Esempio n. 1
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        private void NewTurn()
        {
            PlayerTank     player         = currentGame.CurrentPlayerTank();
            TankController tankController = player.Player();

            this.Text          = "Tank Battle - Round " + currentGame.CurrentRound() + "of " + currentGame.GetTotalRounds();
            BackColor          = tankController.PlayerColour();
            lblPlayerName.Text = tankController.Identifier();
            SetAimingAngle(player.GetTankAngle());
            SetPower(player.GetTankPower());
            if (currentGame.Wind() > 0)
            {
                lblWindValue.Text = currentGame.Wind() + " E";
            }
            else
            {
                lblWindValue.Text = currentGame.Wind() * -1 + " W";
            }
            cmbWeapon.Items.Clear();
            Tank tank = player.CreateTank();

            String[] lWeaponsAvailable = tank.ListWeapons();
            cmbWeapon.Items.AddRange(lWeaponsAvailable);
            ChangeWeapon(player.GetCurrentWeapon());
            tankController.StartTurn(this, currentGame);
        }
Esempio n. 2
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        public bool CheckCollidedTank(float projectileX, float projectileY)
        {
            if (projectileX < 0 || projectileY < 0 || projectileX > Battlefield.WIDTH || projectileY > Battlefield.HEIGHT)
            {
                return(false);
            }
            if (map.IsTileAt((int)projectileX, (int)projectileY))
            {
                return(true);
            }
            for (int i = 0; i < Playertanks.Length; i++)
            {
                current_tank = Playertanks[i];
                if (i == currentplayer)
                {
                    return(false);
                }
                int current_tankY     = current_tank.GetY();
                int current_tankX     = current_tank.XPos();
                int current_tankRight = current_tankX + Chassis.WIDTH;
                int current_tankBott  = current_tankY + Chassis.HEIGHT;
                if (projectileX >= current_tankX &&
                    projectileX <= current_tankRight)
                {
                    if (projectileY >= current_tankY &&
                        projectileY <= current_tankBott)
                    {
                        return(true);
                    }
                }
            }

            return(false);
        }
Esempio n. 3
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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. 4
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        public void StartRound()
        {
            currentPlayer = startingController;
            map           = new Map();
            vPlayerTanks  = new PlayerTank[100];
            int[] tankControllerPositions = CalcPlayerLocations(vTankControllers.Count());
            for (int i = 0; i < vTankControllers.Count(); i++)
            {
                if (vTankControllers[i] != null)
                {
                    vTankControllers[i].NewRound();

                    RandomReorder(tankControllerPositions);
                    int        horizontalTankPos = tankControllerPositions[i];
                    int        verticalTankPos   = map.TankPlace(horizontalTankPos);
                    PlayerTank player            = new PlayerTank(vTankControllers[i], horizontalTankPos, verticalTankPos, this);
                    vPlayerTanks[i] = player;
                }
                else
                {
                    //when i meet the first null i break the cicle cause that means
                    //there are not other tankController in the array
                    break;
                }
            }

            Random nRandom = new Random();

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

            GameForm gf = new GameForm(this);

            gf.Show();
        }
Esempio n. 5
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        private void comboBox1_SelectedIndexChanged(object sender, EventArgs e)
        {
            PlayerTank currentTankPlayer = currentGame.GetPlayerTank();

            currentTankPlayer.SetWeaponIndex(currentTankPlayer.GetCurrentWeapon());

            displayPanel.Invalidate();
        }
Esempio n. 6
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        public void Launch()
        {
            PlayerTank player = currentGame.CurrentPlayerTank();

            player.Launch();
            controlPanel.Enabled = false;
            timer.Enabled        = true;
        }
Esempio n. 7
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        private void trackBar1_Scroll(object sender, EventArgs e)
        {
            PlayerTank currentTankPlayer = currentGame.GetPlayerTank();

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

            displayPanel.Invalidate();
        }
Esempio n. 8
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        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;
        }
Esempio n. 9
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        private void numericUpDown1_ValueChanged(object sender, EventArgs e)
        {
            PlayerTank currentTankPlayer = currentGame.GetPlayerTank();

            currentTankPlayer.AimTurret((float)numericUpDown1.Value);

            DrawGameplay();

            displayPanel.Invalidate();
        }
Esempio n. 10
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        public override void FireWeapon(int weapon, PlayerTank playerTank, Game currentGame)
        {
            int            x          = playerTank.X();
            int            y          = playerTank.Y();
            float          xPos       = (float)x + (Tank.HEIGHT / 2);
            float          yPos       = (float)y + (Tank.WIDTH / 2);
            TankController player     = playerTank.Player();
            Explosion      explosion  = new Explosion(100, 4, 4);
            Projectile     projectile = new Projectile(xPos, yPos, playerTank.GetTankAngle(), playerTank.GetTankPower(), 0.01f, explosion, player);

            currentGame.AddWeaponEffect(projectile);
        }
Esempio n. 11
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        protected void NewTurn()
        {
            //<Summary>
            //Alex Holm N9918205
            //</Summary>

            Debug.WriteLine("CurrentTank Get Start");
            current_tank = currentGame.GetCurrentPlayerTank();

            Debug.WriteLine("CurrentTank Get Finalized");

            Debug.WriteLine("CurrentPlayer Get Start");
            current_player = current_tank.GetPlayer();
            Debug.WriteLine("CurrentTank Get Finalized");

            Debug.WriteLine("CurrentForm Title Get Start");
            string Title = ("Tank Battle - Round " + currentGame.CurrentRound() + " of " + currentGame.GetMaxRounds());

            this.Text = Title;
            Debug.WriteLine("CurrentForm Title Get Finalized");

