Example #1
0
        public void Fire()
        {
            BattleTank player = currentGame.CurrentPlayerTank();

            player.Fire();
            controlPanel.Enabled = false;
        }
Example #2
0
        /// <summary>
        /// This method is used to update form elements to reflect who the current player is.
        /// </summary>
        private void NewTurn()
        {
            currentTank = currentGame.GetCurrentPlayerTank();

            Opponent opponentTank = currentTank.GetPlayer();

            Text                 = String.Format("Tank Battle - Round {0} of {1}", currentGame.GetRoundNumber(), currentGame.GetMaxRounds());
            BackColor            = opponentTank.GetColour();
            playerNameLabel.Text = opponentTank.Identifier();
            SetAngle(currentTank.GetTankAngle());
            SetPower(currentTank.GetCurrentPower());

            int currentWind = currentGame.GetWindSpeed();

            if (currentWind > 0)
            {
                currWindLabel.Text = String.Format("{0} E", currentWind);
            }
            else
            {
                currentWind        = currentWind * -1;
                currWindLabel.Text = String.Format("{0} W", currentWind);
            }
            weaponComboBox.Items.Clear();
            TankModel currentTankModel = currentTank.GetTank();

            foreach (String weapon in currentTankModel.WeaponList())
            {
                weaponComboBox.Items.Add(weapon);
            }
            SetWeapon(weaponComboBox.SelectedIndex);
            opponentTank.NewTurn(this, currentGame);
            controlPanel.BackColor = opponentTank.GetColour();
        }
Example #3
0
        private void NewTurn()
        {
            BattleTank    player         = currentGame.CurrentPlayerTank();
            GenericPlayer tankController = player.GetPlayerById();

            this.Text          = "Tank Battle - Round " + currentGame.GetCurrentRound() + "of " + currentGame.GetRounds();
            BackColor          = tankController.GetTankColour();
            lblPlayerName.Text = tankController.Identifier();
            Aim(player.GetPlayerAngle());
            SetTankPower(player.GetPower());
            if (currentGame.WindSpeed() > 0)
            {
                lblWindValue.Text = currentGame.WindSpeed() + " E";
            }
            else
            {
                lblWindValue.Text = currentGame.WindSpeed() * -1 + " W";
            }
            scrollWeapon.Items.Clear();
            TankModel tank = player.CreateTank();

            String[] lWeaponsAvailable = tank.ListWeapons();
            scrollWeapon.Items.AddRange(lWeaponsAvailable);
            SetWeaponIndex(player.GetCurrentWeapon());
            tankController.BeginTurn(this, currentGame);
        }
Example #4
0
        /// <summary>
        /// This method is called both externally (by the computer player when it wants to fire) and by the
        /// 'Fire!' button when it is clicked.
        /// </summary>
        public void Fire()
        {
            BattleTank bTank = currentGame.GetCurrentPlayerTank();

            bTank.Fire();
            controlPanel.Enabled = false;
            timer1.Enabled       = true;
        }
Example #5
0
        public override void FireWeapon(int weapon, BattleTank playerTank, Game currentGame)
        {
            int           x          = playerTank.GetX();
            int           y          = playerTank.YPos();
            float         xPos       = (float)x + (TankModel.HEIGHT / 2);
            float         yPos       = (float)y + (TankModel.WIDTH / 2);
            GenericPlayer player     = playerTank.GetPlayerById();
            Boom          explosion  = new Boom(100, 4, 4);
            Bullet        projectile = new Bullet(xPos, yPos, playerTank.GetPlayerAngle(), playerTank.GetPower(), 0.01f, explosion, player);

            currentGame.AddEffect(projectile);
        }
Example #6
0
        public void NewRound()
        {
            this.currentPlayer = this.startingGenericPlayer;
            //initialising map
            this.drawBattleGround = new Map();

            ///making an array to store the positions of players
            int[] positionPlayers = new int[arrNumPlayer.Length];
            positionPlayers = CalculatePlayerPositions(arrNumPlayer.Length);

            //random positioning for players
            Randomise(positionPlayers);

