public BlowUpWall(GameState gs, bool isBombPassable) { this.gs = gs; this.isBombPassable = isBombPassable; this.getMovesCalled = false; this.allAICanPath = false; this.cannotExecuteStrategy = false; }
public MainClass() { this.detonationTime = new TimeSpan(0, 0, 0, 5, 0); this.gs = new GameState(width, height, this.detonationTime); }
private TimeSpan loopTime; //milliseconds #endregion Fields #region Constructors public Bombersquad(GameState gs) { this.gs = gs; this.gfx = new ConsoleCanvas(); this.loopTime = new TimeSpan(0, 0, 0, 0, 100); //(0, 0, 0, 0, 40); }
public EvadeBomb(GameState gs) { this.getMovesCalled = false; this.allSafe = false; this.gs = gs; }
public void DrawGameState(GameState gs) { if (gs.GameOver) { Console.WriteLine("GAME OVER!"); return; } int width = gs.Width; int height = gs.Height; for (int y = 0; y < height; y++) { for (int x = 0; x < width; x++) { LocationData loc = gs.GetLocationData(x, y); if (loc == null) { Console.WriteLine("location data null!!" + "(" + x + ", " + y + ")"); } //LocationData.Tile tile = loc.LocationTile; char screenValue = GetLocationChar(loc); Console.Write(screenValue); } Console.WriteLine(); } Console.WriteLine(); }
public SquadAI(GameState gs, bool isBombPassable) { //this.cs = cs; this.gs = gs; InitAgents(isBombPassable); }