コード例 #1
0
 /// <summary>
 /// The method that all Tile must implement to describe their own behavior
 /// It return a Tile :
 /// - Either itself, if no change has been made
 /// - Either a new Tile, depending on the transformation it got (condition of transformation in the ExecuteStep of the inherited Tile classes)
 /// </summary>
 /// <param name="neighbors">The list of neighbors of the tile</param>
 public override Tile ExecuteStep(List <Tile> neighbors)
 {
     // Become "Rock" if the "Ice" touches "Lava"
     if (neighbors.Any(n => n.Type == EnumTileType.Lava))
     {
         return(TileFactory.CreateTileAt(this.Position, EnumTileType.Rock));
     }
     return(this);
 }
コード例 #2
0
 /// <summary>
 /// The method that all Tile must implement to describe their own behavior
 /// It return a Tile :
 /// - Either itself, if no change has been made
 /// - Either a new Tile, depending on the transformation it got (condition of transformation in the ExecuteStep of the inherited Tile classes)
 /// </summary>
 /// <param name="neighbors">The list of neighbors of the tile</param>
 public override Tile ExecuteStep(List <Tile> neighbors)
 {
     // Become "Lava" if the "Wall" touches one
     if (neighbors.Any(n => n.Type == EnumTileType.Lava))
     {
         // 3 chances out of 10 to become "Lava" if the "Wall" touches one
         Random rand = new Random();
         if (rand.Next(10) < 3)
         {
             return(TileFactory.CreateTileAt(this.Position, EnumTileType.Lava));
         }
     }
     return(this);
 }
コード例 #3
0
        /// <summary>
        /// Get the tile at a specific position
        /// </summary>
        /// <param name="x">The x coordonate</param>
        /// <param name="y">The y coordonate</param>
        /// <returns></returns>
        public Tile GetTileOrDefault(int x, int y)
        {
            // Get the Tile list or instantiate it
            if (Tiles == null)
            {
                Tiles = new List <Tile>();
            }

            Tile tile = Tiles.FirstOrDefault(t => t.Position != null && t.Position.IsAt(x, y));

            if (tile == null)
            {
                tile = TileFactory.CreateTileAt(new Position(x, y));
            }

            return(tile);
        }
コード例 #4
0
        /// <summary>
        /// Initialize the board with specified height and width
        /// </summary>
        /// <param name="height">The height of the board</param>
        /// <param name="width">The width of the board</param>
        public static void Init(int height, int width)
        {
            if (instance == null)
            {
                instance = new Board(Math.Min(Constants.MaxHeight, height), Math.Min(Constants.MaxWidth, width));
            }

            // Instantiate the Tile list
            Instance.Tiles = new List <Tile>();

            // Create walls on bottom line
            for (int x = 0; x < Instance.Width; x++)
            {
                Instance.Tiles.Add(TileFactory.CreateTileAt(new Position(x, 0), EnumTileType.Wall));
            }

            // Create walls on top line
            for (int x = 0; x < Instance.Width; x++)
            {
                Instance.Tiles.Add(TileFactory.CreateTileAt(new Position(x, Instance.Height - 1), EnumTileType.Wall));
            }

            // Create walls on first column
            for (int y = 0; y < Instance.Height; y++)
            {
                Instance.Tiles.Add(TileFactory.CreateTileAt(new Position(0, y), EnumTileType.Wall));
            }

            // Create walls on last column
            for (int y = 0; y < Instance.Height; y++)
            {
                Instance.Tiles.Add(TileFactory.CreateTileAt(new Position(Instance.Width - 1, y), EnumTileType.Wall));
            }

            // Create others Tiles (without the frame of 1 tile) randomly
            for (int x = 1; x < Instance.Width - 1; x++)
            {
                for (int y = 1; y < Instance.Height - 1; y++)
                {
                    Instance.Tiles.Add(TileFactory.CreateTileAt(new Position(x, y)));
                }
            }
        }