Esempio n. 1
0
        public int getCost(GameObject gobj)
        {
            switch (gobj.GetType().Name.ToString())
            {
            case "Archer":
                return(Archer.cost);

            case "Tower":
                return(Tower.cost);

            case "Warrior":
                return(Warrior.cost);

            case "PAWN":
                return(Pawn.cost);

            case "APPRENTICE":
                return(Apprentice.cost);

            case "COMMANDER":
                return(Commander.cost);

            case "CATAPULT":
                return(Catapult.cost);

            case "ROGUE":
                return(Rogue.cost);

            case "CLERIC":
                return(Cleric.cost);
            }

            return(0);
        }
Esempio n. 2
0
 public static void info(GameObject unit)
 {
     cost = getCost(unit.type);
     name = unit.type;
     texture = unit.texture;
     descrip = pullText(unit.type);
     range = unit.attackRange.ToString();
     if (unit.GetType().BaseType == typeof(Mobile))
         movespeed = ((Mobile)unit).moveSpeed.ToString();
     else
         movespeed = "0";
     damage=unit.damage.ToString();
     health=unit.basehealth.ToString();
     attackspeed=unit.attackSpeed.ToString();
     special=specialText(unit.type);
     
 }
Esempio n. 3
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 public static void info(GameObject unit)
 {
     cost    = getCost(unit.type);
     name    = unit.type;
     texture = unit.texture;
     descrip = pullText(unit.type);
     range   = unit.attackRange.ToString();
     if (unit.GetType().BaseType == typeof(Mobile))
     {
         movespeed = ((Mobile)unit).moveSpeed.ToString();
     }
     else
     {
         movespeed = "0";
     }
     damage      = unit.damage.ToString();
     health      = unit.basehealth.ToString();
     attackspeed = unit.attackSpeed.ToString();
     special     = specialText(unit.type);
 }
Esempio n. 4
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        public void pursue(GameObject unit)
        {
            //Unit is the AI unit set to pursue
            List <GameObject> attackParty = new List <GameObject>();

            unit.selected = true;
            attackParty.Add(unit);
            int size = random.Next(1, aiUnits.Count);

            if (String.Compare(unit.type, "COMMANDER", true) == 0)
            {
                size = aiUnits.Count;
            }
            special(unit);
            for (int x = 0; x < size; x++) // "Count/3" was breaking the game once a user got the enemy units to less than 3
            {
                GameObject gunit = aiUnits[x];
                if (gunit.aiTarget == null && gunit.GetType().BaseType == typeof(Mobile))//if doesn't have target already and can move
                {
                    special(gunit);
                    gunit.aiTarget = unit.aiTarget;
                    gunit.selected = true;
                    attackParty.Add(gunit);//band with this guy
                }
            }
            MovementManager.changeDestination(attackParty, unit.aiTarget.position);
            //foreach (GameObject cunit in attackParty)
            //{
            //    if (cunit.GetType().BaseType == typeof(Mobile))
            //    {
            //        ((Mobile)cunit).setDestination( unit.aiTarget.position);
            //        List<Tile> newList = new List<Tile>();

            //        ((Mobile)cunit).pathList.Clear();
            //        ((Mobile)cunit).pathList.AddRange(myMap.GetPath(unit.position, ((Mobile)cunit).destination, newList));
            //        ((Mobile)cunit).isMoving = true;
            //        ((Mobile)cunit).isPaused=false;
            //    }
            //}
        }
Esempio n. 5
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        public void explore(GameObject unit)
        {
            //if (random.NextDouble()*100<=4)
            //{
            List <GameObject> searchParty = new List <GameObject>();

            unit.selected = true;
            searchParty.Add(unit);
            int randpull = random.Next(0, aiUnits.Count);

            for (int x = 0; x < randpull; x++)
            {
                GameObject gunit = aiUnits[x];

                if (gunit.aiTarget == null && gunit.GetType().BaseType == typeof(Mobile))
                {
                    searchParty.Add(gunit);
                    gunit.selected = true;
                }
            }
            Vector2 explore = new Vector2(random.Next(0, 704), random.Next(600, 1024));

            MovementManager.changeDestination(searchParty, explore);
            //foreach (GameObject cunit in searchParty)
            //{

            //((Mobile)cunit).setDestination(MovementManager.getNormalizedVector(cunit.position,explore), explore);
            //((Mobile)cunit).setDestination(explore);
            //List<Tile> newList = new List<Tile>();

            //((Mobile)cunit).pathList.Clear();
            //((Mobile)cunit).pathList.AddRange(myMap.GetPath(cunit.position, ((Mobile)cunit).destination, newList));
            //((Mobile)cunit).isMoving = true;

