Example #1
0
	    /// <summary>
	    /// Initialize
	    /// </summary>
	    override public void Setup ()
		{
			// initialize singleton
			use = this;
			
			// initialize events
			CubeSet.NeighborAddEvent += OnNeighborAdd;
			CubeSet.NeighborRemoveEvent += OnNeighborRemove;
			
			// initialize MazeCubes
			foreach (Cube cube in CubeSet)
			{
				mazeCubes.Add(new MazeCube(cube));
			}
			
			// create players
			for (int i=0; i<numPlayers; i++)
			{
				players.Add(new Player(i));
				playerCubes.Add(mazeCubes[i]);
			}
			
			XmlMazeReader mazeReader = new XmlMazeReader();
			
			// instantiate a MazeManager and generate a level
			new MazeManager();
			//MazeManager.use.GenerateRandomMaze(3);
			
			mazeReader.setUpMap("../../assets/maps/sampleMap.xml", MazeManager.use, players);
			
			for (int i=0; i<players.Count; i++)
			{
				playerCubes[i].owner = players[i];
			}
			
			foreach (MazeCube c in playerCubes)
			{
				c.currentRoom = c.owner.currentRoom;
			}
			
			// draw the cubes to start with
			foreach (MazeCube c in mazeCubes)
			{
				c.PaintCube();
			}
		}
Example #2
0
        /// <summary>
        /// Initialize
        /// </summary>
        public override void Setup()
        {
            // initialize singleton
            use = this;

            // initialize events
            CubeSet.NeighborAddEvent += OnNeighborAdd;
            CubeSet.NeighborRemoveEvent += OnNeighborRemove;

            // initialize number of turns
            turnsRemaining = maxNumberTurns;

            // initialize victory state
            arePlayersVictorious = false;

            // initialize EntityManager singleton
            new EntityManager();

            // initialize MazeCubes
            mazeCubes = new List<MazeCube>();
            foreach (Cube cube in CubeSet)
            {
                mazeCubes.Add(new MazeCube(cube));
            }

            // create players
            players = new List<Player>();
            for (int i=0; i<numPlayers; i++)
            {
                players.Add(new Player(i));
            }

            // load the maze
            XmlMazeReader mazeReader = new XmlMazeReader();
            new MazeManager();
            mazeReader.setUpMap("../../assets/maps/Map1.xml", MazeManager.use, players);

            // assign players to cubes
            for (int i=0; i<players.Count; i++)
            {
                mazeCubes[i].owner = players[i];
            }
            foreach (MazeCube c in playerCubes)
            {
                c.currentRoom = c.owner.currentRoom;
            }

            // draw the cubes to start with
            foreach (MazeCube c in mazeCubes)
            {
                c.Paint();
            }
        }