public GameplayManager(GameWindow window) { world = new World(Vector2.Zero); ConvertUnits.SetDisplayUnitToSimUnitRatio(20.0f); //Not sure what a good number is here? vfx = new VisualEffectsManager(); this.window = window; grid = new Grid(world); armyController = new PlayerController(this, 0); SpawnUnit(new Vector2(150, 150), 0, UnitTypes.Ranged); SpawnUnit(new Vector2(250, 150), 1, UnitTypes.Ranged); SpawnUnit(new Vector2(252, 150), 1, UnitTypes.Melee); SpawnUnit(new Vector2(290, 150), 0, UnitTypes.Melee); SpawnUnit(new Vector2(150, 170), 0, UnitTypes.Melee); SpawnUnit(new Vector2(250, 170), 1, UnitTypes.Melee); SpawnUnit(new Vector2(252, 170), 1, UnitTypes.Ranged); SpawnUnit(new Vector2(290, 170), 0, UnitTypes.Ranged); SpawnUnit(new Vector2(150, 190), 0, UnitTypes.Ranged); SpawnUnit(new Vector2(250, 190), 1, UnitTypes.Ranged); SpawnUnit(new Vector2(252, 190), 1, UnitTypes.Ranged); SpawnUnit(new Vector2(290, 190), 0, UnitTypes.Ranged); SpawnBase(10,3, 0); SpawnBarracks(14, 6, 0); SpawnBarracks(18, 8, 1); }
public Building(GameplayManager gm, int gridX, int gridY, int faction, World world, int tileWidth, int tileHeight, int HP, float visionRange, Grid grid) : base(gm, new Vector2(((float)gridX + (float)tileWidth / 2.0f) * Grid.TileSize, ((float)gridY + (float)tileHeight / 2.0f) * Grid.TileSize), faction, HP, visionRange, world) { body = BodyFactory.CreateRectangle(world, ConvertUnits.ToSimUnits(tileWidth * Grid.TileSize), ConvertUnits.ToSimUnits(tileHeight * Grid.TileSize), 10, ConvertUnits.ToSimUnits(new Vector2(((float)gridX + (float)tileWidth / 2.0f) * Grid.TileSize, ((float)gridY + (float)tileHeight / 2.0f) * Grid.TileSize))); body.BodyType = BodyType.Static; body.CollisionCategories = Category.All; body.CollidesWith = Category.All; width = tileWidth * Grid.TileSize; height = tileHeight * Grid.TileSize; this.tileHeight = tileHeight; this.tileWidth = tileWidth; this.gridX = gridX; this.gridY = gridY; this.grid = grid; BlockTiles(); grid.AssignNeighbours(); radius = Math.Max(width / 2.0f, height / 2.0f); bounds = new Rectangle((int)(Position.X - width / 2.0f), (int)(Position.Y - height / 2.0f), (int)width, (int)height); }
public Pathfinder(Grid grid) { this.grid = grid; }
public Barracks(GameplayManager gm, int gridX, int gridY, int faction, World world, Grid grid) : base(gm, gridX, gridY, faction, world, 2, 2, 500, 150.0f, 200, grid) { }
public Base(GameplayManager gm, int gridX, int gridY, int faction, World world, Grid grid) : base(gm,gridX,gridY,faction,world,3,3,1000,200.0f, grid) { }