Exemple #1
0
 public void UpdateForTower(GameTime gameTime, BaseTower tower)
 {
     RoF.Update(gameTime);
     if (RoF.IsDone)
     {
         RoF.Reset();
         ITargetable target = tower.GetTarget(Range);
         if (target != null)
         {
             if (ShootFX != -1)
             {
                 AudioMgrPooled.Instance.PlaySound(ShootFX);
             }
             Level.Instance.Projectiles.Add(new BaseProjectile(CenterLocation + ProjectileSpawnOffset, ProjectileType, true, target, Damage, DamageType, Splash, SplashDmgPerc, ImpactFX));
         }
     }
 }
Exemple #2
0
        public void Update(GameTime gameTime)
        {
            #region First things to do
            MouseWorldLocThisCycle           = InputMgr.Instance.Mouse.Location + Player.Camera.Location; // This line comes first in the Update().
            BaseRunner.RunnerNearestToFinish = null;
            ControlMgr.Instance.Update(gameTime);
            #endregion

            if (State != eState.Paused)
            {
                #region Collision
                BroadPhase.Instance.ClearEntities();
                foreach (BaseRunner r in ActiveRunners)
                {
                    BroadPhase.Instance.AddEntity(r);
                }
                foreach (BaseDefender d in SpawnedAliveDefenders)
                {
                    BroadPhase.Instance.AddEntity(d);
                }
                #endregion

                // Environements
                foreach (Environment e in Environments)
                {
                    e.Update(gameTime);
                }

                // Update runners
                foreach (BaseRunner r in ActiveRunners)
                {
                    r.Update(gameTime);
                }

                // Update towers (and defenders)
                foreach (BaseTower tower in Towers)
                {
                    tower.Update(gameTime);
                }

                // Visuals
                for (int i = 0; i < Visuals.Count; i++)
                {
                    Visuals[i].Update(gameTime);
                    if (Visuals[i].IsDisposed)
                    {
                        Visuals.RemoveAt(i);
                        i--;
                    }
                }

                // Update global rallypoint animation.
                BaseTower.RallyPointAni.Update(gameTime);

                // Update projectiles
                foreach (BaseProjectile p in Projectiles)
                {
                    p.Update(gameTime);
                }
                Projectiles.RemoveAll(p => p.IsDisposed);

                // Update player
                Player.Update(gameTime);

                #region Update waves
                if (State != eState.PreSpawn)
                {
                    for (int i = 0; i < Waves.Count; i++)
                    {
                        Waves[i].Update(gameTime);
                    }
                    WaveStartDelayTimer.Update(gameTime);
                    if (WaveStartDelayTimer.IsDone) // The WaveStartDelayTimer is reset in the SpawnNextWave() procedure.
                    {
                        SpawnNextWave();
                    }
                }
                #endregion

                #region MiniMap
                bool MouseIsOverMiniMap = false;
                if (!MiniMap.IsHidden && Collision.PointIsInRect(InputMgr.Instance.Mouse.Location, MiniMap.DrawRect))
                {
                    MouseIsOverMiniMap = true;

                    if (InputMgr.Instance.Mouse.LeftButtonIsDown)
                    {
                        Vector2 MiniMapToWorldLoc = MiniMap.LocationToWorld(InputMgr.Instance.Mouse.Location);
                        Player.Camera.Location = MiniMapToWorldLoc - new Vector2(Engine.Instance.Width / 2, Engine.Instance.Height / 2);
                        Player.AdjustCameraToLvlBoundary();
                    }
                }
                #endregion

                if (!MouseIsOverMiniMap && Player.State != QTD.Player.eState.Building)
                {
                    #region Get tower beneath mouse
                    if (TowerBeneathMouse != null && (SelectedTower == null || (SelectedTower != TowerBeneathMouse)))
                    {
                        TowerBeneathMouse.DrawColor = Color.White;
                    }
                    TowerBeneathMouse = null;
                    foreach (BaseTower tower in Towers)
                    {
                        if (Collision.PointIsInRect(MouseWorldLocThisCycle, tower.AABB))
                        {
                            if ((TowerBeneathMouse == null || TowerBeneathMouse.AABB.Bottom > tower.AABB.Bottom) && (tower != SelectedTower)) // When there was already a tower beneath the mouse then take the one that has the lowest Y-value for the AABB.Bottom.
                            {
                                TowerBeneathMouse           = tower;
                                TowerBeneathMouse.DrawColor = Color.Gray;
                            }
                        }
                    }
                    #endregion

