static void Main() { Console.CursorVisible = false; SetUpVariables variables = new SetUpVariables(); GameActions gameActions = new GameActions(ref variables); ClassConfig config = new ClassConfig(ref variables); config.ReadImportantInformation(); gameActions.LoadStartingMenu(); }
public LevelSetup(int level, ref SetUpVariables variables, int enemies) { Console.Clear(); m_Level = level; internal_Variables = variables; internal_Variables.EnemiesCount = enemies; internal_Variables.EnemiesInitially = enemies; this.LoadLevel(); }
public Turret(int x, int y, TurretType turretType, TurretPlacement placement, ref SetUpVariables variables) : base(x, y) { m_Type = turretType; m_Placement = placement; m_LevelDamage = 1; internal_Variables = variables; m_LastTimeShot = DateTime.Now; // loading the turret it must have time to prepare it self this is the time; this.SetStats(); }
public ISpawnObject(ref SetUpVariables variables) : base(ref variables) { }
public ClassConfig(ref SetUpVariables variables) { internal_Variables = variables; }
public GameActions(ref SetUpVariables variables) : base(ref variables) { }
public ICollide(ref SetUpVariables variables) { internal_Variables = variables; }
public HumanInterface(ref SetUpVariables variables) : base(ref variables) { }