Exemplo n.º 1
0
        public override void Atack(Player player, GameTime gameTime)
        {
            if (!IsReloading)
            {
                MissileBase missile = new MissileBase(player, AtackPoints, Random.NextDouble() <= Accuracy,
                                                      new Point((int)(2 * (500 - PosX) * (1.5 - (double)player.PlayerID) + 500),
                                                                (int)Force.PosY + (int)(170 * 0.2)),
                                                      new Point((int)(2 * (500 - player.PlayerBase.PosX) * ((double)player.PlayerID - 1.5) + 500),
                                                                (int)Force.PosY + (int)(170 * 0.2)));

                MissileBase missile2 = new MissileBase(player, AtackPoints, Random.NextDouble() <= Accuracy,
                                                       new Point((int)(2 * (500 - PosX) * (1.5 - (double)player.PlayerID) + 500),
                                                                 (int)Force.PosY + (int)(170 * 0.2)),
                                                       new Point((int)(2 * (500 - player.PlayerBase.PosX) * ((double)player.PlayerID - 1.5) + 500),
                                                                 (int)Force.PosY + (int)(170 * 0.2)));

                MissileBase missile3 = new MissileBase(player, AtackPoints, Random.NextDouble() <= Accuracy,
                                                       new Point((int)(2 * (500 - PosX) * (1.5 - (double)player.PlayerID) + 500),
                                                                 (int)Force.PosY + (int)(170 * 0.2)),
                                                       new Point((int)(2 * (500 - player.PlayerBase.PosX) * ((double)player.PlayerID - 1.5) + 500),
                                                                 (int)Force.PosY + (int)(170 * 0.2)));

                GameEffectsEngine.Add(missile);

                GameEventEngine.Add(new GameEventDelayed(() => { GameEffectsEngine.Add(missile2); }, 0.04));

                GameEventEngine.Add(new GameEventDelayed(() => { GameEffectsEngine.Add(missile3); }, 0.08));

                GameEventEngine.Add(new GameEventDelayed(() => { IsReloading = false; }, ReloadTime));
                IsReloading = true;
            }
        }
Exemplo n.º 2
0
 public void DestroyNoHp(Player opponent)
 {
     if (ListOfForces.Count > 0)
     {
         Force force = ListOfForces[0];
         if (force.Hp <= 0)
         {
             opponent.Cash += CashPack.ForceCashReceived[(int)force.Id];
             Explosion explosion = new Explosion(force, this);
             GameEffectsEngine.Add(explosion);
             ListOfForces.RemoveAt(0);
         }
     }
 }
Exemplo n.º 3
0
 public virtual void Atack(Player player, Force enemyForce, GameTime gameTime)
 {
     if (!IsReloading)
     {
         Missile missile = new Missile(player, enemyForce, AtackPoints, Random.NextDouble() <= Accuracy,
                                       new Point((int)(2 * (500 - PosX) * (1.5 - (double)player.PlayerID) + 500),
                                                 (int)Force.PosY + (int)(170 * 0.2)),
                                       new Point((int)(2 * (500 - enemyForce.PosX) * ((double)player.PlayerID - 1.5) + 500),
                                                 (int)Force.PosY + (int)(170 * 0.2)));
         GameEffectsEngine.Add(missile);
         GameEventEngine.Add(new GameEventDelayed(() => { IsReloading = false; }, ReloadTime));
         IsReloading = true;
     }
 }
Exemplo n.º 4
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            //Drawing code

            //some temporary background
            spriteBatch.Begin();
            spriteBatch.Draw(TexturePack.background, new Rectangle(0, 0, 1000, 480), Color.White);
            spriteBatch.End();

            GameEffectsEngine.Draw(spriteBatch);
            player1.Draw(spriteBatch);
            player2.Draw(spriteBatch);
            userInterface.Draw(spriteBatch, Winner, player1.PlayerBase.Hp, player2.PlayerBase.Hp);



            base.Draw(gameTime);
        }
Exemplo n.º 5
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            GameEventEngine.Update(gameTime);
            GameEffectsEngine.Update(gameTime);

            //Interface class update
            userInterface.Update(gameTime, bot);

            //Player update logic
            player1.Update(player2, gameTime);
            player2.Update(player1, gameTime);
            player1.DestroyNoHp(player2);
            player2.DestroyNoHp(player1);
            player1.AddCash(gameTime);
            player2.AddCash(gameTime);

            //Win condition
            Winner = win.CheckWin(player1, player2);

            //Bot decisions logic (comment to play player vs player)
            if (bot.IsStarted == true)
            {
                bot.Proceed(bot.Decision(player1, player2), player1, player2, gameTime);
            }

            if (Winner != 0)
            {
                GameEventEngine.Add(new GameEventDelayed(() => { Exit(); }, 10));
            }
            base.Update(gameTime);
        }