private void pegarDados() { nome = cbnSuperHeroi.Text; if (nome == "Batman") { Batman bat = new Batman(); bat.ObterDados(); nomeFic = bat.NomeFicticio; identidade = bat.Identidade; cidade = bat.Cidade; MessageBox.Show("Conhecido como: " + nomeFic + "\n Sua identidade verdadeira é:" + identidade + "\n Ele defende a cidade de:" + cidade); } else if (nome == "Super-Man") { SuperMan super = new SuperMan(); super.ObterDados(); nomeFic = super.NomeFicticio; identidade = super.Identidade; cidade = super.Cidade; MessageBox.Show("Conhecido como: " + nomeFic + "\n Sua identidade verdadeira é:" + identidade + "\n Ele defende a cidade de:" + cidade + "\npoderes:" + super.Poderes[0] + ", " + super.Poderes[1] + ", " + super.Poderes[2]); } else { MessageBox.Show("Selecione um Super-Herói!!!"); } }
protected void enemyAttack() { List <Piece> pieces = new List <Piece>(board.Pieces); Batman batman = board.getBatman(); foreach (Piece p in pieces) { if (p != batman && p is ActivePiece) { ActivePiece e = (ActivePiece)p; if (e.State == ActivePiece.ActivePieceState.ALERT) { if (batman != null && e.canMoveTo(board, batman.Pos)) { board.movePieceTo(e, batman.Pos); board.removePiece(batman); if (onBatmanDead != null) { onBatmanDead(); } Debug.Log("The Batman is Dead."); } } } } }
static void Main(string[] args) { string[] inputs; inputs = Console.ReadLine().Split(' '); int W = int.Parse(inputs[0]); // width of the building. int H = int.Parse(inputs[1]); // height of the building. int N = int.Parse(Console.ReadLine()); // maximum number of turns before game over. inputs = Console.ReadLine().Split(' '); int X0 = int.Parse(inputs[0]); int Y0 = int.Parse(inputs[1]); House house = new House(W, H); Batman batman = new Batman(X0, Y0, house); // game loop Direction curDir = Direction.U; while (true) { string bombDir = Console.ReadLine(); // the direction of the bombs from batman's current location (U, UR, R, DR, D, DL, L or UL) // Write an action using Console.WriteLine() // To debug: Console.Error.WriteLine("Debug messages..."); Enum.TryParse(bombDir, out curDir); string nextMove = batman.BatmanMove(curDir); // the location of the next window Batman should jump to. Console.WriteLine(nextMove); } }
protected void enemyAttack() { List <Piece> pieces = new List <Piece>(board.Pieces); Batman batman = board.getBatman(); foreach (Piece p in pieces) { if (p != batman && p is ActivePiece) { ActivePiece e = (ActivePiece)p; if (e.State == ActivePiece.ActivePieceState.ALERT) { if (batman != null && e.canMoveTo(board, batman.Pos)) //If you can attack the batman, do so { board.movePieceTo(e, batman.Pos); //board.removePiece(batman); //batman.State= Piece.ActivePieceState.Dead; if (onBatmanDead != null) { onBatmanDead(); } Debug.Log("The Batman is Dead."); } else //Attack where the Batman was { if (e.canMoveTo(board, e.TargetPos)) { board.movePieceTo(e, e.TargetPos); } } } } } }
protected void testAlert() { Batman batman = board.getBatman(); foreach (Piece p in board.Pieces) { if (p != batman && p is ActivePiece) { ActivePiece e = (ActivePiece)p; if (e.State == ActivePiece.ActivePieceState.IDLE) { if (batman != null && e.canMoveTo(board, batman.Pos)) //Its the Bat, get 'im!! { e.State = ActivePiece.ActivePieceState.ALERT; e.TargetPos = batman.Pos; } } else if (e.State == ActivePiece.ActivePieceState.ALERT) //Cannot see the Batman, go idle { e.State = ActivePiece.ActivePieceState.IDLE; } //else if( e.State == ActivePiece.ActivePieceState.DEAD) { //stay dead // ; //} } } }
