You can now fire selected units with S
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@@ -127,6 +127,9 @@ namespace DepthsBelow
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foreach (var body in Swarm)
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foreach (var body in Swarm)
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body.Update(gameTime);
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body.Update(gameTime);
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foreach (var bullet in Volley)
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bullet.Update(gameTime);
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TestMonster.Update(gameTime);
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TestMonster.Update(gameTime);
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GUIManager.Update(gameTime);
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GUIManager.Update(gameTime);
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@@ -39,6 +39,7 @@ namespace DepthsBelow
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foreach (var unit in core.Squad)
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foreach (var unit in core.Squad)
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{
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{
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unit.step = 0;
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unit.step = 0;
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unit.Fired = false;
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}
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}
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}
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}
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else
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else
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@@ -77,15 +78,27 @@ namespace DepthsBelow
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{
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{
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foreach (var soldier in core.Squad)
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foreach (var soldier in core.Squad)
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{
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{
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core.Volley.Add(new Shot(core));
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if (soldier.Selected == true && soldier.Fired == false)
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foreach (var shot in core.Volley)
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{
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{
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if (shot.direction == Vector2.Zero)
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core.Volley.Add(new Shot(core));
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soldier.Fired = true;
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foreach (var shot in core.Volley)
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{
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{
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double directionX = Math.Cos(soldier.GetComponent<Component.Transform>().World.Rotation);
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if (shot.select == false)
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double directionY = Math.Sin(soldier.GetComponent<Component.Transform>().World.Rotation);
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{
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shot.direction = new Vector2((float)directionX, (float)directionY);
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shot.select = true;
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shot.X = soldier.X;
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shot.Y = soldier.Y;
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//shot.Transform.World.X += Grid.TileSize / 2;
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//shot.Transform.World.Y += Grid.TileSize / 2;
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}
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if (shot.direction == Vector2.Zero)
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{
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double directionX = Math.Cos(soldier.GetComponent<Component.Transform>().World.Rotation);
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double directionY = Math.Sin(soldier.GetComponent<Component.Transform>().World.Rotation);
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shot.direction = new Vector2((float)directionX, (float)directionY);
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shot.Transform.World.Rotation = soldier.Transform.World.Rotation;
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}
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}
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}
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}
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}
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}
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}
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@@ -13,7 +13,16 @@ namespace DepthsBelow
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public Color Color;
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public Color Color;
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public static Point Origin;
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public static Point Origin;
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private bool _selected; //I guess as in "currently doing something"
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private bool _selected = false; //I guess as in "currently doing something"
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public bool select
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{
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get { return _selected; }
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set
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{
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_selected = value;
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}
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}
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public List<Shot> Volley;
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public List<Shot> Volley;
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@@ -20,6 +20,17 @@ namespace DepthsBelow
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private PathFinder.Node lastNode;
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private PathFinder.Node lastNode;
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private PathFinder.Node lastLastNode;
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private PathFinder.Node lastLastNode;
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private bool hasFiredAlready = false;
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public bool Fired
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{
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get { return hasFiredAlready; }
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set
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{
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hasFiredAlready = value;
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}
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}
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public int numberOfSteps = 14;
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public int numberOfSteps = 14;
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public int currentStep = 0;
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public int currentStep = 0;
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@@ -121,7 +121,14 @@
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</Compile>
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</Compile>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<Compile Include="images\Shot.bmp">
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<Compile Include="images\Shot2.bmp">
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<Name>Shot2</Name>
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<Importer>TextureImporter</Importer>
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<Processor>TextureProcessor</Processor>
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</Compile>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="images\FireBall.PNG">
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<Name>Shot</Name>
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<Name>Shot</Name>
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<Importer>TextureImporter</Importer>
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<Importer>TextureImporter</Importer>
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<Processor>TextureProcessor</Processor>
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<Processor>TextureProcessor</Processor>
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After Width: | Height: | Size: 1.5 KiB |
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Before Width: | Height: | Size: 222 B After Width: | Height: | Size: 222 B |
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