Exemple #1
0
 public void asociateElements(Canon canion, MineralMine mina, SCV initial, Shield escudo)
 {
     asociatedCanon = canion;
     asociatedMine  = mina;
     SCVBase        = initial;
     ShieldBase     = escudo;
 }
Exemple #2
0
 public void asociatingMineAndFabrics(Fabrics fabrica, MineralMine mine)
 {
     asociatedFabrics = fabrica;
     asociatedMine    = mine;
 }
Exemple #3
0
        public GameCore(int playLife, int initialMineral, int maxMineral)
        {
            MainCanon = new Canon(3, 2, @"CanonSounds\death.wav", playLife, new Point(0, 23), "cañón p1", @"CanonSounds\change.wav", colores.blue, @"CanonSounds\clip.wav");
            MainCanon.setId(netIdentifierCounter);
            //onSendError("Cañón creado: #" + netIdentifierCounter);

            netIdentifierCounter++;

            MainCanon.addWeapon(new Weapon(1, 2, 2, "Lácer", @"CanonSounds\atk1.wav", @"CanonSounds\hit1.wav", @"CanonSounds\charge.wav", 10, false));
            MainCanon.addWeapon(new Weapon(2, 3, 10, "Rocket", @"CanonSounds\atk2.wav", @"CanonSounds\hit2.wav", @"CanonSounds\charge.wav", 12, false));
            MainCanon.addWeapon(new Weapon(3, 6, 6, "PlasmaPot", @"CanonSounds\atk3.wav", @"CanonSounds\hit3.wav", @"CanonSounds\charge.wav", 14, false));
            MainCanon.addWeapon(new NuclearMisil(100, 27, 27, "NuclearMisil", @"CanonSounds\nukel.wav", @"CanonSounds\nukex.wav", @"CanonSounds\nuke1.wav", 3, @"CanonSounds\nuke2.wav", false));


            SecondCanon = new Canon(3, 2, @"CanonSounds\death.wav", playLife, new Point(24, 3), "cañón p2", @"CanonSounds\change.wav", colores.red, @"CanonSounds\clip.wav");
            SecondCanon.setId(netIdentifierCounter);
            //onSendError("Cañón creado: #" + netIdentifierCounter);

            netIdentifierCounter++;

            SecondCanon.addWeapon(new Weapon(1, 2, 2, "Lácer", @"CanonSounds\atk1.wav", @"CanonSounds\hit1.wav", @"CanonSounds\charge.wav", 10, true));
            SecondCanon.addWeapon(new Weapon(2, 3, 10, "Rocket", @"CanonSounds\atk2.wav", @"CanonSounds\hit2.wav", @"CanonSounds\charge.wav", 12, true));
            SecondCanon.addWeapon(new Weapon(3, 6, 6, "PlasmaPot", @"CanonSounds\atk3.wav", @"CanonSounds\hit3.wav", @"CanonSounds\charge.wav", 14, true));
            SecondCanon.addWeapon(new NuclearMisil(100, 27, 27, "NuclearMisil", @"CanonSounds\nukel.wav", @"CanonSounds\nukex.wav", @"CanonSounds\nuke1.wav", 3, @"CanonSounds\nuke2.wav", true));

            MainCanon.weapons[0].charge(100);
            MainCanon.weapons[1].charge(80);
            MainCanon.weapons[2].charge(50);
            SecondCanon.weapons[0].charge(100);
            SecondCanon.weapons[1].charge(80);
            SecondCanon.weapons[2].charge(50);

            bgmSound = new List <string>();
            bgmSound.Add("BGM\\Wins.mp3");
            bgmSound.Add("BGM\\fire.mp3");
            bgmSound.Add("BGM\\Sand.mp3");
            bgmSound.Add("BGM\\Bane.mp3");
            bgmSound.Add("BGM\\Wolf.mp3");
            bgmSound.Add("BGM\\ML.mp3");
            bgmSound.Add("BGM\\Loose.mp3");
            aleatorio = new Random();

