Exemple #1
0
        static void Main()
        {
            Player Knight = new Player("Knight", 100f, 1, 50f, 7f);
            Player Viking = new Player("Viking", 150f, 1, 75f, 5f);
            Player Samuri = new Player("Samuri", 90f, 1, 40f, 12f);

            Enemy e1 = new Enemy("e1", 70f, 1, 25f, 9f);
            Enemy e2 = new Enemy("e2", 100f, 1, 35f, 5f);
            Enemy e3 = new Enemy("e3", 65f, 1, 20f, 12f);

            Combat.Instance.AddPlayer(Knight);
            Combat.Instance.AddPlayer(Viking);
            Combat.Instance.AddPlayer(Samuri);
            Combat.Instance.AddPlayer(e1);
            Combat.Instance.AddPlayer(e2);
            Combat.Instance.AddPlayer(e3);
            FSM <GameState> fsm = new FSM <GameState>();

            fsm.AddTransition(GameState.init, GameState.running);

            fsm.GetState(GameState.init).AddEnterFunction((Action) delegate { Debug.WriteLine("init state"); });
            fsm.GetState(GameState.running).AddEnterFunction((Action) delegate { Debug.WriteLine("running state"); });
            fsm.Start(GameState.init);
            fsm.ChangeState(GameState.running);

            Combat.Instance.SortEntities();

            Application.EnableVisualStyles();
            Application.SetCompatibleTextRenderingDefault(false);
            Application.Run(new Form1());
        }
Exemple #2
0
        static void Main()
        {
            //State TurnBegin = new State(TurnState.TurnBegin);
            //State TurnEnd = new State(TurnState.TurnEnd);
            //Application.EnableVisualStyles();
            //Application.SetCompatibleTextRenderingDefault(false);
            //Application.Run(new Form1());

            //FSM<Enum> fsm = new FSM<Enum>();

            //fsm.AddTransition(GameStart, TurnBegin);
            //fsm.AddTransition(TurnBegin, PlayerTurn);
            //fsm.AddTransition(PlayerTurn, TurnEnd);
            //fsm.AddTransition(TurnEnd, TurnBegin);
            //fsm.AddTransition(TurnEnd, GameEnd);
            //fsm.AddTransition(TurnBegin, GameEnd);
            //fsm.AddTransition(PlayerTurn, GameEnd);

            //fsm.GetState(TurnState.TurnBegin).AddEnterFunction((Handler)StateBehavior.TurnBeginBehavior);
            //fsm.GetState(TurnState.PlayerTurn).AddEnterFunction((Handler)StateBehavior.PlayerTurnBehavior);
            //fsm.GetState(TurnState.TurnEnd).AddEnterFunction((Handler)StateBehavior.TurnEndBehavior);

            FSM <TestState> Test = new FSM <TestState>();

            Test.AddTransition(TestState.init.ToString(), Test.GetState(TestState.idle));
            Test.AddTransition(TestState.idle.ToString(), Test.GetState(TestState.exit));

            Test.ChangeState(Test.GetState(TestState.exit));
            Test.ChangeState(Test.GetState(TestState.idle));
            Test.ChangeState(Test.GetState(TestState.init));
            Test.ChangeState(Test.GetState(TestState.exit));
        }