public static RocketsState TickRockets(GameConfigState gameConfigState, RocketsState rocketsState, PlayerState playerState, PlayerInput playerInput) { List <Vector2i> newPositions = rocketsState.Positions.Select(position => position + new Vector2i(0, -1)).Where(position => position.Y >= 0).ToList(); if (playerInput == PlayerInput.Fire && newPositions.Count < gameConfigState.MaxRockets) { newPositions.Add(new Vector2i(playerState.Position, gameConfigState.Height - 1)); } return(new RocketsState(newPositions)); }
private static RocketsState ResolveRocketCollisions(RocketsState rocketsState, List <Tuple <int, int> > alienRocketCollisions) { if (alienRocketCollisions.Count != 0) { List <Vector2i> remainingPositions = rocketsState.Positions.Where((position, index) => !alienRocketCollisions.Exists(collision => index == collision.Item2)).ToList(); return(new RocketsState(remainingPositions)); } else { return(rocketsState); } }
public static WorldState CreateNewWorldState(int width, int height, int maxRockets, int aliensWidth, int aliensHeight, int initialLives) { GameConfigState gameConfigState = new GameConfigState(width, height, maxRockets, aliensWidth, aliensHeight); PlayerState playerState = new PlayerState(width / 2); AliensState aliensState = CreateNewAliensState(width, height, aliensWidth, aliensHeight); AliensMovementState aliensMovementState = new AliensMovementState(AliensMovementState.MovementDirection.Right); RocketsState rocketsState = new RocketsState(new List <Vector2i>()); BombsState bombsState = new BombsState(new List <Vector2i>()); GameProgressState gameProgressState = new GameProgressState(0, initialLives, false); WorldState worldState = new WorldState(gameConfigState, playerState, aliensState, aliensMovementState, rocketsState, bombsState, gameProgressState); return(worldState); }
public WorldState(GameConfigState gameConfigState, PlayerState playerState, AliensState aliensState, AliensMovementState aliensMovementState, RocketsState rocketsState, BombsState bombsState, GameProgressState gameProgressState) { GameConfigState = gameConfigState; PlayerState = playerState; AliensState = aliensState; AliensMovementState = aliensMovementState; RocketsState = rocketsState; BombsState = bombsState; GameProgressState = gameProgressState; }
public static WorldState Tick(WorldState worldState, PlayerInput playerInput) { PlayerState newPlayerState = TickPlayer(worldState.GameConfigState, worldState.PlayerState, playerInput); AliensState newAliensState; AliensMovementState newAliensMovementState; AliensFiringInput newAliensFiringInput; bool createNewAliens = (worldState.AliensState.RelativePositions.Count == 0); if (createNewAliens) { newAliensState = CreateNewAliensState(worldState.GameConfigState.Width, worldState.GameConfigState.Height, worldState.GameConfigState.AliensWidth, worldState.GameConfigState.AliensHeight); newAliensMovementState = new AliensMovementState(AliensMovementState.MovementDirection.Right); newAliensFiringInput = new AliensFiringInput(false, 0); } else { TickAliens(worldState.GameConfigState, worldState.AliensState, worldState.AliensMovementState, out newAliensState, out newAliensMovementState, out newAliensFiringInput); } RocketsState newRocketsState = TickRockets(worldState.GameConfigState, worldState.RocketsState, worldState.PlayerState, playerInput); BombsState newBombsState = TickBombs(worldState.GameConfigState, worldState.BombsState, worldState.PlayerState, worldState.AliensState, newAliensFiringInput); List <Tuple <int, int> > alienRocketCollisions = FindAlienRocketCollisions(newAliensState, newRocketsState); List <int> playerBombCollisions = FindPlayerBombCollisions(worldState.GameConfigState, newBombsState, newPlayerState); AliensState newAliensState2 = ResolveAlienCollisions(newAliensState, alienRocketCollisions); RocketsState newRocketsState2 = ResolveRocketCollisions(newRocketsState, alienRocketCollisions); GameProgressState newGameProgressState = TickGameProgress(worldState.GameConfigState, worldState.GameProgressState, newAliensState2, alienRocketCollisions.Count, playerBombCollisions.Count != 0); return(new WorldState(worldState.GameConfigState, newPlayerState, newAliensState2, newAliensMovementState, newRocketsState2, newBombsState, newGameProgressState)); }
private static List <Tuple <int, int> > FindAlienRocketCollisions(AliensState aliensState, RocketsState rocketsState) { List <Tuple <int, int> > collisions = new List <Tuple <int, int> >(); for (int rocketIndex = 0; rocketIndex < rocketsState.Positions.Count; rocketIndex++) { Vector2i rocketPosition = rocketsState.Positions[rocketIndex]; int alienIndex = aliensState.RelativePositions.FindIndex(alienRelativePosition => (alienRelativePosition + aliensState.TopLeft) == rocketPosition); if (alienIndex != -1) { collisions.Add(new Tuple <int, int>(alienIndex, rocketIndex)); } } return(collisions); }