public void ControllerStart(ISettnigs conf) { ControledElements = new List <AbstractPlayer>(); for (int player = 0; player < conf.HumanPlayers; player++) { ControledElements.Add(new Person(conf.PlayersControlKeys[player], conf.Lives)); } for (int player = 0; player < conf.ComputerPlayers; player++) { ControledElements.Add(new Bot()); } }
public Walls(ISettnigs conf) { ControledElements = new List <Brick>(); ControllerStart(conf); int wallsInWidth = (int)(arenaWidth / (Game.SingleplayerEngine.Size)) - 2; int wallsInHeight = (int)(arenaHeight / (Game.SingleplayerEngine.Size)) - 2; NewWall(0, (int)arenaHeight / (Game.SingleplayerEngine.Size) - 2, 1, wallsInHeight); NewWall(0, 0, 2, wallsInWidth); NewWall((int)arenaWidth / (Game.SingleplayerEngine.Size) - 2, 0, 3, wallsInHeight); NewWall((int)arenaWidth / (Game.SingleplayerEngine.Size) - 2, (int)(arenaHeight / (Game.SingleplayerEngine.Size)) - 2, 4, wallsInWidth); //this.ControledElements = new List<Brick>(); //foreach (var wall in conf.WallsMap) //{ // this.NewWall(wall[0], wall[1], wall[2], wall[3]); //} }
public Walls(List <Brick> controledElements, ISettnigs conf) { this.ControledElements = new List <Brick>(controledElements); }
public void ControllerStart(ISettnigs conf) { arenaHeight = conf.ArenaHeight; arenaWidth = conf.ArenaWidth; }
public void ControllerStart(ISettnigs conf) { ControledElements = new List <Apple>(); NewPoints(); //TODO }
public void UpdatePoints(List <Apple> points, ISettnigs conf) { ReadPointConf(); this.ControledElements = points; ControllerStart(conf); }
public PointControler(ISettnigs conf) { ReadPointConf(); ControllerStart(conf); }
public void ControllerStart(ISettnigs conf) { throw new NotImplementedException(); }
public PlayerController(ISettnigs conf) { _singleplayerEngine = SingleplayerEngine.Instance; ControllerStart(conf); }