Esempio n. 1
0
        public CreatureCommand Act(int x, int y)
        {
            var command        = new CreatureCommand();
            var diggerPosition = FindDigger();

            if (diggerPosition == null)
            {
                return(command);
            }

            var distance = Math.Sqrt(Math.Pow(diggerPosition.X - x, 2) + Math.Pow(diggerPosition.Y - y, 2));

            if (distance > 4)
            {
                return(command);
            }

            if (y > 0 && FindObstacle(x, y - 1) && diggerPosition.Y < y)
            {
                command.DeltaY = -1;
            }
            else if (y < Game.Height - 1 && FindObstacle(x, y + 1) && diggerPosition.Y > y)
            {
                command.DeltaY = 1;
            }
            else if (x < Game.Width - 1 && FindObstacle(x + 1, y) && diggerPosition.X > x)
            {
                command.DeltaX = 1;
            }
            else if (x > 0 && FindObstacle(x - 1, y) && diggerPosition.X < x)
            {
                command.DeltaX = -1;
            }

            return(command);
        }
Esempio n. 2
0
        public CreatureCommand Act(int x, int y, Game game)
        {
            var player = new CreatureCommand();
            var key    = game.KeyPressed;

            if (!HaveExit(game))
            {
                return(player);
            }
            // ReSharper disable once SwitchStatementMissingSomeEnumCasesNoDefault
            switch (key)
            {
            case Keys.W when y - 1 >= 0 && !(game.Map[x, y - 1] is Wall) &&
                (!(game.Map[x, y - 1] is Door) || Game.HaveKey) &&
                (!(game.Map[x, y - 1] is Key) || !Game.HaveKey):
                _walk.Play();
                player.DeltaY = -1;
                if (game.Map[x, y - 1] is Gun)
                {
                    return new CreatureCommand()
                           {
                               DeltaY = -1, TransformTo = new PlayerWithGun()
                           }
                }
                ;
                break;

            case Keys.D when x + 1 < game.Width && !(game.Map[x + 1, y] is Wall) &&
                (!(game.Map[x + 1, y] is Door) || Game.HaveKey) &&
                (!(game.Map[x + 1, y] is Key) || !Game.HaveKey):
                _walk.Play();
                player.DeltaX = 1;
                if (game.Map[x + 1, y] is Gun)
                {
                    return new CreatureCommand()
                           {
                               DeltaX = 1, TransformTo = new PlayerWithGun()
                           }
                }
                ;
                break;

            case Keys.S when y + 1 < game.Height && !(game.Map[x, y + 1] is Wall) &&
                (!(game.Map[x, y + 1] is Door) || Game.HaveKey) &&
                (!(game.Map[x, y + 1] is Key) || !Game.HaveKey):
                _walk.Play();
                player.DeltaY = 1;
                if (game.Map[x, y + 1] is Gun)
                {
                    return new CreatureCommand()
                           {
                               DeltaY = 1, TransformTo = new PlayerWithGun()
                           }
                }
                ;
                break;

            case Keys.A when x - 1 >= 0 && !(game.Map[x - 1, y] is Wall) &&
                (!(game.Map[x - 1, y] is Door) || Game.HaveKey) &&
                (!(game.Map[x - 1, y] is Key) || !Game.HaveKey):
                _walk.Play();
                player.DeltaX = -1;
                if (game.Map[x - 1, y] is Gun)
                {
                    return new CreatureCommand()
                           {
                               DeltaX = -1, TransformTo = new PlayerWithGun()
                           }
                }
                ;
                break;
            }

            return(player);
        }