public void Draw() { string displayBuffer = ""; for (int y = 0; y < gridHeight; y++) { displayBuffer = ""; for (int x = 0; x < gridWidth; x++) { Gameobjekt current = displayAr[x, y]; if (current == null) { current = new Gameobjekt(); } if (current.isDrawn) { displayBuffer += current.symbole; } else { displayBuffer += " "; } } Console.WriteLine(displayBuffer); } }
public static bool CheckForObjInWorld(Pos2D position, out Gameobjekt gameobjekt) { if (GoThroughAllObj(Game.gameObjList, position, out gameobjekt)) { return(true); } else { return(false); } }
bool CheckIfInside(Gameobjekt gameobjekt) { int x = gameobjekt.position.x; int y = gameobjekt.position.y; if (x >= 0 && x < gridWidth) { if (y >= 0 && y < gridHeight) { return(true); } return(false); } return(false); }
public void AddObj(Gameobjekt gameobjekt) { //Dev.Dis(changedPoints); //Dev.Dis(changedPoints.Count); if (!gameobjekt.isDrawn) { return; } if (!CheckIfInside(gameobjekt)) { return; } if (changedPoints.Count == 0) { displayAr[gameobjekt.position.x, gameobjekt.position.y] = gameobjekt; changedPoints.Add(gameobjekt.position); //Dev.Dis(gameobjekt.position); return; } else { foreach (Pos2D item in changedPoints) { if (gameobjekt.position.x == item.x && gameobjekt.position.y == item.y) { if (gameobjekt.zIndex > displayAr[item.x, item.y].zIndex) { displayAr[item.x, item.y] = gameobjekt; return; } else { return; } } } displayAr[gameobjekt.position.x, gameobjekt.position.y] = gameobjekt; changedPoints.Add(gameobjekt.position); return; } }
private static bool GoThroughAllObj(List <Gameobjekt> gameobjekts, Pos2D position, out Gameobjekt gameobjektHit) { //gameobjektHit = new Gameobjekt(); Dev.Dis(gameobjekts.Count()); foreach (Gameobjekt item in gameobjekts) { if (item.position.Equals(position)) { gameobjektHit = item; return(true); } } gameobjektHit = null; return(false); }