public Computer() { _delay = 0; _status = 0; _drawn = false; _hacking = false; _player = null; }
public Player(int playerIndex) { _playerIndex = playerIndex; _unit = new UnitPlayer(this); if (playerIndex != -1) _controls = new PlayerControls(_playerIndex); else _controls = new PlayerControls(); _money = 1000; }
public void Interact(UnitPlayer player) { player.Inventory.Add(this); player.UpdateHeader(); Console.SetCursorPosition(this.Index % Game.MainGame.Board.MaxWidth, this.Index / Game.MainGame.Board.MaxWidth); Console.Write(" "); Game.MainGame.Board.Tiles[this.Index] = -1; Game.MainGame.Board.SpecialTiles[Game.MainGame.Board.SpecialTiles.IndexOf(this)] = null; this.Index = -1; }
public void Draw(int x, int y) { if (!_drawn) { if (_status < 20) Console.ForegroundColor = ConsoleColor.Green; else Console.ForegroundColor = ConsoleColor.Blue; Console.SetCursorPosition(x, y); Console.Write("C"); Console.ForegroundColor = ConsoleColor.White; } if (_hacking) { _delay++; if (_delay > 20) { if ((_player.Y == y && (_player.X == x - 1 || _player.X == x + 1)) || (_player.X == x && (_player.Y == y - 1 || _player.Y == y + 1))) { _status++; if (_status == 20) { _player.Player.Money += 2000; _player.UpdateHeader(); _drawn = false; _hacking = false; } } else { _player = null; _hacking = false; } UpdateHackingStatus(); _delay = 0; } } }
public void Interact(UnitPlayer player) { if (_locked) { for (int i = 0; i < player.Inventory.Count; i++) if (player.Inventory[i] is Key) { player.Inventory.RemoveAt(i); player.UpdateHeader(); this._locked = false; this.Interact(player); break; } return; } int x = this.Index % Game.MainGame.Board.MaxWidth, y = this.Index / Game.MainGame.Board.MaxWidth; this.Clear(); CheckForDoor(x - 1, y, player); CheckForDoor(x + 1, y, player); CheckForDoor(x, y - 1, player); CheckForDoor(x, y + 1, player); }
public void Interact(UnitPlayer player) { this.Clear(); Console.SetCursorPosition(_lastX, _lastY); Console.Write(" "); _lastX = _lastY = -1; if (player.Guns.Count > 0) for (int i = 0; i < player.Guns.Count; i++) if (player.Guns[i].Name == this.Name) { player.Guns[i].Ammo += this.Ammo; player.UpdateHeader(); return; } player.Guns.Add(this); this.Owner = player; player.UpdateHeader(); }
public void Interact(UnitPlayer player) { _player = player; Game.MainGame.InCutSchene = _animation = true; }
public Exit() { _reverse = _animation = _drawn = false; _step = _delay = 0; _player = null; }
public void Interact(UnitPlayer player) { if (_status < 20) { if (_player == null) { _player = player; _hacking = true; } } }
protected void CheckForDoor(int x, int y, UnitPlayer player) { if (Game.MainGame.Board[x, y] >= 0) { if (Game.MainGame.Board.SpecialTiles[Game.MainGame.Board[x, y]] is Door) { Door d = (Door)Game.MainGame.Board.SpecialTiles[Game.MainGame.Board[x, y]]; d._locked = this._locked; d.Interact(player); } } }