Esempio n. 1
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        /// <summary>
        /// begins a new round of gameplay. A game consists of multiple rounds, and a round consists of multiple turns.
        /// </summary>
        public void CommenceRound()
        {
            //Initialising a private field of Battle representing the current player to the value of the starting GenericPlayer field (see NewGame).
            currentPlayer = startingGenericPlayer;
            //Creating a new Battlefield, which is also stored as a private field of Battle.
            battlefield = new Battlefield();
            //Creating an array of GenericPlayer positions by calling CalculatePlayerPositions with the number of GenericPlayers playing the game
            int[] positions = CalculatePlayerPositions(GenericPlayers.Length);
            //Looping through each GenericPlayer and calling its BeginRound method.
            foreach (GenericPlayer genricPlayer in GenericPlayers)
            {
                genricPlayer.BeginRound(); //is only currently used for computer players
            }

            Rearrange(positions);//Shuffling that array of positions with the Rearrange method.

            GameplayTanks = new GameplayTank[GenericPlayers.Length];
            for (int i = 0; i < GameplayTanks.Length; i++)
            {
                GameplayTanks[i] = new GameplayTank(GenericPlayers[i], positions[i], battlefield.TankVerticalPosition(positions[i]), this);
            }
            Random random = new Random();

            windSpeed = random.Next(-100, 100); //create a wind that will be used to move the shell

            GameplayForm gameForm = new GameplayForm(this);

            gameForm.Show();
        }
Esempio n. 2
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        public void CommenceRound()
        {
            // Initialising variables to begin a round
            currentPlayer   = tankStart;
            tankBattlefield = new Battlefield();

            int[] tankConstPositions = GetPlayerPositions(playersCount);

            foreach (TankController x in playersArray)
            {
                x.BeginRound();
            }

            // Shuffling the tank position array to randomise spawn
            Shuffle(tankConstPositions);

            playerTankArray = new PlayerTank[playersCount];


            for (int i = 0; i < playersCount; i++)
            {
                playerTankArray[i] = new PlayerTank(playersArray[i], tankConstPositions[i], tankBattlefield.TankVerticalPosition(tankConstPositions[i]), this);
            }

            // Initiating wind speed
            Random rand = new Random();

            windSpeed = rand.Next(-100, 100);

            //GameplayForm newForm = new GameplayForm(this);
            newForm = new GameplayForm(this);


            newForm.Show();
        }
Esempio n. 3
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        /// <summary>
        /// Called when it's this player's turn. The player will need to call methods in gameplayForm
        /// such as SetWeaponIndex(), SetAimingAngle(), SetPower() and finally Attack() to aim and fire the weapon.
        ///
        /// Author John Santias October 2017
        /// </summary>
        /// <param name="gameplayForm"></param>
        /// <param name="currentGame"></param>
        public override void BeginTurn(GameplayForm gameplayForm, Gameplay currentGame)
        {
            gameplayform = gameplayForm;
            gameplayform.SetWeaponIndex(1);
            float angle = rnd.Next(-90, 91);

            gameplayform.SetAimingAngle(angle);
            int power = rnd.Next(0, 101);

            gameplayForm.SetPower(power);
            gameplayForm.Attack();
        }
Esempio n. 4
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        public override void NewTurn(GameplayForm gameplayForm, Gameplay currentGame)
        {
            this.gameplayForm = gameplayForm;

            angle = rng.Next(angle_min, angle_max) * 5;
            gameplayForm.SetAngle(angle);

            power = rng.Next(5, 100);
            gameplayForm.SetPower(power);

            gameplayForm.SetWeapon(0);
            gameplayForm.Fire();
        }
Esempio n. 5
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        /// <summary>
        ///This method is called when it's this player's turn
        ///The player will need to call methods in gameplayForm
        ///such as SelectWeapon(), SetAngle(), SetForce() and finally Launch() to aim and fire the weapon.
        /// </summary>
        public override void NewTurn(GameplayForm gameplayForm, Battle currentGame)
        {
            GameplayTank gameplayTank = currentGame.GetCurrentGameplayTank();

            int numPlayers = currentGame.NumPlayers();
            //for each player find the first player who still exists and aim at them. //There has to be an easier way