                    #region Get Clicked Tower
                    if (InputMgr.Instance.Mouse.LeftButtonIsPressed)
                    {
                        if (SelectedTower != null)
                        {
                            SelectedTower.DrawColor = Color.White;
                            SelectedTower.HasFocus  = false;
                        }

                        SelectedTower = TowerBeneathMouse;
                        if (SelectedTower != null)
                        {
                            SelectedTower.DrawColor = Color.Wheat;
                            SelectedTower.HasFocus  = true;
                            AudioMgrPooled.Instance.PlaySound(AudioConstants.MouseClick);
                        }

                        #region SellBtn
                        SellBtn.IsEntirelyDisabled = SelectedTower == null;
                        #endregion
                    }
                    #endregion

                    #region SetRallyPoint if applicable
                    if (SelectedTower != null && InputMgr.Instance.Mouse.RightButtonIsPressed)
                    {
                        SelectedTower.SetRallyPoint(MouseWorldLocThisCycle);
                    }
                    #endregion
                }

                // Allow to cancel a category / tower placement
                if (InputMgr.Instance.Keyboard.IsPressed(Keys.Escape))
                {
                    if (Player.State == QTD.Player.eState.Building)
                    {
                        Player.Gold += Player.BuildThisTower.Cost;
                        Player.State = QTD.Player.eState.Normal;
                    }
                    ReturnToCats();
                }

                #region BuildGrid & Building a new tower
                if (Player.State == QTD.Player.eState.Building)
                {
                    BuildGrid.Update(MouseWorldLocThisCycle, Player.BuildThisTower.BuildSize);
                    if (!PlaceTowerWaitOneCycle)
                    {
                        if (BuildGrid.CanBuild && InputMgr.Instance.Mouse.LeftButtonIsPressed)
                        {
                            Player.State = QTD.Player.eState.Normal;
                            Player.Gold -= Player.BuildThisTower.Cost;
                            BaseTower t = new BaseTower();
                            t.Initialize(Player.BuildThisTower.ID);
                            t.SetLocation(BuildGrid.BuildRect.Location.ToVector2());
                            AddTower(t);
                        }
                    }
                    else
                    {
                        PlaceTowerWaitOneCycle = false;
                    }
                }
                #endregion

                #region Percentage Bar
                int runnerPercToFinish = 0;
                if (BaseRunner.RunnerNearestToFinish != null)
                {
                    RunnerProgressBar.Percentage = BaseRunner.RunnerNearestToFinish.PercentageToFinish;
                    runnerPercToFinish           = (int)BaseRunner.RunnerNearestToFinish.PercentageToFinish;
                }
                else
                {
                    RunnerProgressBar.Percentage = 0;
                }
                RunnerProgress.Remove(0, RunnerProgress.Length);
                RunnerProgress.Append(runnerPercToFinish);
                RunnerProgress.Append(PERC_STR);
                #endregion

                WaveSpawnBar.Percentage = WaveStartDelayTimer.PercentageComplete;

                #region huts
                HeadUpTextPool.CleanUp();
                for (int i = 0; i < HeadUpTexts.Count; i++)
                {
                    HeadUpTexts[i].Update(gameTime);
                    if (HeadUpTexts[i].IsDisposed)
                    {
                        HeadUpTexts.RemoveAt(i);
                        i--;
                    }
                }
                #endregion

                #region Button info panel
#warning todo: optimize this shit. cannot loop each update through all buttons...
                InfoPanel.ClearText();
                foreach (Button btn in CategoryButtons)
                {
                    if (!btn.IsEntirelyDisabled)
                    {
                        if (btn.HasFocus)
                        {
                            InfoPanel.SetText(((TowerCategoryStruct)btn.Tag).Info);
                        }
                    }
                }
                foreach (Button btn in TowerBuildButtons)
                {
                    if (!btn.IsEntirelyDisabled)
                    {
                        if (btn.HasFocus)
                        {
                            InfoPanel.SetText(((TowerStruct)btn.Tag).Info);
                        }
                    }
                }
                #endregion

                WarningMessages.Instance.Update(gameTime);