static void Main(string[] args) { string[] inputs; inputs = Console.ReadLine().Split(' '); int width = int.Parse(inputs[0]); // width of the building. int height = int.Parse(inputs[1]); // height of the building. int jumpsRemaining = int.Parse(Console.ReadLine()); // maximum number of turns before game over. inputs = Console.ReadLine().Split(' '); int batmanX = int.Parse(inputs[0]); int batmanY = int.Parse(inputs[1]); var batman = new Batman(batmanX, batmanY); var building = new Building(width, height, batman); // game loop while (true) { string bombDir = Console.ReadLine(); // the direction of the bombs from batman's current location (U, UR, R, DR, D, DL, L or UL) building.ReducePlayArea(bombDir); building.MoveBatman(); // Write an action using Console.WriteLine() // To debug: Console.Error.WriteLine("Debug messages..."); // the location of the next window Batman should jump to. Console.WriteLine($"{building.Batman.X} {building.Batman.Y}"); } }
public void SpecialCaseWithDestructuringObject() { Hero hero = new Batman(); var message = hero switch { { lastName : "Wayne" } => "Sure, you are batman",
// Use this for initialization void Start() { input = new Vector3(); velocity = new Vector3(); blocs = Manager.Instance.Blocs; playerCollider = GetComponent <BoxCollider>(); playerSprite = GetComponent <SpriteRenderer>(); attackSprite = transform.Find("Attack").GetComponent <SpriteRenderer>(); attackCollider = attackSprite.GetComponent <BoxCollider>(); opponent = Manager.Instance.GetOpponent(player1); if (!player1) { inputHorizontalName = "Horizontal2"; inputVerticalName = "Vertical2"; inputAttack = KeyCode.K; inputAttackBullet = KeyCode.L; } if (!spriteStand || !spriteDuck || !spriteAttack || !spriteDead) { Debug.Log("*Woops* public links broken"); } playerStartPosition = transform.position; playerEndPosition = transform.position; playerEndPosition.x = Manager.ScreenRight; batman = Manager.Instance.Batman; }
public GothamCity() { var batgirl = new Batgirl(null); var robin = new Robin(batgirl); var batman = new Batman(robin); _protector = batman; }
public void BatmanAndVampireBatCanReturnDifferentStringsForHowIFlyMethod_ProvingMethodOverride() { Batman bruceWayne = new Batman(); VampireBat vampBat = new VampireBat(); Assert.NotEqual(bruceWayne.HowIFly(), vampBat.HowIFly()); }
public void ObjectAvoidDestructuringAProperty() { // Use _ when you don't need to extract a property var batman = new Batman("Bruce", "Wayne"); var(_, lastName) = batman; // use Deconstruct(out string fistName, out string lastName) Assert.Equal(FILL_ME_IN, lastName); }
public void ObjectCanBeDestructured() { var batman = new Batman("Bruce", "Wayne"); var(firstName, lastName) = batman; // use Deconstruct(out string fistName, out string lastName) Assert.Equal(FILL_ME_IN, firstName); Assert.Equal(FILL_ME_IN, lastName); }
public Building(int width, int height, Batman batman) { Batman = batman; height0 = 0; height1 = height; width0 = 0; width1 = width; SetupPlayArea(); }
static void Main(string[] args) { Hero hero = new Batman(); hero.SetHeroStaff(new Fly()); hero.DoheroStaff(); hero.SetHeroStaff(new Attack()); hero.DoheroStaff(); }
public void ObjectDestrucuringCanBeConfigure() { // Use _ whn you don't need to extract a property var batman = new Batman("Bruce", "Wayne"); var(firstName, _, heroName) = batman; // use Deconstruct(out string firstName, out string lastName, out string heroName) Assert.Equal(FILL_ME_IN, heroName); // Do you think it is a good practice ? }
// Start is called before the first frame update void Start() { ySpeed = 85; xSpeed = 85; platforms = new Platforms[3]; theBats = GameObject.FindWithTag("Batman").GetComponent <Batman>(); thePlatforms = GameObject.FindWithTag("PlatformFloor").GetComponent <Platforms>(); thePlatforms1 = GameObject.FindWithTag("PlatformFloor1").GetComponent <Platforms>(); platforms[0] = GameObject.FindWithTag("PlatformFloor2").GetComponent <Platforms>(); platforms[1] = GameObject.FindWithTag("PlatformFloor3").GetComponent <Platforms>(); platforms[2] = GameObject.FindWithTag("PlatformFloor4").GetComponent <Platforms>(); }
static void Heroes() { var robin = new Robin(); var batman = new Batman(robin); var joker = new Joker(); var harleyQuinn = new HarleyQuinn(); batman.Goto("Bludhaven"); batman.Fight(harleyQuinn); batman.Fight(joker); batman.Goto("Hall of Justice"); }
