public void DisplayUnits(GroupBox groupBox) { //Num_Of_Rounds.Text = "Round : " + gE.round.ToString(); //groupBox.Controls.Clear(); foreach (Unit u in units) { Button newLabel = new Button(); if (u is Melee_Unit) { Melee_Unit mu = (Melee_Unit)u; newLabel.Width = 25; newLabel.Height = 25; newLabel.Location = new Point(mu.Xpos * 20, mu.Ypos * 15); newLabel.Text = mu.Symbol; if (mu.Team == "Blue") { newLabel.ForeColor = Color.Blue; } else { newLabel.ForeColor = Color.Red; } } else if (u is Ranged_Unit) { Ranged_Unit ru = (Ranged_Unit)u; newLabel.Width = 25; newLabel.Height = 25; newLabel.Location = new Point(ru.Xpos * 20, ru.Ypos * 15); newLabel.Text = ru.Symbol; if (ru.Team == "Blue") { newLabel.ForeColor = Color.Blue; } else { newLabel.ForeColor = Color.Red; } } else if (u is Wizard_Unit) { Wizard_Unit wU = (Wizard_Unit)u; newLabel.Width = 25; newLabel.Height = 25; newLabel.Location = new Point(wU.Xpos * 20, wU.Ypos * 15); newLabel.Text = wU.Symbol; newLabel.ForeColor = Color.Purple; } groupBox.Controls.Add(newLabel); } foreach (Building bd in buildings) { Button newLabel = new Button(); newLabel.Width = 30; newLabel.Height = 30; newLabel.Location = new Point(bd.xPosition * 20, bd.yPosition * 15); newLabel.Text = bd.symbol; if (bd.team >= 3) { newLabel.ForeColor = Color.Blue; } else { newLabel.ForeColor = Color.Red; } groupBox.Controls.Add(newLabel); } //test = groupBox.Controls.Count; }
public void SpawnUnitAtFactory() { //for(int i = 0; i < 20; i++) //{ // Melee_Unit m = new Melee_Unit(r.Next(0, 20), r.Next(0, 20) + 5, 200, 1, 20, 1, "{:}", "Red"); // units.Add(m); //} //for (int i = 0; i < 20; i++) //{ // Ranged_Unit rU = new Ranged_Unit(r.Next(0, 20), r.Next(0, 20) + 5, 100, 1, 20, 5, "[!]", "Blue"); // units.Add(rU); //} //Spawns Wizards Wizard_Unit wU = new Wizard_Unit(r.Next(0, xMapSize), r.Next(0, yMapSize), 150, 1, 30, 1, "(<|>)", "Wizard"); units.Add(wU); foreach (Building bd in buildings) { if (bd is FactoryBuilding) { if (bd.symbol == "F" && bd.team < 3) { Ranged_Unit rU = new Ranged_Unit(bd.xPosition, bd.yPosition + 5, 100, 1, 20, 5, "[!]", "Red"); //rU.Xpos = bd.xPosition; //rU.Ypos = bd.yPosition + 5; //rU.Symbol = "[!]"; //rU.Health = 100; //rU.Attack = 20; //rU.AttackRange = 5; //rU.IsAttacking = false; //rU.IsDead = false; //rU.Team = "Red"; units.Add(rU); Melee_Unit mU = new Melee_Unit(bd.xPosition, bd.yPosition + 5, 200, 1, 20, 1, "{:}", "Red"); //mU.Xpos = bd.xPosition; //mU.Ypos = bd.xPosition + 5; //mU.Symbol = "{:}"; //mU.Health = 200; //mU.Attack = 20; //mU.AttackRange = 1; //mU.IsAttacking = false; //mU.IsDead = false; //mU.Team = "Red"; units.Add(mU); } else if (bd.symbol == "F" && bd.team >= 7) { Ranged_Unit rU = new Ranged_Unit(bd.xPosition, bd.yPosition + 5, 100, 1, 20, 5, "[!]", "Blue"); //rU.Xpos = bd.xPosition; //rU.Ypos = bd.yPosition + 5; //rU.Symbol = "[!]"; //rU.Health = 100; //rU.Team = "Blue"; units.Add(rU); Melee_Unit mU = new Melee_Unit(bd.xPosition, bd.yPosition + 5, 200, 1, 20, 1, "{:}", "Blue"); //mU.Xpos = bd.xPosition; //mU.Ypos = bd.xPosition + 5; //mU.Symbol = "{:}"; //mU.Health = 200; //mU.Team = "Blue"; units.Add(mU); } } } }