public Ship(ShipType type, GridPosition front, GridPosition rear, int length, bool isHorizontal) { this.type = type; occupiedSquares = new GridPosition[length]; this.length = length; occupiedSquares[0] = front; if (isHorizontal) { int difference = rear.x - front.x; for (int x = 1; x < length; x++) { occupiedSquares[x] = new GridPosition(0, 0); if (difference > 0) occupiedSquares[x].x = front.x + x; else if (difference < 0) occupiedSquares[x].x = front.x - x; occupiedSquares[x].y = front.y; } } else if (isHorizontal == false) { int difference = front.y - rear.y; for (int y = 1; y < length; y++) { occupiedSquares[y] = new GridPosition(0, 0); if (difference > 0) occupiedSquares[y].y = front.y - y; else if (difference < 0) occupiedSquares[y].y = front.y + y; occupiedSquares[y].x = front.x; } } }
public Invader(ShipType invaderType, Point location, int score) { this.InvaderType = invaderType; this.Location = location; this.Score = score; image = InvaderImage(0); }
public Invader(ShipType invaderType, Point location, int score) { m_InvaderType = invaderType; m_Location = location; m_Score = score; m_image = InvaderImage(0); }
public Ship(ShipType type) { this.Position = new List<Point>(); this.Type = type; switch (this.Type) { case ShipType.Battleship: this.Length = 5; break; case ShipType.Cruiser: this.Length = 4; break; case ShipType.Submarine: this.Length = 3; break; case ShipType.Frigate: this.Length = 3; break; case ShipType.Minesweeper: this.Length = 2; break; default: break; } }
public Invader(ShipType invaderType, Point location, int score) { InvaderType = invaderType; Location = location; Score = score; image = InvaderImage((int)invaderType); }
private FirstPlayer(ShipType type) : base(type) { this.Ship.Position = this.SpawnFirst; this.ShipType = type; this.PlayerType = PlayerTypes.FirstPlayer; }
public ShipType shipType; // Тип корабля #endregion Fields #region Constructors /// <summary> /// Создание нового корабля /// </summary> /// <param name="owner">Игрок-владелец корабля</param> /// <param name="shipType">Тип корабля</param> /// <param name="shipPosition">Позиция корабля</param> /// <param name="shipCells">Список ячеек, которые занимает корабль</param> public Ship(Player owner, ShipType shipType, ShipPosition shipPosition, List<Cell> shipCells) { this.owner = owner; this.shipType = shipType; this.shipPosition = shipPosition; this.shipCells = shipCells; }
public Ship(ShipType type) { mType = type; /*if (length <= 1) { throw new ArgumentOutOfRangeException("length"); }*/ switch(mType) { case ShipType.AIRCRAFT_CARRIER: mLength = 5; break; case ShipType.BATTLESHIP: mLength = 4; break; case ShipType.DESTROYER: mLength = 3; break; case ShipType.SUBMARINE: mLength = 3; break; case ShipType.PATROL_BOAT: mLength = 2; break; } hitMarkers = new bool[mLength]; for(int i = 0;i < mLength;i++) hitMarkers[i] = false; }
/// <summary> /// Temp method for AI building /// </summary> /// <param name="shipType"></param> /// <param name="blueprint"></param> /// <param name="position"></param> /// <param name="rotation"></param> /// <returns></returns> public TurnBasedUnit BuildShip(ShipType shipType, ShipBlueprint blueprint, Vector3 position, Quaternion rotation) { blueprintBeingBuilt = blueprint; #if FULL_DEBUG //if (shipType == ShipType.AI_Ship) //if(false) //{ // Debug.LogError("BEFORE ... blueprint " + blueprintBeingBuilt); // Debug.LogError("hull.emptyCompGrid: "); // foreach (ComponentSlot slot in blueprintBeingBuilt.hull.EmptyComponentGrid) // { // Debug.LogError("ComponentSlot: " + slot.index + ": " + slot.InstalledComponent); // } // Debug.LogError("hull.index_slot_table: "); // foreach (var item in blueprintBeingBuilt.slot_component_table) // { // Debug.LogError("slot: " + item.Key + " comp: " + item.Value); // } //} #endif return InstantiateShip(false, shipType, position, rotation); }
