Esempio n. 1
0
 public XYInfo(XYInfo origin)
 {
     Type   = origin.Type;
     Player = origin.Player;
     Bomb   = origin.Bomb;
     Bonus  = origin.Bonus;
     Lavas  = origin.Lavas;
     Free   = origin.Free;
 }
Esempio n. 2
0
        public GameBoard()
        {
            int size = 15;

            W = size;
            H = size;
            GenerateBoard(size);

            Bonuses = new List <Bonus>();
            Bombs   = new List <Bomb>();
            Lavas   = new List <Lava>();
            Players = new List <Player>();

            GenerateBonuses(Config.Bonuses_count);

            for (int i = 0; i < XYinfo.GetLength(0); i++)
            {
                for (int j = 0; j < XYinfo.GetLength(1); j++)
                {
                    XYinfo[i, j] = new XYInfo();
                }
            }
        }
Esempio n. 3
0
        public GameBoard(int[,] pole)
        {
            int size = 15;

            W = size;
            H = size;


            Cells   = new Cell[size, size];
            Bonuses = new List <Bonus>();
            Bombs   = new List <Bomb>();
            Lavas   = new List <Lava>();
            Players = new List <Player>();

            for (int i = 0; i < XYinfo.GetLength(0); i++)
            {
                for (int j = 0; j < XYinfo.GetLength(1); j++)
                {
                    XYinfo[i, j] = new XYInfo();
                }
            }

            for (int i = 0; i < Cells.GetLength(0); i++)
            {
                for (int j = 0; j < Cells.GetLength(1); j++)
                {
                    Cells[i, j] = new Cell()
                    {
                        X    = i,
                        Y    = j,
                        Type = CellType.None
                    };
                }
            }

            for (int i = 0; i < pole.GetLength(1); i++)
            {
                for (int j = pole.GetLength(1) - 1; j >= 0; j--)
                {
                    switch (pole[j, i])
                    {
                    case 0:
                        break;

                    case 1:
                        Cells[i, j].Type = CellType.Indestructible;
                        break;

                    case 2:
                        Cells[i, j].Type = CellType.Destructible;
                        break;

                    case 3:
                        Cells[i, j].Type = CellType.Destructible;
                        Bonus bonus = new Bonus();
                        bonus.X    = i;
                        bonus.Y    = j;
                        bonus.Type = BonusType.Ammunition;
                        Bonuses.Add(bonus);
                        break;

                    case 4:
                        Cells[i, j].Type = CellType.Destructible;
                        Bonus tbonus = new Bonus();
                        tbonus.X    = i;
                        tbonus.Y    = j;
                        tbonus.Type = BonusType.Radius;
                        Bonuses.Add(tbonus);
                        break;

                    case 5:
                        Player player = new Player();
                        player.X = i;
                        player.Y = j;
                        Players.Add(player);
                        break;

                    case 6:
                        Bonus ttbonus = new Bonus();
                        ttbonus.X       = i;
                        ttbonus.Y       = j;
                        ttbonus.Type    = BonusType.Ammunition;
                        ttbonus.Visible = true;
                        Bonuses.Add(ttbonus);
                        break;

                    case 7:
                        Bonus tttbonus = new Bonus();
                        tttbonus.X       = i;
                        tttbonus.Y       = j;
                        tttbonus.Type    = BonusType.Radius;
                        tttbonus.Visible = true;
                        Bonuses.Add(tttbonus);
                        break;

                    default:
                        break;
                    }
                }
            }
        }