Esempio n. 1
0
 private void bunkerHealing(Bunker bunker)
 {
     if (bunker.health != 0 && bunker.health != 3)
     {
         bunker.health++;
     }
 }
Esempio n. 2
0
        Bunker enemyBunkerToHeal()
        {
            Random rdn                  = new Random();
            int    bunkersChosen        = 0;
            int    bunkersAliveIterator = 0;
            Bunker temp                 = new Bunker(this, 0, 20, 20);


            bunkersChosen = rdn.Next(0, bunkersAliveCounter);

            foreach (var subcollection in bunkers[gameParams.level - 1])
            {
                foreach (var bunker in subcollection)
                {
                    if (bunkersAliveIterator == bunkersChosen)
                    {
                        temp = bunker;
                    }
                    if (bunker.health != 0)
                    {
                        bunkersAliveIterator++;
                    }
                }
            }
            return(temp);
        }
Esempio n. 3
0
        void timerTick(object sender, EventArgs e)
        {
            ticPrescaler++;

            Tower  tempTower  = new Tower(this, 0);
            Bunker tempBunker = new Bunker(this, 0);

            if (ticPrescaler > ticPrescalerMax)
            {
                ticPrescaler = 0;

                if (gameParams.reload < barsLength)
                {
                    if (gameParams.reload <= barsLength - ticMultiplier)
                    {
                        gameParams.reload += ticMultiplier;
                    }
                    else
                    {
                        gameParams.reload = barsLength;
                    }
                }
            }
            if (bunkersAliveCounter != 0)
            {
                bunkerHealingIterator++;
                if (bunkerHealingIterator == bunkerHealingTime)
                {
                    bunkerHealingIterator = 0;
                    tempBunker            = enemyBunkerToHeal();
                    bunkerHealing(tempBunker);
                }
            }
            if (towersAliveCounter != 0)
            {
                towerSalvoIterator++;
                if (towerSalvoIterator == towerSalvoTime)
                {
                    towerSalvoIterator = 0;
                    tempTower          = enemyTowerToShoot();
                    towerSalvo(tempTower);
                }
            }

            playerShoot();
        }