public void checkTarget(BattlePuppet enemy) { if (distance(enemy.HitBox.Center) <= sightRange) { BattleTargets.Add(enemy); } }
private void generatePlayerPuppets(Army army, Point startPosition) { foreach (Squad squad in army.squads) { if (squad != null) { BattlePuppetSquad puppetSquad = new BattlePuppetSquad(); Rectangle squadRect = new Rectangle(startPosition.X + squad.Row * BattleArea.Height / 8, startPosition.Y + squad.Column * BattleArea.Height / 8, BattleArea.Height / 8, BattleArea.Height / 8); for (int i = 0; i < squad.MaxSize; i++) { if (squad.units[i] != null) { BattlePuppet temp = new BattlePuppet(this, squad.units[i], squadRect.X + squadRect.Width - (i * (squadRect.Width / squad.MaxSize)), squadRect.Y + (squadRect.Height / 2), BattleArea.Center); temp.Destination = new Point(BattleArea.Right, temp.HitBox.Y); PlayerPuppets.Add(temp); puppetSquad.puppets.Add(temp); ////leader //if (i == 0) //{ // PlayerPuppets.Add(new BattlePuppet(squad.units[i], squadRect.X + squadRect.Width - (squadRect.Width / 4), squadRect.Y + (squadRect.Height / 3), BattleArea.Center)); //} ////others //else //{ // PlayerPuppets.Add(new BattlePuppet(squad.units[i], squadRect.X + squadRect.Width - (squadRect.Width / 4), squadRect.Y + (squadRect.Height / 3), BattleArea.Center)); //} } } PlayerSquads.Add(puppetSquad); // foreach (Unit unit in squad.units) // { // if (unit != null) // { // //get init position from squad // BattlePuppet puppet = new BattlePuppet(unit, 0, 0, 2); // puppets.Add(puppet); // } // } } } }