Exemple #1
0
 //public InputManager( MovementManager newMovementManager)
 public InputManager(ref ModelManager newmodelManager)
 {
     //movementManager = newMovementManager;
     this.modelManager = newmodelManager;
     mouseRec = Rectangle.Empty;
     mouseRecOrigin = Vector2.Zero;
 }
Exemple #2
0
 public static ModelManager getInstance(ref Map newMap){
     if (instance == null)
     {
         instance = new ModelManager(ref newMap);
         return instance;
     }
     else
         return instance;
 }
Exemple #3
0
 public GUIButtons(ref ModelManager mod)
 {
     modMan = mod;
     waveNum = 0;
     aiScore = 0;
     playerScore = 0;
     timeDrain = 0;
     disAd = 0;
     active = false;
     buttonCols = new Dictionary<String,Rectangle>();
     labs = new List<String>(new string[] { "ARCHER", "PAWN", "TOWER", "WARRIOR", "COMMANDER", "CLERIC", "ROGUE", "APPRENTICE", "CATAPULT" });
     init();
 }
Exemple #4
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            try
            {
                Window.AllowUserResizing = true;
                //graphics.CreateDevice();
                graphics.PreferredBackBufferHeight = 704;
                graphics.PreferredBackBufferWidth = 1024;
                graphics.IsFullScreen = false;
             //   graphics.ToggleFullScreen();
                graphics.ApplyChanges();
            }
            catch
            {
            }
            // Create a new SpriteBatch, which can be used to draw textures.
            ClickTimer = 0;
            groupedUnits = new Dictionary<Keys, List<GameObject>>();
            spriteBatch = new SpriteBatch(GraphicsDevice);
            // TODO: Add your initialization logic here
            defeatScreen = new Map("Content/defeatScreen.txt");
            mainScreen = new Map("Content/MainScreen.txt");
            levelSelect = new Map("Content/levelSelect.txt");
            castleDefense = new Map("Content/castleDefense.txt");
            riverDefense = new Map("Content/riverDefense.txt");
            castleSiege = new Map("Content/castleSiege.txt");
            victoryScreen = new Map("Content/victoryScreen.txt");
            mainScreenSelector = new Selector(new Rectangle(448, 0, 128, 64), mainScreen, levelSelect, true);
            castleDefenseSelector = new Selector(new Rectangle(96, 320, 192, 96), levelSelect, castleDefense, false);
            riverDefenseSelector = new Selector(new Rectangle(416, 320, 192, 96), levelSelect, riverDefense, false);
            castleSiegeSelector = new Selector(new Rectangle(736, 320, 192, 96), levelSelect, castleSiege, false);
            defeatScreenSelector = new Selector(new Rectangle(448, 256, 128, 64), defeatScreen, mainScreen, false);
            victoryScreenSelector = new Selector(new Rectangle(448, 288, 128, 64), victoryScreen, mainScreen, false);
            modMan = ModelManager.getInstance(ref mainScreen);
            loadMan = LoadManager.getInstance();
            projMan = ProjectileManager.getInstance();
            screenManager = ScreenManager.getInstance();
            // Add all maps to screenManager.allMaps
            screenManager.allMaps.Add(defeatScreen);
            screenManager.allMaps.Add(mainScreen);
            screenManager.allMaps.Add(levelSelect);
            screenManager.allMaps.Add(castleDefense);
            screenManager.allMaps.Add(riverDefense);
            screenManager.allMaps.Add(castleSiege);
            screenManager.allMaps.Add(victoryScreen);
            // Add all selectors to screenManager.allSelectors
            screenManager.allSelectors.Add(defeatScreenSelector);
            screenManager.allSelectors.Add(mainScreenSelector);
            screenManager.allSelectors.Add(castleDefenseSelector);
            screenManager.allSelectors.Add(riverDefenseSelector);
            screenManager.allSelectors.Add(castleSiegeSelector);
            screenManager.allSelectors.Add(victoryScreenSelector);
            // Set initial maps; These will always be defeatScreen, mainScreen and levelSelect,
            // since the user spawns on mainScreen
            screenManager.prevMap = defeatScreen;
            screenManager.currentMap = mainScreen;
            screenManager.nextMap = levelSelect;
            healthChecker = new HealthSystem(ModelManager.player, ModelManager.artificial);
            attackChecker = new AttackSystem(ref ModelManager.player, ref ModelManager.artificial);
            attackChecker.linkSystem(projMan);
            attackChecker.linkContent(Content);
            movementManager = MovementManager.getInstance();
            movementManager.setMap(mainScreen);
            inputManager = new InputManager(ref modMan);
            aiManager = AIManager.getInstance(ref mainScreen);
            mBar = new MoraleBar(ref modMan);
            gui = new GUIButtons(ref modMan);
            info = new InfoCard(ref modMan);
            inputManager.linkGUI(gui);
            MoraleBar.resourceVal(buildResources);
            mousePrev = Mouse.GetState();
            //Create Player's units
            //testInitialization();
           


            testCommander();
            base.Initialize();
            this.IsMouseVisible = true;
           
