public TriviaBoard() { GameMap = new TriviaTile[5, 5]; SoftLocksRemaining = 0; BuildNextTile(XPos, YPos); MyLoc = GameMap[XPos, YPos]; MAX_SIZE = 5; XPos = YPos = 0; //grab all sqlite data ConfigureDatabase(); }
public TriviaBoard() { GameMap = new TriviaTile[5, 5]; for (int i = 0; i < GameMap.GetLength(0); i++) { for (int j = 0; j < GameMap.GetLength(0); j++) { GameMap[i, j] = new TriviaTile(); } } MyLoc = new TriviaTile(); MAX_SIZE = 5; XPos = YPos = 0; }
//call to build a tile at the location passed in //TODO: fix softlock count. when we build a new room, we need to unlock the door we came from private void BuildNextTile(int x, int y) { if (GameMap[x, y] == null) { Log($"Creating tile <{x},{y}> and assigning to MyLoc"); GameMap[x, y] = new TriviaTile(x, y); MyLoc = GameMap[x, y]; //Log($"Adding {MyLoc.LocksCount} to lock total"); SoftLocksRemaining += MyLoc.LocksCount; //Log($"Active SoftLocks - {SoftLocksRemaining}"); } else { Log("Tile already exists, Updating MyLoc"); MyLoc = GameMap[x, y]; } }
//overload to handle unlocking the door we came from private void BuildNextTile(int x, int y, Direction CameFrom) { if (GameMap[x, y] == null) { Log($"Creating tile <{x},{y}> and assigning to MyLoc"); GameMap[x, y] = new TriviaTile(x, y); MyLoc = GameMap[x, y]; //Log($"Adding {MyLoc.LocksCount} to lock total"); switch (CameFrom) { case Direction.North: MyLoc.NorthLock = Lock.Unlocked; break; case Direction.South: MyLoc.SouthLock = Lock.Unlocked; break; case Direction.East: MyLoc.EastLock = Lock.Unlocked; break; case Direction.West: MyLoc.WestLock = Lock.Unlocked; break; } SoftLocksRemaining += MyLoc.LocksCount; FixLocks(); //Log($"Active SoftLocks - {SoftLocksRemaining}"); } else { Log("Tile already exists, Updating MyLoc"); MyLoc = GameMap[x, y]; } }