Exemplo n.º 1
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 public Player(DrawerCollection texes_, Vector2 pos_, List <Property> props_, string name_ = null) : base(texes_, pos_, props_, name_, "player")
 {
     type      = "player";
     dashTimer = new Timer(0.6f);
     dashTimer.Stop();
     invinTimer = new Timer(1f);
 }
Exemplo n.º 2
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 public Machinegun2(DrawerCollection texes_, Vector2 pos_, List <Property> properties_, string name_, string type_ = "turret") : base(texes_, pos_, properties_, name_, "turret")
 {
     baseDmg       = 1;
     shotTimer     = new Timer(0.5f);
     shotDrawTimer = new Timer(0.2f);
     range         = 100;
     upgradePrice  = 50;
 }
Exemplo n.º 3
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 public Villager(DrawerCollection textures_, PositionManager pos_, List <Property> properties_, string name_, string type_) : base(textures_, pos_, properties_, name_, type_)
 {
     state    = VillagerState.walkingLeft;
     pos_.pos = GameData.townMiddle.vec;
     path     = GameData.GetRandomPath();
     GameData.availableCitizens--;
     GameData.citizensOutside++;
 }
Exemplo n.º 4
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 public EnemyFlying(DrawerCollection t_, Vector2 p_, List <Property> prop_, string name_) : base(t_, p_, prop_, name_)
 {
     point      = pos;
     deathTimer = new Timer(1);
     hp         = 2;
     r          = new Random();
     speed      = 0.5f;
 }
Exemplo n.º 5
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 public Sniper2(DrawerCollection texes_, Vector2 pos_, List <Property> properties_, string name_, string type_ = "turret") : base(texes_, pos_, properties_, name_, "turret")
 {
     shotTimer     = new Timer(4f);
     shotDrawTimer = new Timer(0.2f);
     range         = 200;
     upgradePrice  = 40;
     baseDmg       = 15;
 }
Exemplo n.º 6
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 public Enemy(DrawerCollection t_, Vector2 p_, List <Property> prop_, string name_) : base(t_, p_, prop_, name_, "enemy")
 {
     point      = pos;
     deathTimer = new Timer(10);
     hp         = 100;
     worth      = 1;
     r          = new Random();
 }
Exemplo n.º 7
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 public BulletShooter(DrawerCollection texes_, Vector2 pos_, List <Property> props_, float baseAngle_, Bullet baseBullet_, float timer_, float rotSpd_) : base(texes_, pos_, props_)
 {
     angle         = baseAngle_;
     baseBullet    = baseBullet_;
     bulletTimer   = timer_;
     bulletTime    = bulletTimer;
     bullets       = new List <Bullet>();
     rotationSpeed = rotSpd_;
 }
Exemplo n.º 8
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 public EnemyBoss(DrawerCollection t_, Vector2 p_, List <Property> prop_, string name_) : base(t_, p_, prop_, name_)
 {
     point      = pos;
     deathTimer = new Timer(1);
     hp         = 800;
     r          = new Random();
     speed      = 0.2f;
     worth      = 20;
 }
Exemplo n.º 9
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 public Sniper1(DrawerCollection texes_, Vector2 pos_, List <Property> properties_, string name_, string type_ = "turret") : base(texes_, pos_, properties_, name_, "turret")
 {
     baseDmg       = 10;
     shotTimer     = new Timer(5f);
     shotDrawTimer = new Timer(0.2f);
     range         = 200;
     upgradePrice  = 20;
     canHitFlying  = true;
 }
Exemplo n.º 10
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 public Building(DrawerCollection textures_, PositionManager pos_, List <Property> props_, float cd_, string name_ = null, string text_ = null) : base(textures_, pos_, props_, name_, "building")
 {
     maxCd       = cd_;
     isHovered   = false;
     wasClicked  = false;
     hoveredText = text_;
     release     = false;
     level       = 1;
 }
Exemplo n.º 11
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 public EnemyFastboi(DrawerCollection t_, Vector2 p_, List <Property> prop_, string name_) : base(t_, p_, prop_, name_)
 {
     point      = pos;
     deathTimer = new Timer(1);
     hp         = 10;
     r          = new Random();
     speed      = 1f;
     worth      = 1;
 }
Exemplo n.º 12
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        public override Entity CreateEntity(string type_, DrawerCollection dc_ = null, PositionManager pos_ = null, List <Property> props_ = null, string name_ = null)
        {
            //Create the default entity
            if (type_ == "entity")
            {
                return(new Entity(dc_, pos_, props_, name_, type_));
            }

