Esempio n. 1
0
        /// <summary>
        /// Deploys the unit based on the cell that was clicked.
        /// </summary>
        /// <returns>A new instance of a certain type of hero class</returns>
        /// <param name="type">Unit Type</param>
        public Unit DeloyHero(UnitType type)
        {
            switch (type)
            {
            case UnitType.Town:
                currency.Amount -= currency.PriceList [UnitType.Town];
                Town town = new Town();
                teamManager.AddHero(town);
                return(town);

            case UnitType.Mage:
                currency.Amount -= currency.PriceList [UnitType.Mage];
                Mage mage = new Mage();
                teamManager.AddHero(mage);
                return(mage);

            case UnitType.Ranger:
                currency.Amount -= currency.PriceList [UnitType.Ranger];
                Ranger ranger = new Ranger();
                teamManager.AddHero(ranger);
                return(ranger);

            case UnitType.Ninja:
                Ninja ninja = new Ninja();
                teamManager.AddHero(ninja);
                return(ninja);

            case UnitType.Healer:
                Healer healer = new Healer();
                teamManager.AddHero(healer);
                return(healer);

            case UnitType.Warrior:
                Warrior warrior = new Warrior();
                teamManager.AddHero(warrior);
                return(warrior);

            default:
                return(null);
            }
        }
Esempio n. 2
0
        /// <summary>
        /// Handles when characters collide and when projectiles collide with characters
        /// </summary>
        private void handleCollisionBetweenEntities()
        {
            if (manager.Heroes.Count > 0 && manager.Enemies.Count > 0)
            {
                foreach (Unit heros in manager.Heroes)
                {
                    Healer healer = null;
                    if (heros.getName() == "healer")
                    {
                        healer = heros as Healer;
                        foreach (Unit others in manager.Heroes)
                        {
                            if (healer.inRange(others))
                            {
                                if (healer != others)
                                {
                                    if (SwinGame.SpriteDX(healer.Spirte) != 0)
                                    {
                                        SwinGame.SpriteSetDX(healer.Spirte, 0);
                                        healer.Cast(others);
                                    }
                                }
                            }
                            else if (!healer.inRange(others))
                            {
                                if (SwinGame.SpriteDX(healer.Spirte) == 0)
                                {
                                    SwinGame.SpriteSetDX(healer.Spirte, 0.4f);
                                }
                            }
                        }
                    }
                    foreach (Unit enemies in manager.Enemies)
                    {
                        if (detectCollision(heros, enemies))                      //Spoof collision detection
                        {
                            int hit = random.Next(2);                             //Battle interaction - who hit who
                            if (hit == 0)
                            {
                                float dmg = heros.Dmg;
                                healthManager.handleUnitDamage(enemies, dmg);
                                enemies.SetLocation(SwinGame.SpriteX(enemies.Spirte) + 30.0f, Position.ENEMY_SPAWN_Y);                                  //Knockback
                            }
                            else
                            {
                                float dmg = enemies.Dmg;
                                healthManager.handleUnitDamage(heros, dmg);
                                heros.SetLocation(SwinGame.SpriteX(heros.Spirte) - 30.0f, Position.HERO_SPAWN_Y);
                            }
                        }
                        if (heros.getName() == "mage")
                        {
                            Mage mage = heros as Mage;
                            if (mage.inRange(enemies))
                            {
                                if (SwinGame.SpriteDX(mage.Spirte) != 0)
                                {
                                    SwinGame.SpriteSetDX(mage.Spirte, 0);
                                }
                                mage.Cast();

                                if (detectCollision(mage.fireball, enemies))
                                {
                                    enemies.SetLocation(SwinGame.SpriteX(enemies.Spirte) + 10.0f, Position.ENEMY_SPAWN_Y);
                                    mage.fireball = null;
                                    healthManager.handleUnitDamage(enemies, mage.SpellDmg);
                                }
                            }
                            else if (!mage.inRange(enemies))
                            {
                                if (SwinGame.SpriteDX(mage.Spirte) == 0)
                                {
                                    SwinGame.SpriteSetDX(mage.Spirte, 0.4f);
                                }
                            }
                        }
                        if (heros.getName() == "ranger")
                        {
                            Ranger ranger = heros as Ranger;
                            if (ranger.inRange(enemies))
                            {
                                if (SwinGame.SpriteDX(ranger.Spirte) != 0)
                                {
                                    SwinGame.SpriteSetDX(ranger.Spirte, 0);
                                }
                                ranger.attack();

                                if (detectCollision(ranger.Arrow, enemies))
                                {
                                    enemies.SetLocation(SwinGame.SpriteX(enemies.Spirte) + 10.0f, Position.ENEMY_SPAWN_Y);
                                    ranger.Arrow = null;
                                    healthManager.handleUnitDamage(enemies, ranger.ArrowDmg);
                                }
                            }
                            else if (!ranger.inRange(enemies))
                            {
                                if (SwinGame.SpriteDX(ranger.Spirte) == 0)
                                {
                                    SwinGame.SpriteSetDX(ranger.Spirte, 0.4f);
                                }
                            }
                        }
                    }
                }
            }
        }