コード例 #1
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ファイル: Projectile.cs プロジェクト: zws3mb/retribution
 public Projectile(Vector2 position, int damage, GameObject target, int health = 1, int attackRange = 0)
     : base(health, position, damage, attackRange)
 {
     this.target = target;
     this.isMoving = true;
     //this.attackWait = 60;
     collided = false;
 }
コード例 #2
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ファイル: Selector.cs プロジェクト: zws3mb/retribution
 public void isColliding(GameObject unit)
 {
     if (this.selectionSpace.Intersects(unit.Bounds) && this.isInteractable == true)
     {
         this.setOccupied(true);
     }
     else this.setOccupied(false);
 }
コード例 #3
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ファイル: Arrow.cs プロジェクト: zws3mb/retribution
 public Arrow(Vector2 position, int damage, GameObject target, int health = 1, int attackRange = 0)
     : base(position, damage, target, health, attackRange)
 {
     this.damage = 1;
     this.position = position;
     this.moveSpeed = 3;
     //attackWait = 300;
 }
コード例 #4
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 public void create(String s, GameObject start, GameObject obj)
 {
   if(s=="arrow")
   {
    // Arrow arr=new Arrow(obj, start);
       //need to add arrow to projectileManager
   }
 }
コード例 #5
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ファイル: Catapult.cs プロジェクト: zws3mb/retribution
 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;
 }
コード例 #6
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ファイル: Apprentice.cs プロジェクト: zws3mb/retribution
 //  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;
 }
コード例 #7
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ファイル: Rogue.cs プロジェクト: zws3mb/retribution
 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;
 }
コード例 #8
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ファイル: Warrior.cs プロジェクト: zws3mb/retribution
        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;
        }
コード例 #9
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ファイル: Apprentice.cs プロジェクト: zws3mb/retribution
 //  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;
     }
 }
コード例 #10
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ファイル: InfoCard.cs プロジェクト: zws3mb/retribution
 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);
     
 }
コード例 #11
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ファイル: Archer.cs プロジェクト: zws3mb/retribution
 //  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;
 }
コード例 #12
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ファイル: Iceball.cs プロジェクト: zws3mb/retribution
  //public string state;
  //public Texture2D image;
 
  public Iceball(Vector2 position, int damage, GameObject target, int health = 1, int attackRange = 0)
      : base(position, damage, target, health, attackRange)
  {
      this.position = position;
      this.moveSpeed = 6;
      this.type = "ICEBALL";
      this.collisionType = "homing";
      //this.health = 1000;
      //this.damage = 6;
      //this.attackSpeed = 0;
      //this.attackRange = 1;
      //this.moveSpeed = 20;
      //this.position = position;
      //this.animationState        //  The actual animation the object is performing (moving left, moving right, attacking, etc.)
      //this.animationFrame   //  Keeps track of the animation frame the object is on
      //this.animationTime    //  Calculates how much time has passed since animation began
      //this.attackReady = true;
      //this.collisionType = "object";
  }
コード例 #13
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ファイル: AIManager.cs プロジェクト: zws3mb/retribution
        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;
            //    }
            //}
        }
コード例 #14
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ファイル: Tower.cs プロジェクト: zws3mb/retribution
 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);
 }
コード例 #15
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ファイル: AIManager.cs プロジェクト: zws3mb/retribution
        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;

               // }
            //}
        }
コード例 #16
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ファイル: InputManager.cs プロジェクト: zws3mb/retribution
        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;
        }
コード例 #17
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ファイル: AIManager.cs プロジェクト: zws3mb/retribution
 public void special(GameObject unit)
 {
     switch (unit.type)
     {
         case "ARCHER":
             ((Archer)unit).rapidFire();
             break;
         case "COMMANDER":
             ((Commander)unit).rally();
             break;
         case "ROGUE":
             ((Rogue)unit).stealth();
             break;
         case "WARRIOR":
             ((Warrior)unit).juggernaut();
             break;
         case "BOSS":
             ((BossUnit)unit).pound();
             break;
     }
 }
コード例 #18
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ファイル: GameObject.cs プロジェクト: zws3mb/retribution
 //  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;
 }
コード例 #19
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ファイル: GameObject.cs プロジェクト: zws3mb/retribution
 public Boolean IsInRange(GameObject target)
 {
    double distance;
    distance = (int) Math.Sqrt(Math.Pow((this.position.X - target.position.X), 2) + Math.Pow((this.position.Y - target.position.Y), 2));
    if (distance <= this.attackRange)
    {
        //aiTarget = target;
        return true;
    }
    else return false;
 }
コード例 #20
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ファイル: GameObject.cs プロジェクト: zws3mb/retribution
        //public abstract void Die();

        //  Return true if this object collides with target object
        public bool collidesWith(GameObject target)
        {
            if (this.Bounds.Intersects(target.Bounds))
                return true;

            else
                return false;
        }
コード例 #21
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ファイル: Map.cs プロジェクト: zws3mb/retribution
        public Tile GetContainingTile(GameObject myObject)
        {
            float xPosition = myObject.Bounds.Center.X;
            float yPosition = myObject.Bounds.Center.Y;
               
            //List<Tile> intersectingTiles = new List<Tile>();     

            for (int y = 0; y < height; y++)
            {
                for (int x = 0; x < width; x++)
                {

                    if(xPosition >= mapTiles[y,x].origin.X && xPosition <= mapTiles[y,x].origin.X + mapTiles[y,x].width
                       && yPosition >= mapTiles[y,x].origin.Y && yPosition <= mapTiles[y,x].origin.Y + mapTiles[y,x].width
                       )
                    {
                        return mapTiles[y, x];
                    }

                }
            }

            return null;
            
        }
コード例 #22
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ファイル: BossUnit.cs プロジェクト: zws3mb/retribution
 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);                      
         
     }
     
 }