public Node(int x, int y, bool walkable, DirectionMovement direction) { X = x; Y = y; Walkable = walkable; Direction = direction; }
private void MoveHead(DirectionMovement direction) { if (direction == DirectionMovement.Up) { Head = new Position() { X = Head.X, Y = Head.Y - 1 }; } else if (direction == DirectionMovement.Left) { Head = new Position() { X = Head.X - 1, Y = Head.Y }; } else if (direction == DirectionMovement.Down) { Head = new Position() { X = Head.X, Y = Head.Y + 1 }; } else if (direction == DirectionMovement.Right) { Head = new Position() { X = Head.X + 1, Y = Head.Y }; } ; _map.Board[Head.X, Head.Y] = Map.SnakeHead; }
public Enemy(Point tail, int lenght, DirectionMovement _direction) { direction = _direction; pList = new List <Point>(); for (int i = 0; i < lenght; i++) { Point p = tail; Move(i, direction); pList.Add(p); } }
public Node(Node node, Node parent, DirectionMovement direction) { var type = node.GetType(); foreach (var item in type.GetProperties()) { item.SetValue(this, item.GetValue(node)); } ParentNode = parent; Direction = direction; }
public void Move(DirectionMovement direction) { if (_hasTails) { ClearTail(); } else { ClearHead(); } MoveHead(direction); }
public void StopMoveToDirection(DirectionMovement direction) { switch (direction) { case DirectionMovement.UP: _moveUp = false; break; case DirectionMovement.DOWN: _moveDown = false; break; case DirectionMovement.LEFT: _moveLeft = false; break; case DirectionMovement.RIGHT: _moveRight = false; break; } }
public void MoveCameraWhenDragChild(DirectionMovement directionMovement, float speed) { switch (directionMovement) { case DirectionMovement.Up: _rigidbody2D.velocity += Vector2.up * speed; break; case DirectionMovement.Down: _rigidbody2D.velocity += Vector2.down * speed; break; case DirectionMovement.Left: _rigidbody2D.velocity += Vector2.left * speed; break; case DirectionMovement.Right: _rigidbody2D.velocity += Vector2.right * speed; break; } }
private void ReadMovement() { var key = Console.ReadKey(true); if (key.Key == ConsoleKey.A) { _directionMovement = DirectionMovement.Left; } else if (key.Key == ConsoleKey.W) { _directionMovement = DirectionMovement.Up; } else if (key.Key == ConsoleKey.S) { _directionMovement = DirectionMovement.Down; } else if (key.Key == ConsoleKey.D) { _directionMovement = DirectionMovement.Right; } }
public override void Move(int offset, DirectionMovement direction) { int x1 = point.x; int y1 = point.y; if (direction == DirectionMovement.Right) { x1 = x1 + offset; } else if (direction == DirectionMovement.Left) { x1 = x1 - offset; } else if (direction == DirectionMovement.Up) { y1 = y1 - offset; } else if (direction == DirectionMovement.Down) { y1 = y1 + offset; } // switch (direction) // { // case DirectionMovement.Right: // MoveEnemy(1, 0, point); // break; // case DirectionMovement.Left: // MoveEnemy(-1, 0, point); // break; // case DirectionMovement.Up: // MoveEnemy(0, -1, point); // break; // case DirectionMovement.Down: // MoveEnemy(0, 1, point); // break; // default: // break; // } }
public override void Move(int of, DirectionMovement direction) { int x = 15; int y = 15; Console.SetCursorPosition(x, y); Console.Write("*"); do { switch (Console.ReadKey().Key) { case ConsoleKey.UpArrow: y--; break; case ConsoleKey.DownArrow: y++; break; case ConsoleKey.LeftArrow: x--; break; case ConsoleKey.RightArrow: x++; break; case ConsoleKey.Escape: return; default: break; } Console.Clear(); Console.SetCursorPosition(x, y); Console.Write("*"); } while (true); }
internal void Eat(DirectionMovement direction) { ClearHead(); MoveHead(direction); _hasTails = true; }
abstract public void Move(int offset, DirectionMovement direction);
public Node GetDirectionNode(Node node, DirectionMovement direction, bool ByRef = true, bool valid = true) { var x = node.X; var y = node.Y; Node newnode = null; switch (direction) { case DirectionMovement.Up: if (IsWalkableAt(y - 1, x) || (!valid && IsInside(y - 1, x))) { newnode = Nodes[y - 1, x]; } break; case DirectionMovement.Down: if (IsWalkableAt(y + 1, x) || (!valid && IsInside(y + 1, x))) { newnode = Nodes[y + 1, x]; } break; case DirectionMovement.Left: if (IsWalkableAt(y, x - 1) || (!valid && IsInside(y, x - 1))) { newnode = Nodes[y, x - 1]; } break; case DirectionMovement.Right: if (IsWalkableAt(y, x + 1) || (!valid && IsInside(y, x + 1))) { newnode = Nodes[y, x + 1]; } break; // Diagonais case DirectionMovement.UpLeft: if (IsWalkableAt(y - 1, x - 1) || (!valid && IsInside(y - 1, x - 1))) { newnode = Nodes[y - 1, x - 1]; } break; case DirectionMovement.UpRight: if (IsWalkableAt(y - 1, x + 1) || (!valid && IsInside(y - 1, x + 1))) { newnode = Nodes[y - 1, x + 1]; } break; case DirectionMovement.DownLeft: if (IsWalkableAt(y + 1, x - 1) || (!valid && IsInside(y + 1, x - 1))) { newnode = Nodes[y + 1, x - 1]; } break; case DirectionMovement.DownRight: if (IsWalkableAt(y + 1, x + 1) || (!valid && IsInside(y + 1, x + 1))) { newnode = Nodes[y + 1, x + 1]; } break; } if (newnode == null) { return(null); } newnode.Direction = direction; return(ByRef ? newnode : new Node(newnode, node, direction)); }
public Node(int x, int y, DirectionMovement direction) { X = x; Y = y; Direction = direction; }