/// <summary> /// Game initialization. /// </summary> void InitGame() { player1 = new Player(new Orientation(2), new Vector2(10f, 119f), new Vector2(11f, 119f)); player2 = new Player(new Orientation(0), new Vector2(228f, 119f), new Vector2(227f, 119f)); for (int i = 0; i < field_dim; ++i) { field[0, i] = (byte)FieldVals.border; field[field_dim - 1, i] = (byte)FieldVals.border; field[i, 0] = (byte)FieldVals.border; field[i, field_dim - 1] = (byte)FieldVals.border; } }
void UpdatePlayerPosition(Player pla) { if (pla.playerDirection.X >= 0 && pla.playerDirection.X < 240 && pla.playerDirection.Y >= 0 && pla.playerDirection.Y < 240) { pla.playerPosition.X = pla.playerDirection.X; pla.playerPosition.Y = pla.playerDirection.Y; } byte num = 1; if (pla == player1) { num = 1; } else if (pla == player2) { num = 2; } field[(int)pla.playerPosition.X, (int)pla.playerPosition.Y] = num; }
bool ChangePlayerOrientation(Player player) { if (player.playerDirection.X < 0 || player.playerDirection.X >= field_dim || player.playerDirection.Y < 0 || player.playerDirection.Y >= field_dim) { return true; } switch (player.Orientation.GetOrientation()) { // Note that pixel position counts from upper left corner of the screen case 0: player.playerDirection.X--; break; case 1: player.playerDirection.Y--; break; case 2: player.playerDirection.X++; break; case 3: player.playerDirection.Y++; break; } return false; }