/// <summary> /// If the entity to go to is a tree then we set it as our target tree. /// If the rntity to go to is a lumber mill then we set it as our target /// mill. /// /// Otherwise it delegates to the parent's implementation. /// </summary> /// <param name="toEntity"></param> /// <param name="distance"></param> public override void MoveDistanceInFrontOfEntity(GameEntitity toEntity, int distance) { // If the target is a tree then save it // as a target. // If it is a lumbermill then save it // as a target. // Perform the normal logic. base.MoveDistanceInFrontOfEntity(toEntity, distance); }
public Game1() { graphics = new GraphicsDeviceManager(this); #region These aren't the droids you are looking for. graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 600; Content.RootDirectory = "Content"; m_TreeList = new List<TreeEntity>(); m_TreeList.Add(new TreeEntity(new Vector2(2 * 64, 4 * 24))); m_TreeList.Add(new TreeEntity(new Vector2(9 * 64 + 32, 7 * 24))); m_TreeList.Add(new TreeEntity(new Vector2(0 * 64, 0 * 24))); m_TreeList.Add(new TreeEntity(new Vector2(1 * 64, 10 * 24))); m_LumberMills = new List<LumberMill>(); m_LumberMills.Add(new LumberMill(new Vector2(8 * 64, 8 * 24))); m_mouseSource = new Rectangle(0, 0, 19, 19); m_TestLayer = new MapLayer(new Vector2(m_LayerWidth, m_LayerHeight), new Vector2(64, 64)); m_TestTile = new MapTile(new Vector2(0, 0), 0, new Vector2(64,64)); #endregion m_Gobling = new GoblinLumberjack(ENTITY_COLOR.RED, new Vector2(64 * 8, 0), DIRECTION.DOWN); #region These aren't the droids you are looking for. ((GoblinLumberjack)m_Gobling).SetTargetLumberMill(m_LumberMills[0]); m_Gobling.SetEntitySpeed(new Vector2(1, 1)); m_mapList = new List<List<int>>(); m_mapList.Add(new List<int>() { }); #endregion }