            return(base.CreateEntity(type_, dc_, pos_, props_, name_));
        }
Exemplo n.º 13
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        public Artillery1(DrawerCollection texes_, Vector2 pos_, List <Property> properties_, string name_, string type_ = "turret") : base(texes_, pos_, properties_, name_, "turret")
        {
            baseDmg       = 3;
            shotTimer     = new Timer(2f);
            shotDrawTimer = new Timer(0.2f);
            range         = 80;
            upgradePrice  = 15;

            splodeRange = 15;
        }
Exemplo n.º 14
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 public Restaurant(int _id, int _gmanagerid, int _chainid, int _areaid)
 {
     this.id                  = _id;
     this.chainid             = _chainid;
     this.areaid              = _areaid;
     this.gmanagerid          = _gmanagerid;
     this.inventory           = new Inventory(this.id);
     this.inventoryreports    = new InventoryReportCollection(this.id);
     this.drawers             = new DrawerCollection(this.id, this.gmanagerid);
     this.drawersreports      = new DrawersReportCollection(this.id, this.gmanagerid);
     this.employees           = new EmployeeCollection(this.id);
     this.employeesreports    = new EmployeeReportCollection(this.id);
     this.departments         = new DepartmentCollection(this.id, this.gmanagerid);
     this.derpartmentsreports = new DepartmentReportCollection(this.id);
 }
Exemplo n.º 15
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        public override Entity CreateEntity(string type_, DrawerCollection dc_, Vector2 pos_, List <Property> props_, string name_)
        {
            if (type_ == "item")
            {
                return(new Item(dc_, pos_, props_, name_));
            }

            if (type_ == "pickup")
            {
                return(new Pickup(dc_, pos_, props_, name_));
            }

            if (type_ == "slot")
            {
                return(new InventorySlot(dc_, pos_, props_, name_));
            }

            if (type_ == "tile")
            {
                return(new Tile(dc_, pos_, props_));
            }

            if (type_ == "player")
            {
                return(new Player(dc_, pos_, props_));
            }

            if (type_ == "renemy")
            {
                return(new RunEnemy(dc_, pos_, props_, name_));
            }

            if (type_ == "fenemy")
            {
                return(new FishEnemy(dc_, pos_, props_, name_));
            }

            if (type_ == "flyenemy")
            {
                return(new FlyEnemy(dc_, pos_, props_, name_));
            }

            return(base.CreateEntity(type_, dc_, pos_, props_, name_));
        }
Exemplo n.º 16
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 public ShadowEnt(DrawerCollection texes_, Vector2 pos_, List <Property> props_, string name_, string type_ = "ent") : base(texes_, pos_, props_, name_, type_)
 {
 }
Exemplo n.º 17
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        public DrawerCollection GetDrawerCollection(int id_)
        {
            DrawerCollection dc = null;

            switch (id_)
            {
            case 0:
                dc = new DrawerCollection(new List <TextureDrawer>()
                {
                    new TextureDrawer
                    (
                        tileTexes[0],
                        new HitboxCollection[]
                    {
                        new HitboxCollection(new FRectangle[][] { new FRectangle[] { new FRectangle(0, 0, 50, 20) } }, "collision")
                    }
                    )
                }, "tileDrawer");
                break;

            case 1:
                dc = new DrawerCollection(new List <TextureDrawer>()
                {
                    new TextureDrawer(bgtex, new TextureFrame(new Rectangle(0, 0, 96, 96), new Point(48, 48)))
                }, "bg");
                break;

            case 2:
                dc = new DrawerCollection(new List <TextureDrawer>()
                {
                    new TextureDrawer(bgtex, new TextureFrame(new Rectangle(96, 0, 96, 96), new Point(48, 48)))
                }, "bg");
                break;