public void PatternMatchingCastObject() { Hero hero = new Batman(); var gadgets = GetGadgetsWithIf(hero); Assert.Equal("Batarang,Batgyro,Batsuit,Batmobile,Belt", string.Join(",", gadgets)); var gadgets2 = GetGadgetsWithCase(hero); Assert.Equal("Batarang,Batgyro,Batsuit,Batmobile,Belt", string.Join(",", gadgets2)); }
public void PatternMatchingCastObject() { Hero hero = new Batman(); var gadgets = GetGadgetsWithIf(hero); Assert.Equal(FILL_ME_IN, string.Join(",", gadgets)); var gadgets2 = GetGadgetsWithCase(hero); Assert.Equal(FILL_ME_IN, string.Join(",", gadgets2)); }
static void Heroes() { var mediator = new TowerOfJustice(); var batman = new Batman(mediator); var superman = new Superman(mediator); var robin = new Robin(mediator); superman.send(new HeroMessage("Help needed in Metropolis!", batman, robin)); batman.send(new HeroMessage("On the way to Metropolis!", superman)); batman.send(new HeroMessage("Help needed in Gotham City!", superman, robin)); superman.send(new HeroMessage("On the way to Gotham City!", batman)); robin.send(new HeroMessage("On the way!", batman)); }
static void Main(string[] args) { Batman batman = new Batman("Batman", "Dark Stuff"); Wolverine wolverine = new Wolverine("wolverine", "regenerative power"); Superman superman = new Superman("superman", "fly"); Spiderman spiderman = new Spiderman("Spiderman", "throw spider web"); //Encapsulation ..... Console.WriteLine(wolverine.ToString()); Console.WriteLine(superman); Console.WriteLine(spiderman); Console.WriteLine(batman); }
public void SpecialCaseWithWhenClause() { Hero hero = new Batman(); hero.ReplaceBy("Jean-Paul", "Valley"); var message = hero switch { Batman batman when batman.lastName == "Wayne" => "Sure, you are batman", // Special case Batman batman => "You look like batman, but I don't think you are", _ => "I don't know you" // default case }; Assert.Equal("You look like batman, but I don't think you are", message); }
public void PatternMatchingCaseSugarSyntax() { /// In the two previous examples, each switch case always returns a value. /// There is a sugar syntax for that /// Let's refactor the second one. Hero hero = new Batman(); var gadgets = hero switch { Batman batman => batman.gadget, _ => new string[0] // default case }; Assert.Equal("Batarang,Batgyro,Batsuit,Batmobile,Belt", string.Join(",", gadgets)); }
public HeroesController() { context = new ApplicationDbContext(); Hulk hulk = new Hulk(); Batman batman = new Batman(); Goliath goliath = new Goliath(); OptimusPrime optimusPrime = new OptimusPrime(); List <Heroes> initialHeroes = new List <Heroes>(); initialHeroes.Add(hulk); initialHeroes.Add(batman); initialHeroes.Add(goliath); initialHeroes.Add(optimusPrime); CheckInitialHeroes(initialHeroes); }
public bool CheckIfHeroIsDefault(int id) { Hulk hulk = new Hulk(); Batman batman = new Batman(); Goliath goliath = new Goliath(); OptimusPrime optimusPrime = new OptimusPrime(); var listedHeroes = (from r in context.Heroes where r.heroId == id select r.heroName).FirstOrDefault(); if (listedHeroes.ToString() == hulk.heroName || listedHeroes.ToString() == batman.heroName || listedHeroes.ToString() == goliath.heroName || listedHeroes.ToString() == optimusPrime.heroName) { return(true); } else { return(false); } }
