Esempio n. 1
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        public void shoot(BattleShip.AccountManagement.UserAccount user, BattleShip.GameWindow.GamePanel.Field field)
        {
            UserSession session = userPlacements[user];

            Ship ship = session.shoot(field);
            if (ship != null)
            {
                foreach (IGameCallback c in subscribers.Values)
                {
                    c.eventHit(user, field, ship);
                }
            }
            else 
            {
                foreach (IGameCallback c in subscribers.Values)
                {
                    c.eventMiss(user, field);
                }
            }

            if (strategy.isFinished())
            {
                UserAccount winner = strategy.getWinner();
                foreach (IGameCallback c in subscribers.Values)
                {
                    c.endGame(winner, "");
                }
            }
            else
            {
                subscribers[strategy.getNextPlayer()].eventTurn();
            }
        }
Esempio n. 2
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        /// <summary>
        /// Create the buttons at their starting locations, and set their properties.
        /// </summary>
        private void InitShips()
        {
            BattleShips[0] = new BattleShip(1, 3, new Point(30, 50), Color.LightGreen, new Bitmap(Properties.Resources.Ship3x1));
            BattleShips[1] = new BattleShip(1, 4, new Point(90, 50), Color.DarkOliveGreen, new Bitmap(Properties.Resources.Ship4x1V1));
            BattleShips[2] = new BattleShip(1, 4, new Point(150, 50), Color.Chartreuse, new Bitmap(Properties.Resources.Ship4x1V2));
            BattleShips[3] = new BattleShip(1, 5, new Point(30, 200), Color.SpringGreen, new Bitmap(Properties.Resources.Ship5x1));
            BattleShips[4] = new BattleShip(2, 5, new Point(90, 200), Color.Goldenrod, new Bitmap(Properties.Resources.Ship5x2));
            BattleShips[5] = new BattleShip(6, 1, new Point(30, 380), Color.Chocolate, new Bitmap(Properties.Resources.Ship6x1));

            // Add mouse functionality to each button.
            foreach (var ship in BattleShips)
            {
                ship.MouseUp += b_MouseUp;
            }

            if (!_show)
            {
                return;
            }

            foreach (var ship in BattleShips)
            {
                ShipWarsForm.Collection.Add(ship);
            }
            ShipWarsForm.Collection.Add(randomFleet);
        }
Esempio n. 3
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    // Update is called once per frame
    void Update()
    {
        if (goal == null)
        {
            goal = FindObjectOfType <Port>();
        }

        shipsSavedDisplay.text = " " + ships;

        if (playerObject == null)
        {
            playerObject = FindObjectOfType <MineSweeper>();
        }

        if (playerObject != null)
        {
            mineSweeperHPLabel.text = playerObject.hitPoints.ToString();
        }


        if (objectiveObject == null)
        {
            objectiveObject = FindObjectOfType <BattleShip>();
        }

        if (objectiveObject != null)
        {
            battleShipHPLabel.text = objectiveObject.hitPoints.ToString();
        }
    }
Esempio n. 4
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 public bool FillPlayerBattleShip(int longitude, int latitude)
 {
     if (longitude != 6)
     {
         if (ShipsPlaced > 0)
         {
             BattleShip battleship = new BattleShip(longitude, latitude);
             foreach (var myPlayerShip in PlayerShipsList)
             {
                 foreach (var x in battleship.Longitude)
                 {
                     if (myPlayerShip.Longitude.Contains(x) && myPlayerShip.Latitude.Contains(latitude))
                     {
                         return(false);
                     }
                 }
             }
             ShipsPlaced--;
             PlayerShipsList.Add(battleship);
             return(true);
         }
         else
         {
             return(false);
         }
     }
     return(false);
 }
Esempio n. 5
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        /// <summary>
        /// Метод возвращает корабль в зависимости от перданного типа корaбля
        /// </summary>
        /// <param name="shipType"></param>
        /// <returns>Корабль полученый из строки</returns>
        private ShipBase CreateShipFromString(string shipType)
        {
            ShipBase shipBase = null;

