/// <summary> /// Creates a CreateNewScenario dialog and uses it to determine the name and size of the new scenario. Then, generates a /// new scenario of the appropriate size. /// </summary> public void createNewScenario() { if (model.GetScenario() != null) { model.GetScenario().RemoveChild(model.GetScenario().GetGameWorld()); // TODO: Ask if the user wants to discard the current scenario or save it. } CreateNewScenarioDialog dialog = new CreateNewScenarioDialog(); dialog.ShowDialog(); if (dialog.ExitWithCreate) { // Create a scenario with a map of the appropriate size ScenarioComponent scenario = new ScenarioComponent(dialog.ScenarioWidth, dialog.ScenarioHeight); // Add grass cells at each cell. ZRTSModel.Map map = scenario.GetGameWorld().GetMap(); for (int i = 0; i < map.GetWidth(); i++) { for (int j = 0; j < map.GetHeight(); j++) { CellComponent cell = new CellComponent(); cell.AddChild(new Grass()); cell.X = i; cell.Y = j; map.AddChild(cell); } } // TODO: Update SaveInfo model to change filename and UpToDate flag. // Automatically discards old scenario, by overloaded AddChild function. model.AddChild(scenario); // Empty the command queue model.GetCommandStack().EmptyStacks(); // We may have just destroyed a large scenario, so collect that garbage. // Commented out - only used for testing purposes. The C# garbage collector takes a LONG time to be activated if this call is not made, // but if the call is made, it disrupts UI. // GC.Collect(); } }
private void setupModel() { model = new GameModel(); ScenarioComponent scenario = new ScenarioComponent(20, 20); // 20 x 20 Gameworld. // Add grass cells at each cell. ZRTSModel.Map map = scenario.GetGameWorld().GetMap(); for (int i = 0; i < map.GetWidth(); i++) { for (int j = 0; j < map.GetHeight(); j++) { CellComponent cell = new CellComponent(); cell.AddChild(new Sand()); cell.X = i; cell.Y = j; map.AddChild(cell); } } model.AddChild(scenario); //Create two players and set them to be enemies. model.GetScenario().GetGameWorld().GetPlayerList().AddChild(new PlayerComponent()); model.GetScenario().GetGameWorld().GetPlayerList().AddChild(new PlayerComponent()); PlayerComponent player1 = (PlayerComponent)model.GetScenario().GetGameWorld().GetPlayerList().GetChildren()[0]; PlayerComponent player2 = (PlayerComponent)model.GetScenario().GetGameWorld().GetPlayerList().GetChildren()[1]; player1.EnemyList.Add(player2); player2.EnemyList.Add(player1); }
private void setUpModel() { model = new GameModel(); ScenarioComponent scenario = new ScenarioComponent(20, 20); // 20 x 20 Gameworld. Building obstruction = new Building(); // Add grass cells at each cell. ZRTSModel.Map map = scenario.GetGameWorld().GetMap(); for (int i = 0; i < map.GetWidth(); i++) { for (int j = 0; j < map.GetHeight(); j++) { CellComponent cell = new CellComponent(); cell.AddChild(new Sand()); cell.X = i; cell.Y = j; if (i >= 2 && i <= 10 && j >= 2 && j <= 10) cell.AddEntity(obstruction); if (i >= 15 && i <= 18 && j >= 15 && j <= 18) cell.AddEntity(obstruction); if (i == 16 && j == 16) cell.RemoveEntity(obstruction); map.AddChild(cell); } } model.AddChild(scenario); }