            MainMineralMine = new MineralMine("Minerales", new Point(0, 25), 3, 1, maxMineral, colores.gold, @"FabricsSounds\MineralDefeat.mp3");
            MainMineralMine.setId(netIdentifierCounter);
            //onSendError("Mineral creado: #" + netIdentifierCounter);
            netIdentifierCounter++;

            secondMineralMine = new MineralMine("Minerales", new Point(26, 0), 3, 1, maxMineral, colores.gold, @"FabricsSounds\MineralDefeat.mp3");
            secondMineralMine.setId(netIdentifierCounter);
            //onSendError("Mineral creado: #" + netIdentifierCounter);
            netIdentifierCounter++;

            activeBullets = new List <Bullet>();

            MainFabrics = new Fabrics("Barraca", @"FabricsSounds\death.wav", @"FabricsSounds\select.wav", 3, 3, colores.silver, @"FabricsSounds\upgrade.wav", @"FabricsSounds\mineral.wav", @"FabricsSounds\pilon.wav", @"FabricsSounds\heal.wav", new Point(25, 25), (playLife + 200), initialMineral);
            MainFabrics.setId(netIdentifierCounter);
            //onSendError("Fábrica creada: #" + netIdentifierCounter);
            netIdentifierCounter++;

            secondFabrics = new Fabrics("Barraca", @"FabricsSounds\death.wav", @"FabricsSounds\select.wav", 3, 3, colores.silver, @"FabricsSounds\upgrade.wav", @"FabricsSounds\mineral.wav", @"FabricsSounds\pilon.wav", @"FabricsSounds\heal.wav", new Point(0, 0), (playLife + 200), initialMineral);
            secondFabrics.setId(netIdentifierCounter);
            //onSendError("Fabrica creada: #" + netIdentifierCounter);

            netIdentifierCounter++;

            MainScvBase = new SCV(5, @"ScvSounds\ready.wav", @"ScvSounds\death.wav", @"ScvSounds\mining.wav", colores.yellow, 6, 3, 5, new Point(MainFabrics.currentPosition.X, 26), 2, 2, "SCV", false);
            MainScvBase.asociatingMineAndFabrics(MainFabrics, MainMineralMine);

            secondScvBase = new SCV(5, @"ScvSounds\ready.wav", @"ScvSounds\death.wav", @"ScvSounds\mining.wav", colores.yellow, 6, 3, 5, new Point(secondFabrics.currentPosition.X + secondFabrics.width, 0), 2, 2, "SCV", true);
            secondScvBase.asociatingMineAndFabrics(secondFabrics, secondMineralMine);

            mainShieldBase = new Shield("Escudo", 1, 1, 1, @"ShieldSounds\ready.wav", @"ShieldSounds\Death.wav", @"ShieldSounds\fire.wav", @"ShieldSounds\hit.wav", 20, 3, 3, colores.cyan, 1, false, false, new Point(0, 0));

            secondShieldBase = new Shield("Escudo", 1, 1, 1, @"ShieldSounds\ready.wav", @"ShieldSounds\Death.wav", @"ShieldSounds\fire.wav", @"ShieldSounds\hit.wav", 20, 3, 3, colores.cyan, 1, false, true, new Point(0, 0));
            MainFabrics.asociateElements(MainCanon, MainMineralMine, MainScvBase, mainShieldBase);
            secondFabrics.asociateElements(SecondCanon, secondMineralMine, secondScvBase, secondShieldBase);
            goodForcesElements = new List <BaseElement>();
            goodForcesElements.Add(MainCanon);
            goodForcesElements.Add(MainFabrics);
            secondGoodForcesElements = new List <BaseElement>();
            secondGoodForcesElements.Add(SecondCanon);
            secondGoodForcesElements.Add(secondFabrics);
            temporizador = new GameTimer(new TimeSpan(0, 0, 1), 70, @"FabricsSounds\level.mp3");


            GameTimer.ticActivated += new Action <GameTimer>(GameTimer_ticActivated);

            Fabrics.SCVCreated += new Action <SCV>(Fabrics_SCVCreated);
            temporizador.startTimer();
            MainFabrics.createSCV(0, 0);
            secondFabrics.createSCV(0, 0);



            Weapon.shootNow  += new Action <Bullet, Weapon>(Weapon_shootNow);
            Shield.reflector += new Action <Bullet, Shield>(Shield_reflector);