            switch (shipType)
            {
            case "b":
                shipBase = new BattleShip();     // линкор
                break;

            case "c":
                shipBase = new Carrier();       // эсминец
                break;

            case "cr":
                shipBase = new Cruiser();       // крейсер
                break;

            case "s":
                shipBase = new Submarine();     // подлодка
                break;

            default:
                throw new Exception("Нет так кого корабля!");
            }
            return(shipBase);
        }
Esempio n. 6
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    public void Open(BattleShip playerChar, BattleShip enemyChar)
    {
        Window.SetActive(true);
        PlayerBlock.SetCharacter(playerChar);
        PlayerBlock.ToggleTargets(false);
        EnemyBlock.SetCharacter(enemyChar);

        PlayerChar         = playerChar;
        AttackingChar      = PlayerChar;
        AttackingCharBlock = PlayerBlock;

        EnemyChar          = enemyChar;
        DefendingChar      = EnemyChar;
        DefendingCharBlock = EnemyBlock;

        PlayerBlock.ToggleAttackIcons(isPlayerTurn);
        PlayerBlock.ToggleDefenseIcons(!isPlayerTurn);

        EnemyBlock.ToggleAttackIcons(!isPlayerTurn);
        EnemyBlock.ToggleDefenseIcons(isPlayerTurn);

        PlayerBlock.OnMovementFinished += BattleBlock_OnMovementFinished;
        EnemyBlock.OnMovementFinished  += BattleBlock_OnMovementFinished;

        EnemyDefend();
    }
Esempio n. 7
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        public void CreatesShipsTest()
        {
            var    moqGame = new Player("User");
            Player player  = new Player("User");

            player.IsWinner = false;
            player.Name     = "User";
            player.Ships    = new List <Ship>();

            dynamic BattleShip = new BattleShip();

            BattleShip.Name     = "BattleShip";
            BattleShip.Length   = 5;
            BattleShip.ShipType = ShipType.BattleShip;
            BattleShip.Hits     = 0;
            BattleShip.IsSunk   = false;

            dynamic Destroyer = new Destroyer();

            Destroyer.Name     = "Destroyer";
            Destroyer.Length   = 4;
            Destroyer.ShipType = ShipType.Destroyer;
            Destroyer.Hits     = 0;
            Destroyer.IsSunk   = false;

            player.Ships.Add(BattleShip);
            player.Ships.Add(Destroyer);
            player.Ships.Add(Destroyer);
            Assert.AreEqual(moqGame, player);
        }
Esempio n. 8
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        public void Should_Create_BattleShip()
        {
            var sut = new BattleShip();

            sut.Size.Should().Be(ShipSize.BattleShip);
            sut.ShipId.Should().NotBeEmpty();
        }
Esempio n. 9
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        // To protect from overposting attacks, enable the specific properties you want to bind to, for
        // more details, see https://aka.ms/RazorPagesCRUD.
        public async Task <IActionResult> OnPostAsync(string Player1Name, string Player2Name, int x, int y, int TouchingRule)
        {
            BattleShip = new BattleShip(x, y, Player1Name, Player2Name);
            InsertBoat(ECellState.Carrier, 1);
            InsertBoat(ECellState.Battleship, 1);
            InsertBoat(ECellState.Submarine, 1);
            InsertBoat(ECellState.Cruiser, 1);
            InsertBoat(ECellState.Patrol, 1);
            BattleShip.TouchingRule = ETouchingRule.CanTouch;

            Domain.GameState gameState = new Domain.GameState()
            {
                DT   = DateTime.Now,
                Json = BattleShip.GetSerializedGameState(),
                Game = new Game()
                {
                    CreationDT = DateTime.Now,
                    PlayerA    = BattleShip.Player1Name,
                    PlayerB    = BattleShip.Player2Name
                }
            }
            ;
            // createInitialGamestate
            _context.GameStates.Add(gameState);
            await _context.SaveChangesAsync();