            // }
            //}
        }
Esempio n. 6
0
        public int getCost(GameObject gobj)
        {
            switch (gobj.GetType().Name.ToString())
            {
                case "Archer":
                    return Archer.cost;
                case "Tower":
                    return Tower.cost;
                case "Warrior":
                    return Warrior.cost;
                case "PAWN":
                    return Pawn.cost;
                case "APPRENTICE":
                    return Apprentice.cost;
                case "COMMANDER":
                    return Commander.cost;
                case "CATAPULT":
                    return Catapult.cost;
                case "ROGUE":
                    return Rogue.cost;
                case "CLERIC":
                    return Cleric.cost;
            }

            return 0;
        }
Esempio n. 7
0
        public void Update(MouseState newcurrent, MouseState newprevious, ref double ClickTimer, KeyboardState keyPress,
                           ref Dictionary <Keys, List <GameObject> > groupedUnits, ref List <GameObject> units, ref List <GameObject> aunits,
                           ref LoadManager loadManager, ref ProjectileManager projMan, ContentManager theContent, ref int playerResources, bool dbuildPhase)

        {
            Rectangle holder = mouseRec;

            mouseRec = new Rectangle(newcurrent.X, newcurrent.Y, 2, 2);
            if (!loaded)
            {
                loadMouseOvers(theContent);
                loaded = true;
            }
            mouseOver();
            mouseRec = holder;
            bool singleClick = false;

            current    = newcurrent;
            previous   = newprevious;
            buildPhase = dbuildPhase;
            if (keyPress.IsKeyDown(Keys.S) && current.LeftButton == ButtonState.Pressed && previous.LeftButton == ButtonState.Released)
            {
                int      x             = Convert.ToInt32(current.X);
                int      y             = Convert.ToInt32(current.Y);
                Vector2  mousePosition = new Vector2(x, y);
                ClickBox temp          = new ClickBox(mousePosition);
                //temp.LoadContent(theContent);
                foreach (GameObject unit in units)
                {
                    if (unit.selected && unit.GetType() == typeof(Tower))
                    {
                        if (!((Tower)unit).placed)
                        {
                            ((Tower)unit).placed = true;
                            unit.position        = mousePosition;
                        }
                    }
                }
            }
            // Select units after releasing mouse and clear rectangle:
            if (current.LeftButton == ButtonState.Released &&
                previous.LeftButton == ButtonState.Pressed
                )
            {
                for (int i = 0; i < units.Count; i++)
                {
                    if (!selectSimilar)
                    {
                        units[i].selected = false;
                    }
                    if (units[i].Bounds.Intersects(mouseRec))
                    {
                        units[i].selected = true;
                    }
                }

                mouseRec = Rectangle.Empty;
            }

            if (current.LeftButton == ButtonState.Pressed && previous.LeftButton == ButtonState.Released && prevclick)
            {
                if (ClickTimer < TimerDelay)
                {
                    selectSimilar = true;
                }
                else
                {
                    ClickTimer    = 0;
                    selectSimilar = false;
                }
            }

            // Select with a single mouse click:
            if (current.LeftButton == ButtonState.Pressed &&
                previous.LeftButton == ButtonState.Released
                )
            {
                mouseRec       = new Rectangle((int)current.X, (int)current.Y, 0, 0);
                mouseRecOrigin = new Vector2(current.X, current.Y);
                GameObject selectedUnit = null;

                for (int i = 0; i < units.Count; i++)
                {
                    units[i].selected = false;
                    if (units[i].isSelectable(current) == true)
                    {
                        units[i].selected = true;
                        selectedUnit      = units[i];
                        InfoCard.info(units[i]);
                        break;
                    }
                }

                if (selectSimilar && selectedUnit != null)
                {
                    for (int i = 0; i < units.Count; i++)
                    {
                        if (units[i].GetType() == selectedUnit.GetType())
                        {
                            units[i].selected = true;
                        }
                    }
                }

                singleClick = true;
                prevclick   = true;
            }


            // Move selected units or attack:
            if (current.RightButton == ButtonState.Pressed &&
                previous.RightButton == ButtonState.Released
                )
            {
                Vector2    testvec        = new Vector2(current.X, current.Y);
                GameObject selectedTarget = null;

                for (int i = 0; i < aunits.Count; i++)
                {
                    if (aunits[i].isLoaded)
                    {
                        if (aunits[i].isSelectable(current))
                        {
                            selectedTarget = aunits[i];
                            break;
                        }
                    }
                }

                for (int i = 0; i < units.Count; i++)
                {
                    if (units[i].selected == true)
                    {
                        units[i].aiTarget = selectedTarget;
                    }
                }
                MovementManager.changeDestination(units, testvec);
            }

