public Player(DrawerCollection texes_, Vector2 pos_, List <Property> props_, string name_ = null) : base(texes_, pos_, props_, name_, "player") { type = "player"; dashTimer = new Timer(0.6f); dashTimer.Stop(); invinTimer = new Timer(1f); }
public Machinegun2(DrawerCollection texes_, Vector2 pos_, List <Property> properties_, string name_, string type_ = "turret") : base(texes_, pos_, properties_, name_, "turret") { baseDmg = 1; shotTimer = new Timer(0.5f); shotDrawTimer = new Timer(0.2f); range = 100; upgradePrice = 50; }
public Villager(DrawerCollection textures_, PositionManager pos_, List <Property> properties_, string name_, string type_) : base(textures_, pos_, properties_, name_, type_) { state = VillagerState.walkingLeft; pos_.pos = GameData.townMiddle.vec; path = GameData.GetRandomPath(); GameData.availableCitizens--; GameData.citizensOutside++; }
public EnemyFlying(DrawerCollection t_, Vector2 p_, List <Property> prop_, string name_) : base(t_, p_, prop_, name_) { point = pos; deathTimer = new Timer(1); hp = 2; r = new Random(); speed = 0.5f; }
public Sniper2(DrawerCollection texes_, Vector2 pos_, List <Property> properties_, string name_, string type_ = "turret") : base(texes_, pos_, properties_, name_, "turret") { shotTimer = new Timer(4f); shotDrawTimer = new Timer(0.2f); range = 200; upgradePrice = 40; baseDmg = 15; }
public Enemy(DrawerCollection t_, Vector2 p_, List <Property> prop_, string name_) : base(t_, p_, prop_, name_, "enemy") { point = pos; deathTimer = new Timer(10); hp = 100; worth = 1; r = new Random(); }
public BulletShooter(DrawerCollection texes_, Vector2 pos_, List <Property> props_, float baseAngle_, Bullet baseBullet_, float timer_, float rotSpd_) : base(texes_, pos_, props_) { angle = baseAngle_; baseBullet = baseBullet_; bulletTimer = timer_; bulletTime = bulletTimer; bullets = new List <Bullet>(); rotationSpeed = rotSpd_; }
public EnemyBoss(DrawerCollection t_, Vector2 p_, List <Property> prop_, string name_) : base(t_, p_, prop_, name_) { point = pos; deathTimer = new Timer(1); hp = 800; r = new Random(); speed = 0.2f; worth = 20; }
public Sniper1(DrawerCollection texes_, Vector2 pos_, List <Property> properties_, string name_, string type_ = "turret") : base(texes_, pos_, properties_, name_, "turret") { baseDmg = 10; shotTimer = new Timer(5f); shotDrawTimer = new Timer(0.2f); range = 200; upgradePrice = 20; canHitFlying = true; }
public Building(DrawerCollection textures_, PositionManager pos_, List <Property> props_, float cd_, string name_ = null, string text_ = null) : base(textures_, pos_, props_, name_, "building") { maxCd = cd_; isHovered = false; wasClicked = false; hoveredText = text_; release = false; level = 1; }
public EnemyFastboi(DrawerCollection t_, Vector2 p_, List <Property> prop_, string name_) : base(t_, p_, prop_, name_) { point = pos; deathTimer = new Timer(1); hp = 10; r = new Random(); speed = 1f; worth = 1; }
public override Entity CreateEntity(string type_, DrawerCollection dc_ = null, PositionManager pos_ = null, List <Property> props_ = null, string name_ = null) { //Create the default entity if (type_ == "entity") { return(new Entity(dc_, pos_, props_, name_, type_)); } return(base.CreateEntity(type_, dc_, pos_, props_, name_)); }
public Artillery1(DrawerCollection texes_, Vector2 pos_, List <Property> properties_, string name_, string type_ = "turret") : base(texes_, pos_, properties_, name_, "turret") { baseDmg = 3; shotTimer = new Timer(2f); shotDrawTimer = new Timer(0.2f); range = 80; upgradePrice = 15; splodeRange = 15; }