                // Game over check
                if (!Player.IsAlive)
                {
#warning todo: gameover here
                }
            }
        }
Exemple #3
0
 public void RemoveTower(BaseTower t)
 {
     Towers.Remove(t);
     BroadPhase.Instance.RemoveEntity(t);
 }
Exemple #4
0
 public void AddTower(BaseTower t)
 {
     Towers.Add(t);
     BroadPhase.Instance.AddEntity(t);
 }
Exemple #5
0
        public void Load(string xmlName)
        {
            // Resets
            SpawnedDeadDefenders  = new List <BaseDefender>(MAX_ACTIVE_DEFENDERS);
            SpawnedAliveDefenders = new List <BaseDefender>(MAX_ACTIVE_DEFENDERS);
            Towers                   = new List <BaseTower>(MAX_TOWERS);
            TowerBeneathMouse        = SelectedTower = null;
            NextWaveButton.IsEnabled = true;
            Player.ResetForNewLevel(10);
            WaveProgressBar.Percentage = 0;
            State        = eState.PreSpawn;
            Environments = new List <Environment>();

            XDocument doc = XDocument.Load("Data/Levels/" + xmlName + ".xml");

            #region Level Info
            XElement levelInfoNode = doc.Root.Element("LevelInfo");
            if (levelInfoNode == null)
            {
                throw new NullReferenceException("LevelInfo node not found. " + xmlName);
            }

            // Level display name
            LevelDisplayName = new StringBuilder(levelInfoNode.Element("Name").Value);
            // Start Gold
            Player.Gold = int.Parse(levelInfoNode.Element("StartGold").Value);
            // Level Size
            LevelSize = Common.Str2Point(levelInfoNode.Element("LevelSize").Value);
            if (LevelSize.X < 1280 || LevelSize.Y < 800)
            {
                throw new Exception("Level size must be at least 1280x800. Otherwise there would be a black border around the level plus the camera can not stay in such a small boundary.");
            }

            // Broadphase
            BroadPhase.Instance = new BroadPhase(int.Parse(levelInfoNode.Element("CollisionGridSize").Value), LevelSize);
            BroadPhase.Instance.Init();
            #endregion

            #region Load Waypoints
            XElement wpMainNode = doc.Root.Element("Waypoints");
            if (wpMainNode == null)
            {
                throw new NullReferenceException("Waypoints node missing. " + xmlName);
            }

            WayPoint.Spread = int.Parse(wpMainNode.Attribute("spread").Value);

            WayPoint.StartPoints = new List <WayPoint>();
            foreach (XElement wp in wpMainNode.Elements())
            {
                List <int> nextWpIds   = new List <int>();
                XElement   nextWPsNode = wp.Element("NextWaypoints");
                if (nextWPsNode != null)
                {
                    foreach (XElement nextwpID in nextWPsNode.Elements())
                    {
                        nextWpIds.Add(int.Parse(nextwpID.Value));
                    }
                }

                // Start & Finish
                bool isStart = false;
                if (wp.Attribute("isStart") != null)
                {
                    isStart = bool.Parse(wp.Attribute("isStart").Value);
                }
                bool isFinish = false;
                if (wp.Attribute("isFinish") != null)
                {
                    isFinish = bool.Parse(wp.Attribute("isFinish").Value);
                }

                WayPoints.Add(new WayPoint(int.Parse(wp.Attribute("id").Value), Common.Str2Vector(wp.Attribute("location").Value), isStart, isFinish, nextWpIds.ToArray()));
            }

            WayPoints.ForEach(w => w.Initialize());
            WayPoint.CalculateTotalRoutelength();
            #endregion

            // Waves after waypoints.
            CurrentWaveNr = 0;
            #region Waves
            Waves = new List <Wave>();

            XElement wavesmainNode = doc.Root.Element("Waves");
            if (wavesmainNode == null)
            {
                throw new NullReferenceException("Node Waves missing." + xmlName);
            }

            foreach (XElement waveNode in wavesmainNode.Elements())
            {
                Wave newWave = new Wave(int.Parse(waveNode.Attribute("nr").Value), int.Parse(waveNode.Attribute("spawnDelay").Value));
                newWave.TimeUntilNextWaveInMS = int.Parse(waveNode.Attribute("timeUntilNextWave").Value);

                foreach (XElement startWPNode in waveNode.Elements())
                {
                    List <BaseRunner> runners = new List <BaseRunner>();
                    int startWPID             = int.Parse(startWPNode.Attribute("id").Value);
                    foreach (XElement runnerNode in startWPNode.Elements())
                    {
                        int runnerID = int.Parse(runnerNode.Attribute("id").Value);
                        int amount   = int.Parse(runnerNode.Attribute("amount").Value);