            if (keyPress.GetPressedKeys().Length > 0 && IsKeyADigit(keyPress.GetPressedKeys()[0]))
            {
                Keys pressedKey = keyPress.GetPressedKeys()[0];
                if (previousKeyboard.IsKeyDown(Keys.LeftControl) && keyPress.IsKeyDown(pressedKey))
                {
                    List <GameObject> groupList = new List <GameObject>();

                    foreach (GameObject gobj in units)
                    {
                        if (gobj.selected)
                        {
                            groupList.Add(gobj);
                        }
                    }

                    if (groupList.Count > 0)
                    {
                        if (!groupedUnits.ContainsKey(pressedKey))
                        {
                            groupedUnits.Add(pressedKey, groupList);
                        }
                        else
                        {
                            groupedUnits[pressedKey] = groupList;
                        }
                    }
                }


                if (!previousKeyboard.IsKeyDown(pressedKey) && keyPress.IsKeyDown(pressedKey))
                {
                    if (groupedUnits.ContainsKey(pressedKey))
                    {
                        deselect(ref groupedUnits, pressedKey);
                        List <GameObject> groupList = groupedUnits[pressedKey];
                        foreach (GameObject gobj in groupList)
                        {
                            gobj.selected = true;
                        }
                    }
                }
            }

            if (!previousKeyboard.IsKeyDown(Keys.Delete) && keyPress.IsKeyDown(Keys.Delete) && units.Count > 0)
            {
                if (dbuildPhase) // complete refund
                {
                    int refund = getCost(units[units.Count - 1]);
                    playerResources += refund;
                }
                if (units.Count == 1)
                {
                    if (units[0].GetType() == typeof(Warrior))
                    {
                        if (((Warrior)(units[0])).moveSpeed == 7)
                        {
                            return;
                        }
                    }
                }
                units.RemoveAt(units.Count - 1);
                offset -= 50;
                if (offset < 0 && default_player_y > 608)
                {
                    offset            = 300;
                    default_player_y -= 32;
                }

                // what to do when not in build phase? partial refund? currently can't undo build in play phase
            }

            if (!previousKeyboard.IsKeyDown(Keys.Back) && keyPress.IsKeyDown(Keys.Back))
            {
                foreach (GameObject gobj in units)
                {
                    if (gobj.selected)
                    {
                        if (gobj.GetType() == typeof(Warrior))
                        {
                            if (((Warrior)(gobj)).moveSpeed == 7)
                            {
                                return;
                            }
                        }
                        int refund = getCost(gobj);
                        playerResources += refund;
                    }
                }
                units.RemoveAll(gobj => gobj.selected);
            }


            Rectangle rect;

            //  Purchase Archer
            gui.buttonCols.TryGetValue("ARCHER", out rect);
            if (!previousKeyboard.IsKeyDown(Keys.Z) && keyPress.IsKeyDown(Keys.Z) || (buttonClick(rect) && singleClick))
            {
                if (playerResources >= Archer.cost)
                {
                    modelManager.addUnit("PLAYER", "ARCHER", placementUtil());
                    playerResources -= Archer.cost;
                }
            }

            //  Purchase tower
            gui.buttonCols.TryGetValue("TOWER", out rect);
            if (!previousKeyboard.IsKeyDown(Keys.X) && keyPress.IsKeyDown(Keys.X) || (buttonClick(rect) && singleClick))
            {
                if (playerResources >= Tower.cost)
                {
                    modelManager.addUnit("PLAYER", "TOWER", placementUtil());
                    playerResources -= Tower.cost;
                }
            }

            //  Purchase warrior
            gui.buttonCols.TryGetValue("WARRIOR", out rect);
            if (!previousKeyboard.IsKeyDown(Keys.C) && keyPress.IsKeyDown(Keys.C) || (buttonClick(rect) && singleClick))
            {
                if (playerResources >= Warrior.cost)
                {
                    modelManager.addUnit("PLAYER", "WARRIOR", placementUtil());
                    playerResources -= Warrior.cost;
                }
            }

            //  Spawn Pawn For Free!!!! Yay
            gui.buttonCols.TryGetValue("PAWN", out rect);
            if (!previousKeyboard.IsKeyDown(Keys.V) && keyPress.IsKeyDown(Keys.V) || (buttonClick(rect) && singleClick))
            {
                if (playerResources >= Pawn.cost)
                {
                    modelManager.addUnit("PLAYER", "PAWN", placementUtil());
                    playerResources -= Pawn.cost;
                }
            }

            //  Spawn Apprentice For Free!!!! Yay
            gui.buttonCols.TryGetValue("APPRENTICE", out rect);
            if (!previousKeyboard.IsKeyDown(Keys.B) && keyPress.IsKeyDown(Keys.B) || (buttonClick(rect) && singleClick))
            {
                if (playerResources >= Apprentice.cost)
                {
                    modelManager.addUnit("PLAYER", "APPRENTICE", placementUtil());
                    playerResources -= Apprentice.cost;
                }
            }

