private List <ZPoint> _interdit;//list contenant les bord de la zone public ZoneDeplacement(Texture2D texture, ZEcart ecart, ZTaille taille, ZPoint depart, Map map, int posStart, int rayon) : base(ecart, taille, depart) { _texture = texture; _map = map; _rayon = rayon; _posStart = posStart; _depart = depart; _interdit = new List <ZPoint>(); GetGroupe(depart); }
public PathFinding(Trajet trajet, ZoneDeplacement zone) { _mapPosStart = zone._posStart; _tMax = new ZTaille(zone.GetTaille()); _ecart = zone.GetEcart(); _trajet = trajet; InitializeMap(zone); PathFinder pathFinder = new PathFinder(_searchParameters, 4); List <System.Drawing.Point> path = pathFinder.FindPath(); ApplyPath(path); //ShowRoute("The algorithm should find a direct path without obstacles:", path); }
private float _time; //temps d'attente avant un clic public PlaceUnit(Texture2D textureFleche, Texture2D textureZone, Map map, List <Unit> units, Vector2 position) { _units = units; _posPerso = position;//A la construction la position est la position du perso // _position = position; _ecart = new ZEcart(Constantes.CASE_W, Constantes.CASE_H); _mapPosStart = map._posStart; _unit = new Unit(_units.Last()); _unit._position = _posPerso; int id = _units.IndexOf(_unit); _unit = _units[id]; _zone = new ZoneDeplacement(textureZone, _ecart, new ZTaille((int)map._tailleEnPixel.X, (int)map._tailleEnPixel.Y), new ZPoint((int)_posPerso.X - _mapPosStart, (int)_posPerso.Y), map, _mapPosStart, _unit._rayon); _trajet = new Trajet(textureFleche, _zone, _ecart._x, _ecart._y); }