                        for (int i = 0; i < amount; i++)
                        {
                            BaseRunner newRunner = new BaseRunner();
                            newRunner.Initialize(runnerID);
                            newRunner.SetLocation(WayPoints.Find(w => w.ID == startWPID));
                            runners.Add(newRunner);
                        }
                    }
                    newWave.WaveRunners.Add(new WaveSpawnHelper(startWPID, runners.ToArray()));
                }
                Waves.Add(newWave);
            }
            TotalWaves = Waves.Count;
            #endregion

            #region BuildGrid
            BuildGrid = new BuildGrid();
            XElement unBuildablesNode = doc.Root.Element("UnBuildables");
            if (unBuildablesNode != null)
            {
                BuildGrid.SetUnBuildables(unBuildablesNode.Value);
            }
            #endregion

            #region BackGround (before minimap region)
            BGMgr = new BGMgr();
            XElement bgMainNode = doc.Root.Element("BackGround");
            if (bgMainNode != null)
            {
                BGMgr.Load(bgMainNode);
            }
            #endregion

            #region MiniMap
            MiniMap = new MiniMap(new Vector2(0, Engine.Instance.Height - MiniMap.Size.Y), LevelSize);
            MiniMap.PreRender();
            #endregion

            #region Initial towers
            XElement initialTowersMainNode = doc.Root.Element("InitialTowers");
            if (initialTowersMainNode != null)
            {
                foreach (XElement initialTowerNode in initialTowersMainNode.Elements())
                {
                    BaseTower bt = new BaseTower();
                    bt.Initialize(int.Parse(initialTowerNode.Element("ID").Value));
                    bt.SetLocation(Common.Str2Vector(initialTowerNode.Element("GridIdx").Value) * BuildGrid.GRID_SIZE);
                    AddTower(bt);
                }
            }
            #endregion

            #region Buildable Towers
            BuildableTowers = new List <int>();
            XElement buildableTowersMainNode = doc.Root.Element("BuildableTowers");
            if (BuildableTowers != null)
            {
                if (buildableTowersMainNode.Attribute("type").Value == "restricted")
                {
                    // Add all towers
                    for (int i = 0; i < DataStructs.Towers.Count; i++)
                    {
                        BuildableTowers.Add(DataStructs.Towers[i].ID);
                    }

                    // Remove restricted towers
                    foreach (XElement restrictedTowerNode in buildableTowersMainNode.Elements())
                    {
                        BuildableTowers.Remove(int.Parse(restrictedTowerNode.Value));
                    }
                }
                else
                {
                    // Add allowed towers
                    foreach (XElement restrictedTowerNode in buildableTowersMainNode.Elements())
                    {
                        BuildableTowers.Add(int.Parse(restrictedTowerNode.Value));
                    }
                }
            }
            else
            {
                // Add all towers
                for (int i = 0; i < DataStructs.Towers.Count; i++)
                {
                    BuildableTowers.Add(DataStructs.Towers[i].ID);
                }
            }
            #endregion

            #region Perma Disable CategoryButtons when they have no towers at all (place this code after region: Buildable Towers)
            foreach (Button btn in CategoryButtons)
            {
                TowerCategoryStruct tcs = (TowerCategoryStruct)btn.Tag;
                bool hasNoTowers        = true;
                for (int i = 0; i < tcs.TowersInThisCat.Count; i++)
                {
                    if (BuildableTowers.Contains(tcs.TowersInThisCat[i].ID))
                    {
                        hasNoTowers = false;
                        break;
                    }
                }
                btn.Tag2 = hasNoTowers;
                btn.IsEntirelyDisabled = hasNoTowers;
            }
            #endregion

            #region Environments
            XElement environmentMainNode = doc.Root.Element("Environments");
            if (environmentMainNode != null)
            {
                foreach (XElement environmentNode in environmentMainNode.Elements())
                {
                    Environments.Add(new Environment((eAnimation)Enum.Parse(typeof(eAnimation), environmentNode.Element("Type").Value), Common.Str2Vector(environmentNode.Element("Location").Value)));
                }
            }
            #endregion

            // GC
            GC.Collect();
        }
Exemple #6
0
 void SellBtn_Click(Button button)
 {
     SelectedTower.Sell();
     SellBtn.IsEntirelyDisabled = true;
     SelectedTower = null;
 }