const int battleTime = 120; // in seconds. #endregion Fields #region Methods /// <summary> /// Initializes the game engine. /// </summary> static void Initialize(Engine gameEngine) { KeyboardInterface keyboard1 = new KeyboardInterface(Environment.CurrentDirectory + "../../../player1settings.txt"); KeyboardInterface keyboard2 = new KeyboardInterface(Environment.CurrentDirectory + "../../../player2settings.txt"); HumanPlayer p1 = new HumanPlayer("player1", new GridPosition(2, 2), ObjectColor.Yellow, keyboard1); HumanPlayer p2 = new HumanPlayer("player2", new GridPosition(battleFieldHeight - 3, battleFieldWidth - 4), ObjectColor.White, keyboard2); gameEngine.AddObject(p1); gameEngine.AddObject(p2); int startRow = 1; // Left wall for (int i = startRow; i < battleFieldHeight - 1; i++) { Wall pillar = new Wall(new GridPosition(i, 0)); gameEngine.AddObject(pillar); } // Top wall for (int i = 1; i < battleFieldWidth - 2; i++) { Wall pillar = new Wall(new GridPosition(startRow, i)); gameEngine.AddObject(pillar); } // Right wall for (int i = startRow; i < battleFieldHeight - 1; i++) { Wall pillar = new Wall(new GridPosition(i, battleFieldWidth - 2)); gameEngine.AddObject(pillar); } // Bottom wall for (int i = 1; i < battleFieldWidth - 2; i++) { Wall pillar = new Wall(new GridPosition(battleFieldHeight - 2, i)); gameEngine.AddObject(pillar); } Random rand = new Random(); for (int i = 0; i < 100; ++i) { gameEngine.AddObject(BlockFactory.CreateBlock( rand.Next(20), new GridPosition(rand.Next(3, battleFieldHeight - 3), rand.Next(3, battleFieldWidth - 4)), ObjectColor.White) ); } for (int i = 0; i < 5; ++i) { gameEngine.AddObject(BlockFactory.CreateBlock(1, new GridPosition(rand.Next(3, battleFieldHeight - 3), rand.Next(3, battleFieldWidth - 4)), ObjectColor.Gray) ); } for (int i = 0; i < 5; ++i) { gameEngine.AddObject(BlockFactory.CreateBlock(2, new GridPosition(rand.Next(3, battleFieldHeight - 3), rand.Next(3, battleFieldWidth - 4)), ObjectColor.Gray) ); } }
/// <summary> /// Initializes the game engine. /// </summary> static void Initialize(Engine gameEngine) { KeyboardInterface keyboard1 = new KeyboardInterface(Environment.CurrentDirectory + "../../../player1settings.txt"); KeyboardInterface keyboard2 = new KeyboardInterface(Environment.CurrentDirectory + "../../../player2settings.txt"); HumanPlayer p1 = new HumanPlayer("player1", new GridPosition(2, 2), ObjectColor.Yellow, keyboard1); HumanPlayer p2 = new HumanPlayer("player2", new GridPosition(battleFieldHeight - 3, battleFieldWidth - 4), ObjectColor.White, keyboard2); gameEngine.AddObject(p1); gameEngine.AddObject(p2); int startRow = 1; // Left wall for (int i = startRow; i < battleFieldHeight - 1; i++) { Wall pillar = new Wall(new GridPosition(i, 0)); gameEngine.AddObject(pillar); } // Top wall for (int i = 1; i < battleFieldWidth - 2; i++) { Wall pillar = new Wall(new GridPosition(startRow, i)); gameEngine.AddObject(pillar); } // Right wall for (int i = startRow; i < battleFieldHeight - 1; i++) { Wall pillar = new Wall(new GridPosition(i, battleFieldWidth - 2)); gameEngine.AddObject(pillar); } // Bottom wall for (int i = 1; i < battleFieldWidth - 2; i++) { Wall pillar = new Wall(new GridPosition(battleFieldHeight - 2, i)); gameEngine.AddObject(pillar); } Random rand = new Random(); for (int i = 0; i < 100; ++i) { gameEngine.AddObject(BlockFactory.CreateBlock( rand.Next(20), new GridPosition(rand.Next(3, battleFieldHeight - 3), rand.Next(3, battleFieldWidth - 4)), ObjectColor.White) ); } for (int i = 0; i < 5; ++i) { gameEngine.AddObject(BlockFactory.CreateBlock(1, new GridPosition(rand.Next(3, battleFieldHeight - 3), rand.Next(3, battleFieldWidth - 4)), ObjectColor.Gray) ); } for (int i = 0; i < 5; ++i) { gameEngine.AddObject(BlockFactory.CreateBlock(2, new GridPosition(rand.Next(3, battleFieldHeight - 3), rand.Next(3, battleFieldWidth - 4)), ObjectColor.Gray) ); } }