public GameState() { bombs = new BombList(); players = new PlayerList(); map = new Map(0, 0); tickCount = 0; }
public void Tick(Map map, PlayerList players) { recentlyExplodedPoints = new List <Point2D>(); // Make a list of all the bombs about to explode List <Bomb> bombsExploding = new List <Bomb>(); foreach (Bomb bomb in bombs) { bomb.Tick(); if (bomb.Timer == 0) { bombsExploding.Add(bomb); } } // Detonate each bomb in the list. List <Bomb> bombsExploded = new List <Bomb>(); List <Bomb> bombsExplodingNext = new List <Bomb>(); do { foreach (Bomb bomb in bombsExploding) { // if the bomb is on a player, kill the player foreach (Player player in players.PlayersAt(bomb.X, bomb.Y)) { if (player.X == bomb.X && player.Y == bomb.Y) { Logger.WriteLineInternal(player.X + ", " + player.Y + " and " + bomb.X + ", " + bomb.Y); player.Alive = false; } } // if the bomb is on a bomb, add that bomb to the list foreach (Bomb stackedBomb in BombsAt(bomb.X, bomb.Y)) { if (!(bombsExploding.Contains(stackedBomb) || bombsExplodingNext.Contains(stackedBomb) || bombsExploded.Contains(stackedBomb))) { bombsExplodingNext.Add(stackedBomb); } } recentlyExplodedPoints.Add(new Point2D(bomb.X, bomb.Y)); // For each direction for (int xDiff = -1; xDiff <= 1; xDiff++) { for (int yDiff = -1; yDiff <= 1; yDiff++) { if ((xDiff == 0 || yDiff == 0) && xDiff != yDiff) { // Cardinal direction. Maybe // for 1 to 3 for (int i = 1; i <= 3; i++) { int xPos = bomb.X + i * xDiff; int yPos = bomb.Y + i * yDiff; // if that position has a wall, destroy the wall then stop Block block = map.GetBlockAt(xPos, yPos); if (block == null || !block.Destroy()) { break; } recentlyExplodedPoints.Add(new Point2D(xPos, yPos)); // if that position is a player, kill the player foreach (Player player in players.PlayersAt(xPos, yPos)) { Logger.WriteLineInternal(player.X + ", " + player.Y + " and " + xPos + ", " + yPos); player.Alive = false; } // if that position is a bomb, add it to the list foreach (Bomb stackedBomb in BombsAt(xPos, yPos)) { if (!(bombsExploding.Contains(stackedBomb) || bombsExplodingNext.Contains(stackedBomb) || bombsExploded.Contains(stackedBomb))) { bombsExplodingNext.Add(stackedBomb); } } } } } } } bombsExploded.AddRange(bombsExploding); bombsExploding = bombsExplodingNext; bombsExplodingNext = new List <Bomb>(); }while (bombsExploding.Count > 0); foreach (Bomb bomb in bombsExploded) { Console.WriteLine("Bomb REMOVED"); bombs.Remove(bomb); } }
public void Tick(Map map, PlayerList players) { recentlyExplodedPoints = new List<Point2D>(); // Make a list of all the bombs about to explode List<Bomb> bombsExploding = new List<Bomb>(); foreach (Bomb bomb in bombs) { bomb.Tick(); if (bomb.Timer == 0) { bombsExploding.Add(bomb); } } // Detonate each bomb in the list. List<Bomb> bombsExploded = new List<Bomb>() ; List<Bomb> bombsExplodingNext = new List<Bomb>(); do { foreach (Bomb bomb in bombsExploding) { // if the bomb is on a player, kill the player foreach (Player player in players.PlayersAt(bomb.X, bomb.Y)) { if (player.X == bomb.X && player.Y == bomb.Y) { Logger.WriteLineInternal(player.X + ", " + player.Y + " and " + bomb.X + ", " + bomb.Y); player.Alive = false; } } // if the bomb is on a bomb, add that bomb to the list foreach (Bomb stackedBomb in BombsAt(bomb.X, bomb.Y)) { if (!(bombsExploding.Contains(stackedBomb) || bombsExplodingNext.Contains(stackedBomb) || bombsExploded.Contains(stackedBomb))) { bombsExplodingNext.Add(stackedBomb); } } recentlyExplodedPoints.Add(new Point2D(bomb.X, bomb.Y)); // For each direction for (int xDiff = -1; xDiff <= 1; xDiff++) { for (int yDiff = -1; yDiff <= 1; yDiff++) { if ((xDiff == 0 || yDiff == 0) && xDiff != yDiff) { // Cardinal direction. Maybe // for 1 to 3 for (int i = 1; i <= 3; i++) { int xPos = bomb.X + i * xDiff; int yPos = bomb.Y + i * yDiff; // if that position has a wall, destroy the wall then stop Block block = map.GetBlockAt(xPos, yPos); if (block == null || !block.Destroy()) { break; } recentlyExplodedPoints.Add(new Point2D(xPos, yPos)); // if that position is a player, kill the player foreach (Player player in players.PlayersAt(xPos, yPos)) { Logger.WriteLineInternal(player.X + ", " + player.Y + " and " + xPos + ", " + yPos); player.Alive = false; } // if that position is a bomb, add it to the list foreach (Bomb stackedBomb in BombsAt(xPos, yPos)) { if (!(bombsExploding.Contains(stackedBomb) || bombsExplodingNext.Contains(stackedBomb) || bombsExploded.Contains(stackedBomb))) { bombsExplodingNext.Add(stackedBomb); } } } } } } } bombsExploded.AddRange(bombsExploding); bombsExploding = bombsExplodingNext; bombsExplodingNext = new List<Bomb>(); } while (bombsExploding.Count > 0); foreach (Bomb bomb in bombsExploded) { Console.WriteLine("Bomb REMOVED"); bombs.Remove(bomb); } }