public GameOfMeteors(ConsoleHardwareConfig config) : base(config) { World = new Composition(new byte[WorldSize * WorldSize / 8], WorldSize, WorldSize); World.Coinc += WorldCoinc; Ship = new PlayerMissile("ship", WorldSize / 2, WorldSize / 2, World); Ship.X = WorldSize / 2; Ship.Y = WorldSize / 2; Pruneau = new PlayerMissile { Name = "Pruneau", Owner = World, IsVisible = false }; Meteors = new Meteor[NumberOfMeteors]; for (var i = 0; i < NumberOfMeteors; i++) { Meteors[i] = new Meteor(this, i, new[] {0, WorldSize - 2, 0, WorldSize - 2} [i], new[] {0, 0, WorldSize - 2, WorldSize - 2} [i]); } DisplayDelay = 0; }
public GameOfMeteors(ConsoleHardwareConfig config) : base(config) { World = new Composition(new byte[WorldSize * WorldSize / 8], WorldSize, WorldSize); World.Coinc += WorldCoinc; Ship = new PlayerMissile("ship", WorldSize / 2, WorldSize / 2, World); Ship.X = WorldSize / 2; Ship.Y = WorldSize / 2; Pruneau = new PlayerMissile { Name = "Pruneau", Owner = World, IsVisible = false }; Meteors = new Meteor[NumberOfMeteors]; for (var i = 0; i < NumberOfMeteors; i++) { Meteors[i] = new Meteor(this, i, new[] { 0, WorldSize - 2, 0, WorldSize - 2 }[i], new[] { 0, 0, WorldSize - 2, WorldSize - 2 }[i]); } DisplayDelay = 0; }
public GameOfMeteors(ConsoleHardwareConfig config) : base(config) { World = new Composition(new byte[WorldSize * WorldSize / 8], WorldSize, WorldSize); World.Coinc += WorldCoinc; Ship = new PlayerMissile { Name = "Ship", Owner = World, X = WorldSize/2, Y = WorldSize/2 }; Pruneau = new PlayerMissile { Name = "Pruneau", Owner = World, IsVisible = false }; Meteors = new Meteor[WinningNumberOfMeteors]; for (var i = 0; i < Meteors.Length; i++) { Meteors[i] = new Meteor(this, i); } NumberOfMeteors = StartingNumberOfMeteors; SpawnMeteors(); DisplayDelay = 0; }