private float m_wf = 0; //风力 public override void SetMap(Map map) { base.SetMap(map); UpdateAGW(); }
public BaseGame(List<GamePlayer> red, List<GamePlayer> blue, Map map,eRoomType roomType,eTeamType teamType, eGameType gameType, int timeType) { m_players = new Dictionary<GamePlayer, Player>(); m_redTeam = new List<Player>(); m_blueTeam = new List<Player>(); m_roomType = roomType; m_gameType = gameType; m_teamType = teamType; m_random = new Random(); m_redAvgLevel = 0; foreach (GamePlayer player in red) { Player fp = new Player(player, this, 1); fp.Direction = m_random.Next(0, 1) == 0 ? 1 : -1; m_players.Add(player, fp); m_redTeam.Add(fp); player.CurrentGame = this; m_redAvgLevel += player.PlayerCharacter.Grade; fp.Died += new PlayerEventHandle(Player_Died); } m_redAvgLevel = m_redAvgLevel / m_redTeam.Count; m_blueAvgLevel = 0; foreach (GamePlayer player in blue) { Player fp = new Player(player, this, 2); fp.Direction = m_random.Next(0, 1) == 0 ? 1 : -1; m_players.Add(player, fp); m_blueTeam.Add(fp); player.CurrentGame = this; m_blueAvgLevel += player.PlayerCharacter.Grade; fp.Died += new PlayerEventHandle(Player_Died); } m_blueAvgLevel = m_blueAvgLevel / blue.Count; m_map = map; m_actions = new ArrayList(); PhysicalId = 0; switch (m_roomType) { case eRoomType.Freedom: m_mapType = eMapType.Normal; break; case eRoomType.Match: m_mapType = eMapType.PairUp; break; default: m_mapType = eMapType.Normal; break; } m_timeType = timeType; m_tempBox = new List<Box>(); m_tempPoints = new List<Point>(); Cards = new int[8]; GameState = eGameState.Inited; }
public virtual void SetMap(Map map) { m_map = map; }
public override void setMap(Map map) { base.setMap(map); if (_map != null) { _arf = _map.airResistance * _airResitFactor; _gf = _map.gravity * _gravityFactor * _mass; _wf = _map.wind * _windFactor; //Console.WriteLine(string.Format("_arf {0} _gf {1} _wf {2}", _arf, _gf, _wf)); } }