/// <summary> /// /// </summary> /// <param name="spawnLife"></param> /// <param name="cell"></param> public void CreateSpawns(short spawnLife, Cell cell) { // We don't create spawns at the same place ICoordinates positionSpawn = new Coordinates(); positionSpawn.X = cell.Position.X; positionSpawn.Y = cell.Position.Y; if (Helper.CoordinatesAreValid((Int16)(positionSpawn.X + 1), positionSpawn.Y)) positionSpawn.X += 1; else positionSpawn.X += -1; this.CreateCell(cell.GetAttachedBrainType(), cell.GetTeamQualifier(), spawnLife, cell.Position); this.CreateCell(cell.GetAttachedBrainType(), cell.GetTeamQualifier(), spawnLife, positionSpawn); }
/// <summary> /// Commit removal of the current cell from the game /// </summary> /// <param name="deadCell"></param> private void RejectCell(Cell deadCell) { this.cells.Remove(deadCell); this.masterMap.RemoveCell(deadCell); this.displayController.SetBackgroundToBePaintAt(deadCell.Position); }