Esempio n. 1
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 public static ProjectileManager getInstance()
 {
     if (instance == null)
     {
         instance = new ProjectileManager();
         return instance;
     }
     else
         return instance;
 }
Esempio n. 2
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 public override void Attack(GameObject target, ContentManager content, ProjectileManager projMan)
 {
     //attackSound(content);
     Vector2 corrected = Vector2.Add(position, new Vector2(16, 16));
     Projectile projectile = new Rocktile(corrected, 100, target, 100, 0);
     Vector2 direction = MovementManager.getNormalizedVector(projectile.position, target.position);
     projectile.setDestination(direction, target.position);
     projectile.LoadContent(content);
     projMan.proj.Add(projectile);
     this.animateState = "attack";
     this.animateTime = 0;
 }
Esempio n. 3
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 //  TyDo: Create a new projectile that deals less damage than an arrow, but for now just make it the fireball
 //  Attack the target (not homing). Create a new object projectile sent in the direction of target
 //  The new attack code
 public override void Attack(GameObject target, ContentManager content, ProjectileManager projMan)
 {
     this.soundEffect = content.Load<SoundEffect>("fireball.wav");
     soundEffect.Play();
     Vector2 corrected = Vector2.Add(position, new Vector2(16, 16));
     Projectile projectile = new Iceball(corrected, 0, target, 1, 0);
     Vector2 direction = MovementManager.getNormalizedVector(projectile.position, target.position);
     projectile.setDestination(direction, target.position);
     projectile.LoadContent(content);
     projMan.proj.Add(projectile);
     this.animateState = "attack";
     this.animateTime = 0;
 }
Esempio n. 4
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 public override void Attack(GameObject target, ContentManager content, ProjectileManager projMan)
 {
     base.Attack(target, content, projMan);
     if (stealthTimer.Enabled)
     {
         //stealthTimer.Start();
         foreach (GameObject unit in ModelManager.artificial)
         {
             if (unit.aiTarget == this)
                 unit.aiTarget = null;
         }
     }
     this.animateState = "attack";
     this.animateTime = 0;
 }
Esempio n. 5
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        public override void Attack(GameObject target, ContentManager content, ProjectileManager projMan)
        {
            //if (!juggernautTimer.Enabled)
            //{
            //    damage = 15;
            //    attackSpeed = 320;
            //    moveSpeed = 1;
            //    specialAttack = false;
            //    attackRange = 50;
            //}

