// Use this for initialization void Awake() { previousRotation = barrel.rotation; // Uses the ballista's method (because i'm lazy to recode) to convert the list in the // inspector to the queue. Because queue's aren't available to be shown in the inspector :( cannonBallQueue = Ballista.ListToGameObjectQueue <CannonBall.CannonBallType>(cannonBallListQueue, cannonBallPrefabs); }
public void selectWeapon(int weaponIndex, int blueprintNo) { Weapon selectedWeapon = null; if (weaponIndex == 0) { selectedWeapon = new Catapult(); } else if (weaponIndex == 1) { selectedWeapon = new Ballista(); } else { selectedWeapon = new Ram(); } warplan.blueprints[blueprintNo].weapon = selectedWeapon; }
// Start is called before the first frame update void Start() { spriteRenderer = GetComponent <SpriteRenderer>(); Ballista = GetComponent <Ballista>(); Bat = GetComponent <BatController>(); BoundTrap = GetComponent <BoundTrapController>(); Bush = GetComponent <BushController>(); Button = GetComponent <ButtonController>(); Crocodile = GetComponent <CrocodileController>(); Drop = GetComponent <DropController>(); FallingPlataform = GetComponent <FallingPlataform>(); //Pajaro = GameObject.FindGameObjectsWithTag("").GetComponent<ButtonController>(); Mole = GetComponent <MoloController>(); Mushroom = GetComponent <MushroomController>(); Rat = GetComponent <RatController>(); Rock = GetComponent <RockController>(); RotateTrap = GetComponent <RotateTrapController>(); Spawner = GetComponent <Spawner>(); Spikes = GetComponent <SpikesController>(); Thorms = GetComponent <ThormsController>(); Trap = GetComponent <TrapController>(); spriteRenderer.enabled = false; //Ballista.enabled = false; Bat.enabled = false; BoundTrap.enabled = false; Bush.enabled = false; Button.enabled = false; Crocodile.enabled = false; Drop.enabled = false; FallingPlataform.enabled = false; //Pajaro.enabled = false; Mole.enabled = false; Mushroom.enabled = false; Rat.enabled = false; Rock.enabled = false; RotateTrap.enabled = false; Spawner.enabled = false; Spikes.enabled = false; Thorms.enabled = false; Trap.enabled = false; }
public override void Create() { Drawable.setEngine(Engine); CollisionSprite.Init(new CollisionManager()); if (!demo) { Engine.Borderless(); Console.Title = "LuxC"; } else { Console.Title = "LuxC Demo"; } Engine.SetBackground(8); Parade = new Parade(); ballista = new Ballista(Parade); palette.Position = new Point(236, 128); }
public BallistaAI(Ballista ballista) : base((RangedSiegeWeapon)ballista) { }
// Creates the initial game state - this will probably be a huge method at the end of it.. TODO: find way to dynamically create items/npc/etc and place them in appropriate region public void CreateNewGame() { //TEMPORARY NEED TO CREATE SOME SORT OF GAME SETUP / REGION SETUP that is easily scalable List <Sprite> giannaLandTiles = BoundingBoxLocations.RegionMap["Gianna"].RegionLandTiles; List <Sprite> scLandTiles = BoundingBoxLocations.RegionMap["SnooCat"].RegionLandTiles; List <Sprite> usoppLandTiles = BoundingBoxLocations.RegionMap["Usopp"].RegionLandTiles; var screenCenter = new Vector2(_graphics.Viewport.Bounds.Width / 2, _graphics.Viewport.Bounds.Height / 2); ShortShip shortShip = new ShortShip(TeamType.Player, "GustoMap", new Vector2(-100, -600), _content, _graphics); shortShip.shipInterior.interiorId = Guid.NewGuid(); BoundingBoxLocations.interiorMap.Add(shortShip.shipInterior.interiorId, shortShip.shipInterior); BaseShip baseShip = new BaseShip(TeamType.Player, "GustoMap", new Vector2(-300, -600), _content, _graphics); baseShip.shipInterior.interiorId = Guid.NewGuid(); BoundingBoxLocations.interiorMap.Add(baseShip.shipInterior.interiorId, baseShip.shipInterior); BaseShip baseShipAI = new BaseShip(TeamType.A, "Usopp", new Vector2(500, -140), _content, _graphics); baseShipAI.shipInterior.interiorId = Guid.NewGuid(); BoundingBoxLocations.interiorMap.Add(baseShipAI.shipInterior.interiorId, baseShipAI.shipInterior); TeePee teePee = new TeePee(TeamType.A, "Gianna", new Vector2(340, -850), _content, _graphics); teePee.structureInterior.interiorId = Guid.NewGuid(); BoundingBoxLocations.interiorMap.Add(teePee.structureInterior.interiorId, teePee.structureInterior); BaseTribal baseTribalLand = new BaseTribal(TeamType.A, "Gianna", giannaLandTiles[RandomEvents.rand.Next(giannaLandTiles.Count)].location, _content, _graphics); BaseCat baseCatLand = new BaseCat(TeamType.B, "SnooCat", scLandTiles[RandomEvents.rand.Next(scLandTiles.Count)].location, _content, _graphics); Chicken chickenLand = new