            /*_context.Games.Add(Game);
             * await _context.SaveChangesAsync();*/
            return(RedirectToPage("../Setup/Index"));

            //return Page();
        }
Esempio n. 10
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    // Start is called before the first frame update
    void Start()
    {
        playerObject    = FindObjectOfType <MineSweeper>();
        objectiveObject = FindObjectOfType <BattleShip>();

        Port.PlayerSavedAShipEvent += OnPlayerSavesShip;
    }
Esempio n. 11
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        public void Should_Return_Sink_Result_When_A_Ship_Is_Sunk()
        {
            var expectedGame = GivenGame();
            var expectedShip = new BattleShip
            {
                Hits = 4
            };

            expectedGame.Player.GameBoard.Ships = new List <IShip>
            {
                expectedShip
            };
            expectedGame.Player.GameBoard.Grids = new List <IGrid>
            {
                new Grid(1, 1)
                {
                    GridType = GridType.Battleship,
                    ShipId   = expectedShip.ShipId
                }
            };
            _sut = expectedGame.Player;

            var actualResult = _sut.FireShot(new Coordinate(1, 1));

            actualResult.Should().BeOfType <ShotResult>().Which.Should().Be(ShotResult.Sink);
        }
Esempio n. 12
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    public void SetCharacter(BattleShip character)
    {
        Character        = character;
        CharLabel.text   = character.ShipData.Name;
        CharImage.sprite = character.ShipData.Sprite;

        /*if (Character.Alignment == "player") {
         *      foreach (var target in Targets) {
         *              target.gameObject.SetActive (false);
         *      }
         * }*/

        HPbar.maxValue = Character.MaxHP;
        UpdateInfo();

        for (int i = 0; i < character.AttacksCount; i++)
        {
            AttackIcons [i].gameObject.SetActive(true);
        }

        for (int i = 0; i < character.BlocksCount; i++)
        {
            DefenseIcons [i].gameObject.SetActive(true);
        }

        character.OnDamageTaken += Character_OnDamageTaken;
    }
Esempio n. 13
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        private void button3_Click(object sender, EventArgs e)
        {
            this.Hide();
            BattleShip game = new BattleShip();

            game.ShowDialog();
        }
Esempio n. 14
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        public void ShipInfo()
        {
            BattleShip    battleShip    = new BattleShip(spil.Type.Patrolboat, 3);
            PrivateObject privateObject = new PrivateObject(battleShip);

            Assert.AreEqual <int?>(3, privateObject.GetFieldOrProperty("length") as int?);
        }
Esempio n. 15
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//END OF BATTLESHIP() FUNCTION

        static void PlaceShipsLoop(BattleShip game, bool player1Turn)
        {
            ICollection <Ship>       pShips = player1Turn ? game.Player1Ships : game.Player2Ships;
            ICollection <ECellState> gShips = player1Turn ? game.Ships1 : game.Ships2;