public ShipTypeViewModel(ShipType stype) { this.Id = stype.Id; // [ID = 8 (金剛型戦艦)] と [ID = 9 (金剛型以外の戦艦)] がどちらも "戦艦" 表記で区別がつかないため、 // ID = 8 の方を "巡洋戦艦" に変更 this.DisplayName = (stype.Id == 8 && stype.Name == "戦艦") ? "巡洋戦艦" : stype.Name; }
/// <summary> /// Initializes a new instance of the <see cref="Ship"/> class. /// </summary> /// <param name="bow">The ship's bow.</param> /// <param name="type">The ship type.</param> /// <param name="direction">The ship direction.</param> public Ship(Bow bow, ShipType type, ShipDirection direction) { this.Bow = bow; this.Type = type; this.IsSunk = false; this.Direction = direction; this.Size = this.GetSize(type); }
public static Ship CreateShip(ShipType shipType, Vector2 position, Vector2 velocity) { Ship ship = null; switch (shipType) { case ShipType.Fighter1: case ShipType.Fighter2: return new Ship(shipType) { Position = position, Velocity = velocity }; case ShipType.OrbitalCommand1: case ShipType.OrbitalCommand2: ship = new Ship(shipType); ship.Position = position; ship.Velocity = velocity; ship.WeaponReloadTime = 0.3f; ship.NumberShots = 5; ship.MaxSpeed = 1.0f; ship.MaxForce = 0.01f; ship.WeaponRange = 2000.0f; ship.WeaponAimRange = 500.0f; ship.WeaponVelocity = 5.0f; ship.Hitpoints = 50; ship.Mass = 5.0f; ship.ClickRadius = 100.0f; ship.HitRadius = 50.0f; ship.AvoidRadius = 100.0f; ship.IsPushedByImpacts = false; ship.OnImpactBehaviour = Ship.ImpactBehaviour.SwitchTargetIfCurrentIsOutOfSight; ship.ShotType = ShotTypes.Homing; ship.ResetShots(); return ship; case ShipType.Dreadnaught: ship = new Ship(shipType); ship.Position = position; ship.Velocity = velocity; ship.WeaponReloadTime = 0.1f; ship.NumberShots = 10; ship.MaxSpeed = 3.0f; ship.MaxForce = 0.05f; ship.WeaponRange = 2000.0f; ship.WeaponAimRange = 500.0f; ship.WeaponVelocity = 5.0f; ship.Hitpoints = 200; ship.Mass = 20.0f; ship.ClickRadius = 200.0f; ship.HitRadius = 100.0f; ship.AvoidRadius = 150.0f; ship.IsPushedByImpacts = false; ship.OnImpactBehaviour = Ship.ImpactBehaviour.SwitchTargetIfCurrentIsOutOfSight; ship.ShotType = ShotTypes.Homing; ship.ResetShots(); return ship; default: return new Ship(shipType) { Position = position, Velocity = velocity }; } }
public Invader(ShipType invaderType, Point location, int score) { this.InvaderType = invaderType; this.Location = location; this.Score = score; createInvaderBitmapArray(); image = imageArray[0]; }
public EnemyShip MakeEnemyShip (ShipType shipType) { if (shipType == ShipType.UFO) return new UFOEnemyShip (); else if (shipType == ShipType.Rocket) return new RocketEnemyShip (); else if (shipType == ShipType.Endboss) return new BigEnemyShip (); else return null; }
public Ship(int length) { if (length <= 1) { throw new ArgumentOutOfRangeException("length"); } mType = ShipType.CUSTOM; mLength = length; hitMarkers = new bool[mLength]; for(int i = 0;i < mLength;i++) hitMarkers[i] = false; }
private ShipForSale GetShipForSale(ShipType type) { foreach (var ship in shipPrices) { if (ship.ShipType == type) { return ship; } } throw new InvalidOperationException("ship type not in list of buyable types"); }
static BaseShip GetShip(ShipType shipType) { switch(shipType) { case ShipType.FightShip: return new FightShip(); case ShipType.TransportShip: return new TransportShip(); default: throw new Exception("неизвестный тип карабля"); } }
public void SpawnDestroyer() { if (Destroyer_totalNumber == 0) { currentShip = ShipType.None; Debug.Log("YOU SHALL NOT SPAWN...ANYMORE DESTROYERS!!"); return; } Destroyer_totalNumber--; // SpawnOnlyOnce = 1; currentShip = ShipType.Destroyer; // SpawnBoat (1); Debug.Log("You may spawn " + Destroyer_totalNumber + " more Destroyers. - Message from SpawnManager (SpawnDestroyer)."); }
