public static TurnResult Turn(DirectionEnum direction, int acceleration) { var turnResult = client.Put(new SetStep { SessionId = SessionId, Direction = direction.ToString(), Acceleration = acceleration }); CurrentMap.Update(turnResult.VisibleCells); Status = turnResult.Status; Heading = turnResult.Heading; CurrentCell = CurrentMap.GetCell(turnResult.Location); CurrentSpeed = turnResult.Speed; if (GoneCells.ContainsKey(CurrentCell.Item1.vector3)) { GoneCells[CurrentCell.Item1.vector3]++; } else { GoneCells[CurrentCell.Item1.vector3] = 1; } if (isVisualize) { visual.Get(new GetSession { SessionId = SessionId }); } Console.WriteLine($"Direction: {direction}, Acceleration: {acceleration}"); return(turnResult); }
public void JoinGame() { points = 0; level = 0; fallDelay = 1; MyColor = ChooseRandomColor(); playingField = Object.FindObjectOfType <PlayingFieldController>(); this.playerNr = playingField.RegisterNewPlayer(this); SetNextGroup(playingField.CreateNewNextGroup(this)); ActivateNextGroup(playingField.CreateNewNextGroup(this)); this.PlayerStatus = PlayerStatusEnum.PLAYING; }
public void Cmd_SetPlayerStatus(PlayerStatusEnum status) { CurrentPlayerStatus = status; }
public void SetPlayerStatus(PlayerStatusEnum status) { Cmd_SetPlayerStatus(status); }
public void GameOver() { this.PlayerStatus = PlayerStatusEnum.GAMEOVER; this.OnGameOver.Invoke(); }