예제 #1
0
        /// <summary>
        /// Default Constructor
        /// </summary>
        public Map(Controller.Players p)
        {
            //temporary test code

            KTYD.Controller.Model.Obstacle o = new KTYD.Controller.Model.Obstacle(600, 600, 1000,1000);
            obstacles = new List<KTYD.Controller.Model.Obstacle>();
            //obstacles.Add(o);

            //end test code
            containers = new gArray(GameConfig.LEVEL_WIDTH, GameConfig.LEVEL_HEIGHT);

            trashBullets = new List<Entity>();
            trashContainers = new List<Entity>();
            bulletList = new List<Entity>();
            deadContainers = new List<Entity>();
            playersList = p;
            enemiesList = new List<Entity>();
            AIDirector = new DiffScaler();
            width = GameConfig.LEVEL_HEIGHT;
            height = GameConfig.LEVEL_WIDTH;
            List<KTYD.Controller.Model.Obstacle> e = AIDirector.getObstacles();
            foreach (KTYD.Controller.Model.Obstacle f in e)
            {
               //ystem.Console.WriteLine("hi");
               // f.index(containers);
                //loadEntity((Entity)f);

            }
        }
 public Playmode(gameState s, KTYD.Model.Map g, Boolean p, KeyboardState i, bool[] ps, float st, float[] t, Controller.Players gPlayers, Dictionary<PlayerIndex, int> test, View.View gView)
     : base(s)
 {
     c = test;
     gamePlayers = gPlayers;
     gameMap = g;
     pauseGame = p;
     input = i;
     pressShoot = ps;
     storeTime = st;
     time = t;
     gameView = gView;
 }
예제 #3
0
파일: Map.cs 프로젝트: gegg2/Zombie-Wars
        /// <summary>
        /// Default Constructor
        /// </summary>
        public Map(Controller.Players p)
        {
            containers = new gArray(GameConfig.LEVEL_WIDTH, GameConfig.LEVEL_HEIGHT);

            trashBullets = new List<Entity>();
            trashContainers = new List<Entity>();
            bulletList = new List<Entity>();
            deadContainers = new List<Entity>();
            playersList = p;
            enemiesList = new List<Entity>();
            AIDirector = new DiffScaler();
            width = GameConfig.LEVEL_HEIGHT;
            height = GameConfig.LEVEL_WIDTH;
        }
 public void updateValues(String s, KTYD.Model.Map g, Boolean p, KeyboardState i, bool[] ps, float st, float[] t, Controller.Players gPlayers, Dictionary<PlayerIndex, int> test)
 {
     c = test;
     gamePlayers = gPlayers;
     gameMap = g;
     pauseGame = p;
     input = i;
     pressShoot = ps;
     storeTime = st;
     time = t;
 }