public void Update(GameTime gameTime, ref PathView path) { this.enemies = waveHandler.GetCurrentWave().enemies; mouse.Update(); // Finding out what cell in the array the mouse pointer is cellX = (int)(mouse.currentMouseState.X / 32); cellY = (int)((mouse.currentMouseState.Y - 24) / 32); // Only enter if you are releasing Left mouse and you are inside the array of the map if (mouse.ReleaseLeftClick && (map.Height - 1) >= cellY && (map.Width - 1) >= cellX && cellX >= 0 && cellY >= 0) { // Only enter if you have selected a tower you want to place and the round has not started if (newTowerType != 0 && !waveHandler.WaveStarted()) { // set the tower you want to upgrade to null selectedTower = null; // Only enter if there is something in the map array placed on the position you have clicked // and the newtowertype is 3(Which is the delete) if (map.GetIndex(cellX, cellY) != 0 && towers[cellX, cellY] != null && newTowerType == 3) { // getting the type of tower you want to sell int sellType = map.GetIndex(cellX, cellY); // If tower is type one, which is a not an attacking tower you will get all you money back // if not then 50% back if (sellType == 1) { gold += Tower.GetCost(sellType); } else { gold += (int)(Tower.GetCost(sellType) * 0.5f); } // Add 0 to the position where the tower used to be. map.AddToMap(cellX, cellY, 0); // Remove the tower object by setting it to null towers[cellX, cellY] = null; // Sending the edited map in to the pathfinder again to get new path Pathfinder p = new Pathfinder(map); List<Vector2> newPath = p.FindPath(new Point(0, 0), new Point(map.Width - 1, map.Height - 1)); // send new path to the Pathview class to show new path path.Path = newPath; // send new path to the units so they know the new path when they start walking Unit.Path = newPath; } // Only enter if there is nothing on that position of the map and you have the // not pressed the delete tower button else if (map.GetIndex(cellX, cellY) == 0 && newTowerType != 3) { // only enter if you have enough gold if (gold >= Tower.GetCost(newTowerType)) { gold -= Tower.GetCost(newTowerType); // Add tower to the map map.AddToMap(cellX, cellY, newTowerType); Pathfinder p = new Pathfinder(map); List<Vector2> t = p.FindPath(new Point(0, 0), new Point(map.Width - 1, map.Height - 1)); // After checking new path. if count == 0 the path is blocked off and there is no way // for the creeps to go. So remove the point added to the map refund money and tell the // player if (t.Count == 0) { map.AddToMap(cellX, cellY, 0); toast.AddMessage("ಠ_ಠ Du är for dårlig at bygga tårn."); gold += Tower.GetCost(newTowerType); } else { // Add new path to pathview and the units path.Path = t; Unit.Path = t; // add new tower object to the array towers[cellX, cellY] = new Tower(newTowerType, cellX, cellY); } } else { // Player does not have enough gold tell them toast.AddMessage("(╯°□°)╯︵ ʎǝuoɯ ǝɹoɯ ou"); } } }else if (towers[cellX, cellY] != null && newTowerType == 0 && towers[cellX, cellY].Type != 1) { // Select tower you want to upgrade selectedTower = towers[cellX, cellY]; } } if (mouse.ReleaseRightClick) { // Deselect towers you want to upgrade or build. newTowerType = 0; selectedTower = null; } // Go through the array of the tower objects to tell them the new position of the enemies for (int y = 0; y < towers.GetLength(1); y++) { for (int x = 0; x < towers.GetLength(0); x++) { if (towers[x, y] != null) { towers[x, y].Update(ref enemies, gameTime); } } } }
public void Update(GameTime gameTime, ref PathView path) { this.enemies = waveHandler.GetCurrentWave().enemies; mouse.Update(); // Finding out what cell in the array the mouse pointer is cellX = (int)(mouse.currentMouseState.X / 32); cellY = (int)((mouse.currentMouseState.Y - 24) / 32); // Only enter if you are releasing Left mouse and you are inside the array of the map if (mouse.ReleaseLeftClick && (map.Height - 1) >= cellY && (map.Width - 1) >= cellX && cellX >= 0 && cellY >= 0) { // Only enter if you have selected a tower you want to place and the round has not started if (newTowerType != 0 && !waveHandler.WaveStarted()) { // set the tower you want to upgrade to null selectedTower = null; // Only enter if there is something in the map array placed on the position you have clicked // and the newtowertype is 3(Which is the delete) if (map.GetIndex(cellX, cellY) != 0 && towers[cellX, cellY] != null && newTowerType == 3) { // getting the type of tower you want to sell int sellType = map.GetIndex(cellX, cellY); // If tower is type one, which is a not an attacking tower you will get all you money back // if not then 50% back if (sellType == 1) { gold += Tower.GetCost(sellType); } else { gold += (int)(Tower.GetCost(sellType) * 0.5f); } // Add 0 to the position where the tower used to be. map.AddToMap(cellX, cellY, 0); // Remove the tower object by setting it to null towers[cellX, cellY] = null; // Sending the edited map in to the pathfinder again to get new path Pathfinder p = new Pathfinder(map); List <Vector2> newPath = p.FindPath(new Point(0, 0), new Point(map.Width - 1, map.Height - 1)); // send new path to the Pathview class to show new path path.Path = newPath; // send new path to the units so they know the new path when they start walking Unit.Path = newPath; } // Only enter if there is nothing on that position of the map and you have the // not pressed the delete tower button else if (map.GetIndex(cellX, cellY) == 0 && newTowerType != 3) { // only enter if you have enough gold if (gold >= Tower.GetCost(newTowerType)) { gold -= Tower.GetCost(newTowerType); // Add tower to the map map.AddToMap(cellX, cellY, newTowerType); Pathfinder p = new Pathfinder(map); List <Vector2> t = p.FindPath(new Point(0, 0), new Point(map.Width - 1, map.Height - 1)); // After checking new path. if count == 0 the path is blocked off and there is no way // for the creeps to go. So remove the point added to the map refund money and tell the // player if (t.Count == 0) { map.AddToMap(cellX, cellY, 0); toast.AddMessage("ಠ_ಠ Du är for dårlig at bygga tårn."); gold += Tower.GetCost(newTowerType); } else { // Add new path to pathview and the units path.Path = t; Unit.Path = t; // add new tower object to the array towers[cellX, cellY] = new Tower(newTowerType, cellX, cellY); } } else { // Player does not have enough gold tell them toast.AddMessage("(╯°□°)╯︵ ʎǝuoɯ ǝɹoɯ ou"); } } } else if (towers[cellX, cellY] != null && newTowerType == 0 && towers[cellX, cellY].Type != 1) { // Select tower you want to upgrade selectedTower = towers[cellX, cellY]; } } if (mouse.ReleaseRightClick) { // Deselect towers you want to upgrade or build. newTowerType = 0; selectedTower = null; } // Go through the array of the tower objects to tell them the new position of the enemies for (int y = 0; y < towers.GetLength(1); y++) { for (int x = 0; x < towers.GetLength(0); x++) { if (towers[x, y] != null) { towers[x, y].Update(ref enemies, gameTime); } } } }