public Restaurant(int _id, int _gmanagerid, int _chainid, int _areaid) { this.id = _id; this.chainid = _chainid; this.areaid = _areaid; this.gmanagerid = _gmanagerid; this.inventory = new Inventory(this.id); this.inventoryreports = new InventoryReportCollection(this.id); this.drawers = new DrawerCollection(this.id, this.gmanagerid); this.drawersreports = new DrawersReportCollection(this.id, this.gmanagerid); this.employees = new EmployeeCollection(this.id); this.employeesreports = new EmployeeReportCollection(this.id); this.departments = new DepartmentCollection(this.id, this.gmanagerid); this.derpartmentsreports = new DepartmentReportCollection(this.id); }
public override Entity CreateEntity(string type_, DrawerCollection dc_, Vector2 pos_, List <Property> props_, string name_) { if (type_ == "item") { return(new Item(dc_, pos_, props_, name_)); } if (type_ == "pickup") { return(new Pickup(dc_, pos_, props_, name_)); } if (type_ == "slot") { return(new InventorySlot(dc_, pos_, props_, name_)); } if (type_ == "tile") { return(new Tile(dc_, pos_, props_)); } if (type_ == "player") { return(new Player(dc_, pos_, props_)); } if (type_ == "renemy") { return(new RunEnemy(dc_, pos_, props_, name_)); } if (type_ == "fenemy") { return(new FishEnemy(dc_, pos_, props_, name_)); } if (type_ == "flyenemy") { return(new FlyEnemy(dc_, pos_, props_, name_)); } return(base.CreateEntity(type_, dc_, pos_, props_, name_)); }
public ShadowEnt(DrawerCollection texes_, Vector2 pos_, List <Property> props_, string name_, string type_ = "ent") : base(texes_, pos_, props_, name_, type_) { }
public DrawerCollection GetDrawerCollection(int id_) { DrawerCollection dc = null; switch (id_) { case 0: dc = new DrawerCollection(new List <TextureDrawer>() { new TextureDrawer ( tileTexes[0], new HitboxCollection[] { new HitboxCollection(new FRectangle[][] { new FRectangle[] { new FRectangle(0, 0, 50, 20) } }, "collision") } ) }, "tileDrawer"); break; case 1: dc = new DrawerCollection(new List <TextureDrawer>() { new TextureDrawer(bgtex, new TextureFrame(new Rectangle(0, 0, 96, 96), new Point(48, 48))) }, "bg"); break; case 2: dc = new DrawerCollection(new List <TextureDrawer>() { new TextureDrawer(bgtex, new TextureFrame(new Rectangle(96, 0, 96, 96), new Point(48, 48))) }, "bg"); break; case 3: dc = new DrawerCollection(new List <TextureDrawer>() { new TextureDrawer(bgtex, new TextureFrame(new Rectangle(192, 0, 96, 96), new Point(48, 48))) }, "bg"); break; case 4: dc = new DrawerCollection(new List <TextureDrawer>() { new TextureDrawer(bgtex, new TextureFrame(new Rectangle(288, 0, 96, 96), new Point(48, 48))) }, "bg"); break; case 5: dc = new DrawerCollection(new List <TextureDrawer>() { new TextureDrawer(bgtex, new TextureFrame(new Rectangle(384, 0, 96, 96), new Point(48, 48))) }, "bg"); break; case 6: dc = new DrawerCollection(new List <TextureDrawer>() { new TextureDrawer ( tileTexes[1], new HitboxCollection[] { new HitboxCollection(new FRectangle[][] { new FRectangle[] { new FRectangle(0, 0, 32, 16) } }, "collision") } ) }, "tileDrawer"); break; case 7: dc = new DrawerCollection(new List <TextureDrawer>() { new TextureDrawer ( tileTexes[2], new TextureFrame(new Rectangle(0, 0, 32, 64), new Point(0, 0)), new HitboxCollection[] { new HitboxCollection(new FRectangle[][] { new FRectangle[] { new FRectangle(0, -4, 16, 36) } }, "collision") } ) }, "tileDrawer"); break; case 8: dc = new DrawerCollection(new List <TextureDrawer>() { new TextureDrawer ( tileTexes[2], new TextureFrame(new Rectangle(32, 0, 32, 64), new Point(0, 0)), new HitboxCollection[] { new HitboxCollection(new FRectangle[][] { new FRectangle[] { new FRectangle(0, -4, 16, 36) } }, "collision") } ) }, "tileDrawer"); break; case 9: dc = new DrawerCollection(new List <TextureDrawer>() { new TextureDrawer ( tileTexes[2], new TextureFrame(new Rectangle(64, 0, 32, 64), new Point(0, 0)), new HitboxCollection[] { new HitboxCollection(new FRectangle[][] { new FRectangle[] { new FRectangle(0, -4, 16, 36) } }, "collision") } ) }, "tileDrawer"); break; case 10: dc = new DrawerCollection(new List <TextureDrawer>() { new TextureDrawer ( tileTexes[2], new TextureFrame(new