public FallPoint(GameModel model, Vector loc) { ThisEntity = MovingEntity.CreateEntity(model, loc); LeanPoints = new List <List <Vector> >(); _data = model.Data; Location = loc; }
public void Init(int scores)//defining game field and all the things related { ScoresGained = scores; Murphy = MovingEntity.CreateEntity(this, MurfLoc()); for (int i = 0; i < Data.Length; i++) { for (int j = 0; j < Data[0].Length; j++) { var loc = new Vector(j, i); if (loc.Get(Data).TypeOfCell == CellType.Murphy) { continue; } var newEnt = MovingEntity.CreateEntity(this, loc); if (!MovingEntities.ContainsKey(newEnt.Loc)) { MovingEntities.Add(newEnt.Loc, newEnt); } } } CheckMoving(); }