public override void EffectOfAoe(float Aoe, Enemies EnemOfInitialHit, List <Enemies> enemy, Bullet bullet) { EffectsManager.AddEarthSparksEffects(EnemOfInitialHit.CenterofSprite, EnemOfInitialHit.Direction); base.EffectOfAoe(Aoe, EnemOfInitialHit, enemy, bullet); }
public void OnHit(List <Enemies> listOfEnemies, Enemies enemCollidedWith) { AoeEffect.EffectOfAoe(Aoe, enemCollidedWith, listOfEnemies, this); }
//How A Left MouseClick is Handled. private void MouseClicked() { //Code To CheckIf We ClickedOnAnEnemy. foreach (Enemies enem in EnemiesInGame) { if (enem.CheckIfClicked(MouseWorldRect)) { NullifyEverything(); EnemySelected = enem; if (!(EnemySelected.Type.ToString().Equals("Composite"))) { GetEnemyElement(); } EnemySelected.spriteAnimation.Shader = shader; return; } } //Check if the SpinButtonIsClicked, if (spinButton.CheckIfClicked(MouseWorldRect)) { SpinButtonClicked(); } //If We are on the the Tower SelectionScreen. if (spinButton.isAnimation1) { //Check If any of the towers have been Clicked. foreach (Tower T in TowersInGame) { if (T.CheckIfClicked(MouseWorldRect)) { NullifyEverything(); CircleEffect = new DrawAble(new SpriteAnimation(CreateCircle((int)T.TowerRange)), T.Location, 0, 0); Vector2 CricleEffectLocation = CircleEffect.Location; CricleEffectLocation.X -= CircleEffect.spriteAnimation.CurrentAnimation.CurrentRect.Width / 2; CricleEffectLocation.Y -= CircleEffect.spriteAnimation.CurrentAnimation.CurrentRect.Height / 2; CricleEffectLocation.X += T.spriteAnimation.CurrentAnimation.CurrentRect.Width / 2; CricleEffectLocation.Y += T.spriteAnimation.CurrentAnimation.CurrentRect.Height / 2; CircleEffect.Location = CricleEffectLocation; CircleEffect.spriteAnimation.TintColor = Color.Red; CurrentlySelected = T; CurrentlySelected.spriteAnimation.Shader = shader; CurrentlySelected.TurretAnim.Shader = shader; CreateSellButton(); DisplayNewButtons(); return; } } //How To Handle A ButtonClick in TowerSection. foreach (Button b in ButtonsToDisplay) { ButtonTower BT = b as ButtonTower; //We Know it is of the ButtonTower Kind. if (b.CheckIfClicked(MouseWorldRect)) { if (CurrentlySelected != null && CurrentlyClicked == null) //This Statement is True If We Want To update a tower. { Tower t = BT.Value; if (CheckIfElementsRequirementMet(CurrentlySelected, t)) { if (Gold >= BT.GoldToCreate) { Game1.sound.playSound("OnTowerCreation"); //if (r.Next(1, 9) < 4) //{ // Game1.sound.playSound("FoolishDecision"); //} //else if (r.Next(1, 9) > 6) //{ // Game1.sound.playSound("SoYouThink"); //} Gold -= BT.GoldToCreate; TowersInGame.Add(t.Copy(CurrentlySelected.Location, BT.GoldToCreate / 2)); TowersInGame.Remove(CurrentlySelected); NullifyEverything(); FlipFlopButtons(); } else { EffectsManager.NoGoldEffect(); } } else { EffectsManager.NotEnoughElements(); } } else // This Runs When We are making a base Tower { CurrentlyClicked = BT.Value; TowerToDisplay = CurrentlyClicked.Copy(BT.Location, BT.GoldToCreate / 2); } return; } } // End Of Button Looping Code for Tower Panel. // This Runs When We have Clicked On a Button to Create a tower and we are not intersecting with the panel. It shows the red and green tower. if (CurrentlyClicked != null && !(PanelRec.Intersects(MouseScreenRect))) { Vector2 TileAtClick = tilemap.GetCollTileAtPixel(new Vector2(MouseWorldRect.X, MouseWorldRect.Y)); if (tilemap.GetCollCellIndex(TileAtClick) == 1) { if (Gold >= DefaultTowerCost) { //This Code will Create A Default Tower if you have selected it.C:\Users\Arsinx\documents\visual studio 2010\Projects\EleTD\EleTD\EleTD\EffectsManager.cs Gold -= DefaultTowerCost; Game1.sound.playSound("OnTowerCreation"); //if (r.Next(1, 9) < 4) //{ // Game1.sound.playSound("FoolishDecision"); //} //else if (r.Next(1, 9) > 6) //{ // Game1.sound.playSound("SoYouThink"); //} TileAtClick *= 64; TowersInGame.Add(CurrentlyClicked.Copy(TileAtClick, DefaultTowerCost)); // We are not Dividing the Tower Cost By 2 Because the basic tower has full Sell price. tilemap.SetCollisionTile((int)TileAtClick.X, (int)TileAtClick.Y, 0); CurrentlyClicked = null; TowerToDisplay = null; return; } else { EffectsManager.NoGoldEffect(); } } else { EffectsManager.CantBuildEffect(); Game1.sound.playSound("CannotBuildTower"); return; } } // End OF Selected Tower Display Code. //If We Click the Sell Button. if (CurrentlySelected != null) { if (sellButton.CheckIfClicked(MouseWorldRect)) { TowersInGame.Remove(sellButton.Value); Game1.sound.playSound("OnTowerSell"); if (r.Next(1, 9) > 6) { Game1.sound.playSound("FoolishDecision"); } EffectsManager.WritingEffect(sellButton.Value.CenterofSprite, sellButton.Value.SellPrice); Gold += sellButton.Value.SellPrice; NullifyEverything(); FlipFlopButtons(); return; } } // End of Sell Code } else //If Elements Screen is the main screen. { //How to handle elements if we are in the screen for Elements. foreach (Button b in ButtonsToDisplay) { if (b.CheckIfClicked(MouseWorldRect)) { ButtonElement BE = b as ButtonElement; if (Materia > 0) { BoughtElementsList.Add(BE.Type); Materia--; return; } else { EffectsManager.NotEnoughMateria(); } } } //TowerClick In Elements Section. foreach (Tower T in TowersInGame) { if (T.CheckIfClicked(MouseWorldRect)) { SpinButtonClicked(); CurrentlySelected = T; CurrentlySelected.spriteAnimation.Shader = shader; CurrentlySelected.TurretAnim.Shader = shader; CreateSellButton(); DisplayNewButtons(); return; } } } NullifyEverything(); FlipFlopButtons(); }
public virtual void EffectOfAoe(float Aoe, Enemies EnemOfInitialHit, List <Enemies> enemy, Bullet bullet) { return; }