public void runOnce() { generateLevel(); //MainClass go = new MainClass (); // --- START temporary wall generation /*Coords coords = Coords.coordsXY (3, 3, width, height); initLocation (LocationData.Tile.INDESTRUCTIBLE_WALL, coords); coords = Coords.coordsXY (3, 4, width, height); initLocation (LocationData.Tile.INDESTRUCTIBLE_WALL, coords); coords = Coords.coordsXY (3, 5, width, height); initLocation (LocationData.Tile.INDESTRUCTIBLE_WALL, coords); coords = Coords.coordsXY (2, 3, width, height); initLocation (LocationData.Tile.DESTRUCTIBLE_WALL, coords); coords = Coords.coordsXY (4, 3, width, height); initLocation (LocationData.Tile.DESTRUCTIBLE_WALL, coords); coords = Coords.coordsXY (5, 3, width, height); initLocation (LocationData.Tile.DESTRUCTIBLE_WALL, coords); coords = Coords.coordsXY (6, 3, width, height); initLocation (LocationData.Tile.DESTRUCTIBLE_WALL, coords); coords = Coords.coordsXY (7, 3, width, height); initLocation (LocationData.Tile.DESTRUCTIBLE_WALL, coords); Random rand = new Random(); for (int i = 0; i < 50; i++) { coords = Coords.coordsXY(rand.Next(4, 17), rand.Next(4, 17), width, height); initLocation(LocationData.Tile.DESTRUCTIBLE_WALL, coords); } for (int i = 0; i < 6; i++) { coords = Coords.coordsXY(rand.Next(4, 17), rand.Next(4, 17), width, height); initLocation(LocationData.Tile.INDESTRUCTIBLE_WALL, coords); } coords = Coords.coordsXY(width - 9, height - 2, width, height); initLocation(LocationData.Tile.DESTRUCTIBLE_WALL, coords); coords = Coords.coordsXY(width - 9, height - 1, width, height); initLocation(LocationData.Tile.DESTRUCTIBLE_WALL, coords); // --- END temporary wall generation // Spawn Player coords = Coords.coordsXY(GameConfig.playerStartX, GameConfig.playerStartY, width, height); initLocation (LocationData.Tile.PLAYER, coords); GetGameState ().InitBomberman (LocationData.Tile.PLAYER, coords); // Spawn Bomber AI 1 of 4 coords = Coords.coordsXY(GameConfig.Bomber1StartX, GameConfig.Bomber1StartY, width, height); initLocation (LocationData.Tile.AI_1, coords); GetGameState ().InitBomberman (LocationData.Tile.AI_1, coords); // Spawn Bomber AI 2 of 4 coords = Coords.coordsXY(GameConfig.Bomber2StartX, GameConfig.Bomber2StartY, width, height); initLocation(LocationData.Tile.AI_2, coords); GetGameState ().InitBomberman (LocationData.Tile.AI_2, coords); // Spawn Bomber AI 3 of 4 coords = Coords.coordsXY(GameConfig.Bomber3StartX, GameConfig.Bomber3StartY, width, height); initLocation(LocationData.Tile.AI_3, coords); GetGameState ().InitBomberman (LocationData.Tile.AI_3, coords); // Spawn Bomber AI 4 of 4 coords = Coords.coordsXY(GameConfig.Bomber4StartX, GameConfig.Bomber4StartY, width, height); initLocation(LocationData.Tile.AI_4, coords); GetGameState ().InitBomberman (LocationData.Tile.AI_4, coords); //add pen for AI... for (int i = 1; i < 10; i++) { coords = Coords.coordsXY (width - i, height - 3, width, height); initLocation (LocationData.Tile.DESTRUCTIBLE_WALL, coords); }*/ this.game = new Bombersquad(GetGameState()); bool isBombPassable = false; SquadAI ai = new SquadAI(GetGameState(), isBombPassable); this.game.SetAI(ai); }
public void SetAI(SquadAI ai) { this.ai = ai; }