            Bullet.bulletDisapears     += new Action <Bullet>(Bullet_bulletDisapears);
            NuclearMisil.nuclearImpact += new Action <NuclearMisil>(NuclearMisil_nuclearImpact);
            Fabrics._death             += new Action <BaseElement>(Fabrics__death);
            SCV._death       += new Action <BaseElement>(SCV__death);
            Canon._death     += new Action <BaseElement>(Canon__death);
            Canon.canonDeath += new Action <Canon>(Canon_canonDeath);


            Shield._ready += new Action <BaseElement>(Shield__ready);
            Shield._death += new Action <BaseElement>(Shield__death);
            multiplay      = true;
        }
Exemple #4
0
        public GameCore(bool fasterMode)
        {
            multiplay = false;

            MainCanon = new Canon(3, 2, @"CanonSounds\death.wav", 500, new Point(0, 23), "cañón", @"CanonSounds\change.wav", colores.blue, @"CanonSounds\clip.wav");
            MainCanon.addWeapon(new Weapon(1, 2, 2, "Lácer", @"CanonSounds\atk1.wav", @"CanonSounds\hit1.wav", @"CanonSounds\charge.wav", 10, false));
            MainCanon.addWeapon(new Weapon(2, 3, 10, "Rocket", @"CanonSounds\atk2.wav", @"CanonSounds\hit2.wav", @"CanonSounds\charge.wav", 12, false));
            MainCanon.addWeapon(new Weapon(3, 6, 6, "PlasmaPot", @"CanonSounds\atk3.wav", @"CanonSounds\hit3.wav", @"CanonSounds\charge.wav", 14, false));
            MainCanon.addWeapon(new NuclearMisil(100, 27, 27, "NuclearMisil", @"CanonSounds\nukel.wav", @"CanonSounds\nukex.wav", @"CanonSounds\nuke1.wav", 3, @"CanonSounds\nuke2.wav", false));
            MainBaseNave = new List <Nave>();

            if (fasterMode == false)
            {
                temporizador = new GameTimer(new TimeSpan(0, 0, 1), 70, @"FabricsSounds\level.mp3");
                MainCanon.weapons[0].charge(100);
                MainCanon.weapons[1].charge(80);
                MainCanon.weapons[2].charge(50);

                MainBaseNave.Add(new Nave("interceptor", 1, 2, 2, @"SheepsSounds\1\ready.wav", @"SheepsSounds\1\death.wav", @"SheepsSounds\1\fire.wav", @"SheepsSounds\1\hit.wav", 1, 5, 0.025, 5, 0.5, 1, 1, colores.red));
                MainBaseNave.Add(new Nave("Mutalisc", 2, 3, 2, @"SheepsSounds\2\ready.wav", @"SheepsSounds\2\death.wav", @"SheepsSounds\2\fire.wav", @"SheepsSounds\2\hit.wav", 3, 8, 0.1, 10, -1, 2, 3, colores.brown));
                MainBaseNave.Add(new Nave("wright", 3, 2, 1, @"SheepsSounds\3\ready.wav", @"SheepsSounds\3\death.wav", @"SheepsSounds\3\fire.wav", @"SheepsSounds\3\hit.wav", 9, 5, 0.15, 20, -1, 2, 10, colores.darkRed));
                MainBaseNave.Add(new Nave("RyuSheep", 4, 2, 2, @"SheepsSounds\4\ready.wav", @"SheepsSounds\4\death.wav", @"SheepsSounds\4\fire.wav", @"SheepsSounds\4\hit.wav", 3, 13, 0.2, 10, -1, 5, 1, colores.red));
                MainBaseNave.Add(new Nave("Dragoon", 5, 5, 5, @"SheepsSounds\5\ready.wav", @"SheepsSounds\5\death.wav", @"SheepsSounds\5\fire.wav", @"SheepsSounds\5\hit.wav", 2, 15, 0.25, 3, -1, 20, 2, colores.fuxia));
                MainBaseNave.Add(new Nave("FlyingLurker", 6, 4, 4, @"SheepsSounds\6\ready.wav", @"SheepsSounds\6\death.wav", @"SheepsSounds\6\fire.wav", @"SheepsSounds\6\hit.wav", 1, 25, 0.3, 15, -1, 3, 10, colores.gray));
                MainBaseNave.Add(new Nave("Pajarín", 7, 1, 1, @"SheepsSounds\7\ready.wav", @"SheepsSounds\7\death.wav", @"SheepsSounds\7\fire.wav", @"SheepsSounds\7\hit.wav", 15, 25, 0.35, 20, -1, 1, 1, colores.green));
                MainBaseNave.Add(new Nave("BattleCruicer", 8, 10, 10, @"SheepsSounds\8\ready.wav", @"SheepsSounds\8\death.wav", @"SheepsSounds\8\fire.wav", @"SheepsSounds\8\hit.wav", 2, 30, 0.4, 25, -1, 20, 20, colores.darkGreen));
                MainBaseNave.Add(new Nave("guardian", 9, 5, 5, @"SheepsSounds\9\ready.wav", @"SheepsSounds\9\death.wav", @"SheepsSounds\9\fire.wav", @"SheepsSounds\9\hit.wav", 1, 30, 0.45, 20, -1, 27, 1, colores.cyan));
                MainBaseNave.Add(new Nave("Galactus", 10, 20, 10, @"SheepsSounds\10\ready.wav", @"SheepsSounds\10\death.wav", @"SheepsSounds\10\fire.wav", @"SheepsSounds\10\hit.wav", 1, 90, 0.5, 5, -1, 5, 6, colores.white));
            }
            else
            {
                temporizador = new GameTimer(new TimeSpan(0, 0, 1), 15, @"FabricsSounds\level.mp3");

