public Collision(Element[,] mapElements) { this.mapElements = mapElements; int width = Data.GetWindowWidth(); int height = Data.GetWindowHeight(); this.render = new ConsoleRender(width, height); }
public Menu() { int width = Data.GetWindowWidth(); int height = Data.GetWindowHeight(); this.render = new ConsoleRender(width, height); // set text menu position this.rowText = height / 2; this.colText = width / 2; this.choiseRow = this.rowText; // set default choice position this.rowDistance = 2; // distance between printed rows isExit = false; this.levelNumber = 0; }
public GameEngine(uint levelNumber) { int width = Data.GetWindowWidth(); int height = Data.GetWindowHeight(); this.render = new ConsoleRender(width, height); this.level = Data.GetLevel(levelNumber); havePlayerFire = false; isExit = false; this.enemys = new List<Tank>(); FillStartEnemyPositions(); createEnemyCallCount = 0; rand = new Random(); this.playerMisals = new List<Fire>(); this.enemyMisals = new List<Fire>(); this.collision = new Collision(level); this.enemyOnLevel = 20; this.isEscapePressed = false; this.enemyPlayCount = 0; this.enemyNumber = 0; }
private static void Initialisation() { int dimention = Data.GetElementDimention(); int height = Data.GetWindowHeight(); minRow = 2; rowsByDimention = (height - minRow) / dimention; colsByDimention = (Data.GetWindowWidth() - 1) / dimention; maxRow = height; minCol = 0; maxCol = Data.GetWindowWidth() - 1; currentElementRow = minRow; currenElementCol = minCol; isExit = false; currentElementType = ElementType.Empty; changeDistance = Data.GetElementDimention(); render = new ConsoleRender(Data.GetWindowWidth(), height); currentElementType = ElementType.Braket; element = new Element(currentElementType, minRow, minCol); ShowElement(); }