protected override void PlaceVehicles(Vehicle userVehicle, System.Collections.Generic.List<Vehicle> enemyVehicles) { userVehicle.Position = new Vector2(600, 600); enemyVehicles[0].Position = new Vector2(830, 250); enemyVehicles[1].Position = new Vector2(150, 600); enemyVehicles[2].Position = new Vector2(375, 600); }
protected override void PlaceVehicles(Vehicle userVehicle, System.Collections.Generic.List<Vehicle> enemyVehicles) { userVehicle.Position = new Vector2(550, 550); enemyVehicles[0].Position = new Vector2(850, 550); enemyVehicles[1].Position = new Vector2(300, 500); enemyVehicles[2].Position = new Vector2(100, 450); }
public static void ApplyLlamaGunPowerup(Player player, Vehicle vehicle, LlamaGunPowerup powerup) { foreach (Weapon weapon in vehicle.Weapons) { if (weapon is LlamaGun) { return; } } player.HasLlama = true; vehicle.Weapons.Add(new LlamaGun(player.simulator)); }
public VehicleBrush(Vehicle vehicle) { InitializeComponent(); this.vehicle = vehicle; this.Extender.RotateTransform = rotateTransform; this.Extender.Child = this.vehicleCanvas; vehicle.Died += new EventHandler<VehicleEventArgs>(vehicle_Died); vehicle.FiredShot += new EventHandler<FiredShotEventArgs>(vehicle_FiredShot); this.explode.Completed += new EventHandler(explode_Completed); if (vehicle.ControlledByUser) { Page.SceneLoop.Update += new EventHandler<SceneLoopEventArgs>(sceneLoop_Update); } vehicle.ControlledByUserChanged += new EventHandler<VehicleEventArgs>(vehicle_ControlledByUserChanged); }
public static void ApplyDamageBonusPowerup(Vehicle vehicle, DamagePowerup powerup) { vehicle.DamageBonus = vehicle.DamageBonus + powerup.Value; }
public static void ApplyBurstPowerup(Vehicle vehicle, BurstPowerup powerup) { vehicle.Bursting = true; }
public static void ApplyAccuracyPowerup(Vehicle vehicle, AccuracyPowerup powerup) { vehicle.PercentError = vehicle.PercentError - (vehicle.PercentError * powerup.Value); }
public void ApplyAllPowerups(Vehicle vehicle) { foreach (Powerup powerup in this.Powerups) { Player.ApplyPowerup(this, vehicle, powerup); } }
protected override void PlaceVehicles(Vehicle userVehicle, System.Collections.Generic.List<Vehicle> enemyVehicles) { if (this.map is MapADefinition) { userVehicle.Position = new Vector2(500, 650); enemyVehicles[0].Position = new Vector2(100, 650); enemyVehicles[1].Position = new Vector2(300, 650); enemyVehicles[2].Position = new Vector2(700, 650); enemyVehicles[3].Position = new Vector2(900, 650); } else if (this.map is MapBDefinition) { userVehicle.Position = new Vector2(500, 600); enemyVehicles[0].Position = new Vector2(100, 600); enemyVehicles[1].Position = new Vector2(300, 550); enemyVehicles[2].Position = new Vector2(700, 550); enemyVehicles[3].Position = new Vector2(900, 650); } else if (this.map is MapCDefinition) { userVehicle.Position = new Vector2(700, 420); enemyVehicles[0].Position = new Vector2(100, 440); enemyVehicles[1].Position = new Vector2(250, 440); enemyVehicles[2].Position = new Vector2(800, 410); enemyVehicles[3].Position = new Vector2(900, 400); } else if (this.map is MapDDefinition) { userVehicle.Position = new Vector2(350, 500); enemyVehicles[0].Position = new Vector2(100, 450); enemyVehicles[1].Position = new Vector2(210, 460); enemyVehicles[2].Position = new Vector2(800, 470); enemyVehicles[3].Position = new Vector2(900, 470); } else if (this.map is MapEDefinition) { userVehicle.Position = new Vector2(500, 600); enemyVehicles[0].Position = new Vector2(100, 460); enemyVehicles[1].Position = new Vector2(300, 500); enemyVehicles[2].Position = new Vector2(700, 600); enemyVehicles[3].Position = new Vector2(900, 580); } else if (this.map is MapFDefinition) { userVehicle.Position = new Vector2(600, 600); enemyVehicles[0].Position = new Vector2(830, 250); enemyVehicles[1].Position = new Vector2(100, 600); enemyVehicles[2].Position = new Vector2(325, 600); enemyVehicles[3].Position = new Vector2(450, 590); } else if (this.map is MapGDefinition) { userVehicle.Position = new Vector2(500, 600); enemyVehicles[0].Position = new Vector2(200, 150); enemyVehicles[1].Position = new Vector2(250, 600); enemyVehicles[2].Position = new Vector2(700, 600); enemyVehicles[3].Position = new Vector2(900, 590); } else if (this.map is MapHDefinition) { userVehicle.Position = new Vector2(500, 600); enemyVehicles[0].Position = new Vector2(100, 350); enemyVehicles[1].Position = new Vector2(900, 350); enemyVehicles[2].Position = new Vector2(100, 600); enemyVehicles[3].Position = new Vector2(900, 600); } }
