public Game() { //Instantiate a Unit that will represent the player. //Unit constructor's signature: X pos, Y pos, Char. playerUnit = new PlayerUnit(10, 17, "@"); //Instantiate a Unit that will represent the enemy. //Unit constructor's signature: X pos, Y pos, Char. //Instantiate the array that will hold our enemies. enemyUnits = new Unit[numEnemies]; //Right now, our enemyUnits array is instantiated, //but each slot is empty. Random = new Random(); Score = 0; for (int i = 0; i < enemyUnits.Length; i++) { int row = Random.Next(0, Console.WindowHeight - 1); enemyUnits[i] = new EnemyUnit(Console.WindowWidth - 1, row, "X"); } stopwatch = new Stopwatch(); }
// This is our constructor -- it gets run automatically when a new INSTANCE of Game is created. public Game() { //Instantiate a Unit that will represent the player. playerUnit = new PlayerUnit(10, 17, "@"); // Instanciate the enemy enemyUnit = new EnemyUnit(20, 17, "X"); stopwatch = new Stopwatch(); }
public Game() { player = new PlayerUnit(5, 10, "@"); enemies = new Unit[numEnemies]; Random = new Random(); Score = 0; for (int i = 0; i < enemies.Length; i++) { int row = Game.Random.Next(0, Console.WindowHeight - 1); enemies[i] = new EnemyUnit(Console.WindowWidth - 1, row, "X"); } stopwatch = new Stopwatch(); }
/*Game() Constructor * Constructors read the entire class before 'building', * So you can place at top, and it will read variables below it */ public Game() { //Clearing the screen at game start Console.Clear(); //Instantiate a Unit that will represent the player. //new Unit has () because you can pass variables in (to the constructor) playerUnit = new PlayerUnit(15, 17, ">"); //Unit(15, 20, "H"); /* * allowed since 'set' for X was set to public * secretly setting _x, allowing for validity checking */ //playerUnit.X = 15; //playerUnit.Y = 10; //playerUnit.UnitGraphic = "H"; //also allowed since 'get' for X was set to public, reading _x if (playerUnit.X > 20) { //Do something } //Instantiate a single enemy Unit --Obsolete with [] enemies //enemyUnit = new EnemyUnit(Console.WindowWidth - 1, 17, "M"); /*Create many Array that will hold our enemies * When instiating an array, must list size * --In most languages, Arrays have a fixed size after creation */ enemyUnits = new Unit[numEnemies]; //Right now, enemyUnits is created, but each slot is empty //Random number generator random = new Random(); //Set score at beginning to 0 Score = 0; for (int i = 0; i < enemyUnits.Length; i++) { //Setting a random row for the enemy to appear int row = random.Next(0, Console.WindowHeight - 1); //Filling each index with it's own EnemyUnit enemyUnits[i] = new EnemyUnit(Console.WindowWidth - 1, row, "M"); } //Making an array of UpSlopeEnemies upSlopeEnemies = new Unit[numEnemies / 5]; //Want a lot fewer of these for (int i = 0; i < upSlopeEnemies.Length; i++) { //Setting a random row for the enemy to appear int yStart = Console.WindowHeight - 1; int xStart = random.Next(Console.WindowWidth / 4, Console.WindowWidth - 1); //Filling each index with it's own EnemyUnit upSlopeEnemies[i] = new UpSlopeEnemy(xStart, yStart, "N"); } //Making an array of DownSlopeEnemies downSlopeEnemies = new Unit[numEnemies / 5]; //Want a lot fewer of these for (int i = 0; i < downSlopeEnemies.Length; i++) { //Setting a random row for the enemy to appear int yStart = 1; int xStart = random.Next(Console.WindowWidth / 4, Console.WindowWidth - 1); //Filling each index with it's own EnemyUnit downSlopeEnemies[i] = new DownSlopeEnemy(xStart, yStart, "N"); } stopwatch = new Stopwatch(); }