            //player to keep start looping through the player
            int player = 0;

            do
            {
                //if null means its all matching and no need to create anymore players
                //so we break it
                if (modelPlayerController[player] == null)
                {
                    break;
                }
                //if not null then keep making each player
                else
                {
                    //for each player to start the round
                    modelPlayerController[player].StartRound();
                    //taking the horizontal position from positionPlayer array at the current index
                    int tHorizontalPosition = positionPlayers[player];

                    //getting positioning for tank from map class
                    int tVerticalPosition = drawBattleGround.TankVerticalPosition(tHorizontalPosition);

                    //create the tank itself with values that we gathered from above
                    BattleTank tank = new BattleTank(modelPlayerController[player], tHorizontalPosition, tVerticalPosition, this);

                    //each instance that we are looping through creates a tank
                    modelPlayerTank[player] = tank;
                    player++;
                }
            } while (player < this.arrNumPlayer.Length);

            //random number, wind speed, initialising form
            Random rnd = new Random();

            this.windSpeed = rnd.Next(-100, 100);
            GameForm newForm = new GameForm(this);

            newForm.Show();
        }
Example #7
0
        /// <summary>
        /// This method is used to handle firing the specified weapon from the tank playerTank.
        /// Author Greyden Scott & Sean O'Connell October 2017
        /// Written, edited and tested by both team members
        /// </summary>
        /// <param name="weapon">The index of the weapon selected</param>
        /// <param name="playerTank">the player tank</param>
        /// <param name="currentGame">the current GamePlay</param>
        /// <returns> Returns the starting durability of this type of tank </returns>
        public override void ActivateWeapon(int weapon, BattleTank playerTank, Gameplay currentGame)
        {
            float gravity = 0;
            float x_pos   = (float)playerTank.GetX() + (TankModel.WIDTH / 2);
            float y_pos   = (float)playerTank.Y() + (TankModel.HEIGHT / 2);

            Opponent player       = playerTank.GetPlayer();
            int      explosionDmg = 0;
            int      explosionRad = 0;
            int      explosionDes = 0;

            gravity      = 0.01f;
            explosionDmg = 100;
            explosionRad = 4;
            explosionDes = 4;

            Blast blast = new Blast(explosionDmg, explosionRad, explosionDes);
            Shell shell = new Shell(x_pos, y_pos, playerTank.GetTankAngle(), playerTank.GetCurrentPower(), gravity, blast, player);

            currentGame.AddWeaponEffect(shell);
        }
        /// <summary>
        /// Sets the current player to the starting player
        /// Creates a new map
        /// populates a list of player positions and calls commence round on each player
        /// Shuffles the positions
        /// Createsa a list of battle tanks and stores the battle tanks in the list
        /// Sets the windspeed for the game
        /// Calsl teh gameplayForm and shows it
        /// Author Greyden Scott & Sean O'Connell October 2017
        /// Written, edited and tested by both team members
        /// </summary>
        public void CommenceRound()
        {
            curr_player = start_player;

            arena = new Map();

            //Setup players positions and change them about
            int [] positions = GetPlayerLocations(noPlayers.Length);

            for (int i = 0; i < noPlayers.Length; i++)
            {
                noPlayers[i].CommenceRound();
            }

            Shuffle(positions);

            //Setup BattleTanks in their given positions
            battleTanks = new BattleTank[noPlayers.Length];

            for (int i = 0; i < noPlayers.Length; i++)
            {
                int X_pos = positions[i];

                int Y_pos = arena.TankYPosition(X_pos);


                battleTanks[i] = new BattleTank(noPlayers[i], X_pos, Y_pos, this);
            }

            wind = GetWindSpeed();

            //Show Form
            GameplayForm gameplayForm = new GameplayForm(this);

            gameplayForm.Show();
        }
Example #9
0
 public override void ShootWeapon(int weapon, BattleTank playerTank, GameController currentGame)
 {
     throw new NotImplementedException();
 }
Example #10
0
 public abstract void ShootWeapon(int weapon, BattleTank playerTank, GameController currentGame);
Example #11
0
 public abstract void ActivateWeapon(int weapon, BattleTank playerTank, Gameplay currentGame);
Example #12
0
 public abstract void FireWeapon(int weapon, BattleTank playerTank, Game currentGame);