            ECellState[,] board = player1Turn ? game._board2 : game._board1;
            while (pShips.Count < game.ShipCountPerPlayer)
            {
                if (!game.NextMoveByPlayer2 && game.Player2Name == "AI")
                {
                    PlaceShipsAI(game, gShips, board);
                }
                else
                {
                    Console.Clear();
                    BattleShipConsoleUi.DrawBoard(game.GetBoards(), game.NextMoveByPlayer2, game.Player1Name, game.Player2Name);
                    Console.WriteLine("Place boat, enter start and end square i.e a1-a5 to place boat with length 5");
                    Console.WriteLine();
                    Console.WriteLine(
                        $"Now placing {gShips.ToArray()[0]}, it requires {(int) gShips.ToArray()[0]} Cells");
                    PlaceShips(game, gShips, board, Console.ReadLine() ?? "", true);
                    pShips = player1Turn ? game.Player1Ships : game.Player2Ships;
                    gShips = player1Turn ? game.Ships1 : game.Ships2;
                    board  = player1Turn ? game._board2 : game._board1;
                }
            }
            //Thread.Sleep(800);
        }
Esempio n. 16
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 public ShipDesignerMap(GameDataManager dataManager)
 {
     DataManager = dataManager;
     Modules     = new ModuleData[dataManager.Modules.Count];
     dataManager.Modules.Values.CopyTo(Modules, 0);
     Ship = new BattleShip();
 }
Esempio n. 17
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 public void AttackTarget(BattleShip target, BodyPart bodyPart)
 {
     target.TakeDamage(Attack, bodyPart);
     if (OnAttackedTarget != null)
     {
         OnAttackedTarget(this);
     }
 }
Esempio n. 18
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        public void ValidateDrawDirectionShape(BattleShip.Direction shipDirection, bool[,] expectedShape)
        {
            RandomMock _random = new RandomMock((int)shipDirection);

            BattleShip _battleShip = new BattleShip(_random);

            Assert.Equal(_battleShip.GetShape(), expectedShape);
        }
Esempio n. 19
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 void BattleShip_OnDamageTaken(BattleShip sender, BodyPart bodyPart, bool block, int amount)
 {
     // ShowFlyingText ("-" + amount + " HP", Color.red);
     if (sender.HP <= 0)
     {
         Destroy(gameObject);
     }
 }
        public async Task <bool> AddShipHorizontally(ShipAddRequest request, Board board)
        {
            int.TryParse(request.VerticalStartingPoint, out int verticalPos);
            int.TryParse(request.HorizontalStartingPoint, out int horizontalPos);
            int.TryParse(request.Length, out int Length);


            var serializeRequest = JsonConvert.SerializeObject(request);

            logger.LogInformation($"Starting horizontal addition for Ship:{serializeRequest}");
            //bool result = false;

            var boardGrid = board.BoardGrid;

            //check if addition possible
            if (await IsShipPlacementHorizontallyPossible(request, boardGrid.Grid))
            {
                logger.LogInformation("Initiating Addition for Ship: " + serializeRequest);

                //Initialize the BattleShip
                var ship = new BattleShip
                {
                    LengthOfShip = Length,
                    Orientation  = Orientation.Horizontal
                };


                var cells = new List <Cell>();
                //get the all the cells for the ship starting from head to end.
                for (int i = 0; i < Length; i++)
                {
                    //1. Mark the grid cells occupied.
                    boardGrid.Grid[verticalPos][horizontalPos].OccupiedStatus = OccupiedStatus.Occupied;

                    //2. Add cells to Cell list for the ship.
                    cells.Add(new Cell
                    {
                        HIndex         = horizontalPos,
                        VIndex         = verticalPos,
                        OccupiedStatus = OccupiedStatus.Occupied
                    });

                    //change the horizontal index
                    horizontalPos++;
                }
                //Assign the list to
                ship.ShipPosition = cells;
                battleshipBoardGame.Ships.Add(ship);

                //Add Successful.
                logger.LogInformation($"Ship : {serializeRequest} was added successfully!");

                return(true);
            }

            logger.LogInformation($"Ship : {serializeRequest} was not added!");
            return(false);
        }
Esempio n. 21
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 void closee(int x)
 {
     if (x == 1)
     {
         this.Hide();
         BattleShip ss = new BattleShip();
         ss.ShowDialog();
     }
 }
        public void TestConstructor_Success()
        {
            // Act
            var battleShip = new BattleShip(new Coordinate(4, 5), new Coordinate(4, 7));

