public Inventory(Texture2D inventoryTex, int inventoryX, int inventoryY) { //PLAYER INVENTORY this.invTex = inventoryTex; thisInventory = new Item[inventoryX, inventoryY]; currentItem = Vector2.Zero; }
public CraftingSystem() { itemArray = new Item[GRID_SIZE, GRID_SIZE]; recipeDictionary = new Dictionary <Item.ItemType, Item.ItemType[, ]>(); // Stick Item.ItemType[,] recipe = new Item.ItemType[GRID_SIZE, GRID_SIZE]; recipe[0, 2] = Item.ItemType.None; recipe[1, 2] = Item.ItemType.None; recipe[2, 2] = Item.ItemType.None; recipe[0, 1] = Item.ItemType.None; recipe[1, 1] = Item.ItemType.Wood; recipe[2, 1] = Item.ItemType.None; recipe[0, 0] = Item.ItemType.None; recipe[1, 0] = Item.ItemType.Wood; recipe[2, 0] = Item.ItemType.None; recipeDictionary[Item.ItemType.Stick] = recipe; // Wooden Sword recipe = new Item.ItemType[GRID_SIZE, GRID_SIZE]; recipe[0, 2] = Item.ItemType.None; recipe[1, 2] = Item.ItemType.Wood; recipe[2, 2] = Item.ItemType.None; recipe[0, 1] = Item.ItemType.None; recipe[1, 1] = Item.ItemType.Wood; recipe[2, 1] = Item.ItemType.None; recipe[0, 0] = Item.ItemType.None; recipe[1, 0] = Item.ItemType.Stick; recipe[2, 0] = Item.ItemType.None; recipeDictionary[Item.ItemType.Sword_Wood] = recipe; // Diamond Sword recipe = new Item.ItemType[GRID_SIZE, GRID_SIZE]; recipe[0, 2] = Item.ItemType.None; recipe[1, 2] = Item.ItemType.Diamond; recipe[2, 2] = Item.ItemType.None; recipe[0, 1] = Item.ItemType.None; recipe[1, 1] = Item.ItemType.Diamond; recipe[2, 1] = Item.ItemType.None; recipe[0, 0] = Item.ItemType.None; recipe[1, 0] = Item.ItemType.Stick; recipe[2, 0] = Item.ItemType.None; recipeDictionary[Item.ItemType.Sword_Diamond] = recipe; }
public static void InitializatePlayers() { position = new int[4]; direction = new int[4]; haddocks = new int[4]; items = new Item[4, 3]; numItems = new int[4]; buttonsItems = new GameObject[3]; buttonsItems[0] = GameObject.Find("ButtonItem1"); buttonsItems[1] = GameObject.Find("ButtonItem2"); buttonsItems[2] = GameObject.Find("ButtonItem3"); for (int numPlayer = 0; numPlayer < 4; numPlayer++) { position[numPlayer] = 0; direction[numPlayer] = 1; haddocks[numPlayer] = 0; for (int numItem = 0; numItem < 3; numItem++) { items[numPlayer, numItem] = Item.Empty; } numItems[numPlayer] = 0; } }
protected Inventory(int width, int height) { _width = width; _height = height; items = new Item[_width, _height]; }
public Inventory(int inventoryX, int inventoryY) { //NPC INVENTORY this.invTex = null; thisInventory = new Item[inventoryX, inventoryY]; currentItem = Vector2.Zero; }
public void refreshGridpositions() { Item [,] itemMap = GameManager.instance.itemMap; this.gridPositions.Clear(); // exclude exit, exclude player position int exitx = itemMap.GetLength(0) - 1; int exity = itemMap.GetLength(1) - 1; int px = (int)(GameManager.instance.player.transform.position.x / BoardManager.wMultiplier); int py = (int)(GameManager.instance.player.transform.position.y / BoardManager.hMultiplier); for (int i = 0; i < itemMap.GetLength(0); i++) { for (int j = 0; j < itemMap.GetLength(1); j++) { if (!(i == exitx && j == exity) && !(i == px && j == py)) { if (itemMap[i, j] == null) { gridPositions.Add(new Vector3(i * wMultiplier, j * hMultiplier, 0f)); } } } } }
public Inventory(int nbColumns, int nbLines) { this.nbColumns = nbColumns; this.nbLines = nbLines; items = new Item[nbColumns, nbLines]; isOpen = false; }
