public void Building_Click(object sender, EventArgs e) { int x, y; Button bb = (Button)sender; x = bb.Location.X / 20; y = bb.Location.Y / 20; foreach (Building d in buildings) { if (d is ResourceBuilding) { ResourceBuilding rB = (ResourceBuilding)d; if (rB.buildingX == x && rB.buildingY == y) { infoTxtBox.Text = ""; infoTxtBox.Text = rB.ToString(); } } else if (d is FactoryBuilding) { FactoryBuilding fB = (FactoryBuilding)d; if (fB.buildingX == x && fB.buildingY == y) { infoTxtBox.Text = ""; infoTxtBox.Text = fB.ToString(); } } } }
public void Generate() { for (int i = 0; i < numUnits; i++)//Generate Melee Unit. { if (rd.Next(0, 2) == 0) { MeleeUnit m = new MeleeUnit(rd.Next(0, 20), rd.Next(0, 20), 100, 1, 20, (i % 2 == 0 ? 1 : 0), "M", "Knight");//Task 2 Q)2.3 added unit types units.Add(m); } else// Generate Ranged Unit { RangedUnit r = new RangedUnit(rd.Next(0, 20), rd.Next(0, 20), 100, 1, 20, 5, (i % 2 == 0 ? 1 : 0), "R", "Wizard");//Task 2 Q)2.3 added unit types units.Add(r); } } for (int j = 0; j < numBuildings; j++) { if (rd.Next(0, 2) == 0) { ResourceBuilding a = new ResourceBuilding(rd.Next(0, 20), rd.Next(0, 20), 500, (j % 2 == 0 ? 1 : 0), "[RS]"); buildings.Add(a); } else { FactoryBuilding f = new FactoryBuilding(rd.Next(0, 20), rd.Next(0, 20), 500, (j % 2 == 0 ? 1 : 0), "[FS]"); buildings.Add(f); } } }
//public void GenerateBuilding() //Makes Buildings //{ // for (int i = 0; i < numBuildings; i++) // { // if (rd.Next(0, 2) == 0) // { // ResourceBuilding a = new ResourceBuilding(rd.Next(0, 20), // rd.Next(0, 20), // 500, // (i % 2 == 0 ? 1 : 0), // "[RS]"); // buildings.Add(a); // } // else // { // FactoryBuilding f = new FactoryBuilding(rd.Next(0, 20), // rd.Next(0, 20), // 500, // (i % 2 == 0 ? 1 : 0), // "[FS]"); // buildings.Add(f); // } // } //} public void Display(GroupBox groupBox) { //GenerateBuilding(); groupBox.Controls.Clear(); foreach (Unit u in units) { Button b = new Button(); if (u is MeleeUnit) { MeleeUnit mu = (MeleeUnit)u; b.Size = new Size(20, 20); b.Location = new Point(mu.XPos * 20, mu.YPos * 20); b.Text = mu.Symbol; if (mu.Faction == 0) { b.ForeColor = Color.Red; } else { b.ForeColor = Color.Green; } b.Click += Unit_Click; groupBox.Controls.Add(b); } else { RangedUnit ru = (RangedUnit)u; b.Size = new Size(20, 20); b.Location = new Point(ru.XPos * 20, ru.YPos * 20); b.Text = ru.Symbol; if (ru.Faction == 0) { b.ForeColor = Color.Red; } else { b.ForeColor = Color.Green; } b.Click += Unit_Click; groupBox.Controls.Add(b); } } foreach (Building d in buildings) { Button bb = new Button(); if (d is ResourceBuilding) { ResourceBuilding Ab = (ResourceBuilding)d; bb.Size = new Size(40, 40); bb.Location = new Point(Ab.buildingX * 20, Ab.buildingY * 20); bb.Text = Ab.buildingSymbol; if (Ab.buildingFaction == 0) { bb.ForeColor = Color.Red; } else { bb.ForeColor = Color.Green; } bb.Click += Building_Click; groupBox.Controls.Add(bb); } else { FactoryBuilding FB = (FactoryBuilding)d; bb.Size = new Size(40, 40); bb.Location = new Point(FB.buildingX * 20, FB.buildingY * 20); bb.Text = FB.buildingSymbol; if (FB.buildingFaction == 0) { bb.ForeColor = Color.Red; } else { bb.ForeColor = Color.Green; } bb.Click += Building_Click; groupBox.Controls.Add(bb); } } }
public void Generate() { for (int i = 0; i < numUnits; i++)//Generate Melee Unit. { if (rd.Next(0, 4) == 0) { MeleeUnit m = new MeleeUnit(rd.Next(0, 20), rd.Next(0, 20), 100, 1, 20, (i % 2 == 0 ? 1 : 0), "M", "Knight"); units.Add(m); } else if (rd.Next(0, 4) == 1) // Generate Ranged Unit { RangedUnit r = new RangedUnit(rd.Next(0, 20), rd.Next(0, 20), 100, 1, 20, 5, (i % 2 == 0 ? 1 : 0), "R", "Musketeer");// [Update]: For task 3 I changed the units from wizards to musketeers as wizards are now their own unit type. units.Add(r); } else if (rd.Next(0, 4) == 2) { WizardUnit w = new WizardUnit(rd.Next(0, 20), rd.Next(0, 20), 100, 1, 20, 5, (i % 2 == 0 ? 1 : 0), "W", "Wizard");//Task 3: Added the wizard. units.Add(w); } else //[Task 3] Generates Neutral Wizzards in their own faction. { RougeWizardUnit wr = new RougeWizardUnit(rd.Next(0, 20), rd.Next(0, 20), 100, 1, 20, 5, (i % 2 == 0 ? 1 : 0), "W", "Neutral_Wizard");//Task 3: Added the Neutral wizard. aka Rouge wizard as they are in their own faction. units.Add(wr); } } for (int j = 0; j < numBuildings; j++) { if (rd.Next(0, 2) == 0) { ResourceBuilding a = new ResourceBuilding(rd.Next(0, 20), rd.Next(0, 20), 500, (j % 2 == 0 ? 1 : 0), "[RS]"); buildings.Add(a); } else { FactoryBuilding f = new FactoryBuilding(rd.Next(0, 20), rd.Next(0, 20), 500, (j % 2 == 0 ? 1 : 0), "[FS]"); buildings.Add(f); } } }