            // Assert
            Assert.AreEqual(new Coordinate(4, 5), battleShip.Head);
            Assert.AreEqual(new Coordinate(4, 7), battleShip.Tail);
        }
Esempio n. 23
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    // Use this for initialization
    void Start()
    {
        battleShipOBJ = GameObject.FindGameObjectsWithTag("Battle Ship");

        for (int i = 0; i < battleShipOBJ.Length; i++)
        {
            BS = battleShipOBJ[i].GetComponent <BattleShip>();
        }
    }
Esempio n. 24
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        public void AddBattleShip_Single_Ship(int playerId)
        {
            // Arrange
            var battleShip = BattleShip.CreateBattleship(playerId, 1, 1, 5, true);

            // Act & Assert
            var board = Board.CreateBoard(playerId);

            board.AddBattleShip(battleShip);
        }
Esempio n. 25
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    void Character_OnDamageTaken(BattleShip sender, BodyPart bodyPart, bool block, int amount)
    {
        string messageString = "";

        if (block)
        {
            messageString = "Block! ";
        }
        ShowFlyingText(messageString + "-" + amount, Targets [(int)bodyPart].transform.position, Color.red);
    }
Esempio n. 26
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        public void IsPlacingBattleShipWorksWitHorizontallyInCorrectParams()
        {
            string     correctparam        = "C7";
            bool       incorrectIsVertical = false;
            BattleShip battleShip          = new BattleShip();
            string     thisShouleBeTrue    = battleShip.SetBattleShipLocation(correctparam, incorrectIsVertical);
            string     failString          = "The head location C7 can't horizontally locate the battleship. Please choose other head location or direction.";

            Assert.AreEqual(thisShouleBeTrue, failString);
        }
Esempio n. 27
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        public void IsPlacingBattleShipWorksWitVerticallyCorrectParams()
        {
            string     correctparam      = "A1";
            bool       correctIsVertical = false;
            BattleShip battleShip        = new BattleShip();
            string     thisShouleBeTrue  = battleShip.SetBattleShipLocation(correctparam, correctIsVertical);
            string     successString     = "Your battleship is successfully located";

            Assert.AreEqual(thisShouleBeTrue, successString);
        }
        private void PlaceShipOnGrid(List <List <BattleshipGridCell> > grid, BattleShip ship, GridCoordinate firstCell)
        {
            for (int i = 0; i < ship.Length; ++i)
            {
                var nextLine   = ship.IsVertical ? firstCell.Line + i : firstCell.Line;
                var nextColumn = ship.IsVertical ? firstCell.Column : firstCell.Column + i;

                grid[nextLine][nextColumn] = BattleshipGridCell.Ship;
            }
        }
Esempio n. 29
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 public ShipSaveData(BattleShip ship)
 {
     Modules = new List <ModuleSaveData>();
     foreach (BattleModule module in ship.Modules)
     {
         Modules.Add(new ModuleSaveData(module));
     }
     Position = ship.Position;
     Velocity = ship.Velocity;
 }
        public void TestHit_NotSink()
        {
            // Arrange
            var battleShip = new BattleShip(new Coordinate(4, 5), new Coordinate(4, 6));

            // Act
            battleShip.Hit();

            // Assert
            Assert.IsFalse(battleShip.IsSink());
        }
        public void Should_Sink()
        {
            var sut = new BattleShip
            {
                Hits = ShipSize.BattleShip
            };

            var actualResult = sut.IsSunk();

            actualResult.Should().BeTrue();
        }
Esempio n. 32
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        public void BuildShips()
        {
            foreach (var shipsize in ShipSizesXy)
               {
               Point location = GetNextLocation(shipsize);
               var newBattleShip = new BattleShip
                   {
                       SizeXy = shipsize,
                       Xy1 = new Point() { X = location.X,Y = location.Y},
                       Xy2 = new Point() { X = location.X + shipsize.X,Y=location.Y + shipsize.Y}
                   };

