public void MoveLeft() { if (this.TopLeft.Col <= AimSize) { this.TopLeft = new MatrixCoords(this.TopLeft.Row, 1); } else { this.TopLeft = new MatrixCoords(this.TopLeft.Row, this.TopLeft.Col - Step); } }
public void MoveDown() { if (this.TopLeft.Row >= Constants.WorldRows - 1 - (2 * AimSize)) { this.TopLeft = new MatrixCoords(Constants.WorldRows - 1 - AimSize, this.TopLeft.Col); } else { this.TopLeft = new MatrixCoords(this.TopLeft.Row + Step, this.TopLeft.Col); } }
public void MoveRight() { if (this.TopLeft.Col >= (Constants.WorldCols * Constants.LeftRightScreenRatio) - (2 * AimSize)) { this.TopLeft = new MatrixCoords( this.TopLeft.Row, (int)(Constants.WorldCols * Constants.LeftRightScreenRatio) - AimSize); } else { this.TopLeft = new MatrixCoords(this.TopLeft.Row, this.TopLeft.Col + Step); } }
public MatrixCoords GetRandomMatrixCoords() { var position = new MatrixCoords(random.Next(1, Constants.WorldRows - 1), random.Next(1, (int)(Constants.WorldCols * Constants.LeftRightScreenRatio))); while (this.gameObjects.Any(go => go.TopLeft == position)) { position = new MatrixCoords(random.Next(1, Constants.WorldRows - 1), random.Next(1, (int)(Constants.WorldCols * Constants.LeftRightScreenRatio))); } return position; }
public void MoveUp() { if (this.TopLeft.Row <= AimSize) { this.TopLeft = new MatrixCoords(1, this.TopLeft.Col); } else { this.TopLeft = new MatrixCoords(this.TopLeft.Row - Step, this.TopLeft.Col); } }
protected GameObject(MatrixCoords topLeft) { this.TopLeft = topLeft; this.IsDestroyed = false; }
private MatrixCoords GetRandomMatrixCoords() { var position = new MatrixCoords(random.Next(1, Constants.WorldRowsWPF - 1), random.Next(1, (int)(Constants.WorldColsWPF))); while (this.gameObjects.Any(go => go.TopLeft == position)) { position = new MatrixCoords(random.Next(1, Constants.WorldRowsWPF - 1), random.Next(1, (int)(Constants.WorldColsWPF))); } return position; }