            case 3:
                dc = new DrawerCollection(new List <TextureDrawer>()
                {
                    new TextureDrawer(bgtex, new TextureFrame(new Rectangle(192, 0, 96, 96), new Point(48, 48)))
                }, "bg");
                break;

            case 4:
                dc = new DrawerCollection(new List <TextureDrawer>()
                {
                    new TextureDrawer(bgtex, new TextureFrame(new Rectangle(288, 0, 96, 96), new Point(48, 48)))
                }, "bg");
                break;

            case 5:
                dc = new DrawerCollection(new List <TextureDrawer>()
                {
                    new TextureDrawer(bgtex, new TextureFrame(new Rectangle(384, 0, 96, 96), new Point(48, 48)))
                }, "bg");
                break;

            case 6:
                dc = new DrawerCollection(new List <TextureDrawer>()
                {
                    new TextureDrawer
                    (
                        tileTexes[1],
                        new HitboxCollection[]
                    {
                        new HitboxCollection(new FRectangle[][] { new FRectangle[] { new FRectangle(0, 0, 32, 16) } }, "collision")
                    }
                    )
                }, "tileDrawer");
                break;

            case 7:
                dc = new DrawerCollection(new List <TextureDrawer>()
                {
                    new TextureDrawer
                    (
                        tileTexes[2],
                        new TextureFrame(new Rectangle(0, 0, 32, 64), new Point(0, 0)),
                        new HitboxCollection[]
                    {
                        new HitboxCollection(new FRectangle[][] { new FRectangle[] { new FRectangle(0, -4, 16, 36) } }, "collision")
                    }
                    )
                }, "tileDrawer");
                break;

            case 8:
                dc = new DrawerCollection(new List <TextureDrawer>()
                {
                    new TextureDrawer
                    (
                        tileTexes[2],
                        new TextureFrame(new Rectangle(32, 0, 32, 64), new Point(0, 0)),
                        new HitboxCollection[]
                    {
                        new HitboxCollection(new FRectangle[][] { new FRectangle[] { new FRectangle(0, -4, 16, 36) } }, "collision")
                    }
                    )
                }, "tileDrawer");
                break;

            case 9:
                dc = new DrawerCollection(new List <TextureDrawer>()
                {
                    new TextureDrawer
                    (
                        tileTexes[2],
                        new TextureFrame(new Rectangle(64, 0, 32, 64), new Point(0, 0)),
                        new HitboxCollection[]
                    {
                        new HitboxCollection(new FRectangle[][] { new FRectangle[] { new FRectangle(0, -4, 16, 36) } }, "collision")
                    }
                    )
                }, "tileDrawer");
                break;

            case 10:
                dc = new DrawerCollection(new List <TextureDrawer>()
                {
                    new TextureDrawer
                    (
                        tileTexes[2],
                        new TextureFrame(new Rectangle(96, 0, 32, 64), new Point(0, 0)),
                        new HitboxCollection[]
                    {
                        new HitboxCollection(new FRectangle[][] { new FRectangle[] { new FRectangle(0, -4, 16, 36) } }, "collision")
                    }
                    )
                }, "tileDrawer");
                break;

            case 11:
                dc = new DrawerCollection(new List <TextureDrawer>()
                {
                    new TextureDrawer
                    (
                        tileTexes[2],
                        new TextureFrame(new Rectangle(128, 0, 32, 64), new Point(0, 0)),
                        new HitboxCollection[]
                    {
                        new HitboxCollection(new FRectangle[][] { new FRectangle[] { new FRectangle(0, -4, 16, 36) } }, "collision")
                    }
                    )
                }, "tileDrawer");
                break;

