static void Main(string[] args) { try { var pepe = args; IContainer container = ContainerConfig.Build(); IMachine myObject = container.Resolve <IMachine>(); myObject.ChargeBattery(); if (myObject is Drone && !((Drone)myObject).Transport("Garbage")) { Console.WriteLine("Error"); } ISpaceShip spaceShip = container.Resolve <SpaceShip>(); spaceShip.Fly(); } catch (Exception exception) { Console.ForegroundColor = ConsoleColor.Red; Console.WriteLine(); Console.WriteLine(exception.Message); } Console.ReadKey(); }
public void RunSector(ISpaceShip spaceship, int tick) { var appmp = (int)CalcModDMG(spaceship.ModHP[tick]); spaceship.HP += appmp; var appt = CalcModTEMP(spaceship.ModTEMP[tick]); spaceship.Temp += appt; spaceship.Fuel += CalcModFUEL(spaceship.ModFUEL[tick]); spaceship.Fuel--; StringBuilder builder = new StringBuilder(); builder.Append("Mmmmm..."); if (appmp < 0) { builder.Append("we have a damage on the hull..."); } if (appt < 0) { builder.Append("and the temperature is very high"); } if (appt >= 0 && appmp > 0) { builder.Append("this sector seems to be empty..."); } //MissionLog.Instance.AddLog(builder.ToString()); MissionLog.Instance.AddLog("RedStar: Hp" + spaceship.HP + " - Temp" + spaceship.Temp + " - Fuel " + spaceship.Fuel); }
/// <summary> /// dock a spaceship /// </summary> /// <param name="ship"></param> public void dockShip(ISpaceShip ship) { if (!dockedShips.Contains(ship)) { dockedShips.Add(ship); } }
public void RunSector(ISpaceShip spaceship, int tick) { spaceship.HP += (int)CalcModDMG(spaceship.ModHP[tick]); spaceship.Temp += CalcModTEMP(spaceship.ModTEMP[tick]); spaceship.Fuel += 2; spaceship.Fuel--; //MissionLog.Instance.AddLog("Ah ah! nice gift from an unexpected friend!"); MissionLog.Instance.AddLog("Good Alien: Hp: " + spaceship.HP + " - Temp: " + spaceship.Temp + " - Fuel: " + spaceship.Fuel); }
public void RunSector(ISpaceShip spaceship, int tick) { spaceship.HP += (int)CalcModDMG(spaceship.ModHP[tick]); spaceship.Temp += CalcModTEMP(spaceship.ModTEMP[tick]); spaceship.Fuel += CalcModFUEL(spaceship.ModFUEL[tick]); spaceship.Fuel--; //MissionLog.Instance.AddLog("For now it seems to be all right in thi sector, dude"); MissionLog.Instance.AddLog("Empty: Hp" + spaceship.HP + " - Temp" + spaceship.Temp + " - Fuel " + spaceship.Fuel); }
public void RunSector(ISpaceShip spaceship, int tick) { spaceship.HP += (int)CalcModDMG(spaceship.ModHP[tick]); spaceship.Temp += CalcModTEMP(spaceship.ModTEMP[tick]); spaceship.Fuel += CalcModFUEL(spaceship.ModFUEL[tick]); spaceship.HP += 1; spaceship.Temp = GameManager.INITIAL_TEMP; MissionLog.Instance.AddLog("Space Station: Hp" + spaceship.HP + " - Temp" + spaceship.Temp + " - Fuel " + spaceship.Fuel); }
public void RunSector(ISpaceShip spaceship, int tick) { spaceship.HP += (int)CalcModDMG(spaceship.ModHP[tick]); spaceship.Temp += CalcModTEMP(spaceship.ModTEMP[tick]); spaceship.Fuel += CalcModFUEL(spaceship.ModFUEL[tick]); spaceship.Fuel--; MissionLog.Instance.AddLog("BlackHole: Hp" + spaceship.HP + " - Temp" + spaceship.Temp + " - Fuel " + spaceship.Fuel); //MissionLog.Instance.AddLog("Flyed near a BlackHole: " + ); }
public IPlayer CreatePlayer(IRegistration playerParameters) { string name, spaceshipModel, engineModel, armourModel, weaponModel; name = playerParameters.ParametersForPlayer["name"]; spaceshipModel = playerParameters.ParametersForPlayer["ship"]; engineModel = playerParameters.ParametersForPlayer["engine"]; armourModel = playerParameters.ParametersForPlayer["armour"]; weaponModel = playerParameters.ParametersForPlayer["weapon"]; ISpaceshipEngine engine = engineFactory.CreateEngine(engineModel); IArmour armour = armourFactory.CreateArmour(armourModel); IWeapon weapon = weaponFactory.CreateWeapon(weaponModel.ToLower()); weapon.Bullet = bulletFactory.CreateBullet(); ISpaceShip spaceship = spaceshipFactory.CreateSpaceship(spaceshipModel, engine, armour, weapon); IPlayer player = playerFactory.CreatePlayer(name, spaceship); return(player); }
public void RunSector(ISpaceShip spaceship, int tick) { var app = (int)CalcModDMG(spaceship.ModHP[tick]); spaceship.HP += app; spaceship.Temp += CalcModTEMP(spaceship.ModTEMP[tick]); spaceship.Fuel += CalcModFUEL(spaceship.ModFUEL[tick]); spaceship.Fuel--; /* if (app < 0) * { * MissionLog.Instance.AddLog("Ehi Boss! we came across a band of asteroids that damaged our ship!"); * } * else * { * MissionLog.Instance.AddLog("An asteroid has scratched our hull! "); * }*/ MissionLog.Instance.AddLog("Spa Asteroid: Hp" + spaceship.HP + " - Temp" + spaceship.Temp + " - Fuel " + spaceship.Fuel); }