            attackSound(content);
            target.health -= this.damage;
            this.animateState = "attack";
            this.animateTime = 0;
        }
Esempio n. 6
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 //  On skill key press, conjur a fireball and send it to target location
 //  TyNote: Create a fireball unit and set destination to target location (not homing). Dies on first collision or at end of path.
 //  TyDo: Fireball has a life timer
 //  TyDo: Make this a spell. For now, it's implemented as the autoattack
 public void fireball(ProjectileManager projMan, ContentManager content, GameObject target, Vector2 destination)
 {
     Fireball fireballTest = null;
     if (!fireballTimer.Enabled)
     {
         fireballTimer.Start();
         fireballTest = new Fireball(this.position,10, target, 1, 0);
         this.myArrow = fireballTest;
         Vector2 direction = MovementManager.getNormalizedVector(this.position, destination);
         fireballTest.setDestination(direction, destination);
         fireballTest.LoadContent(content);
         projMan.proj.Add(fireballTest);
         this.animateState = "attack";
         this.animateTime = 0;
     }
 }
Esempio n. 7
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 //  The new attack code
 public override void Attack(GameObject target, ContentManager content, ProjectileManager projMan)
 {
     //if (!rapidFireTimer.Enabled)
     //{
     //    specialAttack = false;
     //    attackSpeed = 180;
     //}
     attackSound(content);
     Vector2 corrected = Vector2.Add(position, new Vector2(16, 16));
     Projectile projectile = new Arrow(corrected, 100, target, 100, 0);
     myArrow = projectile;
     Vector2 direction = MovementManager.getNormalizedVector(projectile.position, target.position);
     projectile.setDestination(direction, target.position);
     projectile.LoadContent(content);
     projMan.proj.Add(projectile);
     this.animateState = "attack";
     this.animateTime = 0;
 }
Esempio n. 8
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 public override void Attack(GameObject target, ContentManager content, ProjectileManager projMan)
 {
     attackSound(content);
     Vector2 corrected = Vector2.Add(position, new Vector2(16, 16));
     Projectile projectile = new Arrow(corrected, 100, target, 100, 0);
     projectile.damage = this.damage;
     Vector2 direction = MovementManager.getNormalizedVector(projectile.position, target.position);
     projectile.setDestination(direction, target.position);
     projectile.LoadContent(content);
     projMan.proj.Add(projectile);
 }
Esempio n. 9
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        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            try
            {
                Window.AllowUserResizing = true;
                //graphics.CreateDevice();
                graphics.PreferredBackBufferHeight = 704;
                graphics.PreferredBackBufferWidth = 1024;
                graphics.IsFullScreen = false;
             //   graphics.ToggleFullScreen();
                graphics.ApplyChanges();
            }
            catch
            {
            }
            // Create a new SpriteBatch, which can be used to draw textures.
            ClickTimer = 0;
            groupedUnits = new Dictionary<Keys, List<GameObject>>();
            spriteBatch = new SpriteBatch(GraphicsDevice);
            // TODO: Add your initialization logic here
            defeatScreen = new Map("Content/defeatScreen.txt");
            mainScreen = new Map("Content/MainScreen.txt");
            levelSelect = new Map("Content/levelSelect.txt");
            castleDefense = new Map("Content/castleDefense.txt");
            riverDefense = new Map("Content/riverDefense.txt");
            castleSiege = new Map("Content/castleSiege.txt");
            victoryScreen = new Map("Content/victoryScreen.txt");
            mainScreenSelector = new Selector(new Rectangle(448, 0, 128, 64), mainScreen, levelSelect, true);
            castleDefenseSelector = new Selector(new Rectangle(96, 320, 192, 96), levelSelect, castleDefense, false);
            riverDefenseSelector = new Selector(new Rectangle(416, 320, 192, 96), levelSelect, riverDefense, false);
            castleSiegeSelector = new Selector(new Rectangle(736, 320, 192, 96), levelSelect, castleSiege, false);
            defeatScreenSelector = new Selector(new Rectangle(448, 256, 128, 64), defeatScreen, mainScreen, false);
            victoryScreenSelector = new Selector(new Rectangle(448, 288, 128, 64), victoryScreen, mainScreen, false);
            modMan = ModelManager.getInstance(ref mainScreen);
            loadMan = LoadManager.getInstance();
            projMan = ProjectileManager.getInstance();
            screenManager = ScreenManager.getInstance();
            // Add all maps to screenManager.allMaps
            screenManager.allMaps.Add(defeatScreen);
            screenManager.allMaps.Add(mainScreen);
            screenManager.allMaps.Add(levelSelect);
            screenManager.allMaps.Add(castleDefense);
            screenManager.allMaps.Add(riverDefense);
            screenManager.allMaps.Add(castleSiege);
            screenManager.allMaps.Add(victoryScreen);
            // Add all selectors to screenManager.allSelectors
            screenManager.allSelectors.Add(defeatScreenSelector);
            screenManager.allSelectors.Add(mainScreenSelector);
            screenManager.allSelectors.Add(castleDefenseSelector);
            screenManager.allSelectors.Add(riverDefenseSelector);
            screenManager.allSelectors.Add(castleSiegeSelector);
            screenManager.allSelectors.Add(victoryScreenSelector);
            // Set initial maps; These will always be defeatScreen, mainScreen and levelSelect,
            // since the user spawns on mainScreen
            screenManager.prevMap = defeatScreen;
            screenManager.currentMap = mainScreen;
            screenManager.nextMap = levelSelect;
            healthChecker = new HealthSystem(ModelManager.player, ModelManager.artificial);
            attackChecker = new AttackSystem(ref ModelManager.player, ref ModelManager.artificial);
            attackChecker.linkSystem(projMan);
            attackChecker.linkContent(Content);
            movementManager = MovementManager.getInstance();
            movementManager.setMap(mainScreen);
            inputManager = new InputManager(ref modMan);
            aiManager = AIManager.getInstance(ref mainScreen);
            mBar = new MoraleBar(ref modMan);
            gui = new GUIButtons(ref modMan);
            info = new InfoCard(ref modMan);
            inputManager.linkGUI(gui);
            MoraleBar.resourceVal(buildResources);
            mousePrev = Mouse.GetState();
            //Create Player's units
            //testInitialization();
           


            testCommander();
            base.Initialize();
            this.IsMouseVisible = true;
           
           
        }
Esempio n. 10
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        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);
        }
Esempio n. 11
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 //  Issue attack. Alpha method that damages target. No other skills or actions are implemented in the Alpha Version
 public virtual void Attack(GameObject target, ContentManager content, ProjectileManager projMan)
 {
     attackSound(content);
     target.health -= this.damage;
     this.animateState = "attack";
     this.animateTime = 0;
 }
Esempio n. 12
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 public override void Attack(GameObject target, ContentManager content, ProjectileManager projMan)
 {
     Vector2 corrected = Vector2.Add(position, new Vector2(16, 16));
     for (int x = 0; x < 4; x++)
     {
         Fireball projectile = new Fireball(corrected, 0, this, 1, 0);
         Vector2 direction = MovementManager.getNormalizedVector(projectile.position, circleFire(x));
         projectile.setDestination(direction, circleFire(x));
         projectile.LoadContent(content);
         projMan.proj.Add(projectile);                      
         
     }
     
 }
Esempio n. 13
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 public void linkSystem(ProjectileManager newMan)
 {
     projMan = newMan;
 }