Exemple #1
0
        public void Repair(Building b)
        {
            Point p = new Point((int)(b.x + (b.texture.Width / 2)), (int)(b.y + (b.texture.Height / 2)));

            // Add a point that is on the circle near the building, not inside the building!
            Point targetPoint = new Point(0, 0);
            if (this.waypoints.Count() == 0) targetPoint = new Point((int)this.x, (int)this.y);
            else targetPoint = this.waypoints.ElementAt(this.waypoints.Count() - 1);
            // Move to the point around the circle of the building, but increase the radius a bit
            // so we're not standing on the exact top of the building
            this.MoveToQueue(
                Util.GetPointOnCircle(p, b.GetCircleRadius() + this.texture.Width / 2,
                Util.GetHypoteneuseAngleDegrees(p, targetPoint)));

            b.constructedBy = this;
            this.constructing = b;

            if (b.state == Building.State.Interrupted)
            {
                b.state = Building.State.Constructing;
            }
            else if (b.state == Building.State.Finished || b.state == Building.State.Producing)
            {
                b.state = Building.State.Repairing;
            }
        }
Exemple #2
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        public ProgressBar(Building building)
        {
            this.texture = TextureManager.GetInstance().GetSolidTexture();
            this.building = building;

            this.z = this.building.z - 0.1f;
        }
Exemple #3
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        public Circle(int radius, Building drawOn, Color color)
        {
            this.radius = radius;
            this.outerRadius = radius * 2 + 2; // So circle doesn't go out of bounds
            this.outline = new Texture2D(Game1.GetInstance().GraphicsDevice, outerRadius, outerRadius);
            this.drawOn = drawOn;
            this.color = color;

            Color[] data = new Color[outerRadius * outerRadius];

            // Color the entire texture transparent first.
            for (int i = 0; i < data.Length; i++)
                data[i] = Color.Transparent;

            // Work out the minimum step necessary using trigonometry + sine approximation.
            double angleStep = 1f / radius;

            for (double angle = 0; angle < Math.PI * 2; angle += angleStep)
            {
                // Use the parametric definition of a circle: http://en.wikipedia.org/wiki/Circle#Cartesian_coordinates
                int x = (int)Math.Round(radius + radius * Math.Cos(angle));
                int y = (int)Math.Round(radius + radius * Math.Sin(angle));

                data[y * outerRadius + x + 1] = Color.White;
            }

            this.outline.SetData(data);
        }
Exemple #4
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        public HealthBar(Building building)
        {
            texture = TextureManager.GetInstance().GetSolidTexture();
            this.building = building;
            this.type = Type.Building;

            this.z = this.building.z - 0.01f;
        }
Exemple #5
0
 public Boolean AlreadyInQueue(Building building)
 {
     try
     {
         for (int i = 0; i < this.buildingList.Count(); i++)
         {
             Building currentBuilding = this.buildingList.ElementAt(i);
             if (currentBuilding == building) return true;
         }
         return false;
     }
     catch (Exception e) { return false; }
 }
Exemple #6
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 public HealthBar(Building building)
 {
     texture = Game1.GetInstance().Content.Load<Texture2D>("Misc/solid");
     this.building = building;
     this.type = Type.Building;
 }
Exemple #7
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 public void QueueBuilding(Building building)
 {
     this.buildingList.AddLast(building);
 }
 public BuildingMultiplayerData(Building building, Boolean isLocal)
     : base(isLocal)
 {
     this.building = building;
 }
 public ObjectProcess(Object obj, Point target)
 {
     if (obj is Unit)
     {
         unit = (Unit)obj;
         building = null;
     }
     else
     {
         building = (Building)obj;
         unit = null;
     }
     this.target = target;
 }
Exemple #10
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 public void AttackBuilding(Building enemyBuilding)
 {
     this.unitToDefend = null;
     this.unitToStalk = null;
     this.buildingToDestroy = enemyBuilding;
 }
Exemple #11
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 public ProgressBar(Building building)
 {
     this.texture = Game1.GetInstance().Content.Load<Texture2D>("Misc/solid");
     this.building = building;
 }
Exemple #12
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 public void QueueBuilding(Building building)
 {
     if (!this.AlreadyInQueue(building)) this.buildingList.AddLast(building);
 }