Exemplo n.º 1
0
        public Tower(string towerID, Type type, Vector2 position, Coordinates coords, int level = 1, int range = 200, int health = 100, int damage = 500, float fireRate = 2f)
        {
            TowerID = towerID;
            TowerListener.Add(this);

            TypeofTower      = type;
            TowerProjectiles = new List <Projectile>();
            Rotation         = 0;
            Position         = position;
            Level            = level;
            Range            = range;
            Health           = health;
            Damage           = damage;
            FireRate         = fireRate;
            shootTimer       = fireRate;

            switch (type)
            {
            case Type.Gun:
                Sprite    = Art.TowerGun[level - 1];
                Damage    = 500;
                TowerType = "Gun";
                break;

            case Type.Rocket:
                Sprite    = Art.TowerRocket[level - 1];
                Damage    = 1700;
                FireRate  = 0.5f;
                TowerType = "Rocket";
                break;

            case Type.SAM:
                Sprite    = Art.TowerSAM[level - 1];
                Damage    = 250;
                TowerType = "SAM";
                break;

            case Type.Tesla:
                Sprite    = Art.TowerTesla[level - 1];
                Damage    = 40;
                FireRate  = 100;
                TowerType = "Tesla";
                break;
            }

            towerCoords = new Coordinates(coords.x, coords.y);
            healthBar   = new UiStatusBars(health, new Vector2(32, 12), Position - new Vector2(Art.TowerGun[0].Width / 2, 20), Art.HpBar[0], Art.HpBar[1]);
        }
Exemplo n.º 2
0
        public UiTopGameScreen(GraphicsDevice graphicsDevice) : base(GameManager.WIDTH, GameManager.HEIGHT)
        {
            healthBar     = new UiStatusBars(graphicsDevice, 100, new Vector2(100, 25), new Vector2(300, 10), Color.Red, Color.Green);
            waveStats     = new List <UiTextString>();
            currencyStats = new List <UiTextString>();
            timers        = new List <UiTextString>();
            popUpText     = new List <UiTextString>();

            Add(ref waveStats);
            Add(ref currencyStats);
            Add(ref timers);
            Add(ref popUpText);
            Add(ref healthBar);

            CreateUi(graphicsDevice);
        }
Exemplo n.º 3
0
        public UiTopGameScreen(GraphicsDevice graphicsDevice) : base(GameManager.WIDTH, GameManager.HEIGHT)
        {
            healthBar = new UiStatusBars(100, new Vector2(437, 39), new Vector2(384, 45), Art.HpBar[0], Art.HpBar[1]);
            waveStats = new List<UiTextBox>();
            currencyStats = new List<UiTextBox>();
            timers = new List<UiTextBox>();
            popUpText = new List<UiTextString>();
            topScreenButtons = new List<UiButton>();

            Add(ref waveStats);
            Add(ref currencyStats);
            Add(ref timers);
            Add(ref popUpText);
            Add(ref healthBar);
            Add(ref topScreenButtons);

            CreateUi(graphicsDevice);
        }
Exemplo n.º 4
0
        public Tower(string towerID, Type type, Vector2 position, Coordinates coords, int level = 1, int range = 200, int health = 100, int damage = 500, float fireRate = 2f)
        {
            TowerID = towerID;
            TowerListener.Add(this);

            TypeofTower = type;
            TowerProjectiles = new List<Projectile>();
            Rotation = 0;
            Position = position;
            Level = level;
            Range = range;
            Health = health;
            Damage = damage;
            FireRate = fireRate;
            shootTimer = fireRate;

            switch (type)
            {
                case Type.Gun:
                    Sprite = Art.TowerGun[level - 1];
                    Damage = 500;
                    TowerType = "Gun";
                    break;
                case Type.Rocket:
                    Sprite = Art.TowerRocket[level - 1];
                    Damage = 1700;
                    FireRate = 0.5f;
                    TowerType = "Rocket";
                    break;
                case Type.SAM:
                    Sprite = Art.TowerSAM[level - 1];
                    Damage = 250;
                    TowerType = "SAM";
                    break;
                case Type.Tesla:
                    Sprite = Art.TowerTesla[level - 1];
                    Damage = 40;
                    FireRate = 100;
                    TowerType = "Tesla";
                    break;
            }

            towerCoords = new Coordinates(coords.x, coords.y);
            healthBar = new UiStatusBars(health, new Vector2(32, 12), Position - new Vector2(Art.TowerGun[0].Width / 2, 20), Art.HpBar[0], Art.HpBar[1]);
        }