private void InitializeMonsters() //initializes monsters and adds them to a list { NiceOldLady niceOldLady = new NiceOldLady(); Greta greta = new Greta(); Ghandi ghandi = new Ghandi(); MLK mLK = new MLK(); ObiWan obiWan = new ObiWan(); Superman superman = new Superman(); Frodo frodo = new Frodo(); Batman batman = new Batman(); McFly mcFly = new McFly(); HarryPotter harryPotter = new HarryPotter(); TrashMob trashMob = new TrashMob(); listOfSpecialMonsters.AddRange(new Monster[] { greta, niceOldLady, ghandi, mLK, obiWan, superman, frodo, batman, mcFly, harryPotter }); List <Monster> listToShuffle = new List <Monster>() { greta, niceOldLady, ghandi, mLK, obiWan, superman, frodo, batman, mcFly, harryPotter }; //randomizes monsters to a new list so that the player doesnt always meet them in the same order int i = listToShuffle.Count; while (i > 0) { if (random.Next(10) <= 7) { listOfMonsters.Add(trashMob); } else { i--; int listIndex = random.Next(i + 1); listOfMonsters.Add(listToShuffle[listIndex]); listToShuffle.RemoveAt(listIndex); } } }
protected void testAlert() { Batman batman = board.getBatman(); foreach (Piece p in board.Pieces) { if (p != batman && p is ActivePiece) { ActivePiece e = (ActivePiece)p; if (batman != null && e.canMoveTo(board, batman.Pos)) { e.State = ActivePiece.ActivePieceState.ALERT; } else { e.State = ActivePiece.ActivePieceState.IDLE; } } } }
public void Setup() { //1 h1 = new Herramienta("bati_navaja", 6, 2); h2 = new Herramienta("bati_lazo", 10, 7); batiCinturon = new List <Herramienta>() { h1, h2 }; batman = new Batman(batiCinturon); psico = new Psicopata(10); marron = new Guante_Marron(); blanco = new Guante_Blanco(); robin = new Robin_Hood(); et = new Extraterrestre(2); c1 = new Ciudadano(10000000); c7 = new Ciudadano(6000000); c4 = new Ciudadano(2000000); c2 = new Ciudadano(1000000); c9 = new Ciudadano(522000); c8 = new Ciudadano(500000); c10 = new Ciudadano(52000); c11 = new Ciudadano(51000); c3 = new Ciudadano(5000); c5 = new Ciudadano(5000); c6 = new Ciudadano(5000); pandilla = new List <Villano>() { blanco, marron, psico }; ciudadanos = new List <Ciudadano>() { c1, c2, c3, c4, c5, c6 }; int cant = ciudadanos.Count(); }
public void Setup() { batiriñonera = new List <Tecnologias>(); Tecnologias batibumerangs = new Tecnologias("Batibumerangs", 100, 1); batiriñonera.Add(batibumerangs); batman = new Batman(batiriñonera); villanos = new List <Villano>(); Psicopatas psicopata = new Psicopatas(5, 100); villanos.Add(psicopata); Habitante habitante = new Habitante(2000000); Habitante habitante1 = new Habitante(7000000); Habitante habitante2 = new Habitante(8000000); Habitante habitante3 = new Habitante(9000000); Habitante habitante4 = new Habitante(10000000); Habitante habitante5 = new Habitante(11000000); Habitante habitante6 = new Habitante(12000000); Habitante habitante7 = new Habitante(13000000); Habitante habitante8 = new Habitante(14000000); Habitante habitante9 = new Habitante(15000000); Habitante habitante10 = new Habitante(16000000); Habitante habitante11 = new Habitante(500000); habitantes = new List <Habitante>(); habitantes.Add(habitante); habitantes.Add(habitante1); habitantes.Add(habitante2); habitantes.Add(habitante3); habitantes.Add(habitante4); habitantes.Add(habitante5); habitantes.Add(habitante6); habitantes.Add(habitante7); habitantes.Add(habitante8); habitantes.Add(habitante9); habitantes.Add(habitante10); habitantes.Add(habitante11); ciudadGotica = new CiudadGotica(habitantes); }
public void Setup() { soplete = new BatiRiñonera("Bati-Soplete", 30, 5); cinturon = new BatiRiñonera("Bati-Cinturon", 20, 15); puños = new BatiRiñonera("Bati-Puños", 55, 30); tecnologia = new List <BatiRiñonera>() { soplete, cinturon, puños }; batman = new Batman(tecnologia); extra = new Extraterrestres(6, 3); blanco = new GuanteBlanco(); marron = new GuanteMarron(); psicopatas = new Psicopatas(10); robin = new RobinHood(); villanos = new List <Villanos>() { extra, blanco, marron }; h1 = new Habitantes(2000000); h2 = new Habitantes(50000); h3 = new Habitantes(6000000); h4 = new Habitantes(7000000); h5 = new Habitantes(7500000); h6 = new Habitantes(40000); h7 = new Habitantes(8000000); h8 = new Habitantes(10000000); h9 = new Habitantes(150000); h10 = new Habitantes(650000); personas = new List <Habitantes>() { h1, h2, h3, h4, h5, h6, h7, h8, h9, h10 }; gotica = new Gotica(); }