public void Rotate(Item[,] field) { int oldRotation = _rotation; if (++_rotation >= Rotations) { _rotation = 0; } int oldX = _position.X; if (Intersects(field)) { if (_position.X < Game.Width / 2) { _position.X += 1; } else { _position.X -= 1; } } if (Intersects(field)) { _position.X = oldX; _rotation = oldRotation; } }
private void Start() { startGameEvent?.Invoke(); CreateGameField(grid.SizeGrid); items = grid.grid; sizeGrid = grid.SizeGrid; }
public void SetWorldSize(int width, int height) { Width = width; Height = height; tileMap = new Tile[Width, Height]; items = new Item[Width, Height]; }
private static Node[,] BuildNodes(Item[,] matrix) { int height = matrix.GetLength(0); int width = matrix.GetLength(1); Node[,] nodes = new Node[height, width]; for (int rowIndex = 0; rowIndex < height; rowIndex++) { for (int colIndex = 0; colIndex < width; colIndex++) { if (matrix[rowIndex, colIndex].Type.CompareTo(ItemType.Nothing) == 0 || matrix[rowIndex, colIndex].Type.CompareTo(ItemType.AISpawnPoint) == 0 || matrix[rowIndex, colIndex].Type.CompareTo(ItemType.PlayerSpawnPoint) == 0 || matrix[rowIndex, colIndex].Type.CompareTo(ItemType.Forrest) == 0) { nodes[rowIndex, colIndex] = new Node(rowIndex, colIndex, true); } else { nodes[rowIndex, colIndex] = new Node(rowIndex, colIndex, false); } } } return(nodes); }
public HourSelector() { InitializeComponent(); bmpControl = null; CountClockChecked = 0; clocks = new Item[6, 4]; bool check = true; for (int i = 0; i < 24; i++) { Item item = new Item( String.Format("{0:D2}", i), i % 6, i / 6, check ); clocks[i % 6, i / 6] = item; if (item.Check) { CountClockChecked++; } if (DesignMode) { check = !check; } } }
public bool Intersects(Item[,] field) { var matrix = _figures; for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { if (matrix[_currentFigure, _rotation, i, j] == 1 && _position.X + i < 0) { return(true); } if (matrix[_currentFigure, _rotation, i, j] == 1 && _position.X + i >= Game.Width) { return(true); } if (_position.X + i >= Game.Width || _position.X + i < 0 || _position.Y - j >= Game.Height || _position.Y - j < 0) { continue; } if (matrix[_currentFigure, _rotation, i, j] == 1 && field[_position.X + i, _position.Y - j] != null) { return(true); } } } return(false); }
public static void Print(Item[,] layout) { for (int y = 2; y >= 0; y--) { Debug.Log(((layout[y, 0] == null) ? "0" : layout[y, 0].ToString()) + " " + ((layout[y, 1] == null) ? "0" : layout[y, 1].ToString()) + " " + ((layout[y, 2] == null) ? "0" : layout[y, 2].ToString())); } }
public void AddValue(uint key, T value) { Action <uint> registerIndexHandler = (i) => { _loadedIndexes.Add(i); _loaded++; }; var index = AddValue(_values, _length, _depth, key, value); if (index != uint.MaxValue) { registerIndexHandler(index); return; } var loadFactor = (double)_loaded / (_length * _depth); var loadFactorStep = LoadFactorStep; var newLength = _length; Item[,] newValues; var newIndexes = new List <uint>(); bool rebuilt; do { if (loadFactor < MinimalLoadFactor) { throw new InvalidOperationException("Could not rebuild the values"); } while (loadFactor <= loadFactorStep) { loadFactorStep *= loadFactorStep; } loadFactor -= loadFactorStep; if (newLength < LengthTreshold) { newLength = Convert.ToUInt32(_loaded / loadFactor / _depth); } else { _depth++; } newValues = new Item[newLength, _depth]; newIndexes.Clear(); rebuilt = Rebuild(_values, newValues, newLength, _depth, _loadedIndexes, newIndexes); if (rebuilt) { index = AddValue(newValues, newLength, _depth, key, value); } } while (index == uint.MaxValue || !rebuilt); _values = newValues; _loadedIndexes = newIndexes; _length = newLength; registerIndexHandler(index); }