           
        }
Exemple #5
0
 // Ensures that the managers all know which map to work on.
 public void updateManagerMap(Map myMap)
 {
     modMan = ModelManager.getInstance(ref myMap);
     movementManager.setMap(myMap);
     aiManager = AIManager.getInstance(ref myMap);
 }
Exemple #6
0
        public InfoCard(ref ModelManager mod)
        {
            modMan = mod;

        }
Exemple #7
0
        public void fireProjectiles()
        {
            foreach (Projectile item in proj)
            {
                item.move();
            }
            foreach (Projectile projectile in proj)       //  pobj stands for projectile object
            {
                foreach (GameObject aobj in ModelManager.getArtificial())
                {
                    if (projectile.isAlive())
                    {
                        if (projectile.collisionType == "homing")
                        {
                            if (projectile.position.X <= projectile.end_point.X && projectile.position.X >= projectile.prev_point.X &&
                                projectile.position.Y <= projectile.end_point.Y && projectile.position.Y >= projectile.prev_point.Y)    //equivalent to IsInRange
                            {
                                projectile.health   = -1;
                                projectile.collided = true;
                                if (projectile.target.isAlive())
                                {
                                    projectile.target.health -= projectile.damage;
                                }

                                if (String.Compare(projectile.type, "ICEBALL", true) == 0 && projectile.target.isAlive())
                                {
                                    if (projectile.target.attackRange > 5)
                                    {
                                        projectile.target.attackRange -= 5;
                                    }
                                    projectile.target.attackSpeed += 10;
                                }
                            }
                        }
                        else if (projectile.collisionType == "straight" && aobj.aiTarget != aobj)
                        {
                            if (projectile.IsInRange(aobj))
                            {
                                projectile.health   = -1;
                                projectile.collided = true;
                                if (aobj.isAlive())
                                {
                                    aobj.health -= projectile.damage;
                                }
                            }
                        }
                        else if (projectile.collisionType == "arc")
                        {
                            if (projectile.position.X <= projectile.end_point.X && projectile.position.X >= projectile.prev_point.X &&
                                projectile.position.Y <= projectile.end_point.Y && projectile.position.Y >= projectile.prev_point.Y)
                            {
                                projectile.health   = -1;
                                projectile.collided = true;
                                if (aobj.isAlive() && projectile.IsInRange(aobj))
                                {
                                    aobj.health -= projectile.damage;
                                }
                            }
                        }
                    }
                }//check AI units


                foreach (GameObject pobj in ModelManager.player)
                {
                    if (projectile.isAlive())
                    {
                        if (projectile.collisionType == "homing")
                        {
                            if (projectile.position.X <= projectile.end_point.X && projectile.position.X >= projectile.prev_point.X &&
                                projectile.position.Y <= projectile.end_point.Y && projectile.position.Y >= projectile.prev_point.Y)    //equivalent to IsInRange
                            {
                                projectile.health   = -1;
                                projectile.collided = true;
                                if (projectile.target.isAlive())
                                {
                                    projectile.target.health -= projectile.damage;
                                }

                                if (String.Compare(projectile.type, "ICEBALL", true) == 0 && projectile.target.isAlive())
                                {
                                    if (projectile.target.attackRange > 5)
                                    {
                                        projectile.target.attackRange -= 5;
                                    }
                                    projectile.target.attackSpeed += 10;
                                }
                            }
                        }
                        else if (projectile.collisionType == "straight" && projectile.target != pobj)
                        {
                            if (projectile.IsInRange(pobj))
                            {
                                projectile.health   = -1;
                                projectile.collided = true;
                                if (pobj.isAlive())
                                {
                                    pobj.health -= projectile.damage;
                                }
                            }
                        }
                        else if (projectile.collisionType == "arc")
                        {
                            if (projectile.position.X <= projectile.end_point.X && projectile.position.X >= projectile.prev_point.X &&
                                projectile.position.Y <= projectile.end_point.Y && projectile.position.Y >= projectile.prev_point.Y)
                            {
                                projectile.collided = true;
                                projectile.health   = -1;
                                if (pobj.isAlive() && projectile.IsInRange(pobj))
                                {
                                    pobj.health -= projectile.damage;
                                }
                            }
                        }
                    }
                }//check AI units

                if (projectile.collisionType == "arc")  //  Kills the arc projectile at the end, after checking collision with all objects
                {
                    if (projectile.position.X <= projectile.end_point.X && projectile.position.X >= projectile.prev_point.X &&
                        projectile.position.Y <= projectile.end_point.Y && projectile.position.Y >= projectile.prev_point.Y)
                    {
                        projectile.health = -1;
                    }
                }
                if (projectile.collisionType == "straight")
                {
                    if (projectile.position.X > 1024 || projectile.position.Y > 704 || projectile.position.X < 0 || projectile.position.Y < 0)
                    {
                        projectile.collided = true;
                        projectile.health   = -1;
                    }
                }
            }
            refreshProjectiles();
        }
Exemple #8
0
        public MoraleBar (ref ModelManager mod)
        {
            modMan = mod;
 
