//Loohy public MoteurGraphique(int longueur_, int largeur_) { longueur = longueur_; largeur = largeur_; camerax = 0; cameray = 0; direction = 0; flammiches = 0; int compteur1 = 0; int compteur2 = 0; r = new Random(); pvOrNot = false; map = new Tile[longueur, largeur]; while (compteur1 < longueur) { while (compteur2 < largeur) { map[compteur1, compteur2] = new Tile(compteur1, compteur2); compteur2++; } compteur1++; compteur2 = 0; } mapAleaGlace(longueur_, largeur_, 4, 4, 4); //if (r.Next(100) % 2 == 0) //{ // mapAleaFaceToFace(32, 32, 3, 3, 2); //} //else //{ // mapAleaFaceToFaceGlace(32, 32, 1, 3, 8); //} fog = e_brouillardDeGuerre.ToutVisible; sourisI = 0; sourisJ = 0; //Aplatir(); }
public void Afficher(Tile tile_, SystemeDeJeu gameplay_) { tile_.pointeurUnite = numeroUnite; tile_.pointeurArmee = numeroArmee; tile_.textureUnite = image; tile_.presence = true; tile_.estAccessible = false; tile_.dessinTomb = false; tile_.pourcentageDePv = (100 * pvactuel) / pvmax; tile_.mouvUnite = mouvement; tile_.mouvUniteMax = (mouvement * 40) / mouvementmax; tile_.xpUnite = (xp); Anim += vitesseAnim; tile_.jDepart = jDepart; tile_.iDepart = iDepart; if (Anim > 1) { #region anim Anim = 0; switch (state) { case e_EtatAnim.mouvement1: state = e_EtatAnim.mouvement2; sousrect.Y = 0; break; case e_EtatAnim.mouvement2: state = e_EtatAnim.mouvement3; sousrect.Y = 3 * 128; break; case e_EtatAnim.mouvement3: state = e_EtatAnim.repos1; sousrect.Y = 0; vitesseAnim = 0.025f; break; case e_EtatAnim.repos1: state = e_EtatAnim.repos2; sousrect.Y = 128; ivirtuel = i; jvirtuel = j; break; case e_EtatAnim.repos2: state = e_EtatAnim.repos1; sousrect.Y = 0; break; default: break; } #endregion } tile_.state = state; tile_.sousRectUnite = sousrect; tile_.AttaqOrNot = attaqOrNot; tile_.aura = profiteDuneAura; tile_.heros = typeUnite == e_typeUnite.Heros; tile_.cachette = e_Cache.Visible; if (estInvisible) { if (gameplay_.tourencours == numeroArmee) { tile_.cachette = e_Cache.InvisibleAmi; } else { tile_.cachette = e_Cache.Invisible; } } }
public void mapreseau() { map = new Tile[32, 32]; for (int p = 0; p < 32; p++) { for (int q = 0; q < 32; q++) { map[p, q] = new Tile(p, q); map[p, q].altitude -= 7; } } montagneReguliere(16, 16); montagneReguliere(10, 20); montagneReguliere(20, 20); montagneReguliere(20, 10); montagneReguliere(10, 10); #region sol(altitude) for (int p = 0; p < 32; p++) { for (int q = 0; q < 32; q++) { if (map[p, q].altitude < 0) { map[p, q].altitude = 0; map[p, q].E_Sol = e_Typedesol.mer; map[p, q].estAccessible = false; } else { if (map[p, q].altitude < 8) { map[p, q].altitude = 0; map[p, q].E_Sol = e_Typedesol.sable; } } } } #endregion Adapt(); }
//Loohy public void mapDef() { map = new Tile[32, 32]; for (int p = 0; p < 32; p++) { for (int q = 0; q < 32; q++) { map[p, q] = new Tile(p, q); map[p, q].altitude -= 10; } } for (int z = 0; z < 10; z++) { foret(z + 5, 10); } ruines(15, 4); viderVue(); }
