Exemple #1
0
 public DifficultyContext(Score score)
 {
     //Set the subject for the observer to be the score
     subject = score;
     //Set the initial state to Easy
     diffState = new EasyState();
 }
        //This is our class for returning our cloned enemy. May be changed in the future
        //To return a hashmap or dictionairy of a group of cloned classes.
        public Dictionary<int, EnemySubclass> getClonedEnemy(int count, DifficultyState state)
        {
            //Declare our class for cloning
            Original = new EnemySubclass(WindowX, WindowY);

            //declare our return dictionairy
            Dictionary<int, EnemySubclass> returnDict = new Dictionary<int, EnemySubclass>();

            //return a filled hash map
            //of the specified class (filled with 5 clones to start)
            for(int i = 0; i < count; i++)
            {

                //Set the attribs each time we add to the initial area
                Original.setDifficultyAttribs(state.EnemySpeed,state.EnemyKillWorth,state.EnemyScreenPts);
                //create our clone
                EnemySubclass EnemyClone = (EnemySubclass)getEnemy(Original);

                //add to dictionairy
                returnDict.Add(i, EnemyClone);
            }

            //return dictionairy full of 5 seperate enemies

            return returnDict;
        }
Exemple #3
0
        //This is our class for returning our cloned enemy. May be changed in the future
        //To return a hashmap or dictionairy of a group of cloned classes.
        public Dictionary <int, EnemySubclass> getClonedEnemy(int count, DifficultyState state)
        {
            //Declare our class for cloning
            Original = new EnemySubclass(WindowX, WindowY);

            //declare our return dictionairy
            Dictionary <int, EnemySubclass> returnDict = new Dictionary <int, EnemySubclass>();

            //return a filled hash map
            //of the specified class (filled with 5 clones to start)
            for (int i = 0; i < count; i++)
            {
                //Set the attribs each time we add to the initial area
                Original.setDifficultyAttribs(state.EnemySpeed, state.EnemyKillWorth, state.EnemyScreenPts);
                //create our clone
                EnemySubclass EnemyClone = (EnemySubclass)getEnemy(Original);



                //add to dictionairy
                returnDict.Add(i, EnemyClone);
            }

            //return dictionairy full of 5 seperate enemies


            return(returnDict);
        }
 public DifficultyContext(Score score)
 {
     //Set the subject for the observer to be the score
     subject = score;
     //Set the initial state to Easy
     diffState = new EasyState();
 }
        public EnemySubclass spawnEnemy(DifficultyState state)
        {
            //create our clone
            EnemySubclass EnemyClone = (EnemySubclass)getEnemy(Original);
            //Set the attribs each time we add to the initial area
            EnemyClone.setDifficultyAttribs(state.EnemySpeed, state.EnemyKillWorth, state.EnemyScreenPts);

            return EnemyClone;
        }
Exemple #6
0
        public EnemySubclass spawnEnemy(DifficultyState state)
        {
            //create our clone
            EnemySubclass EnemyClone = (EnemySubclass)getEnemy(Original);

            //Set the attribs each time we add to the initial area
            EnemyClone.setDifficultyAttribs(state.EnemySpeed, state.EnemyKillWorth, state.EnemyScreenPts);

            return(EnemyClone);
        }
Exemple #7
0
 /// <summary>
 /// update to be called when the observable (the score) notifies the observer (difficulty context)
 /// of a change in the score.
 /// </summary>
 public override void update()
 {
     //check if the thresholds have been reached and change state if they have
     if (((Score)subject).ScoreVal > hardThreshold)
     {
         diffState = new HardState();
     }
     else if (((Score)subject).ScoreVal > mediumThreshold)
     {
         diffState = new MediumState();
     }
     else
     {
         diffState = new EasyState();
     }
 }
 /// <summary>
 /// update to be called when the observable (the score) notifies the observer (difficulty context) 
 /// of a change in the score.
 /// </summary>
 public override void update()
 {
     //check if the thresholds have been reached and change state if they have
     if(((Score)subject).ScoreVal>hardThreshold)
     {
         diffState = new HardState();
     }
     else if(((Score)subject).ScoreVal>mediumThreshold)
     {
         diffState = new MediumState();
     }
     else
     {
         diffState = new EasyState();
     }
 }