Exemple #1
0
        private void NewTurn()
        {
            //throw new NotImplementedException();
            //currentGame.GetPlayerTank().GetPlayerById();
            PlayerTank     currentTankPlayer = currentGame.GetPlayerTank();
            TankController currentId         = currentTankPlayer.GetPlayerById();

            // Setting Form Title Caption to Current Round
            this.Text = "Tank Battle - Round " + currentGame.CurrentRound() + " of " + currentGame.GetMaxRounds();

            // Set back color of control panel
            controlPanel.BackColor = currentId.GetTankColour();
            // Set player name to tank name
            label1.Text = currentId.Identifier();
            // Call AimTurret() to set current angle
            AimTurret(currentTankPlayer.GetPlayerAngle());
            // Call SetPower() to set current power
            SetPower(currentTankPlayer.GetTankPower());

            label7.Text = trackBar1.Value.ToString();

            // Updating wind label
            if (currentGame.WindSpeed() < 0)
            {
                label3.Text = currentGame.WindSpeed() + "W";
            }
            else
            {
                label3.Text = currentGame.WindSpeed() + "E";
            }

            // Clearing Combobox
            comboBox1.Items.Clear();

            // Adding to the Combobox
            foreach (string x in currentTankPlayer.CreateTank().WeaponList())
            {
                comboBox1.Items.Add(x);
            }

            // Setting the current weapon to the current player
            SetWeaponIndex(currentTankPlayer.GetCurrentWeapon());

            // Calling BeginTurn()
            currentId.BeginTurn(this, currentGame);

            /*
             * button1.TabStop = false;
             * comboBox1.TabStop = false;
             * numericUpDown1.TabStop = false;
             * trackBar1.TabStop = false;*/

            label7.Text = trackBar1.Value.ToString();

            debounce = 0;
        }
Exemple #2
0
        public override void FireWeapon(int weapon, PlayerTank playerTank, GameController currentGame)
        {
            // Firing the specified weapon from playerTank
            float xPos = playerTank.GetX();
            float yPos = playerTank.GetYPos();

            xPos += Chassis.WIDTH / 2;
            yPos += Chassis.HEIGHT / 2;

            TankController tankContr = playerTank.GetPlayerById();

            Shrapnel newShrapnel = new Shrapnel(100, 4, 4);

            Projectile newProj = new Projectile(xPos, yPos, playerTank.GetPlayerAngle(), playerTank.GetTankPower(), 0.01f, newShrapnel, tankContr);

            currentGame.AddEffect(newProj);
        }
Exemple #3
0
        public override void BeginTurn(GameplayForm gameplayForm, GameController currentGame)
        {
            // Initiating random function
            Random rand = new Random();

            PlayerTank     currentTankPlayer = currentGame.GetPlayerTank();
            TankController currentId         = currentTankPlayer.GetPlayerById();

            int posX, posY;

            int[] playerPositions;
            int   numX;

            posX = currentTankPlayer.GetX();
            posY = currentTankPlayer.GetYPos();

            // Initiating list for easier removal of players (!Exist())
            playerPositions = GameController.GetPlayerPositions(currentGame.TotalPlayers());
            List <int> playerPos = new List <int>(playerPositions);

            // Removing players that don't exist
            for (int i = 0; i < playerPos.Count; i++)
            {
                if (!currentGame.GetGameplayTank(i + 1).Exists())
                {
                    playerPos.Remove(currentGame.GetGameplayTank(i + 1).GetX());
                }
            }


            // Calculating the closest tank to the current PlayerTank
            int distance = Math.Abs(playerPos[0] - posX);
            int idx      = 0;

            for (int i = 1; i < playerPos.Count; i++)
            {
                int cdistance = Math.Abs(playerPos[i] - posX);
                if (cdistance < distance && playerPos[i] != posX)
                {
                    idx      = i;
                    distance = cdistance;
                }
            }

            numX = playerPos[idx];


            /*
             * // Testing to see the tank position stuff
             * Console.WriteLine("Current Tank:");
             * Console.WriteLine(posX);
             * Console.WriteLine("Closest Tank Position:");
             * Console.WriteLine(numX);
             * Console.WriteLine("Tank Positions:");
             * for (int i = 0; i < playerPos.Count; i++)
             * {
             *  Console.WriteLine(playerPos[i]);
             * }*/

            // Aiming the turret in the direction of the closest tank
            if (numX < posX)
            {
                gameplayForm.AimTurret(rand.Next(-90, -10));
            }
            else
            {
                gameplayForm.AimTurret(rand.Next(10, 90));
            }


            // Setting tank power to a random number
            gameplayForm.SetPower(rand.Next(5, 100));


            // Making the tank to fire
            if (currentTankPlayer.Exists())
            {
                gameplayForm.Fire();
            }
        }