Exemple #1
0
        public Wave(KDefGame game, Crossroad spawn, UnitType unitType, int numUnits, int tileSize, float interval)
        {
            // set thisWave

            this.game = game;
            this.spawningPoint = spawn;
            this.unitType = unitType;
            this.tile = tileSize;
            this.unitsToCreate = numUnits;
            this.interval = interval;

            CalculateMaxOffsets ();
        }
        public StrongUnit(KDefGame game, Crossroad spawn, float speed, int level, int goldValue, int maxHP, 
		                   Vector2 offset, Vector2 movement, Texture2D textureLiving, Texture2D textureDead)
            : base(game, spawn, speed, level, goldValue, maxHP, offset, movement,
			       textureLiving, textureDead)
        {
            this.defaultSpeed *= speedModifier;
            this.currentSpeed *= speedModifier;
            this.maxHealth = (int) (maxHealth * healthModifier);
            this.currentHealth = (int) (maxHealth * currentHealth);
            this.tint = Color.CornflowerBlue;

            this.physicalResistModifier = 0.7f;
            this.magicalResistModifier = 1.5f;
        }
Exemple #3
0
        public Unit(KDefGame game, Crossroad spawn, float speed, int level, int goldValue, int maxHP, 
		             Vector2 offset, Vector2 movement, Texture2D textureLiving, Texture2D textureDead)
        {
            this.game = game;
            this.defaultSpeed = speed;
            this.currentSpeed = speed;
            this.level = level;
            this.goldValue = goldValue;
            this.maxHealth = maxHP;
            this.currentHealth = maxHP;

            this.textureLiving = textureLiving;
            this.textureDead = textureDead;
            this.tint = Color.White;

            this.destination = spawn;
            this.position = spawn.Position + offset;

            this.offset = offset;
            this.movement = movement;
            this.scale = 0.2f;
        }
Exemple #4
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        public World(KDefGame game)
        {
            this.game = game;
            this.sbAlpha = game.SpriteBatch;
            this.sbAdditive = game.SpriteBatchAdditive;

            this.waves = new List<Wave>();
            this.spawnTimer = spawnInterval;

            this.unitTypes = new UnitType[] {
                KLinuxDefense.UnitType.STRONG_UNIT,
            };

            LoadTextures();
            SetupMap();
        }
 static void Main()
 {
     game = new KDefGame ();
     game.Run ();
 }
Exemple #6
0
        public UI(KDefGame game)
        {
            this.game = game;
            this.spriteBatch = game.SpriteBatch;

            LoadTextures ();
            SetupPanels ();

            // Initialize the screen settings
            this.screen = new Rectangle (0, 0, game.Window.ClientBounds.Width, game.Window.ClientBounds.Height);
            this.camera = new Camera2D (game.GraphicsDevice, game.World.Map);

            // Initialize the minimap by the screen and map settings
            //mmSide = (int)(game.Window.ClientBounds.Width*mmProportion);
            int mmSide = 200;
            this.minimap = new Rectangle (bPanelSelect.Right - mmSide, bPanelSelect.Bottom - mmSide, mmSide, mmSide);
            this.mmOriginal = minimap;
            this.mapArea = new Rectangle (0, 0, game.Window.ClientBounds.Width, game.Window.ClientBounds.Height - bPanel.Height);
            this.mmRatio = new Vector2 ((float)minimap.Width / game.World.Map.Width,
                (float)minimap.Height / game.World.Map.Height);

            // Number of tiles in the x,y directions to fill a screen
            this.tilesX = (int)(game.World.Map.Width / game.World.Tile);
            this.tilesY = (int)(game.World.Map.Height / game.World.Tile);

            SetupMenu ();
            SetupButtons ();
        }