public HitPointsChangedEventArgs(Vehicle vehicle, int change) { this.Change = change; this.Vehicle = vehicle; }
void HitVehicle(Vehicle vehicle) { vehicle.HitPoints = vehicle.HitPoints - this.TotalDamage; vehicle.TakeHit(this); }
public FiredShotEventArgs(Vehicle vehicle, Vector2 trajectory) { this.Vehicle = vehicle; this.Trajectory = trajectory; }
public HitTargetEventArgs(Vehicle source, Vehicle target) { this.Source = source; this.Target = target; }
public TankBrush(Vehicle vehicle) { this.vehicle = vehicle; InitializeComponent(); this.Loaded += new RoutedEventHandler(TankBrush_Loaded); }
void Construct() { this.powerupInterval = 280; Page.SceneLoop.Update += new EventHandler<SceneLoopEventArgs>(sceneLoop_Update); this.enemyCount = 1; this.enemyRateOfFireBonus = 0; this.enemyPercentError = .15f; this.enemySingleShot = true; this.vehicleList = new List<Vehicle>(); this.projectileList = new List<Projectile>(); this.powerups = new List<Powerup>(); this.wind = new Wind(); this.userTank = new Vehicle(simulator, this); this.userTank.HitPoints = 200; this.userTank.FiredShot += new EventHandler<FiredShotEventArgs>(userTank_FiredShot); this.userTank.HitTarget += new EventHandler<HitTargetEventArgs>(userTank_HitTarget); this.userTank.HitProjectile += new EventHandler<VehicleEventArgs>(userTank_HitProjectile); this.userTank.HitPowerup += new EventHandler<VehicleEventArgs>(userTank_HitPowerup); this.userTank.ProjectileCreated += new EventHandler<ProjectileEventArgs>(userTank_ProjectileCreated); this.userTank.TookHit += new EventHandler<VehicleEventArgs>(userTank_TookHit); this.userTank.RateOfFireBonus = .5; this.userTank.AllowedToFire = true; this.userTank.PercentError = .15d; this.userTank.ControlledByUser = true; this.userTank.Color = Colors.Orange; this.map = this.CreateMap(simulator); this.ceiling = new Ceiling(simulator); this.rightWall = this.CreateRightWall(simulator); this.leftWall = this.CreateLeftWall(simulator); this.vehicleList.Add(this.userTank); this.Initialize(simulator); }
protected virtual void PlaceVehicles(Vehicle userVehicle, List<Vehicle> enemyVehicles) { userVehicle.Position = new Vector2(100, 600); foreach (Vehicle vehicle in enemyVehicles) { int x = Randomizer.Random.Next(300, 800); vehicle.Position = new Vector2(x, 600); } }
public static void ApplyMaxHealthPowerup(Vehicle vehicle, MaxHealthPowerup powerup) { vehicle.MaxHitPoints = vehicle.MaxHitPoints + (int)((double)vehicle.MaxHitPoints * powerup.Value); }
public WeaponDisplay(Vehicle vehicle) { this.vehicle = vehicle; InitializeComponent(); this.Loaded += new System.Windows.RoutedEventHandler(WeaponDisplay_Loaded); }
public static void ApplyPowerup(Player player, Vehicle vehicle, Powerup powerup) { if (powerup is RateOfFirePowerup) { Player.ApplyRateOfFirePowerup(vehicle, powerup as RateOfFirePowerup); } else if (powerup is MaxHealthPowerup) { Player.ApplyMaxHealthPowerup(vehicle, powerup as MaxHealthPowerup); } else if (powerup is HealthPowerup) { Player.ApplyHealthPowerup(vehicle, powerup as HealthPowerup); } else if (powerup is UziPowerup && player != null) { Player.ApplyUziPowerup(player, vehicle, powerup as UziPowerup); } else if (powerup is LlamaGunPowerup && player != null) { Player.ApplyLlamaGunPowerup(player, vehicle, powerup as LlamaGunPowerup); } else if (powerup is DamagePowerup) { Player.ApplyDamageBonusPowerup(vehicle, powerup as DamagePowerup); } else if (powerup is AccuracyPowerup) { Player.ApplyAccuracyPowerup(vehicle, powerup as AccuracyPowerup); } else if (powerup is BurstPowerup) { Player.ApplyBurstPowerup(vehicle, powerup as BurstPowerup); } }
protected override void PlaceVehicles(Vehicle userVehicle, System.Collections.Generic.List<Vehicle> enemyVehicles) { userVehicle.Position = new Vector2(200, 300); enemyVehicles[0].Position = new Vector2(800, 300); }
public VehicleEventArgs(Vehicle vehicle) { this.Vehicle = vehicle; }
public static void ApplyRateOfFirePowerup(Vehicle vehicle, RateOfFirePowerup powerup) { vehicle.RateOfFireBonus = vehicle.RateOfFireBonus + powerup.Value; }
public PowerupAcquiredEventArgs(Vehicle vehicle, Powerup powerup) { this.Vehicle = vehicle; this.Powerup = powerup; }
public static void ApplyUziPowerup(Player player, Vehicle vehicle, UziPowerup powerup) { foreach (Weapon weapon in vehicle.Weapons) { if (weapon is Uzi) { return; } } player.HasUzi = true; vehicle.Weapons.Add(new Uzi(player.simulator)); }