public Board() { players = new Player[5]; blocks = new Block[10, 10]; for (int a = 0; a < 10; a++) { for (int b = 0; b < 10; b++) { blocks[a, b] = new Block(a, b); } } }
public AI(Block[,] blocks, int size, String player_id) { this.blocks = blocks; this.grid_size = size; this.player_id = player_id; grid = new Node[size, size]; // initializing grid for the a strat algorithm for (int i = 0; i < size; i++) { for (int j = 0; j < size; j++) { grid[i, j] = new Node(); } } }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here #region text objects initializing // creating the title title_position = new Vector2(0, 0); title_text = " Black Panther "; title_color = Color.Black; // scoreboard title int title_left = 820; score_title_color = Color.Black; score_title_position = new Vector2(title_left, 100); score_title_text = "Score Board"; // player details player_1_color = Color.Black; player_1_position = new Vector2(title_left, 240); player_1_text = ""; player_2_color = Color.Black; player_2_position = new Vector2(title_left, 280); player_2_text = ""; player_3_color = Color.Black; player_3_position = new Vector2(title_left, 320); player_3_text = ""; player_4_color = Color.Black; player_4_position = new Vector2(title_left, 360); player_4_text = ""; #endregion #region grid blocks = new Block[grid_size, grid_size]; // creating the block for (int i = 0; i < grid_size; i++) { for (int j = 0; j < grid_size; j++) { blocks[i, j] = new Block(new Vector2(i * block_pixel_size, j * block_pixel_size + 30)); } } #endregion #region event handling ai = new AI(blocks, grid_size, player_id); ai.listenToMessages(this); _timer = new System.Timers.Timer(500); _timer.Elapsed += new ElapsedEventHandler(run_game); _timer.Enabled = true; #endregion base.Initialize(); }