Chicken(TeamType.Animal, "Gianna", giannaLandTiles[RandomEvents.rand.Next(giannaLandTiles.Count)].location, _content, _graphics); Snake snakeLand = new Snake(TeamType.Animal, "Usopp", usoppLandTiles[RandomEvents.rand.Next(usoppLandTiles.Count)].location, _content, _graphics); BlueBird blueBird = new BlueBird(TeamType.Animal, "Usopp", usoppLandTiles[RandomEvents.rand.Next(usoppLandTiles.Count)].location, _content, _graphics); Tower tower = new BaseTower(TeamType.B, "GustoMap", new Vector2(-1600, -1500), _content, _graphics); ClayFurnace furnace = new ClayFurnace(TeamType.Player, "GustoMap", new Vector2(180, 140), _content, _graphics); CraftingAnvil craftingAnvil = new CraftingAnvil(TeamType.Player, "GustoMap", new Vector2(120, 40), _content, _graphics); BaseBarrel barrelLand = new BaseBarrel(TeamType.A, "GustoMap", new Vector2(-20, -160), _content, _graphics); BaseBarrel barrelOcean = new BaseBarrel(TeamType.A, "GustoMap", new Vector2(380, -90), _content, _graphics); BaseChest chestLand = new BaseChest(TeamType.A, "GustoMap", new Vector2(100, -120), _content, _graphics); CampFire campfire = new CampFire(TeamType.A, "GustoMap", new Vector2(70, -350), _content, _graphics); Shovel shovel = new Shovel(TeamType.A, "GustoMap", new Vector2(200, -330), _content, _graphics); shovel.onGround = true; Pickaxe pickaxe = new Pickaxe(TeamType.Player, "GustoMap", new Vector2(130, -430), _content, _graphics); pickaxe.onGround = true; //Pistol pistol = new Pistol(TeamType.A, "GustoMap", new Vector2(250, -300), _content, _graphics); //pistol.amountStacked = 1; //pistol.onGround = true; BaseCannon cannon = new BaseCannon(TeamType.A, "GustoMap", new Vector2(0, -450), _content, _graphics); cannon.onGround = true; Ballista ballista = new Ballista(TeamType.A, "GustoMap", new Vector2(-120, -550), _content, _graphics); ballista.onGround = true; CrossBow crossBow = new CrossBow(TeamType.A, "GustoMap", new Vector2(220, -350), _content, _graphics); crossBow.amountStacked = 1; crossBow.onGround = true; ArrowItem arrows = new ArrowItem(TeamType.A, "GustoMap", new Vector2(210, -340), _content, _graphics); arrows.onGround = true; arrows.amountStacked = 10; //PistolShotItem pistolAmmo = new PistolShotItem(TeamType.A, "GustoMap", new Vector2(220, -300), _content, _graphics); //pistolAmmo.amountStacked = 14; //pistolAmmo.onGround = true; CannonBallItem cannonAmmo = new CannonBallItem(TeamType.A, "GustoMap", new Vector2(200, -300), _content, _graphics); cannonAmmo.amountStacked = 10; cannonAmmo.onGround = true; RustyHarpoonItem harpoonAmmo = new RustyHarpoonItem(TeamType.A, "GustoMap", new Vector2(-120, -550), _content, _graphics); harpoonAmmo.amountStacked = 10; harpoonAmmo.onGround = true; Lantern lantern = new Lantern(TeamType.A, "GustoMap", new Vector2(180, -300), _content, _graphics); lantern.onGround = true; BasePlank basePlank = new BasePlank(TeamType.A, "GustoMap", new Vector2(150, -300), _content, _graphics); basePlank.onGround = true; basePlank.amountStacked = 10; // Item utility is global and is accessed in main update, all items that are "dropped" or placed on the world view ground exist in this list (placable, invetory, etc) ItemUtility.ItemsToUpdate.Add(lantern); ItemUtility.ItemsToUpdate.Add(furnace); ItemUtility.ItemsToUpdate.Add(craftingAnvil); ItemUtility.ItemsToUpdate.Add(barrelLand); ItemUtility.ItemsToUpdate.Add(barrelOcean); ItemUtility.ItemsToUpdate.Add(chestLand); ItemUtility.ItemsToUpdate.Add(shovel); //ItemUtility.ItemsToUpdate.Add(pistol); ItemUtility.ItemsToUpdate.Add(cannon); ItemUtility.ItemsToUpdate.Add(ballista); ItemUtility.ItemsToUpdate.Add(crossBow); ItemUtility.ItemsToUpdate.Add(arrows); ItemUtility.ItemsToUpdate.Add(pickaxe); //ItemUtility.ItemsToUpdate.Add(pistolAmmo); ItemUtility.ItemsToUpdate.Add(cannonAmmo); ItemUtility.ItemsToUpdate.Add(harpoonAmmo); ItemUtility.ItemsToUpdate.Add(basePlank); ItemUtility.ItemsToUpdate.Add(campfire); UpdateOrder.Add(shortShip); UpdateOrder.Add(baseShip); UpdateOrder.Add(baseShipAI); UpdateOrder.Add(player); UpdateOrder.Add(baseTribalLand); UpdateOrder.Add(baseCatLand); UpdateOrder.Add(chickenLand); UpdateOrder.Add(blueBird); UpdateOrder.Add(snakeLand); UpdateOrder.Add(tower); UpdateOrder.Add(teePee); // interior set BaseTribal baseTribalInShip = new BaseTribal(TeamType.A, "GustoMap", Vector2.Zero, _content, _graphics); baseTribalInShip.npcInInterior = baseShipAI.shipInterior; baseShipAI.shipInterior.interiorObjects.Add(baseTribalInShip); ready = true; }
void Awake() { catapult = GetComponent<Catapult>(); ballista = GetComponent<Ballista>(); }