            case 12:
                dc = new DrawerCollection(new List <TextureDrawer>()
                {
                    new TextureDrawer
                    (
                        tileTexes[2],
                        new TextureFrame(new Rectangle(0, 0, 160, 64), new Point(0, 0)),
                        new HitboxCollection[]
                    {
                        new HitboxCollection(new FRectangle[][] { new FRectangle[] { new FRectangle(0, -4, 160, 68) } }, "collision")
                    }
                    )
                }, "tileDrawer");
                break;
            }
            return(dc);
        }
Exemplo n.º 18
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 public InventorySlot(DrawerCollection texes_, Vector2 pos_, List <Property> props_, string name_) : base(texes_, pos_, props_, name_)
 {
     type = "slot";
 }
Exemplo n.º 19
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 public Bullet(DrawerCollection texes_, Vector2 pos_, List <Property> props_, float angle_) : base(texes_, pos_, props_, "bullet", "bullet")
 {
     angle = angle_;
     vel   = new Vector2((float)Math.Cos(angle) * 500, (float)Math.Sin(angle) * 500);
 }
Exemplo n.º 20
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        public override Entity CreateEntity(string type_, DrawerCollection dc_, Vector2 pos_, List <Property> props_, string name_)
        {
            if (type_ == "machinegun 1")
            {
                return(new Machinegun1(dc_, pos_, props_, name_));
            }
            if (type_ == "machinegun 2")
            {
                return(new Machinegun2(dc_, pos_, props_, name_));
            }
            if (type_ == "machinegun 3")
            {
                return(new Machinegun3(dc_, pos_, props_, name_));
            }

            if (type_ == "sniper 1")
            {
                return(new Sniper1(dc_, pos_, props_, name_));
            }
            if (type_ == "sniper 2")
            {
                return(new Sniper2(dc_, pos_, props_, name_));
            }
            if (type_ == "sniper 3")
            {
                return(new Sniper3(dc_, pos_, props_, name_));
            }

            if (type_ == "artillery 1")
            {
                return(new Artillery1(dc_, pos_, props_, name_));
            }
            if (type_ == "artillery 2")
            {
                return(new Artillery2(dc_, pos_, props_, name_));
            }
            if (type_ == "artillery 3")
            {
                return(new Artillery3(dc_, pos_, props_, name_));
            }

            if (type_ == "ring")
            {
                return(new Ring(dc_, pos_, props_, name_));
            }

            if (type_ == "enemy")
            {
                return(new EnemyCritter(dc_, pos_, props_, name_));
            }
            if (type_ == "flyenemy")
            {
                return(new EnemyFlying(dc_, pos_, props_, name_));
            }
            if (type_ == "fatenemy")
            {
                return(new EnemyFat(dc_, pos_, props_, name_));
            }
            if (type_ == "ballenemy")
            {
                return(new EnemyBall(dc_, pos_, props_, name_));
            }
            if (type_ == "fastenemy")
            {
                return(new EnemyFastboi(dc_, pos_, props_, name_));
            }
            if (type_ == "boss")
            {
                return(new EnemyBoss(dc_, pos_, props_, name_));
            }
            return(base.CreateEntity(type_, dc_, pos_, props_, name_));
        }
Exemplo n.º 21
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 public Tile(DrawerCollection textures_, Vector2 pos_, List <Property> properties_) : base(textures_, pos_, properties_, "tile", "tile")
 {
 }
Exemplo n.º 22
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 public Item(DrawerCollection texes_, Vector2 pos_, List <Property> props_, string name_) : base(texes_, pos_, props_, name_)
 {
     type = "item";
 }
Exemplo n.º 23
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 public Player(DrawerCollection textures_, Vector2 pos_, List <Property> properties_) : base(textures_, pos_, properties_, "player", "player")
 {
 }
Exemplo n.º 24
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 public Tile(DrawerCollection texes_, Vector2 pos_, List <Property> props_, string name_ = null) : base(texes_, pos_, props_, name_, "tile")
 {
 }
Exemplo n.º 25
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 public Enemy(DrawerCollection texes_, Vector2 pos_, List <Property> props_, string name_, string type_ = "enemy") : base(texes_, pos_, props_, name_, type_)
 {
 }
Exemplo n.º 26
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 public God(DrawerCollection textures_, PositionManager pos_, List <Property> properties_, string name_, string type_) : base(textures_, pos_, properties_, name_, type_)
 {
     state      = GodState.Idle;
     mood       = GodMood.Ok;
     currentTex = textures.GetTex("idle");
 }
Exemplo n.º 27
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 public Pickup(DrawerCollection texes_, Vector2 pos_, List <Property> props_, string name_) : base(texes_, pos_, props_, name_)
 {
     type = "pickup";
 }