            Debug.WriteLine("Current Player colour to control panel start");
            controlPanel.BackColor = current_player.GetColour();
            Debug.WriteLine("Current player colour to control panel done");
            PlayerLabel.Text = current_player.Identifier();
            AimTurret(current_tank.GetAngle());
            PowerIndicatorLabel.Text = current_tank.GetPower().ToString();
            SetForce(current_tank.GetPower());

            if (currentGame.WindSpeed() > 0)
            {
                Wind.Text = currentGame.WindSpeed().ToString() + " E";
            }
            else
            {
                Wind.Text = Math.Abs(currentGame.WindSpeed()).ToString() + " W";
            }

            weaponComboBox.Items.Clear();
            Chassis current_chassiss = current_tank.GetTank();

            foreach (String weapon in current_chassiss.Weapons())
            {
                weaponComboBox.Items.Add(weapon);
            }
            ChangeWeapon(weaponComboBox.SelectedIndex);
            current_player.BeginTurn(this, currentGame);
            Debug.WriteLine("Newturn");
        }
Esempio n. 12
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        public override void WeaponLaunch(int weapon, PlayerTank playerTank, Gameplay currentGame)
        {
            Debug.WriteLine("Chassis WeaponLaunch Start");
            //Alex Holm N9918205
            float x = (playerTank.XPos());
            float y = (playerTank.GetY());

            x += (Chassis.WIDTH) / 2;
            y += (Chassis.HEIGHT) / 2;
            Opponent player    = playerTank.GetPlayer();
            Shrapnel shrap     = new Shrapnel(100, 4, 4);
            Shell    Std_shell = new Shell(x, y, playerTank.GetAngle(), playerTank.GetPower(), 0.01f, shrap, player);

            currentGame.AddEffect(Std_shell);
            Debug.WriteLine("Chassis WeaponLaunch Complete");
        }
Esempio n. 13
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        private void GameplayForm_KeyDown(object sender, KeyEventArgs e)
        {
            PlayerTank currentTankPlayer = currentGame.GetPlayerTank();

            // Left Key
            if (e.KeyCode == Keys.Left)
            {
                if (numericUpDown1.Value > -90)
                {
                    numericUpDown1.Value--;
                }
                currentTankPlayer.AimTurret((float)numericUpDown1.Value);
            }
            // Right Key
            else if (e.KeyCode == Keys.Right)
            {
                if (numericUpDown1.Value < 90)
                {
                    numericUpDown1.Value++;
                }
                currentTankPlayer.AimTurret((float)numericUpDown1.Value);
            }
            // Up Key
            else if (e.KeyCode == Keys.Up)
            {
                if (trackBar1.Value < 100)
                {
                    trackBar1.Value++;
                    label7.Text = trackBar1.Value.ToString();
                }
                currentTankPlayer.SetPower(trackBar1.Value);
            }
            //Down Key
            else if (e.KeyCode == Keys.Down)
            {
                if (trackBar1.Value > 5)
                {
                    trackBar1.Value--;
                    label7.Text = trackBar1.Value.ToString();
                }
                currentTankPlayer.SetPower(trackBar1.Value);
            }

            DrawGameplay();
            displayPanel.Invalidate();
        }
Esempio n. 14
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        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);
        }
Esempio n. 15
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        public void BeginRound()
        {
            //<Summary>
            //Alex Holm N9918205
            //</summary>
            Debug.WriteLine("Begin Begin Round");
            //Initialising a private field of Gameplay representing the current player to the value of the starting Opponent field(see CommenceGame).
            Debug.WriteLine("Currentplayer = starting player" + currentplayer + ":" + startingplayer);
            currentplayer = startingplayer;
            Debug.WriteLine("Currentplayer = starting player" + currentplayer + ":" + startingplayer);
            //Creating a new Battlefield, which is also stored as a private field of Gameplay.
            map = new Battlefield();
            //Creating an array of Opponent positions by calling GetPlayerPositions with the number of Opponents playing the game(hint: get the length of the Opponents array
            playerpos = GetPlayerPositions(opponents.Length);
            //Looping through each Opponent and calling its StartRound method.
            for (int i = 0; i < opponents.Length; i++)
            {
                opponents[i].StartRound();
            }
            //Shuffling that array of positions with the RandomReorder method.
            RandomReorder(playerpos);
            //Creating an array of PlayerTank as a private field.There should be the same number of PlayerTanks as there are Opponents in the Opponent array.
            Playertanks = new PlayerTank[opponents.Length];

            //Initialising the array of PlayerTank by finding the horizontal position of the PlayerTank
            //(by looking up the appropriate index of the array returned by GetPlayerPositions and shuffled with the RandomReorder method)

            //the vertical position of the PlayerTank(by calling TankYPosition() on the Battlefield with the horizontal position as an argument)
            //and then calling PlayerTank's constructor to create that PlayerTank (passing in the appropriate Opponent, the horizontal position, the vertical position and a reference to this)
            for (int i = 0; i < playerpos.Length; i++)
            {
                Playertanks[i] = new PlayerTank(opponents[i], playerpos[i], map.TankYPosition(playerpos[i]), this);
            }

            //Initialising the wind speed, another private field of Gameplay, to a random number between -100 and 100.
            WindSpeed();
            //Creating a new BattleForm and Show()ing it.
            BattleForm Form = new BattleForm(this);

            Form.Show();
        }
Esempio n. 16
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 public abstract void WeaponLaunch(int weapon, PlayerTank playerTank, Gameplay currentGame);
Esempio n. 17
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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. 18
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 public abstract void FireWeapon(int weapon, PlayerTank playerTank, GameController currentGame);