public void UpdateMe(ImportantChar vip, GameTime gt, List <EnemyChar> enemies) { m_vip = vip; m_vipCoords = new Point(m_vip.CoordsX, m_vip.CoordsY); LockHP(); ClampOverHeal(); m_healthBar.UpdateBar(); // Update the rectangle position, mouse position and mouse target coordinates. #region Update Coordinates // Move the rectangle with the character. m_rect.X = (int)(m_position.X - m_origin.X); m_rect.Y = (int)(m_position.Y - m_origin.Y); m_snapCircle.Centre = m_position; m_viewCircle.Centre = m_position; m_outerDetectionCircle.Centre = m_position; m_innerDetectionCircle.Centre = m_position; m_fightingCircle.Centre = m_position; m_selectionCircle.Centre = m_position; #endregion if (!m_map.Tiles[m_xCoords, m_yCoords].IsOccupied) { m_map.Tiles[m_xCoords, m_yCoords].IsOccupied = true; m_map.Tiles[m_xCoords, m_yCoords].OccupiedChar = this; } Selection(); UpdateStates(gt, enemies); m_oldVipCoords = m_vipCoords; }
public virtual void UpdateMe(ImportantChar vip, GameTime gt, ContentManager content, List <EnemyChar> enemyList, List <MessagePopup> popups, PlayerStats userData, List <Tower> towers, List <GameChar> friendlies, List <BaseProjectile> projectiles) { m_vip = vip; m_vipCoords = new Point(m_vip.CoordsX, m_vip.CoordsY); LockHP(); m_healthBar.UpdateBar(m_position); // Update the rectangle position, mouse position and mouse target coordinates. #region Update Coordinates // Move the rectangle with the character. m_rect.X = (int)(m_position.X - m_origin.X); m_rect.Y = (int)(m_position.Y - m_origin.Y); m_snapCircle.Centre = m_position; m_viewCircle.Centre = m_position; m_outerDetectionCircle.Centre = m_position; m_innerDetectionCircle.Centre = m_position; m_fightingCircle.Centre = m_position; m_collisionCircle.Centre = m_position; #endregion UpdateStates(gt, content, enemyList, popups, userData, towers, friendlies, projectiles); m_oldVipCoords = m_vipCoords; }
public void UpdateManager(GameTime gt, InputManager inputManager, ContentManager Content, Camera cam, PlayerStats userData, List <MessagePopup> popUpList, ImportantChar vip, List <BaseProjectile> projectiles, ref List <GameChar> allies, ref List <EnemyChar> enemies, ref List <Tower> gameTowers) { // Update Towers for (int i = 0; i < gameTowers.Count; i++) { gameTowers[i].UpdateTower(gt, enemies, allies, projectiles, Content, gameTowers); } // Update Allies for (int i = 0; i < allies.Count; i++) { if (allies[i] is ImportantChar) { ImportantChar importantPerson = (ImportantChar)allies[i]; importantPerson.UpdateMe(inputManager, cam, gt); vip = importantPerson; } else { GuardChar guard = (GuardChar)allies[i]; guard.UpdateMe(vip, gt, enemies); } } // Update Enemies for (int i = 0; i < enemies.Count; i++) { enemies[i].UpdateMe(vip, gt, Content, enemies, popUpList, userData, gameTowers, allies, projectiles); } }
public void UpdateZone(ImportantChar vip) { // Checks if player is within the zone if (m_completionZone.Contains((int)vip.Position.X, (int)vip.Position.Y)) { m_complete = true; } else { m_complete = false; } }