void LoadBlocks() { Characters.Block top = new Characters.Block(560, 20, new Point(20, 20)); Characters.Block left = new Characters.Block(20, 480, new Point(20, 20)); Characters.Block right = new Characters.Block(20, 480, new Point(560, 20)); Characters.Block down = new Characters.Block(560, 20, new Point(20, 480)); Characters.Block b = new Characters.Block(100, 20, new Point(80, 80)); Characters.Block b1 = new Characters.Block(20, 100, new Point(80, 80)); Characters.Block b2 = new Characters.Block(100, 20, new Point(420, 80)); Characters.Block b3 = new Characters.Block(20, 100, new Point(500, 80)); Characters.Block b9 = new Characters.Block(20, 100, new Point(80, 320)); Characters.Block b10 = new Characters.Block(100, 20, new Point(80, 420)); Characters.Block b11 = new Characters.Block(100, 20, new Point(420, 420)); Characters.Block b12 = new Characters.Block(20, 100, new Point(500, 320)); //////////////////////////////////////////////// Characters.Block b4 = new Characters.Block(20, 100, new Point(260, 100)); Characters.Block b5 = new Characters.Block(20, 100, new Point(320, 100)); Characters.Block b6 = new Characters.Block(180, 20, new Point(220, 240)); Characters.Block b7 = new Characters.Block(20, 100, new Point(260, 300)); Characters.Block b8 = new Characters.Block(20, 100, new Point(320, 300)); Characters.Block b13 = new Characters.Block(20, 60, new Point(160, 220)); Characters.Block b14 = new Characters.Block(20, 60, new Point(440, 220)); blocks[0] = b; blocks[1] = b1; blocks[2] = b2; blocks[3] = b3; blocks[4] = b4; blocks[5] = b5; blocks[6] = b6; blocks[7] = b7; blocks[8] = b8; blocks[9] = b9; blocks[10] = b10; blocks[11] = b11; blocks[12] = b12; blocks[13] = b13; blocks[14] = b14; blocks[15] = top; blocks[16] = left; blocks[17] = down; blocks[18] = right; this.PacmanGroupBox.Controls.AddRange(blocks); }
/* * private void T_Tick(object sender, EventArgs e) * { * if (enemy.Location.X > pack.Location.X) * { * if (enemy.IsBlock(Characters.MovementWay.Left)) * { * if (enemy.Location.Y > pack.Location.Y) * { * if (!enemy.IsBlock(Characters.MovementWay.Up)) * enemy.Move(Characters.MovementWay.Up); * } * else if(!enemy.IsBlock(Characters.MovementWay.Down)) * enemy.Move(Characters.MovementWay.Down); * } * else * enemy.Move(Characters.MovementWay.Left); * } * else * if (enemy.Location.Y > pack.Location.Y) * { * if (enemy.IsBlock(Characters.MovementWay.Up)) * { * if (enemy.Location.X < pack.Location.X) * { * if (!enemy.IsBlock(Characters.MovementWay.Right)) * enemy.Move(Characters.MovementWay.Right); * } * else if (!enemy.IsBlock(Characters.MovementWay.Left)) * enemy.Move(Characters.MovementWay.Left); * } * else * enemy.Move(Characters.MovementWay.Up); * } * else * if (enemy.Location.X < pack.Location.X) * { * if (enemy.IsBlock(Characters.MovementWay.Right)) * { * if (enemy.Location.Y > pack.Location.Y) * { * if (!enemy.IsBlock(Characters.MovementWay.Up)) * enemy.Move(Characters.MovementWay.Up); * } * else if (!enemy.IsBlock(Characters.MovementWay.Down)) * enemy.Move(Characters.MovementWay.Down); * } * else * enemy.Move(Characters.MovementWay.Right); * } * else * if (enemy.Location.Y < pack.Location.Y) * { * if (enemy.IsBlock(Characters.MovementWay.Down)) * { * if (enemy.Location.X > pack.Location.X) * { * if (!enemy.IsBlock(Characters.MovementWay.Left)) * enemy.Move(Characters.MovementWay.Left); * } * else if (!enemy.IsBlock(Characters.MovementWay.Right)) * enemy.Move(Characters.MovementWay.Right); * } * else * enemy.Move(Characters.MovementWay.Down); * } * } */ void LoadBlocks() { for (int i = 0; i < blocks.Length; i++) { blocks[i] = new Characters.Block(); } blocks[15] = new Characters.Block(560, 20, new Point(20, 20)); blocks[16] = new Characters.Block(20, 480, new Point(20, 20)); blocks[17] = new Characters.Block(20, 480, new Point(560, 20)); blocks[18] = new Characters.Block(560, 20, new Point(20, 480)); blocks[0] = new Characters.Block(100, 20, new Point(80, 80)); blocks[1] = new Characters.Block(20, 100, new Point(80, 80)); blocks[2] = new Characters.Block(100, 20, new Point(420, 80)); blocks[3] = new Characters.Block(20, 100, new Point(500, 80)); blocks[9] = new Characters.Block(20, 100, new Point(80, 320)); blocks[10] = new Characters.Block(100, 20, new Point(80, 420)); blocks[11] = new Characters.Block(100, 20, new Point(420, 420)); blocks[12] = new Characters.Block(20, 100, new Point(500, 320)); //////////////////////////////////////////////// blocks[4] = new Characters.Block(20, 100, new Point(260, 100)); blocks[5] = new Characters.Block(20, 100, new Point(320, 100)); blocks[6] = new Characters.Block(160, 20, new Point(220, 240)); blocks[7] = new Characters.Block(20, 100, new Point(260, 300)); blocks[8] = new Characters.Block(20, 100, new Point(320, 300)); blocks[13] = new Characters.Block(20, 60, new Point(160, 220)); blocks[14] = new Characters.Block(20, 60, new Point(420, 220)); this.PacmanGroupBox.Controls.AddRange(blocks); }
public Pacman(ref Block[] blocks) : this() { _Blocks = blocks; }
public Pacman(ref Dots[] dots, ref Block[] blocks) : this(ref dots) { _Blocks = blocks; }