                MainCanon.weapons[0].charge(300);
                MainCanon.weapons[1].charge(200);
                MainCanon.weapons[2].charge(100);
                MainCanon.weapons[3].charge(2);

                MainBaseNave.Add(new Nave("interceptor", 2, 2, 2, @"SheepsSounds\1\ready.wav", @"SheepsSounds\1\death.wav", @"SheepsSounds\1\fire.wav", @"SheepsSounds\1\hit.wav", 1, 5, 0.2, 5, 0.5, 1, 1, colores.red));
                MainBaseNave.Add(new Nave("Mutalisc", 4, 3, 2, @"SheepsSounds\2\ready.wav", @"SheepsSounds\2\death.wav", @"SheepsSounds\2\fire.wav", @"SheepsSounds\2\hit.wav", 3, 8, 0.3, 10, -1, 2, 3, colores.brown));
                MainBaseNave.Add(new Nave("wright", 6, 2, 1, @"SheepsSounds\3\ready.wav", @"SheepsSounds\3\death.wav", @"SheepsSounds\3\fire.wav", @"SheepsSounds\3\hit.wav", 9, 5, 0.35, 20, -1, 2, 10, colores.darkRed));
                MainBaseNave.Add(new Nave("RyuSheep", 7, 2, 2, @"SheepsSounds\4\ready.wav", @"SheepsSounds\4\death.wav", @"SheepsSounds\4\fire.wav", @"SheepsSounds\4\hit.wav", 3, 13, 0.4, 10, -1, 5, 1, colores.red));
                MainBaseNave.Add(new Nave("Dragoon", 12, 5, 5, @"SheepsSounds\5\ready.wav", @"SheepsSounds\5\death.wav", @"SheepsSounds\5\fire.wav", @"SheepsSounds\5\hit.wav", 2, 15, 0.6, 3, -1, 20, 2, colores.fuxia));
                MainBaseNave.Add(new Nave("FlyingLurker", 9, 4, 4, @"SheepsSounds\6\ready.wav", @"SheepsSounds\6\death.wav", @"SheepsSounds\6\fire.wav", @"SheepsSounds\6\hit.wav", 1, 25, 0.7, 15, -1, 3, 10, colores.gray));
                MainBaseNave.Add(new Nave("Pajarín", 7, 1, 1, @"SheepsSounds\7\ready.wav", @"SheepsSounds\7\death.wav", @"SheepsSounds\7\fire.wav", @"SheepsSounds\7\hit.wav", 15, 25, 0.75, 20, -1, 1, 1, colores.green));
                MainBaseNave.Add(new Nave("BattleCruicer", 15, 10, 10, @"SheepsSounds\8\ready.wav", @"SheepsSounds\8\death.wav", @"SheepsSounds\8\fire.wav", @"SheepsSounds\8\hit.wav", 2, 30, 0.8, 25, -1, 20, 20, colores.darkGreen));
                MainBaseNave.Add(new Nave("guardian", 15, 5, 5, @"SheepsSounds\9\ready.wav", @"SheepsSounds\9\death.wav", @"SheepsSounds\9\fire.wav", @"SheepsSounds\9\hit.wav", 1, 30, 0.85, 20, -1, 27, 1, colores.cyan));
                MainBaseNave.Add(new Nave("Galactus", 20, 20, 10, @"SheepsSounds\10\ready.wav", @"SheepsSounds\10\death.wav", @"SheepsSounds\10\fire.wav", @"SheepsSounds\10\hit.wav", 1, 90, 0.9, 5, -1, 5, 6, colores.white));
            }

