public Minion(float iX, float iY, Utility.MinionType iType) { Position = new Vector2(iX, iY); inBetween = 0; _distanceTraveled = 0; waypoints = new List <Waypoint>(); stackFlamethrowers = new List <FireStack>(); fireClock = new CoolDownTimer(1); fireClock.Reset(); type = iType; if (type == Utility.MinionType.fast) { hp = Utility.fastMinionHP; maxHP = Utility.fastMinionHP; speed = 0.002f; radius = 0.2f; } else if (type == Utility.MinionType.slow) { hp = Utility.slowMinionHP; maxHP = Utility.slowMinionHP; speed = 0.0005f; radius = 0.4f; } else if (type == Utility.MinionType.boss) { hp = Utility.bossMinionHp; maxHP = Utility.bossMinionHp; speed = 0.0001f; radius = 0.6f; } healthBar = new HealthBar(this); }
public Spawner() { timer1 = new CoolDownTimer(1); timer1.Reset(); timer2 = new CoolDownTimer(5); timer2.Reset(); IsActive = true; }
protected override void Initialize() { Utility.currentGamestate = Utility.GameState.Playing; // TODO: Add your initialization logic here Window.ClientSizeChanged += Window_ClientSizeChanged; Utility.Window = Window; Utility.board = new Board(15, 10); Utility.TowerList = new List <Tower>(); input = new Input(); hud = new HUD(input); sidebarUI = new Sidebar(new Vector2(190, 10)); difficultyCooldown = new CoolDownTimer(30f); latestHoveredOverTower = null; ResetPlayingState(); base.Initialize(); }
public Board(int iWidth, int iHeight) { Width = iWidth; Height = iHeight; Paths = new List <Path>(); OldPaths = new List <Path>(); tiles = new Tile[FullWidth, FullHeight]; bossTimer = new CoolDownTimer(60); bossTimer.Reset(); for (int i = 0; i < FullWidth; i++) { for (int j = 0; j < FullHeight; j++) { tiles[i, j] = new Tile(i, j); } } CacheGridSize(); }
public FireStack(FlameThrower iFlameThrower, CoolDownTimer iFireTimer) { flameThrower = iFlameThrower; fireTimer = iFireTimer; }