Rectangle(96, 0, 32, 64), new Point(0, 0)), new HitboxCollection[] { new HitboxCollection(new FRectangle[][] { new FRectangle[] { new FRectangle(0, -4, 16, 36) } }, "collision") } ) }, "tileDrawer"); break; case 11: dc = new DrawerCollection(new List <TextureDrawer>() { new TextureDrawer ( tileTexes[2], new TextureFrame(new Rectangle(128, 0, 32, 64), new Point(0, 0)), new HitboxCollection[] { new HitboxCollection(new FRectangle[][] { new FRectangle[] { new FRectangle(0, -4, 16, 36) } }, "collision") } ) }, "tileDrawer"); break; case 12: dc = new DrawerCollection(new List <TextureDrawer>() { new TextureDrawer ( tileTexes[2], new TextureFrame(new Rectangle(0, 0, 160, 64), new Point(0, 0)), new HitboxCollection[] { new HitboxCollection(new FRectangle[][] { new FRectangle[] { new FRectangle(0, -4, 160, 68) } }, "collision") } ) }, "tileDrawer"); break; } return(dc); }
public InventorySlot(DrawerCollection texes_, Vector2 pos_, List <Property> props_, string name_) : base(texes_, pos_, props_, name_) { type = "slot"; }
public Bullet(DrawerCollection texes_, Vector2 pos_, List <Property> props_, float angle_) : base(texes_, pos_, props_, "bullet", "bullet") { angle = angle_; vel = new Vector2((float)Math.Cos(angle) * 500, (float)Math.Sin(angle) * 500); }
public override Entity CreateEntity(string type_, DrawerCollection dc_, Vector2 pos_, List <Property> props_, string name_) { if (type_ == "machinegun 1") { return(new Machinegun1(dc_, pos_, props_, name_)); } if (type_ == "machinegun 2") { return(new Machinegun2(dc_, pos_, props_, name_)); } if (type_ == "machinegun 3") { return(new Machinegun3(dc_, pos_, props_, name_)); } if (type_ == "sniper 1") { return(new Sniper1(dc_, pos_, props_, name_)); } if (type_ == "sniper 2") { return(new Sniper2(dc_, pos_, props_, name_)); } if (type_ == "sniper 3") { return(new Sniper3(dc_, pos_, props_, name_)); } if (type_ == "artillery 1") { return(new Artillery1(dc_, pos_, props_, name_)); } if (type_ == "artillery 2") { return(new Artillery2(dc_, pos_, props_, name_)); } if (type_ == "artillery 3") { return(new Artillery3(dc_, pos_, props_, name_)); } if (type_ == "ring") { return(new Ring(dc_, pos_, props_, name_)); } if (type_ == "enemy") { return(new EnemyCritter(dc_, pos_, props_, name_)); } if (type_ == "flyenemy") { return(new EnemyFlying(dc_, pos_, props_, name_)); } if (type_ == "fatenemy") { return(new EnemyFat(dc_, pos_, props_, name_)); } if (type_ == "ballenemy") { return(new EnemyBall(dc_, pos_, props_, name_)); } if (type_ == "fastenemy") { return(new EnemyFastboi(dc_, pos_, props_, name_)); } if (type_ == "boss") { return(new EnemyBoss(dc_, pos_, props_, name_)); } return(base.CreateEntity(type_, dc_, pos_, props_, name_)); }
public Tile(DrawerCollection textures_, Vector2 pos_, List <Property> properties_) : base(textures_, pos_, properties_, "tile", "tile") { }
public Item(DrawerCollection texes_, Vector2 pos_, List <Property> props_, string name_) : base(texes_, pos_, props_, name_) { type = "item"; }
public Player(DrawerCollection textures_, Vector2 pos_, List <Property> properties_) : base(textures_, pos_, properties_, "player", "player") { }
public Tile(DrawerCollection texes_, Vector2 pos_, List <Property> props_, string name_ = null) : base(texes_, pos_, props_, name_, "tile") { }
public Enemy(DrawerCollection texes_, Vector2 pos_, List <Property> props_, string name_, string type_ = "enemy") : base(texes_, pos_, props_, name_, type_) { }
public God(DrawerCollection textures_, PositionManager pos_, List <Property> properties_, string name_, string type_) : base(textures_, pos_, properties_, name_, type_) { state = GodState.Idle; mood = GodMood.Ok; currentTex = textures.GetTex("idle"); }
public Pickup(DrawerCollection texes_, Vector2 pos_, List <Property> props_, string name_) : base(texes_, pos_, props_, name_) { type = "pickup"; }