            bgmSound = new List <string>();

            bgmSound.Add("BGM\\Wins.mp3");
            bgmSound.Add("BGM\\fire.mp3");
            bgmSound.Add("BGM\\Sand.mp3");
            bgmSound.Add("BGM\\Bane.mp3");
            bgmSound.Add("BGM\\Wolf.mp3");
            bgmSound.Add("BGM\\ML.mp3");
            bgmSound.Add("BGM\\Loose.mp3");

            points       = 0;
            aleatorio    = new Random();
            currentLevel = 1;


            MainMineralMine = new MineralMine("Minerales", new Point(0, 25), 3, 1, 1000, colores.gold, @"FabricsSounds\MineralDefeat.mp3");

            activeBullets = new List <Bullet>();
            activeNaves   = new List <Nave>();
            colaNaves     = new Queue <Nave>();
            MainFabrics   = new Fabrics("Barraca", @"FabricsSounds\death.wav", @"FabricsSounds\select.wav", 3, 3, colores.silver, @"FabricsSounds\upgrade.wav", @"FabricsSounds\mineral.wav", @"FabricsSounds\pilon.wav", @"FabricsSounds\heal.wav", new Point(25, 25), 700, 50);
            MainScvBase   = new SCV(5, @"ScvSounds\ready.wav", @"ScvSounds\death.wav", @"ScvSounds\mining.wav", colores.yellow, 6, 3, 5, new Point(MainFabrics.currentPosition.X, 26), 2, 2, "SCV", false);
            MainScvBase.asociatingMineAndFabrics(MainFabrics, MainMineralMine);
            mainShieldBase = new Shield("Escudo", 1, 1, 1, @"ShieldSounds\ready.wav", @"ShieldSounds\Death.wav", @"ShieldSounds\fire.wav", @"ShieldSounds\hit.wav", 20, 3, 3, colores.cyan, 1, false, false, new Point(0, 0));

            MainFabrics.asociateElements(MainCanon, MainMineralMine, MainScvBase, mainShieldBase);
            goodForcesElements = new List <BaseElement>();
            goodForcesElements.Add(MainCanon);
            goodForcesElements.Add(MainFabrics);
            GameTimer.levelUp      += new Action <GameTimer>(GameTimer_levelUp);
            GameTimer.ticActivated += new Action <GameTimer>(GameTimer_ticActivated);
            Fabrics.SCVCreated     += new Action <SCV>(Fabrics_SCVCreated);
            temporizador.startTimer();
            MainFabrics.createSCV(0, 0);



            Weapon.shootNow            += new Action <Bullet, Weapon>(Weapon_shootNow);
            Shield.reflector           += new Action <Bullet, Shield>(Shield_reflector);
            Nave.shootNou              += new Action <Nave, Bullet>(Nave_shootNou);
            Bullet.bulletDisapears     += new Action <Bullet>(Bullet_bulletDisapears);
            NuclearMisil.nuclearImpact += new Action <NuclearMisil>(NuclearMisil_nuclearImpact);
            Fabrics._death             += new Action <BaseElement>(Fabrics__death);
            SCV._death       += new Action <BaseElement>(SCV__death);
            Canon._death     += new Action <BaseElement>(Canon__death);
            Canon.canonDeath += new Action <Canon>(Canon_canonDeath);
            Nave._death      += new Action <BaseElement>(Nave__death);
            Nave._ready      += new Action <BaseElement>(Nave__ready);
            Shield._ready    += new Action <BaseElement>(Shield__ready);
            Shield._death    += new Action <BaseElement>(Shield__death);
        }