            //  Spawn Commander For Free!!!! Yay
            gui.buttonCols.TryGetValue("COMMANDER", out rect);
            if (!previousKeyboard.IsKeyDown(Keys.N) && keyPress.IsKeyDown(Keys.N) || (buttonClick(rect) && singleClick))
            {
                if (playerResources >= Commander.cost)
                {
                    modelManager.addUnit("PLAYER", "COMMANDER", placementUtil());
                    playerResources -= Commander.cost;
                }
            }

            //  Spawn Catapult For Free!!!! Yay
            gui.buttonCols.TryGetValue("CATAPULT", out rect);
            if (!previousKeyboard.IsKeyDown(Keys.M) && keyPress.IsKeyDown(Keys.M) || (buttonClick(rect) && singleClick))
            {
                if (playerResources >= Catapult.cost)
                {
                    modelManager.addUnit("PLAYER", "CATAPULT", placementUtil());
                    playerResources -= Catapult.cost;
                }
            }

            //  Spawn Catapult For Free!!!! Yay
            gui.buttonCols.TryGetValue("ROGUE", out rect);
            if (!previousKeyboard.IsKeyDown(Keys.J) && keyPress.IsKeyDown(Keys.J) || (buttonClick(rect) && singleClick))
            {
                if (playerResources >= Rogue.cost)
                {
                    modelManager.addUnit("PLAYER", "ROGUE", placementUtil());
                    playerResources -= Rogue.cost;
                }
            }
            gui.buttonCols.TryGetValue("CLERIC", out rect);
            if (!previousKeyboard.IsKeyDown(Keys.K) && keyPress.IsKeyDown(Keys.K) || (buttonClick(rect) && singleClick))
            {
                if (playerResources >= Cleric.cost)
                {
                    modelManager.addUnit("PLAYER", "CLERIC", placementUtil());
                    playerResources -= Cleric.cost;
                }
            }

            //  Skill - When F is pressed, units selected will perform skill
            foreach (GameObject unit in units)
            {
                //  Skill - Apprentice Fireball
                if (unit.selected && unit.GetType() == typeof(Apprentice) &&
                    !previousKeyboard.IsKeyDown(Keys.F) && keyPress.IsKeyDown(Keys.F))
                {
                    ((Apprentice)unit).fireball(projMan, theContent, unit, new Vector2(current.X, current.Y));
                }
                if (unit.selected && unit.GetType() == typeof(Archer) &&
                    !previousKeyboard.IsKeyDown(Keys.F) && keyPress.IsKeyDown(Keys.F))
                {
                    ((Archer)unit).rapidFire();
                }
                if (unit.selected && unit.GetType() == typeof(Warrior) &&
                    !previousKeyboard.IsKeyDown(Keys.F) && keyPress.IsKeyDown(Keys.F))
                {
                    ((Warrior)unit).juggernaut();
                }
                if (unit.selected && unit.GetType() == typeof(Rogue) &&
                    !previousKeyboard.IsKeyDown(Keys.F) && keyPress.IsKeyDown(Keys.F))
                {
                    ((Rogue)unit).stealth();
                }
                if (unit.selected && unit.GetType() == typeof(Commander) &&
                    !previousKeyboard.IsKeyDown(Keys.F) && keyPress.IsKeyDown(Keys.F))
                {
                    ((Commander)unit).rally();
                }
                if (unit.selected && unit.GetType() == typeof(Tower) &&
                    !previousKeyboard.IsKeyDown(Keys.F) && keyPress.IsKeyDown(Keys.F))
                {
                    ((Tower)unit).entrench();
                }
                if (unit.selected && unit.GetType() == typeof(BossUnit) &&
                    !previousKeyboard.IsKeyDown(Keys.F) && keyPress.IsKeyDown(Keys.F))
                {
                    ((BossUnit)unit).pound();
                }
                //  Skill - Rogue stealth

                //  SKill - etc.
            }



            //  Update mouse rectangle:
            if (current.LeftButton == ButtonState.Pressed &&
                previous.LeftButton == ButtonState.Pressed
                )
            {
                if (current.X > mouseRecOrigin.X)
                {
                    mouseRec.Width = current.X - mouseRec.X;
                }
                else
                {
                    mouseRec.Width = (int)mouseRecOrigin.X - current.X;
                    mouseRec.X     = current.X;
                }

                if (current.Y > mouseRecOrigin.Y)
                {
                    mouseRec.Height = current.Y - mouseRec.Y;
                }
                else
                {
                    mouseRec.Height = (int)mouseRecOrigin.Y - current.Y;
                    mouseRec.Y      = current.Y;
                }
            }


            previousKeyboard = keyPress;
            //MoraleBar.resourceVal(playerResources);
        }