public UnitHandler(Game game, CombatScreen screen) { this.game = game; this.screen = screen; units = new Unit[6]; rand = new Random(); pathfinder = new Pathfinder(screen.DataMaster.map); //Fill units with infantery. //TODO:: make this better. for (int i = 0; i < units.Length; i++) { units[i] = new Infantery(); units[i].Position = new SFML.Window.Vector2f( (float)Math.Round((double)rand.Next(0, 800/32)) * 32, (float)Math.Round((double)rand.Next(0, 640 / 32)) * 32); } units[units.Length - 1] = new Tank(); units[units.Length - 1].Position = new SFML.Window.Vector2f( (float)Math.Round((double)rand.Next(0, 800 / 32)) * 32, (float)Math.Round((double)rand.Next(0, 640 / 32)) * 32); screen.DataMaster.Units = units; }
public InterfaceHandler(CombatScreen screen) { this.screen = screen; moveButton = screen.DataMaster.InterfaceBar.MoveButton; attackButton = screen.DataMaster.InterfaceBar.AttackButton; }
public UnitHandler(Game game, CombatScreen screen) { this.game = game; this.screen = screen; units = new List<Unit>(); rand = new Random(); pathfinder = new Pathfinder(screen.DataMaster.map); //Fill units list with infantery. for (int i = 0; i < 6; i++) { units.Add(new Infantery()); units[i].Position = new SFML.Window.Vector2f( (float)Math.Round((double)rand.Next(0, 800/32)) * 32, (float)Math.Round((double)rand.Next(0, 640 / 32)) * 32); } screen.DataMaster.Units = units; }