                Ships.Add(newBattleShip);
               }
        }
 void Start()
 {
     Debug.Log ("start in ebm");
     hit_Counter = 0;
     ship_Size = 4;
     bs = new BattleShip ();
     bs.Init_Ship (ship_Size);
     place_Battleship ();
     Debug.Log ("done start in ebm");
 }
Esempio n. 34
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 public void shoot(BattleShip.AccountManagement.UserAccount user, BattleShip.GameWindow.GamePanel.Field field)
 {
 }
Esempio n. 35
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 public void eventHit(BattleShip.AccountManagement.UserAccount user, BattleShip.GameWindow.GamePanel.Field field, BattleShip.GameWindow.GamePanel.Ship ship)
 {
     gameWindow.setFieldStatus(user, field, FieldStatus.HIT, ship);
 }
Esempio n. 36
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        public void Fire(int x, int y, BattleShip.Core.Utils.Common.Direction direction, Rectangle rectPlayField)
        {
            m_SoundGun.Play();

            bActive = true;
            bVisible = true;
            asSprite.X = x;
            asSprite.Y = y;
            m_CurrDirection = direction;
            this.rectPlayField = rectPlayField;
        }
    void Start()
    {
        hit_Counter = 0;
        bs = new BattleShip();
        ship_Size = 4;

        bs.Init_Ship(ship_Size);
        first_Completion = false;

        Debug.Log("done start in pbm");
    }
Esempio n. 38
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 public static void EditMap(int x, int y, int iData, BattleShip.Core.Utils.Common.MapLayer layer)
 {
     switch (layer)
     {
         case BattleShip.Core.Utils.Common.MapLayer.Base:
             if (iData == 2)
                 iData = 108;
             m_iMap[y, x] = iData;
             break;
         case BattleShip.Core.Utils.Common.MapLayer.Trans:
             m_iMapTrans[y, x] = iData;
             break;
         case BattleShip.Core.Utils.Common.MapLayer.Object:
             m_iMapObj[y, x] = iData;
             break;
         default:
             break;
     }
 }
Esempio n. 39
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 public static int GetMap(int x, int y, BattleShip.Core.Utils.Common.MapLayer layer)
 {
     if (x >= 0 && x < m_iMapWidth && y >= 0 && y < m_iMapHeight)
     {
         switch (layer)
         {
             case BattleShip.Core.Utils.Common.MapLayer.Base:
                 return m_iMap[y, x];
             case BattleShip.Core.Utils.Common.MapLayer.Trans:
                 return m_iMapTrans[y, x];
             case BattleShip.Core.Utils.Common.MapLayer.Object:
                 return m_iMapObj[y, x];
             default:
                 return -1;
         }
     }
     else
         return -1;
 }
Esempio n. 40
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        public int GetPrevTile(BattleShip.Core.Utils.Common.MapLayer layer)
        {
            switch (layer)
            {
                case BattleShip.Core.Utils.Common.MapLayer.Base:
                    m_iTileBaseCurrIndex--;
                    if (m_iTileBaseCurrIndex < m_iTileBaseStart)
                    {
                        m_iTileBaseCurrIndex = m_iTileBaseEnd;
                    }
                    return m_iTileBaseCurrIndex;

                case BattleShip.Core.Utils.Common.MapLayer.Trans:
                    m_iTileTransCurrIndex--;
                    if (m_iTileTransCurrIndex < m_iTileTransStart)
                    {
                        m_iTileTransCurrIndex = m_iTileTransEnd;
                    }
                    return m_iTileTransCurrIndex;

                case BattleShip.Core.Utils.Common.MapLayer.Object:
                    m_iTileObjCurrIndex--;
                    if (m_iTileObjCurrIndex < m_iTileObjStart)
                    {
                        m_iTileObjCurrIndex = m_iTileObjEnd;
                    }
                    return m_iTileObjCurrIndex;

                default:
                    return -1;
            }
        }
    void Start()
    {
        hit_Counter = 0;
        first_Completion = false;
        curr_ship_indx = 0;
        allPlayerShips = new BattleShip[SgameInfo.max_number_of_ships];

        for (int i = 0; i < SgameInfo.max_number_of_ships; i++)
        {
           allPlayerShips[i] = new BattleShip();
           allPlayerShips[i].Init_Ship(SgameInfo.max_Ship_Size-i);
        }
        Debug.Log("done start in pbm");
    }
Esempio n. 42
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    private void place_Battleship(BattleShip btshp,int ship_Size)
    {
        Vector2 vc;

        int random_x_value=0;
        int random_y_value=0;