public IEnumerator WaitBasedOnShipType(ShipType shipType){ float time2Wait = 0; if (shipType == ShipType.Normal){ time2Wait = 1; } else if (shipType == ShipType.Alpha){ time2Wait = 2; } else if (shipType == ShipType.Bravo){ time2Wait = 3; } yield return new WaitForSeconds(time2Wait); }
public static Ship Create(ShipType type) { switch (type) { case ShipType.Battleship: return new Battleship(); case ShipType.Cruiser: return new Cruiser(); case ShipType.Destroyer: return new Destroyer(); default: throw new InvalidOperationException("invalid ship"); } }
public void SpawnCrusier() { if (Crusier_totalNumber == 0) { currentShip = ShipType.None; Debug.Log("YOU SHALL NOT SPAWN...ANYMORE CRUSIERS!!"); return; } Crusier_totalNumber--; // SpawnOnlyOnce = 1; currentShip = ShipType.Crusier; // SpawnBoat (2); Debug.Log("You may spawn " + Crusier_totalNumber + " more Crusiers. - Message from SpawnManager (SpawnCrusier)."); }
public bool CanUsedInShip(ShipType type) { if (this.shipType != null) { foreach (ShipType type2 in this.shipType) { if (type2 == type) { return true; } } } return false; }
public void SpawnBattleship() { if (Battleship_totalNumber == 0) { currentShip = ShipType.None; Debug.Log("YOU SHALL NOT SPAWN...ANYMORE BATTLESHIPS!!"); return; } Battleship_totalNumber--; // SpawnOnlyOnce = 1; currentShip = ShipType.Battleship; // SpawnBoat (3); Debug.Log("You may spawn " + Battleship_totalNumber + " more Battleships. - Message from SpawnManager (SpawnBattleship)."); }
public void SetMaterial(ShipType shipTypeThatFired) { if (shipTypeThatFired == ShipType.TheUniter){ bulletRenderer.material = bulletMaterials[0]; } else if (shipTypeThatFired == ShipType.Normal){ bulletRenderer.material = bulletMaterials[1]; } else if (shipTypeThatFired == ShipType.Alpha){ bulletRenderer.material = bulletMaterials[2]; } else if (shipTypeThatFired == ShipType.Bravo){ bulletRenderer.material = bulletMaterials[3]; } }
public SpawnSelectPlayerState(Player _player) { index = 0; currentShip = ShipType.None; modelPosition = new Vector3(0.1f, 0.0f, 1.0f); player = _player; player.PlayerShip = null; if (player.CurrentTeam == Ship.Team.Esxolus) { assaultFighter = new AutoTexture2D(ContentLoadManager.loadTexture("Textures/Screens/esxolus_assault"), Vector2.Zero); interceptor = new AutoTexture2D(ContentLoadManager.loadTexture("Textures/Screens/esxolus_interceptor"), Vector2.Zero); bomber = new AutoTexture2D(ContentLoadManager.loadTexture("Textures/Screens/esxolus_bomber"), Vector2.Zero); spawnSelectTexture = new AutoTexture2D(ContentLoadManager.loadTexture("Textures/Screens/spawn_esx"), new Vector2(142, 418)); //preparingToLaunch = new AutoTexture2D(ContentLoadManager.loadTexture("Textures/Screens/ } else { assaultFighter = new AutoTexture2D(ContentLoadManager.loadTexture("Textures/Screens/halk_assault"), Vector2.Zero); interceptor = new AutoTexture2D(ContentLoadManager.loadTexture("Textures/Screens/halk_interceptor"), Vector2.Zero); bomber = new AutoTexture2D(ContentLoadManager.loadTexture("Textures/Screens/halk_bomber"), Vector2.Zero); spawnSelectTexture = new AutoTexture2D(ContentLoadManager.loadTexture("Textures/Screens/spawn_halk"), new Vector2(142, 418)); } spawnSelectPressA = new AutoTexture2D(ContentLoadManager.loadTexture("Textures/Screens/spawn_press_a"), new Vector2(249, 388)); modelRotation = 0; rememberedSpawnShipNumber = getSpawnShips().Count; preparedToLaunch = new AutoTexture2D(ContentLoadManager.loadTexture("Textures/spawn_countdown_prep"), new Vector2(278, 113)); launchIn = new AutoTexture2D(ContentLoadManager.loadTexture("Textures/spawn_countdown_launch"), new Vector2(343, 113)); one = new AutoTexture2D(ContentLoadManager.loadTexture("Textures/spawn_countdown_1"), new Vector2(361, 167)); two = new