void Start() { inventory = new Item[slotsX, slotsY]; //initialize array itemCount = 0; AddItemToInv(0); //add items to array AddItemToInv(1); DrawInventoryGUI(); //draw Inventory (starts disabled though) }
private int userAmount; // Field to keep track of the user's money // Parameterized constructor public VendingMachine(Item[,] items) { this._shelve = items; this._machineDisplay = new Display(); this._machineTransactor = new Transactor(); this._machineKeypad = new KeyPad(); this.userAmount = 0; }
private void InitializeGame() { _field = new Item[Width, Height]; _block = new Block(); _block.Generate(); _total = 0; _linesSent.Content = "0"; }
/// <summary> /// 컴포넌트가 움직인 위치에 컴포넌트가 있는지 확인 /// </summary> bool MoveItem(Item[,] component, Point point, Item item) { if (component[point.X, point.Y] == item) { return(true); } return(false); }
public void MoveRight(Item[,] field) { _position.X += 1; if (Intersects(field)) { _position.X -= 1; } }
void Awake() { instance = this; allItems = new Item[tableRow, tableColumn]; allPos = new Vector3[tableRow, tableColumn]; sameItemsList = new List <Item> (); boomList = new List <Item> (); }
public AdaptiveHashtable(uint length, uint depth) { _length = length; _depth = depth; _values = new Item[_length, _depth]; _loaded = 0; _loadedIndexes = new List <uint>(); }
public Main() { InitializeComponent(); rows = 20; cols = 30; area = new Item[rows, cols]; makeEmpty(); gamer = new Gamer(19, 15); }
public Grid(int width, int height) { this.Width = width; this.Height = height; m_Tiles = new Tile[width, height]; m_Items = new Item[width, height]; }
internal Inventory(int columns, int slotCount) { int slotsX = columns; int slotsY = slotCount / columns; Slots = new Item[slotsY, slotsX]; items = new List <Item>(); }
public VendingMachine(Item[,] items) { _shelve = items; _displayScreen = new Display(); _transactor = new Transactor(); _keypad = new KeyPad(); _userAmount = 0; }
private void Awake() { instance = this; allItems = new Item[tableRow, tableColum]; allPos = new Vector3[tableRow, tableColum]; sameItemList = new List <Item>(); eliminationList = new List <Item>(); }
private void Awake() { Instance = this; allItems = new Item[Row, Col]; allPos = new Vector2[Row, Col]; sameItemList = new List <Item>(); boomList = new List <Item>(); }
internal Inventory(int columns, int slotCount) { int slotsX = columns; int slotsY = slotCount / columns; Slots = new Item[slotsY, slotsX]; items = new List<Item>(); }
public void Clear() { inventory = new Item[5, 6]; foreach (ItemsRawWidget raw in raws) { raw.Clear(); } }
// Start is called before the first frame update void Start() { grid = new int[width, height]; slots = new GameObject[width, height]; items = new Item[width, height]; rootItems = new int[width, height]; slotIds = new int[width, height]; SetupSlots(); }
public InventoryPocketNormal(Pocket pocket, int width, int height) : base(pocket) { _items = new Dictionary <long, Item>(); _map = new Item[width, height]; _width = width; _height = height; }
public Map(int m, int n) { state = new Item[m, n]; M = m; N = n; X = 0; Y = 0; Score = 0; LambdasLeft = 0; LambdasCollected = 0; Water = 0; Flooding = 0; Waterproof = 10; State = RobotState.Mining; TurnsUnderWater = 0; TurnNumber = 0; LinkedOutPoints = new Dictionary<Item, KeyValuePair<Point, List<Point>>>(); }
