static void Main(string[] args) { IRenderer renderer = new ConsoleRenderer(WorldRows, WorldCols); IUserInterface keyboard = new KeyboardInterface(); ShootingEngine gameEngine = new ShootingEngine(renderer, keyboard, 120); keyboard.OnLeftPressed += (sender, eventInfo) => { gameEngine.MovePlayerRacketLeft(); }; keyboard.OnRightPressed += (sender, eventInfo) => { gameEngine.MovePlayerRacketRight(); }; keyboard.OnActionPressed += (sender, eventInfo) => { gameEngine.ShootPlayerRacket(); }; Initialize(gameEngine); // gameEngine.Run(); }
static void Main(string[] args) { IRenderer renderer = new ConsoleRenderer(WorldRows, WorldCols); IUserInterface keyboard = new KeyboardInterface(); ShootingEngine gameEngine = new ShootingEngine(renderer, keyboard); keyboard.OnLeftPressed += (sender, eventInfo) => { gameEngine.MovePlayerRacketLeft(); }; keyboard.OnRightPressed += (sender, eventInfo) => { gameEngine.MovePlayerRacketRight(); }; // TASK 13 // Allows shooting keyboard.OnActionPressed += (sender, eventInfo) => { gameEngine.ShootPlayerRacket(); }; // END TASK 13 Initialize(gameEngine); // gameEngine.Run(); }
static void Main(string[] args) { IRenderer renderer = new ConsoleRenderer(WorldRows, WorldCols); IUserInterface keyboard = new KeyboardInterface(); int sleep = 300; Engine gameEngine = new Engine(renderer, keyboard, sleep); keyboard.OnLeftPressed += (sender, eventInfo) => { gameEngine.MovePlayerRacketLeft(); }; keyboard.OnRightPressed += (sender, eventInfo) => { gameEngine.MovePlayerRacketRight(); }; ShootingEngine gameShootingEngine = new ShootingEngine(renderer, keyboard, 200); keyboard.OnActionPressed += (sender, eventInfo) => { gameShootingEngine.ShootRacket(); }; Initialize(gameEngine); gameEngine.Run(); }
static void Main(string[] args) { IRenderer renderer = new ConsoleRenderer(WorldRows, WorldCols); IUserInterface keyboard = new KeyboardInterface(); //Engine gameEngine = new Engine(renderer, keyboard); ShootingEngine gameEngine = new ShootingEngine(renderer, keyboard, 400); //Task 01 for (int i = 0; i < WorldRows; i++) { gameEngine.AddObject(new IndestructibleBlock(new MatrixCoords(i, 0))); gameEngine.AddObject(new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1))); } for (int i = 0; i < WorldCols; i++) { gameEngine.AddObject(new IndestructibleBlock(new MatrixCoords(0, i))); } keyboard.OnLeftPressed += (sender, eventInfo) => { gameEngine.MovePlayerRacketLeft(); }; keyboard.OnRightPressed += (sender, eventInfo) => { gameEngine.MovePlayerRacketRight(); }; keyboard.OnActionPressed += (sender, eventInfo) => { gameEngine.ShootPlayerRacket(); }; Initialize(gameEngine); gameEngine.Run(); }
static void Main(string[] args) { IRenderer renderer = new ConsoleRenderer(WorldRows, WorldCols); IUserInterface keyboard = new KeyboardInterface(); // Engine gameEngine = new Engine(renderer, keyboard); // Implementing Engine that have shooting capability ShootingEngine gameEngine = new ShootingEngine(renderer, keyboard); keyboard.OnLeftPressed += (sender, eventInfo) => { gameEngine.MovePlayerRacketLeft(); }; keyboard.OnRightPressed += (sender, eventInfo) => { gameEngine.MovePlayerRacketRight(); }; // attaches shooting ability as keybord event (using spacebar) keyboard.OnActionPressed += (sender, eventInfo) => { gameEngine.ShootPlayerRacket(); }; Initialize(gameEngine); // gameEngine.Run(); }
static void Main() { Console.BufferWidth = Console.WindowWidth = WorldCols + InfofieldWidth; Console.BufferHeight = Console.WindowHeight = WorldRows; IRenderer renderer = new ConsoleRenderer(WorldRows, WorldCols); IUserInterface keyboard = new KeyboardInterface(); ShootingEngine gameEngine = new ShootingEngine(renderer, keyboard, 80); keyboard.OnLeftPressed += (sender, eventInfo) => { gameEngine.MovePlayerRacketLeft(WallGap + WallWidth); }; keyboard.OnRightPressed += (sender, eventInfo) => { gameEngine.MovePlayerRacketRight(3 * WallGap - RacketLength); }; keyboard.OnActionPressed += (sender, eventInfo) => { gameEngine.ShootPlayerRacket(); }; Initialize(gameEngine); List<dynamic> infoList = new List<dynamic>(); infoList.Add("Balls:"); infoList.Add(String.Empty); infoList.Add("o Normal ball"); infoList.Add(String.Empty); infoList.Add("O Unstoppable"); infoList.Add(String.Empty); infoList.Add("♦ Meteorite"); infoList.Add(String.Empty); infoList.Add(String.Empty); infoList.Add("Blocks:"); infoList.Add(String.Empty); infoList.Add("▒ Normal block"); infoList.Add(String.Empty); infoList.Add("▓ Unpassable"); infoList.Add(String.Empty); infoList.Add("█ Indestructible"); infoList.Add(String.Empty); infoList.Add("☼ Bomb"); infoList.Add(String.Empty); infoList.Add("♥ Gift"); gameEngine.Run(infoList, new MatrixCoords(1, WorldCols + 2)); }