AutoTexture2D(ContentLoadManager.loadTexture("Textures/spawn_countdown_2"), new Vector2(361, 167)); three = new AutoTexture2D(ContentLoadManager.loadTexture("Textures/spawn_countdown_3"), new Vector2(361, 167)); four = new AutoTexture2D(ContentLoadManager.loadTexture("Textures/spawn_countdown_4"), new Vector2(361, 167)); five = new AutoTexture2D(ContentLoadManager.loadTexture("Textures/spawn_countdown_5"), new Vector2(361, 167)); back = new AutoTexture2D(ContentLoadManager.loadTexture("Textures/Screens/back"), new Vector2(25, 435)); while (index < getSpawnShips().Count && getSpawnShips()[index].ShipTeam != player.CurrentTeam) // They must have a ship, but just in case { index++; } LogCat.updateValue("PlayerState", "SpawnSelect"); }
public Ship(Vector2 initPos, float initRot, ShipType T, Level L, Player P) { Position = initPos; Type = T; myLevel = L; myPlayer = P; Laser = new Laser(this); switch (Type) { case ShipType.Small: MaxVelocity = 3.00f; AccelerationForce = 0.04f; FiringRate = 1000; AttackPower = 1; HitPoints = 5; Range = 100; shipTex = _smallShipTex; break; case ShipType.Medium: MaxVelocity = 1.50f; AccelerationForce = 0.03f; FiringRate = 1500; AttackPower = 3; HitPoints = 20; Range = 150; shipTex = _mediumShipTex; HealthBar = new ProgressBar(new Vector2(Position.X, Position.Y + shipTex.Height / 3), shipTex.Width / 2, 3, 0, HitPoints, myPlayer.Colour); HealthBar.DrawBorder = false; break; case ShipType.Large: MaxVelocity = 0.90f; AccelerationForce = 0.02f; FiringRate = 2000; AttackPower = 7; HitPoints = 40; Range = 200; shipTex = _largeShipTex; Laser.Width = 2; HealthBar = new ProgressBar(new Vector2(Position.X, Position.Y + shipTex.Height / 2), shipTex.Width, 3, 0, HitPoints, myPlayer.Colour); HealthBar.DrawBorder = false; break; } }
public static Ship CreateShip(ShipType type) { switch (type) { case ShipType.Destroyer: return new Ship(ShipType.Destroyer, 2); case ShipType.Cruiser: return new Ship(ShipType.Cruiser, 3); case ShipType.Submarine: return new Ship(ShipType.Submarine, 3); case ShipType.Battleship: return new Ship(ShipType.Battleship, 4); default: return new Ship(ShipType.Carrier, 5); } }
public int ShipTypeToGameObjectIndex(ShipType shipType){ int returnIndex = 0; if (shipType == ShipType.TheUniter) { returnIndex = 0; } else if (shipType == ShipType.Normal) { returnIndex = 1; } else if (shipType == ShipType.Alpha) { returnIndex = 2; } else if (shipType == ShipType.Bravo) { returnIndex = 3; } return returnIndex; }
/// <summary> /// Creates a new instance of a ship, which is not placed on the playground /// </summary> /// <param name="owner">The Jabber-ID of the owner</param> /// <param name="type">The type</param> public Ship(JID owner, ShipType type, Boolean alternate) { this.Owner = owner; this.IsPlaced = false; this.ShipType = type; this.HitPoints = new Dictionary<int, bool>(); this.OverlayColor = Color.White; this.IsDestroyed = false; switch (type) { case ShipType.DESTROYER: case ShipType.SUBMARINE: this.Orientation = System.Windows.Controls.Orientation.Vertical; break; case ShipType.BATTLESHIP: case ShipType.AIRCRAFT_CARRIER: this.Orientation = System.Windows.Controls.Orientation.Horizontal; break; } LoadTexture(); // Ship is not placed. We place it manually switch (type) { case ShipType.DESTROYER: this.Position = new Vector2(20, DeviceCache.BelowGrid + 20); break; case ShipType.SUBMARINE: if (alternate) this.Position = new Vector2(20 + (1 * (this.shipTexture.Width * scaleRate)) + 20, DeviceCache.BelowGrid + 20); else this.Position = new Vector2(20 + (5 * (this.shipTexture.Width * scaleRate)) + 20, DeviceCache.BelowGrid + 20); break; case ShipType.BATTLESHIP: this.Position = new Vector2(20 + (2 * (this.shipTexture.Height * scaleRate)) + 20, DeviceCache.BelowGrid + 20); break; case ShipType.AIRCRAFT_CARRIER: this.Position = new Vector2(20 + (2 * (this.shipTexture.Height * scaleRate)) + 20, DeviceCache.BelowGrid + (this.shipTexture.Height * scaleRate) + 30); break; } for (int i = 0; i < this.Size; i++) { this.HitPoints.Add(i, false); } }