/*// Use this for initialization * void Start () { * * Time.fixedDeltaTime = 0.25f; * * inventory = new List<Item>(); * * grid = new Item[gridSize, gridSize]; * * maxInventorySize = gridSize * gridSize; * * currentIndex = new int[2]; * * } * * // Update is called once per frame * void FixedUpdate () { * * if (createItem) { * * createItem = false; * * Item item = new Item(itemImage, itemName, itemQuantity); * * AddItem(item); * * } * * if (updateItem) { * * updateItem = false; * * Item item = FindItemByName(selectedItem); * * UpdateItem(item, itemImage, itemName, itemQuantity); * * } * * if (removeItem) { * * removeItem = false; * * Item item = FindItemByName(selectedItem); * * DeleteItem(item); * * } * * if (emptyInventory) { * * emptyInventory = false; * * EmptyInventory(); * * } * * if (printInventory) { * * printInventory = false; * * PrintInventory(); * * } * * }*/ public Inventory() { inventory = new List <Item>(); grid = new Item[gridSize, gridSize]; maxInventorySize = gridSize * gridSize; currentIndex = new int[2]; }
public CollisionGrid(String filename, Texture2D active, Texture2D passive, Texture2D platformTexture) { using (System.IO.StreamReader file = new System.IO.StreamReader(filename)) { int width = int.Parse(file.ReadLine()); int height = int.Parse(file.ReadLine()); _width = width; _height = height; _blocks = new Item[width, height]; Point index; for (index.X = 0; index.X < width; index.X++) { for (index.Y = 0; index.Y < height; index.Y++) { String objectName = file.ReadLine(); if (objectName.CompareTo("Teraform.Block") == 0) { _blocks[index.X, index.Y] = new Block(new Point(index.X * 16, index.Y * 16), active, Item.ITEM_STATE.IN_GRID); _blocks[index.X, index.Y]._itemId = 2; } if (objectName.CompareTo("Teraform.Platform") == 0) { _blocks[index.X, index.Y] = new Platform(new Point(index.X * 16, index.Y * 16), platformTexture, Item.ITEM_STATE.IN_GRID); _blocks[index.X, index.Y]._itemId = 1; } if (objectName.CompareTo("1") == 0) { Item item = Game.itemCatalog.GetItem(1); item._drawLocation.X = index.X * 16; item._drawLocation.Y = index.Y * 16; item.ItemState = Item.ITEM_STATE.IN_GRID; _blocks[index.X, index.Y] = item; } if (objectName.CompareTo("2") == 0) { Item item = Game.itemCatalog.GetItem(2); item._drawLocation.X = index.X * 16; item._drawLocation.Y = index.Y * 16; item.ItemState = Item.ITEM_STATE.IN_GRID; _blocks[index.X, index.Y] = item; } } } file.Close(); } }
public Map(String name, int level) { rand = new Random(); this.name = name; this.terrain = new byte[45, 40]; this.items = new Item[45, 40]; this.tcodMap = new TCODMap(45, 40); this.monsters = new ArrayList(); this.level = level; generateTerrainMap(); generateTCODMap(); generateMonsters(); generateItems(); this.trans = new Transision(rand.Next(1, 44), rand.Next(1 , 39)); }
/// <summary> /// Creates a ItemMap /// </summary> public ItemMap() { itemMap = new Item[Settings.getMapSizeX(), Settings.getMapSizeZ()]; }
public InventoryPocketNormal(Pocket pocket, int width, int height) : base(pocket) { _items = new Dictionary<long, Item>(); _map = new Item[width, height]; _width = width; _height = height; }
//TODO fix texture loading so this isn't needed, it's really dumb public CollisionGrid(int width, int height) { _width = width; _height = height; _blocks = new Item[width, height]; }
public ItemBoard(int boardHeight,int boardWidth) { itemArray = new Item[boardHeight, boardWidth]; }