static void Initialize(Engine engine) { Sea botSea = new BootSea(fieldRows, fieldCols); Sea playerSea = new PlayerSea(fieldRows, fieldCols); engine.ConfigureGameField(botSea as BootSea, shipMaxLength); engine.ConfigureGameField(playerSea as PlayerSea, shipMaxLength); }
private void GetPlayerMap() { PlayerSea playerMapManualInput = null; switch (_introducedMethod) { case MethodShipsBuild.AutoRandom: _playerMap = new Sea(10); _playerMap.BuildAllTypeOfShips(); break; case MethodShipsBuild.Manual: playerMapManualInput = new PlayerSea(10); bool isPossibleSetting; int shipCount = 1; TypeOfShips deckCount = TypeOfShips.FourDecker; Console.Clear(); for (int i = 0; i < RandomCoords.COUNT_OF_SHIPS_TYPE; i++) { for (int j = 0; j < shipCount; j++) { UserInterface.PrintManualInputShips(playerMapManualInput); Console.SetCursorPosition(0, 0); Direction shipDirection; Position shipPosition = UserInterface.InputShipPosition(deckCount, out shipDirection); isPossibleSetting = playerMapManualInput.BuildOneTypeOfShips(deckCount, shipPosition, shipDirection); if (!isPossibleSetting) { UserInterface.ClearBottom(0, 45, 7); UserInterface.ShowMessage(Constants.IMPOSSIBLE_SETTING, 0, 0); System.Threading.Thread.Sleep(3000); j--; continue; } UserInterface.PrintManualInputShips(playerMapManualInput); } deckCount--; shipCount++; } break; default: break; } if (_playerMap == null) { _playerMap = playerMapManualInput; } }
public FormGame() { _playerMap = null; _enemyMap = null; _isTargetEnemy = false; _isTargetPlayer = false; _isAliveEnemyAfterRigthShot = false; _isAlivePlayerAfterRigthShoot = false; _isEasyLevel = false; _enemysMind = null; _name = null; _playerMapManualInput = new PlayerSea(COUNT_ALL_SHIPS); _startShipPosition = new Position(-1, -1); }