/// <summary> /// Spawns a ship relative to the Player positoin /// </summary> public IEnumerator SpawnShip(ShipType shipType){ Vector3 spawnSpot = Vector3.zero; if (shipType == ShipType.Normal){ spawnSpot = new Vector3(Random.Range(-3f,3f),Constants.ySpawnSpot,Random.Range(15f,20f)); } else if (shipType == ShipType.Alpha){ spawnSpot = new Vector3(Random.Range(-5f,5f),Constants.ySpawnSpot,Random.Range(15f,20f)); } else if (shipType == ShipType.Bravo){ float xSpot = (Random.insideUnitCircle.x>0) ? Random.Range(-6f,-3f) : Random.Range(3f,6f); spawnSpot = new Vector3(xSpot,Constants.ySpawnSpot,Random.Range(15f,20f)); } spawnSpot += uniterRespawner.TheUniterShip.transform.position; Instantiate (shipsToSpawn[ShipTypeToGameObjectIndex (shipType)], spawnSpot, Quaternion.Euler (0f, 180f, 0f)); yield return null; }
public static int GetShipPrice(ShipType ship) { return(ship >= 0 ? shipPrices[(int)ship] : 0); }
public AllyShip(Game1 game, Sprite spriteSheet, ShipType type) : base(game, spriteSheet) { this.type = type; }
// constructor: public EnemyShip(Texture2D texture, ShipType newShipType, AIType newAIType, Vector2 initialPosition, Game thisGame) { game = thisGame; // set up our initial position: xPos = (int)initialPosition.X; yPos = (int)initialPosition.Y; team = Team.Enemy; shipType = newShipType; // what type of ship? aiType = newAIType; // what type of behavior? gunBarrelOffset = new Vector2(20.0f, 40.0f); // set up graphics and stats based on ship type: switch (newShipType) { case ShipType.Grey: { animFly = new List <Rectangle> { new Rectangle(95, 0, 25, 27), new Rectangle(120, 0, 25, 27), new Rectangle(145, 0, 25, 27) }; health = 5; maxHealth = health; damage = 10; speed = 3; state = 0x00; break; } case ShipType.Brown: { animFly = new List <Rectangle> { new Rectangle(96, 28, 25, 27), // it was showing a dark line on the left with x=95 new Rectangle(120, 28, 25, 27), new Rectangle(145, 28, 25, 27) }; health = 5; maxHealth = health; damage = 10; speed = 3; state = 0x00; break; } case ShipType.Green: { animFly = new List <Rectangle> { new Rectangle(168, 0, 25, 27), new Rectangle(168, 28, 25, 27), new Rectangle(168, 55, 25, 27) }; health = 5; maxHealth = health; damage = 10; speed = 4; state = 0x00; break; } case ShipType.Needle: { animFly = new List <Rectangle> { new Rectangle(95, 84, 25, 27), new Rectangle(120, 84, 25, 27), new Rectangle(145, 84, 25, 27) }; health = 5; maxHealth = health; damage = 10; speed = 7; state = 0x00; break; } default: { animFly = new List <Rectangle> { new Rectangle(95, 0, 25, 27), new Rectangle(120, 0, 25, 27), new Rectangle(145, 0, 25, 27) }; health = 5; maxHealth = health; damage = 10; speed = 5; state = 0x00; break; } } // end switch sprite = new Sprite(texture, animFly[2], 2.0); }
public Ship(ShipType typeOfShip) { this.OccupiedPoints = new List <Point>(); this.Type = typeOfShip; this.ShipLength = (int)Type; }
// returns true if the ship could move there or not public bool CanMoveTo(ShipType shipType, int x, int y) { return(false); }
private bool IsDestroyed(ShipType ship, Cell targetCell) { var c = ship.ToString()[0]; return(!_board.Any(x => x == c)); }
/// <summary> /// Instantiates an Invader object from a ShipType, a location, and a score. /// </summary> /// <param name="invaderType">The type of invader ship.</param> /// <param name="location">The invader's starting location</param> /// <param name="score">The invader's score (points a player gets for killing it).</param> public InvaderGrunt(ShipType invaderType, Point location, int score) : base(invaderType, location, score) { InitializeInvaderImages(InvaderType); image = invaderImages[0]; } // end constructor method InvaderGrunt