public void RunSector(ISpaceShip spaceship, int tick) { spaceship.HP += (int)CalcModDMG(spaceship.ModHP[tick]); var app = CalcModTEMP(spaceship.ModTEMP[tick]); spaceship.Temp += app; spaceship.Fuel += CalcModFUEL(spaceship.ModFUEL[tick]); spaceship.Fuel--; /*if (app < 0) * { * MissionLog.Instance.AddLog("Ehi Boss! we don't know what happen but THE ROOF IS ON FIRE!!"); * } * else * { * MissionLog.Instance.AddLog("We are in a nebula but our shields are working well! :)"); * }*/ MissionLog.Instance.AddLog("Nebola: Hp" + spaceship.HP + " - Temp" + spaceship.Temp + " - Fuel " + spaceship.Fuel); }
public void RunSector(ISpaceShip spaceship, int tick) { var app = (int)CalcModDMG(spaceship.ModHP[tick] + spaceship.GetPeopleBonus()); spaceship.HP += app; spaceship.Temp += CalcModTEMP(spaceship.ModTEMP[tick]); spaceship.Fuel += CalcModFUEL(spaceship.ModFUEL[tick]); spaceship.Fuel--; MissionLog.Instance.AddLog("Bad Alien: Hp" + spaceship.HP + " - Temp" + spaceship.Temp + " - Fuel " + spaceship.Fuel); /*if ( app < 0 ) * { * MissionLog.Instance.AddLog("An unidentified hostile starship fire at us!! "+ app+ "damage dealt the ship"); * } * else * { * MissionLog.Instance.AddLog("We had a figth with an enemy alien, but we are safe!!"); * }*/ }
public void setUpGame() { gameSetup = false; if (NetworkObject.Instance().getNetworked()) { foreach (NetworkGamer player in NetworkObject.Instance().getNetworksession().AllGamers) { int nTeam = (player.Tag as Human).GetTeam(); ISpaceShip ship; string shipType = (player.Tag as Human).GetShipSelection(); if (nTeam == 1) { ship = setUpShip((player.Tag as Human), shipType, redSpaceStationPos); addToGame(redTeam, ship); } else { ship = setUpShip((player.Tag as Human), shipType, blueSpaceStationPos); addToGame(blueTeam, ship); } (ship as SpaceShip).setUnitID(player.Gamertag); if (player.IsLocal) cameraTarget = ship; } addToGame(spaceStations, new SpaceStation(redSpaceStationPos, Color.Red)); addToGame(spaceStations, new SpaceStation(blueSpaceStationPos, Color.Aqua)); victoryText = ""; } }
public Encounter(ISpaceShip player, ISpaceShip opponent, IRandomNumberService randomNumberService) { this.player = player; this.opponent = opponent; this.randomNumberService = randomNumberService; }
public BasicShooter(IGameConfiguration configuration, Size size, ISpaceShip spaceShip) { _configuration = configuration; _size = size; _spaceShip = spaceShip; }
public BasicShooterPrize(Vector2 initialPosition, Size size, ISpaceShip spaceShip, ShooterFactory shooterFactory) : base(initialPosition, size, spaceShip) { _shooterFactory = shooterFactory; }
public main(ISpaceBase SpaceBase, ISpaceShip SpaceShip) { _SpaceBase = SpaceBase; _SpaceShip = SpaceShip; }
public MatchComponents(List <IBall> balls, ISpaceShip spaceShip, IBoard board) { Balls = balls; SpaceShip = spaceShip; Board = board; }
public void AddSpaceShip(ISpaceShip spaceShip) { _drawer.Add(spaceShip, _spaceShipTexture); }
public void SetShip(ISpaceShip ship) { this.spaceShip = ship; }
/// <summary> /// repairs a ship /// TODO : actually repair it /// TODO : buy repair from the shop? /// </summary> /// <param name="ship"></param> public void repairShip(ISpaceShip ship) { double maxhealth = (ship as Unit).getMaxHealth(); }
/// <summary> /// open shop interface /// TODO : need list of upgrades available for ship /// TODO : make shop interface in a different class ? /// </summary> /// <param name="ship">the ship that wishes to shop</param> public void shop(ISpaceShip ship) { }
public WiderSpaceShipPrize(Vector2 initialPosition, Size size, ISpaceShip spaceShip) : base(initialPosition, size, spaceShip) { }
// Adds spaceships to the game private void addToGame(List<ISpaceShip> list, ISpaceShip spaceShip) { list.Add(spaceShip); addToGame((spaceShip as Unit)); }
public BallSpaceShipCollisionDetector(ISpaceShip spaceShip) { _spaceShip = spaceShip; }
public ShooterFactory(IGameConfiguration configuration, ResourceRepository resourceRepository, ISpaceShip spaceShip) { _configuration = configuration; _resourceRepository = resourceRepository; _spaceShip = spaceShip; }
/// <summary> /// make /// </summary> /// <param name="ship"></param> public void spawnShip(ISpaceShip ship) { }
public Player(string name, ISpaceShip spaceship) { this.Name = name; this.Spaceship = spaceship; }
protected SpaceShipPrize(Vector2 initialPosition, Size size, ISpaceShip spaceShip) : base(initialPosition, size) { SpaceShip = spaceShip; }
public IPlayer CreatePlayer(string name, ISpaceShip spaceship) { return(new Player(name, spaceship)); }
public SpaceShipPrizeCollisionDetector(ISpaceShip spaceShip) { _spaceShip = spaceShip; }