             }
Exemple #9
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            try
            {
                Window.AllowUserResizing = true;
                //graphics.CreateDevice();
                graphics.PreferredBackBufferHeight = 704;
                graphics.PreferredBackBufferWidth  = 1024;
                graphics.IsFullScreen = false;
                //   graphics.ToggleFullScreen();
                graphics.ApplyChanges();
            }
            catch
            {
            }
            // Create a new SpriteBatch, which can be used to draw textures.
            ClickTimer   = 0;
            groupedUnits = new Dictionary <Keys, List <GameObject> >();
            spriteBatch  = new SpriteBatch(GraphicsDevice);
            // TODO: Add your initialization logic here
            defeatScreen          = new Map("Content/defeatScreen.txt");
            mainScreen            = new Map("Content/MainScreen.txt");
            levelSelect           = new Map("Content/levelSelect.txt");
            castleDefense         = new Map("Content/castleDefense.txt");
            riverDefense          = new Map("Content/riverDefense.txt");
            castleSiege           = new Map("Content/castleSiege.txt");
            victoryScreen         = new Map("Content/victoryScreen.txt");
            mainScreenSelector    = new Selector(new Rectangle(448, 0, 128, 64), mainScreen, levelSelect, true);
            castleDefenseSelector = new Selector(new Rectangle(96, 320, 192, 96), levelSelect, castleDefense, false);
            riverDefenseSelector  = new Selector(new Rectangle(416, 320, 192, 96), levelSelect, riverDefense, false);
            castleSiegeSelector   = new Selector(new Rectangle(736, 320, 192, 96), levelSelect, castleSiege, false);
            defeatScreenSelector  = new Selector(new Rectangle(448, 256, 128, 64), defeatScreen, mainScreen, false);
            victoryScreenSelector = new Selector(new Rectangle(448, 288, 128, 64), victoryScreen, mainScreen, false);
            modMan        = ModelManager.getInstance(ref mainScreen);
            loadMan       = LoadManager.getInstance();
            projMan       = ProjectileManager.getInstance();
            screenManager = ScreenManager.getInstance();
            // Add all maps to screenManager.allMaps
            screenManager.allMaps.Add(defeatScreen);
            screenManager.allMaps.Add(mainScreen);
            screenManager.allMaps.Add(levelSelect);
            screenManager.allMaps.Add(castleDefense);
            screenManager.allMaps.Add(riverDefense);
            screenManager.allMaps.Add(castleSiege);
            screenManager.allMaps.Add(victoryScreen);
            // Add all selectors to screenManager.allSelectors
            screenManager.allSelectors.Add(defeatScreenSelector);
            screenManager.allSelectors.Add(mainScreenSelector);
            screenManager.allSelectors.Add(castleDefenseSelector);
            screenManager.allSelectors.Add(riverDefenseSelector);
            screenManager.allSelectors.Add(castleSiegeSelector);
            screenManager.allSelectors.Add(victoryScreenSelector);
            // Set initial maps; These will always be defeatScreen, mainScreen and levelSelect,
            // since the user spawns on mainScreen
            screenManager.prevMap    = defeatScreen;
            screenManager.currentMap = mainScreen;
            screenManager.nextMap    = levelSelect;
            healthChecker            = new HealthSystem(ModelManager.player, ModelManager.artificial);
            attackChecker            = new AttackSystem(ref ModelManager.player, ref ModelManager.artificial);
            attackChecker.linkSystem(projMan);
            attackChecker.linkContent(Content);
            movementManager = MovementManager.getInstance();
            movementManager.setMap(mainScreen);
            inputManager = new InputManager(ref modMan);
            aiManager    = AIManager.getInstance(ref mainScreen);
            mBar         = new MoraleBar(ref modMan);
            gui          = new GUIButtons(ref modMan);
            info         = new InfoCard(ref modMan);
            inputManager.linkGUI(gui);
            MoraleBar.resourceVal(buildResources);
            mousePrev = Mouse.GetState();
            //Create Player's units
            //testInitialization();



            testCommander();
            base.Initialize();
            this.IsMouseVisible = true;
        }
Exemple #10
0
 // Ensures that the managers all know which map to work on.
 public void updateManagerMap(Map myMap)
 {
     modMan = ModelManager.getInstance(ref myMap);
     movementManager.setMap(myMap);
     aiManager = AIManager.getInstance(ref myMap);
 }
Exemple #11
0
 public MoraleBar(ref ModelManager mod)
 {
     modMan = mod;
 }