public IShip CreateShip(ShipType type) { return(_shipFactories[type]()); }
public void CmdDoSetShipType(ShipType type) { this.type = type; }
private void promptForShipPlacement(Player p) { // Prompt each player to set up boards for 5 ships // with a starting Coordinate and direction and clear screen afterwards ShipType shipType = new ShipType(); for (int i = 1; i < 6; i++) { switch (i) { case 1: default: shipType = ShipType.Battleship; break; case 2: shipType = ShipType.Carrier; break; case 3: shipType = ShipType.Cruiser; break; case 4: shipType = ShipType.Destroyer; break; case 5: shipType = ShipType.Submarine; break; } displayCurrentBoardState(p.PlayerBoard); Coordinate shipCoordinate = _gameInput.promptForCoordinate("{0}, Please place your " + shipType + " (Ex/ A6, B8) (Column(A-J) & Row(1-10)): ", p.Name); PlaceShipRequest placeShip = new PlaceShipRequest() { Coordinate = shipCoordinate, ShipType = shipType, Direction = _gameInput.shipDirection() }; var response = p.PlayerBoard.PlaceShip(placeShip); switch (response) { case ShipPlacement.Ok: Console.WriteLine("Ship placed. Press any key to continue."); break; case ShipPlacement.NotEnoughSpace: Console.WriteLine("There is not enough space. Press Any Key and Try again."); i--; break; case ShipPlacement.Overlap: Console.WriteLine("The ships are overlapping. Press Any Keey and Try a different coordinate."); i--; break; default: break; } Console.ReadLine(); Console.Clear(); } }
/// <summary> /// Next wave method /// </summary> private void nextWave() { // Make sure the invaders is all cleared //if (invaders.Count > 1) //{ // foreach (Invader invader in invaders) // { // invaders.Remove(invader); // } //} invaders.Clear(); wave++; Random rnd = new Random(); //Lee: Created the random generator and the IF-ELSE statement so that when a new wave begins, if (rnd.Next(0, 2) == 0) // it will start moving either to the left or the right (random). { invaderDirection = Direction.Left; } else { invaderDirection = Direction.Right; } // if the wave is under 7, set frames skipped to 6 - current wave number if (wave < 7) { framesSkipped = 6 - wave; } else { framesSkipped = 0; } //if (wave == 3 || wave == 6) { // int currentAlienYSpace = 0; // for (int x = 0; x < 5; x++) // { // Alien currentAlien = (Alien)x; // currentAlienYSpace += alienYSpacing; // int currentAlienXSpace = 120; //Lee: Changed this value from 0, so the invaders will start in the middle of the screen // for (int y = 0; y < 5; y++) // { // currentAlienXSpace += alienXSpacing; // Point newAleinPoint = // new Point(currentAlienXSpace, currentAlienYSpace); // alien newAlien = // new Alien(currentAlienType, newAlienPoint, 10); // alien.Add(newAlien); // playerShots.Clear(); //Lee: Added these two lines to ensure that the // alienShots.Clear();//map is cleared of bullets when a new wave begins //} //} //} //else { // //} int currentInvaderYSpace = 0; for (int x = 0; x < 5; x++) { ShipType currentInvaderType = (ShipType)x; currentInvaderYSpace += invaderYSpacing; int currentInvaderXSpace = 120; //Lee: Changed this value from 0, so the invaders will start in the middle of the screen for (int y = 0; y < 5; y++) { currentInvaderXSpace += invaderXSpacing; Point newInvaderPoint = new Point(currentInvaderXSpace, currentInvaderYSpace); // Need to add more varied invader score values Invader newInvader = new Invader(currentInvaderType, newInvaderPoint, 10); invaders.Add(newInvader); playerShots.Clear(); //Lee: Added these two lines to ensure that the invaderShots.Clear(); //map is cleared of bullets when a new wave begins bossShots.Clear(); } } }
public Texture2D this[ShipType ship, ShipTier tier] { get { return(_bulletTextures[new KeyValuePair <ShipType, ShipTier>(ship, tier)]); } }
