/// <summary> /// Constructor /// </summary> public Cell(int x, int y, int cellSize, TurnBasedGame game) { AgentInCell = null; Position = new Vector2((Single)((x * cellSize) + (cellSize / 2.0)), (Single)((y * cellSize) + (cellSize / 2.0))); Game = game; TextureName = CellState.Empty.ToString(); Index = new Tuple <int, int>(x, y); }
/// <summary> /// Constructor create shared world /// </summary> /// <param name="game">The game</param> public Environment(TurnBasedGame game, int simulationPerSeconds) : base() { Turn = 0; SimulationPerSeconds = simulationPerSeconds; World world = new World(game); InitAgents(world); Memory["World"] = world; }
/// <summary> /// Contructor build the grid /// </summary> /// <param name="game">The game</param> public World(TurnBasedGame game) { _map = new Cell[Settings.GridSize, Settings.GridSize]; for (int i = 0; i < Settings.GridSize; i++) { for (int j = 0; j < Settings.GridSize; j++) { _map[i, j] = new Cell(i, j, 10, game); } } _currentId = 0; }
public GameSessionEventHandler(TurnBasedGame game, ILogger logger) { _game = game; _logger = logger; }