            Random random = new Random();
            int    angle  = random.Next(-90, 91);
            int    power  = random.Next(25, 101);

            gameplayForm.SetForce(power);
            gameplayForm.SetAngle(angle);
            gameplayForm.Launch();
        }
Esempio n. 6
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        /// <summary>
        /// Begins new round of gamplay. A game consists of multiple rounds and rounds consists of multiple
        /// turns. The method initialises the private field of Gameplay setting currentplayer to starting
        /// opponent. Creates new Terrain and an shuffled array of opponent's positions. Tanks are then placed
        /// on their positions. The wind speed of the game is set.
        /// Finally, the gameplay form is shown and game is ready to be played.
        ///
        /// Author John Santias September 2017
        /// </summary>
        public void BeginRound()
        {
            currentPlayer = opponent;
            newTerrain    = new Terrain();
            int[] thepos = CalculatePlayerPositions(theOppo.Length);

            for (int i = 0; i < theOppo.Length - 1; i++)
            {
                theOppo[i].StartRound();
            }

            Shuffle(thepos);
            theTank = new ControlledTank[theOppo.Length];
            for (int i = 0; i < theTank.Length; i++)
            {
                theTank[i] = new ControlledTank(theOppo[i], thepos[i], newTerrain.TankYPosition(thepos[i]), this);
            }

            GetWindSpeed();

            GameplayForm newForm = new GameplayForm(this);

            newForm.Show();
        }
        /// <summary>
        /// Sets the current player to the starting player
        /// Creates a new map
        /// populates a list of player positions and calls commence round on each player
        /// Shuffles the positions
        /// Createsa a list of battle tanks and stores the battle tanks in the list
        /// Sets the windspeed for the game
        /// Calsl teh gameplayForm and shows it
        /// Author Greyden Scott & Sean O'Connell October 2017
        /// Written, edited and tested by both team members
        /// </summary>
        public void CommenceRound()
        {
            curr_player = start_player;

            arena = new Map();

            //Setup players positions and change them about
            int [] positions = GetPlayerLocations(noPlayers.Length);

            for (int i = 0; i < noPlayers.Length; i++)
            {
                noPlayers[i].CommenceRound();
            }

            Shuffle(positions);

            //Setup BattleTanks in their given positions
            battleTanks = new BattleTank[noPlayers.Length];

            for (int i = 0; i < noPlayers.Length; i++)
            {
                int X_pos = positions[i];

                int Y_pos = arena.TankYPosition(X_pos);


                battleTanks[i] = new BattleTank(noPlayers[i], X_pos, Y_pos, this);
            }

            wind = GetWindSpeed();

            //Show Form
            GameplayForm gameplayForm = new GameplayForm(this);

            gameplayForm.Show();
        }
Esempio n. 8
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 public override void NewTurn(GameplayForm gameplayForm, Gameplay currentGame)
 {
     gameplayForm.EnableControlPanel();
 }
Esempio n. 9
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        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();
            }
        }
Esempio n. 10
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 /// <summary>
 /// Called when it's this player's turn. As this player is human-controlled, this method should
 /// call EnableTankButton() on the GameplayForm passed onto this method.
 ///
 /// Author John Santias September 2017
 /// </summary>
 /// <param name="gameplayForm">The current gameplayform being used</param>
 /// <param name="currentGame">The current Game being played</param>
 public override void BeginTurn(GameplayForm gameplayForm, Gameplay currentGame)
 {
     gameplayForm.EnableTankButtons();
 }
Esempio n. 11
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 /// <summary>
 /// Implemented by the AIOpponent and HumanOpponent classes, called when it's this player's turn to
 /// move.
 /// </summary>
 /// <param name="gameplayForm">The current gameplayForm thats being used</param>
 /// <param name="currentGame">The current Game being played</param>
 public abstract void BeginTurn(GameplayForm gameplayForm, Gameplay currentGame);
Esempio n. 12
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 public abstract void NewTurn(GameplayForm gameplayForm, Battle currentGame);
Esempio n. 13
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 public abstract void BeginTurn(GameplayForm gameplayForm, GameController currentGame);
Esempio n. 14
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 /// <summary>
 /// Allows the current player to control the gamePlayform
 /// </summary>
 /// <param name="gameplayForm">The form the player interacts with</param>
 /// <param name="currentGame">Not used by human player</param>
 public override void NewTurn(GameplayForm gameplayForm, Battle currentGame)
 {
     gameplayForm.EnableTankControls();
 }
Esempio n. 15
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 public override void BeginTurn(GameplayForm gameplayForm, GameController currentGame)
 {
     // Enabling the Control Panel
     gameplayForm.EnableHumanControl();
 }