public Ship(ShipType type, string designame) { Type = type; DesignName = designame; ShipPosition = Vector3.zero; }
public static int GetShipSellPrice(ShipType ship) { return((int)(GetShipPrice(ship) * deedSellMult)); }
public void GeneratePurchaseShipPopup(ShipType shipType) { GeneratePopup(DaggerfallBankManager.PurchaseShip(shipType, regionIndex)); }
public static uint GetShipModelId(ShipType ship) { return(ship >= 0 ? shipModelIds[(int)ship] : 0); }
private ShotResult RegisterHit(ShipType ship, Cell targetCell) { _board[targetCell.ToBoardIndex()] = 'H'; return(new ShotResult(ship, IsDestroyed(ship, targetCell))); }
public static float GetShipCameraDist(ShipType ship) { return(ship >= 0 ? shipCameraDist[(int)ship] : 0); }
public MyEventShipCompleted(MyFaction faction, ShipType ship) : base(false) { Faction = faction; Ship = ship; }
public bool CanBeAddedSafely(ShipType ship, CellPosition start, bool vertical) { return(CanBeAddedSafely(ship, start, vertical, x => true)); }
// returns the cost of the ship moving to location public float MoveCost(ShipType shipType, int x, int y) { return(0.0f); }
public bool TryAddFullShip(ShipType ship, CellPosition start, bool vertical) { return(TryEditFullShip(ship, start, vertical, true)); }
// Смена типа или количества кораблика public void Change(ShipType AShipType, int ACount) { FScript.Change(AShipType, ACount); }
public bool TryRemoveFullShip(ShipType ship, CellPosition start, bool vertical) { return(TryEditFullShip(ship, start, vertical, false)); }
public static int MaxNumber(ShipType type) => type switch {
public Ship(ShipType shipType, int numberOfSlots) { ShipType = shipType; _lifeRemaining = numberOfSlots; BoardPositions = new Coordinates[numberOfSlots]; }
public static string ToTypeName(this ShipType type) => type.Id == 8 ? "巡洋戦艦" : type.Name;
//copy-constructor public Ship(other) { Type = other.Type; DesignName = other.DesignName; ShipPosition = Vector3.zero; }
public static ShipType UserTypeShip(Board x, int Count) { ShipType ship = new ShipType(); Console.WriteLine("Enter a Ship type"); string typeofship = ConsoleInput.ReadLine(); if (typeofship == "Destroyer" || typeofship == "destroyer") { ship = ShipType.Destroyer; } else if (typeofship == "Submarine" || typeofship == "submarine") { ship = ShipType.Submarine; } else if (typeofship == "Cruiser" || typeofship == "cruiser") { ship = ShipType.Cruiser; } else if (typeofship == "Battleship" || typeofship == "battleship") { ship = ShipType.Battleship; } else if (typeofship == "Carrier" || typeofship == "carrier") { ship = ShipType.Carrier; } else { Console.WriteLine("Invalid Ship type, try again"); UserTypeShip(x, Count); } for (int i = Count; i < 5; i++) { if (Count == 1) { if (x.Ships[i - 1].ShipType == ship) { Console.WriteLine("You've got a duplicate ship, try again!"); ship = UserTypeShip(x, Count); } } else if (Count == 2) { if ((x.Ships[i - 1].ShipType == ship) || (x.Ships[i - 2].ShipType == ship)) { Console.WriteLine("You've got a duplicate ship, try again!"); ship = UserTypeShip(x, Count); } } else if (Count == 3) { if ((x.Ships[i - 1].ShipType == ship) || (x.Ships[i - 2].ShipType == ship) || (x.Ships[i - 3].ShipType == ship)) { Console.WriteLine("You've got a duplicate ship, try again!"); ship = UserTypeShip(x, Count); } } else if (Count == 4) { if ((x.Ships[i - 1].ShipType == ship) || (x.Ships[i - 2].ShipType == ship) || (x.Ships[i - 3].ShipType == ship) || (x.Ships[i - 4].ShipType == ship)) { Console.WriteLine("You've got a duplicate ship, try again!"); ship = UserTypeShip(x, Count); } } break; } return(ship); }
protected ShipCategory(GameObjectName goName, SpriteBaseName sName, ShipType type, int idx) : base(goName, sName, idx) { this.type = type; }