        //int last_placed_x = 0;
        //int last_placed_y = 0;

        int initial_y = 0;
        int initial_x = 0;

        int i=0;
        int temp_calc;

        //placing first loc of AI ship
        random_y_value = Random.Range (0, 10);
        random_x_value = Random.Range (0, 10);

        vc = new Vector2 (random_x_value, random_y_value);

        if (btshp.Set_Loc(vc))
        {
            //location ok - increase counter
            initial_y = random_y_value;
            initial_x = random_x_value;
            //last_placed_y = initial_y;
        //		last_placed_x = random_x_value;
        //	Debug.Log("Placed AI ship at X" + vc.x + " Y" + vc.y);
            i++;
        }

        //Debug.Log ("continuing creation of AI's ship");

        //placing ship with 4 squars
        while (i<ship_Size)
        {
            // generating location for ship
            // if condition occurs, then Y axis is contant and X values will be randomly generated.
            if (initial_y>initial_x)
            {
                temp_calc = initial_x - (ship_Size - (ship_Size - i));
                do {
                    random_x_value = Random.Range (temp_calc, ((initial_x+(ship_Size-1))-(i-1)));
                } while ((random_x_value>=10)||(random_x_value<0));

                vc = new Vector2 (random_x_value, initial_y);

                if (btshp.Set_Loc(vc))
                {
                    //location ok - increase counter
                    //last_placed_x = random_x_value;
            //		Debug.Log("Placed AI ship at X" + vc.x + " Y" + vc.y);
                    i++;
                }
            }
            //X axis is contant and Y values will be randomly generated.
            else
            {
                temp_calc = initial_y - (ship_Size - (ship_Size - i));
                do {
                        random_y_value = Random.Range (temp_calc, ((initial_y+(ship_Size-1))-(i-1)));
                } while ((random_y_value>=10)||(random_y_value<0));

                vc = new Vector2 (initial_x, random_y_value);

                if (btshp.Set_Loc(vc))
                {
                    //location ok - increase counter
                    //last_placed_y = random_y_value;
                //	Debug.Log("Placed AI ship at X" + vc.x + " Y" + vc.y);
                    i++;
                }
            }
        }
    }
Esempio n. 43
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 public void eventMiss(BattleShip.AccountManagement.UserAccount user, BattleShip.GameWindow.GamePanel.Field field)
 {
     gameWindow.setFieldStatus(user, field, FieldStatus.MISS, null);
 }
Esempio n. 44
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    void Start()
    {
        //Debug.Log ("start in ebm");
        hit_Counter = 0;

        allAIships = new BattleShip[SgameInfo.max_number_of_ships];

        for (int i = 0; i < SgameInfo.max_number_of_ships; i++)
        {
            allAIships[i] = new BattleShip();
            allAIships[i].Init_Ship(SgameInfo.max_Ship_Size - i);
            place_Battleship(allAIships[i], SgameInfo.max_Ship_Size - i);
            //Debug.Log("ship sized created  " + (SgameInfo.max_Ship_Size - i));
        }

        Debug.Log("done start in EnemyBoardManager");
    }
Esempio n. 45
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 public void updateField(UserAccount user, BattleShip.GameWindow.GamePanel.Field field, BattleShip.GameWindow.GamePanel.FieldStatus fieldStatus)
 {
     Console.WriteLine("Playfield of User:"******" at Field " + field.xCoordinate + "/" + field.yCoordinate + " was "+ fieldStatus);
 }