//public void SendEvent(ShipEvenentsType evnt) //{ // onland?.Invoke(p.SO.id); // Console.WriteLine("onland"); //} #region user commands public void SetTarget(SpaceObject newTarget) { NewTargetToMove = newTarget; NewTargetToAtack = newTarget.Type == TypeSO.ship ? newTarget : null; Console.WriteLine("{0} id {1} target to move {2} , target to atack {3}", newTarget.Type, p.Id, NewTargetToMove.Id, NewTargetToAtack.Id); }
internal SpaceCraft(SpaceObject source) { View = source; }
public PlanetView(SpaceObject model) { _model = model; model.addEventListener(Event.CHANGE, onNextTick); this.setRSPointToCenter(); }
public void AddObject(SpaceObject source) { SpaceCraft creature = null; bool reset = false; for (int i = /*10*/ 0; i < _gameObjects.Count /*_amountOfObjects*/; i++) { if (source == _gameObjects[i].View && !_gameObjects[i].Active) { ResetObject(_gameObjects[i]); reset = true; break; } } if (!reset) { switch (source) { case SpaceObject.None: break; case SpaceObject.LightShip: creature = new LightShip(this, _initialX, _initialY, _active, _shipSpeed, _counter, _hitpoints, _lifes); break; case SpaceObject.HeavyShip: creature = new HeavyShip(this, _initialX, _initialY, _active, _shipSpeed, _counter, _hitpoints, _lifes); break; case SpaceObject.EnemyShip: creature = AddEnemy(); break; case SpaceObject.ShotLeft: creature = AddShot(_leftShift); break; case SpaceObject.ShotRight: //creature = AddShot(_rightShift); break; case SpaceObject.ShotEnemy: creature = AddEnemyShot(_shotEnemyShift); break; default: break; } _gameObjects.Add(creature); ++_amountOfObjects; } //if (_amountOfObjects >= _gameObjects.Length - 1) //{ // Array.Resize(ref _gameObjects, _gameObjects.Length * 2); //} //for (int i = /*10*/0; i <= _gameObjects.Count/*_amountOfObjects*/; i++) //{ // if (_gameObjects[i] is null) // { // _gameObjects[i] = creature; // ++_amountOfObjects; // break; // } // if (!_gameObjects[i].Active) // { // _gameObjects[i] = creature; // break; // } // if (i == _gameObjects.Count - 1) // { // _gameObjects.Add(creature); // break; // } //} }