public Travicka(PoleTravy pole) { var rnd = new Random(); this.posX = rnd.Next(1, pole.height - 1); this.posY = rnd.Next(1, pole.width - 1); this.zdravi = 1; this.skore = 0; this.pole = pole; this.idBytosti = index; index++; this.nick = "T" + this.idBytosti; pole.data.Rows[this.posY - 1][this.posX - 1] = nick; this.sila = 10; }
static void Main(string[] args) { // Rozmery pole int height = 10; int width = 10; // Kontejnery na objekty PoleTravy pole = new PoleTravy(width, height); // Policko = objekt, na kterym muze byt jinej objekt // Model = data, co mame // Kontroler = neco jako GUI, ovladani hry // MVC = model view controller = pattern, jak se delaji hry, nebo neco takovy // Extra tridy / metody = nahazet zvlast do jine tridy // Generovani travicek for (int i = 0; i < height * width / 2; i++) { bytosti.Add(new Travicka(pole)); } // Generovani berusek for (int i = 0; i < height * width / 10; i++) { bytosti.Add(new Beruska(pole)); } // Generovani holcicek for (int i = 0; i < height * width / 50; i++) { bytosti.Add(new Holcicka(pole)); } // Cyklus pro chod programu string input = ""; while (input != "K") { // Rust travy bytosti.Add(new Travicka(pole)); // Pohyb bytosti (Travicka, holcicky, berusky) foreach (var bytost in bytosti) { bytost.Move(); foreach (var cil in bytosti) { if (bytost.posX == cil.posX && bytost.posY == cil.posY && bytost.sila > cil.sila && cil.isAlive == true) { SimpleFight( Convert.ToInt32(bytost.nick.Substring(1, bytost.nick.Length - 1)), Convert.ToInt32(cil.nick.Substring(1, cil.nick.Length - 1)) ); /* * Fight( * Convert.ToInt32(bytost.nick.Substring(1, bytost.nick.Length-1)), * Convert.ToInt32(cil.nick.Substring(1, cil.nick.Length-1)) * );*/ } } } // Zobrazeni bytosti foreach (var bytost in bytosti) { if (bytost.isAlive == true) { bytost.ShowMe(); } } // Zobrazeni hranic pole pole.ShowMe(); // Zobrazeni skore ShowScore(); // Cteni vstupu Console.SetCursorPosition(0, 0); input = Console.ReadLine(); Console.Clear(); } }