示例#1
0
        //Loohy
        public Tile(int i_, int j_)
        {
            i = i_;
            j = j_;

            altitude = 0;

            pointeurArmee = -1; //indique "pas d'armee"
            pointeurUnite = 0;
            estEnSurbrillance = false;
            surbrillancePortee = 0;
            sousRectportee = new Rectangle(0, 0, 64, 64);
            estAccessible = true;
            coutEnMouvement = 2;
            E_Sol = e_Typedesol.herbe;
            E_Riviere = e_Riviere.vide;
            E_Route = e_Typederoute.vide;
            E_DecorArriere = e_Decorarriere.vide;
            E_DecorAvant = e_Decoravant.vide;
            presence = false;
            boundingbox = new Losange((i - j) * 32, (i + j) * 16 - altitude, 64, 32);
            pourcentageDePv = 100;
            heros = false;
            AttaqOrNotGeneral = true;
            aura = false;
            poidsAcces = 0;
            xpUnite = 0;
            vagues = 0;
            monte = 1;
            dessinTomb = false;
            visible = false;
            switch (E_Sol)
            {
                case e_Typedesol.herbe:
                    break;
                case e_Typedesol.sable:
                    break;
                case e_Typedesol.neige:
                    break;
                case e_Typedesol.mer:
                    sousRectSol.Y = 64;
                    break;
                case e_Typedesol.vide:
                    break;
                default:
                    break;
            }
        }
示例#2
0
 //Loohy
 public void appliquer(e_pinceau pinceau, MoteurGraphique moteurgraphique_, int r_, int center_)
 {
     Console.WriteLine("appliquer en " + i + ";" + j + " avec " + pinceau.ToString());
     switch (pinceau)
     {
         case e_pinceau.Plaine:
             E_Sol = e_Typedesol.herbe;
             break;
         case e_pinceau.Neige:
             E_Sol = e_Typedesol.neige;
             break;
         case e_pinceau.Sable:
             E_Sol = e_Typedesol.sable;
             break;
         case e_pinceau.Riviere:
             if (E_Sol != e_Typedesol.banquise && E_Sol != e_Typedesol.mer)
             {
                 E_Riviere = e_Riviere.riviere;
                 moteurgraphique_.river(i, j);
             }
             break;
         case e_pinceau.Eau:
             E_Sol = e_Typedesol.mer;
             E_Riviere = e_Riviere.vide;
             altitude = moteurgraphique_.altitudeMin(i, j);
             break;
         case e_pinceau.Banquise:
             E_Sol = e_Typedesol.banquise;
             E_Riviere = e_Riviere.vide;
             break;
         case e_pinceau.Route:
             E_Route = e_Typederoute.route;
             break;
         case e_pinceau.Bunker:
             if (E_Sol != e_Typedesol.banquise && E_Sol != e_Typedesol.mer)
             {
                 E_DecorAvant = e_Decoravant.bunker;
                 E_DecorArriere = e_Decorarriere.bunker;
             }
             else
             {
                 E_DecorAvant = e_Decoravant.iceBunker;
                 E_DecorArriere = e_Decorarriere.iceBunker;
             }
             break;
         case e_pinceau.Foret:
             if (E_Sol != e_Typedesol.banquise && E_Sol != e_Typedesol.mer)
             {
                 E_DecorAvant = e_Decoravant.foret;
                 E_DecorArriere = e_Decorarriere.foret;
             }
             break;
         case e_pinceau.Ruine:
             E_DecorAvant = e_Decoravant.vide;
             E_DecorArriere = e_Decorarriere.ruine;
             break;
         case e_pinceau.Cratere:
             E_DecorAvant = e_Decoravant.vide;
             E_DecorArriere = e_Decorarriere.cratere;
             break;
         case e_pinceau.Village:
             switch (E_Sol)
             {
                 case e_Typedesol.herbe:
                     if (E_Riviere != e_Riviere.riviere)
                     {
                         E_DecorAvant = e_Decoravant.vide;
                         E_DecorArriere = e_Decorarriere.villagePanda;
                     }
                     break;
                 case e_Typedesol.sable:
                     if (E_Riviere != e_Riviere.riviere)
                     {
                         E_DecorAvant = e_Decoravant.vide;
                         E_DecorArriere = e_Decorarriere.campementFenrir;
                     }
                     break;
                 case e_Typedesol.neige:
                 case e_Typedesol.banquise:
                     E_DecorAvant = e_Decoravant.vide;
                     E_DecorArriere = e_Decorarriere.villagePingvin;
                     break;
                 default:
                     break;
             }
             break;
         case e_pinceau.Rien:
             E_Route = e_Typederoute.vide;
             E_Riviere = e_Riviere.vide;
             E_DecorArriere = e_Decorarriere.vide;
             E_DecorAvant = e_Decoravant.vide;
             break;
         case e_pinceau.Montagne:
             if (E_Sol != e_Typedesol.mer && E_Sol != e_Typedesol.banquise)
             {
                 altitude += r_ % center_;
                 if (altitude > moteurgraphique_.altitudeMax(i, j))
                 {
                     altitude = moteurgraphique_.altitudeMax(i, j);
                 }
             }
             break;
         case e_pinceau.Vallee:
             if (E_Sol != e_Typedesol.mer && E_Sol != e_Typedesol.banquise)
             {
                 altitude -= r_ % center_;
                 if (altitude < moteurgraphique_.altitudeMin(i, j))
                 {
                     altitude = moteurgraphique_.altitudeMin(i, j);
                 }
             }
             break;
         case e_pinceau.Lissage:
             if (E_Sol != e_Typedesol.mer && E_Sol != e_Typedesol.banquise)
             {
                 if (altitude > r_)
                 {
                     altitude--;
                     if (altitude < moteurgraphique_.altitudeMin(i, j))
                     {
                         altitude = moteurgraphique_.altitudeMin(i, j);
                     }
                 }
                 if (altitude < r_)
                 {
                     altitude++;
                     if (altitude > moteurgraphique_.altitudeMax(i, j))
                     {
                         altitude = moteurgraphique_.altitudeMax(i, j);
                     }
                 }
             }
             break;
         default:
             break;
     }
     if (pinceau == e_pinceau.Route || pinceau == e_pinceau.Riviere)
     {
         moteurgraphique_.AdaptAutour(i, j);
     }
     else
     {
         Adapt(moteurgraphique_, r_ % 10);
     }
 }