBitmap images Attack attack = new Attack(mhe.Name, mhe.DirectionX, mhe.DirectionY, mhe.Location, Attack.AttackType.Hero_Arrow, mhe.Range, mhe.Damage); attack.SetBitmapFromImageDictionary("Arrow"); this.AddObject(attack); break; } case (Message_Attack.AttackType.Minion_Arrow): { Attack arrow = new Attack(mhe.Name, mhe.DirectionX, mhe.DirectionY, mhe.Location, Attack.AttackType.Boss_Arrow, mhe.Range, mhe.Damage); arrow.SetBitmapFromImageDictionary("Arrow"); this.AddObject(arrow); break; } } } //if two generic items on the canvas have collided find out what collided and apply aprpriate damage if (message is Message_Collision) { Message_Collision attackInfo = (Message_Collision)message; if (attackInfo.CollisionObject is Attack) { Attack attack = (Attack)attackInfo.CollisionObject; //if the boss is hit by an attack, increase score, reduce bosses health and remove the attack if (attackInfo.Victim is Boss) { Boss boss = (Boss)attackInfo.Victim; boss.CurrentHealth -= attack.Damage; Score += attack.Damage; _score_label.UpdateText("SCORE: " + Score); objects.Remove(attackInfo.CollisionObject); if (boss.CurrentHealth <= 0.0f) { boss.Level += 1; boss.MaxHealth += 100; boss.CurrentHealth = boss.MaxHealth; } } // if the attack hit a minion, remove the attack and the minion else if (attackInfo.Victim is Villain) { Villain villain = (Villain)attackInfo.Victim; villains.Remove(villain); objects.Remove(attackInfo.CollisionObject); } //if the attack hit the hero, reduce hero's health and check for game over else if (attackInfo.Victim is Hero) { Hero hero = (Hero)attackInfo.Victim; hero.CurrentHealth -= attack.Damage; objects.Remove(attackInfo.CollisionObject); if (hero.CurrentHealth <= 0) { heros.Remove(hero); //add tombstone image where hero died? // If all heroes (spelled correctly this time) have died it's game over if (heros.Count <= 0) { game_over = true; } } } } } // switch to game over scene if (game_over) { Message_SceneSwitch mss = new Message_SceneSwitch("Game Over Scene"); MessageManager.AddMessageItem(mss); } if (message is Message_SpawnMinions) { Message_SpawnMinions spawn = (Message_SpawnMinions)message; Random r = new Random(); for (int i = 0; i < spawn.NumberOfMinions; i++) { Villain villain = new Villain("minion"); villain.Location = new System.Numerics.Vector2(r.Next(0, _width), r.Next(0, _height)); villain.SetBitmapFromImageDictionary("MinionLeft"); this.AddObject(villain); } } }