Esempio n. 1
0
 public MainWindow()
 {
     AllyUnits.CollectionChanged  += Base_CollectionChanged;
     EnemyUnits.CollectionChanged += Base_CollectionChanged;
     for (int i = 0; i < 10; i++)
     {
         AllyUnits.Add(new Unit());
         EnemyUnits.Add(new Unit());
     }
     foreach (Unit unit in AllyUnits)
     {
         unit.SetEnemyUnits(EnemyUnits);
         unit.SetAllyUnits(AllyUnits);
         unit.SetPlayerBonus(PlayerBonus);
     }
     foreach (Unit unit in EnemyUnits)
     {
         unit.SetEnemyUnits(AllyUnits);
         unit.SetAllyUnits(EnemyUnits);
     }
     InitializeComponent();
     Ally.ItemsSource  = AllyUnits;
     Enemy.ItemsSource = EnemyUnits;
     DataContext       = PlayerBonus;
 }
Esempio n. 2
0
        public override void InitialiseEnemies()
        {
            int offset = 2;
            //Enemy 1
            Enemy          enemy  = new Enemy();
            List <Vector2> course = new List <Vector2>();

            course.Add(new Vector2(LeftBoundary + (offset * Ostacle.Width), TopBoundary + (offset * Ostacle.Height)));
            course.Add(new Vector2(RightBoundary - (offset * Ostacle.Width), TopBoundary + (offset * Ostacle.Height)));
            course.Add(new Vector2(RightBoundary - (offset * Ostacle.Width), BottomBoundary - (offset * Ostacle.Height)));
            course.Add(new Vector2(LeftBoundary + (offset * Ostacle.Width), BottomBoundary - (offset * Ostacle.Height)));


            enemy.Initialise(this, Content, graphics, course[0], course);
            EnemyUnits.Add(enemy);


            //Enemy 2
            offset = 4;
            enemy  = new Enemy();
            course = new List <Vector2>();
            course.Add(new Vector2(LeftBoundary + (offset * Ostacle.Width), BottomBoundary - (offset * Ostacle.Height)));
            course.Add(new Vector2(RightBoundary - (offset * Ostacle.Width), BottomBoundary - (offset * Ostacle.Height)));
            course.Add(new Vector2(RightBoundary - (offset * Ostacle.Width), TopBoundary + (offset * Ostacle.Height)));
            course.Add(new Vector2(LeftBoundary + (offset * Ostacle.Width), TopBoundary + (offset * Ostacle.Height)));
            enemy.Initialise(this, Content, graphics, course[0], course);
            EnemyUnits.Add(enemy);
        }
 public void AddUnit(Unit unit, ConflicSide side)
 {
     if (side == ConflicSide.Player)
     {
         PlayerUnits.Add(unit);
     }
     else
     {
         EnemyUnits.Add(unit);
     }
 }
Esempio n. 4
0
 public void Add(Unit unit)
 {
     if (unit.hasAuthority && unit.playerId == playerId)
     {
         FriendlyUnits.Add(unit);
     }
     else
     {
         EnemyUnits.Add(unit);
     }
 }
Esempio n. 5
0
        public override void InitialiseEnemies()
        {
            int offset = 2;
            //Enemy 1
            Enemy          enemy  = new Enemy();
            List <Vector2> course = new List <Vector2>();

            course.Add(new Vector2(512, 688));
            course.Add(new Vector2(512, 944));
            course.Add(new Vector2(753, 944));
            course.Add(new Vector2(753, 688));
            enemy.Initialise(this, Content, graphics, course[0], course);
            EnemyUnits.Add(enemy);


            ////Enemy 2
            enemy  = new Enemy();
            course = new List <Vector2>();
            course.Add(new Vector2((7 * RightBoundary) / 8, TopBoundary + (offset * Ostacle.Height)));
            course.Add(new Vector2((7 * RightBoundary) / 8, BottomBoundary - (offset * Ostacle.Height)));
            course.Add(new Vector2((5 * RightBoundary) / 8, BottomBoundary - (offset * Ostacle.Height)));
            course.Add(new Vector2((5 * RightBoundary) / 8, TopBoundary + (offset * Ostacle.Height)));
            enemy.Initialise(this, Content, graphics, course[0], course);
            EnemyUnits.Add(enemy);

            ////Enemy 3
            enemy  = new Enemy();
            course = new List <Vector2>();
            course.Add(new Vector2((7 * RightBoundary) / 8, TopBoundary + (offset * Ostacle.Height)));
            course.Add(new Vector2((7 * RightBoundary) / 8, BottomBoundary - (offset * Ostacle.Height)));
            course.Add(new Vector2((5 * RightBoundary) / 8, BottomBoundary - (offset * Ostacle.Height)));
            course.Add(new Vector2((5 * RightBoundary) / 8, TopBoundary + (offset * Ostacle.Height)));
            enemy.Initialise(this, Content, graphics, course[0], course);
            EnemyUnits.Add(enemy);

            ////Enemy 4
            enemy  = new Enemy();
            course = new List <Vector2>();
            course.Add(new Vector2(RightBoundary / 8, TopBoundary + (offset * Ostacle.Height)));
            course.Add(new Vector2((3 * RightBoundary) / 8, TopBoundary + (offset * Ostacle.Height)));
            course.Add(new Vector2((3 * RightBoundary) / 8, BottomBoundary - (offset * Ostacle.Height)));
            course.Add(new Vector2(RightBoundary / 8, BottomBoundary - (offset * Ostacle.Height)));
            enemy.Initialise(this, Content, graphics, course[0], course);
            EnemyUnits.Add(enemy);
        }
Esempio n. 6
0
        void OnEntityFound(System.Object obj)
        {
            IGameEntity g = ((GameObject)obj).GetComponent <IGameEntity>();

            if (g.info.isUnit)
            {
                if (!EnemyUnits.Contains((Unit)g))
                {
                    g.registerFatalWounds(OnEnemyDied);
                    EnemyUnits.Add((Unit)g);
                }
            }
            else if (g.info.isBuilding)
            {
                if (!EnemyBuildings.Contains(g))
                {
                    g.registerFatalWounds(OnEnemyDied);
                    EnemyBuildings.Add(g);
                }
            }
        }