public void mapAleaHerbe(int i_, int j_, int nombreDeMontagne_, int nombreDeForet_, int nombreDeRivieres_) { int a1 = r.Next(100) % i_; int b1 = r.Next(100) % j_; int a2 = r.Next(100) % i_; int b2 = r.Next(100) % j_; longueur = i_; largeur = j_; map = new Tile[i_, j_]; for (int p = 0; p < i_; p++) { for (int q = 0; q < j_; q++) { map[p, q] = new Tile(p, q); map[p, q].altitude -= 10; } } for (int z = 0; z < nombreDeMontagne_; z++) { montagne(r.Next(100) % i_, r.Next(100) % j_); } #region sol(altitude) for (int p = 0; p < i_; p++) { for (int q = 0; q < j_; q++) { if (map[p, q].altitude < 0) { map[p, q].altitude = 0; map[p, q].E_Sol = e_Typedesol.mer; map[p, q].estAccessible = false; } else { if (map[p, q].altitude < 8) { map[p, q].E_Sol = e_Typedesol.sable; } } } } #endregion for (int z = 0; z < nombreDeRivieres_; z++) { while (map[a1, b1].E_Sol == e_Typedesol.sable && map[a1, b1].altitude < 20) { a1 = r.Next(100) % i_; b1 = r.Next(100) % j_; } river(a1, b1); a1 = r.Next(100) % i_; b1 = r.Next(100) % j_; } for (int z = 0; z < 4; z++) { a1 = r.Next(100) % i_; b1 = r.Next(100) % j_; a2 = r.Next(100) % i_; b2 = r.Next(100) % j_; if (bunker(a1, b1) && bunker(a2, b2)) { roadTo(a1, b1, a2, b2); } } for (int z = 0; z < nombreDeForet_; z++) { foret(r.Next(100) % i_, r.Next(100) % j_); } for (int z = 0; z < r.Next(100) % 8; z++) { ruines(r.Next(100) % i_, r.Next(100) % j_); } for (int p = 0; p < i_; p++) { for (int q = 0; q < j_; q++) { map[p, q].Adapt(this, r.Next(100) / 10); } } viderVue(); }
public void mapAleaFaceToFaceGlace(int i_, int j_, int nombreDeMontagne_, int nombreDeForet_, int nombreDeRivieres_) { int a1 = i_ / 4; int b1 = j_ / 4; int a2 = 3 * (i_ / 4); int b2 = 3 * (j_ / 4); int a3, b3; longueur = i_; largeur = j_; map = new Tile[i_, j_]; for (int p = 0; p < i_; p++) { for (int q = 0; q < j_; q++) { map[p, q] = new Tile(p, q); map[p, q].altitude -= 7; map[p, q].E_Sol = e_Typedesol.neige; } } for (int z = 0; z < nombreDeMontagne_; z++) { montagne(r.Next(100) % i_, r.Next(100) % j_); } montagne(a1, b1); montagne(a2, b2); #region sol(altitude) for (int p = 0; p < i_; p++) { for (int q = 0; q < j_; q++) { if (map[p, q].altitude < 0) { map[p, q].altitude = 0; map[p, q].E_Sol = e_Typedesol.mer; map[p, q].estAccessible = false; } else { if (map[p, q].altitude < 8) { map[p, q].E_Sol = e_Typedesol.banquise; } } } } #endregion icebunker(a1, b1); icebunker(a2, b2); for (int z = 0; z < nombreDeRivieres_; z++) { while (map[a1, b1].E_Sol == e_Typedesol.banquise && map[a1, b1].altitude < 20) { a3 = r.Next(100) % i_; b3 = r.Next(100) % j_; } river(a1, b1); a3 = r.Next(100) % i_; b3 = r.Next(100) % j_; } roadTo(a1, b1, a2, b2); for (int z = 0; z < nombreDeForet_; z++) { foret(r.Next(100) % i_, r.Next(100) % j_); } for (int z = 0; z < 3; z++) { VillagePingvin(r.Next(100) % i_, r.Next(100) % j_); } for (int z = 0; z < r.Next(100) % 8; z++) { ruines(r.Next(100) % i_, r.Next(100) % j_); } Adapt(); viderVue(); }
public void mapAleaDesert(int i_, int j_) { longueur = i_; largeur = j_; List<Vector2> villes = new List<Vector2>(); map = new Tile[i_, j_]; for (int p = 0; p < i_; p++) { for (int q = 0; q < j_; q++) { map[p, q] = new Tile(p, q); map[p, q].E_Sol = e_Typedesol.desert; map[p, q].altitude = r.Next(100) % 15; } } villes.Add(new Vector2(longueur / 4, largeur / 4)); villes.Add(new Vector2((2 * longueur) / 4, largeur / 4)); villes.Add(new Vector2((2 * longueur) / 4, (2 * largeur) / 4)); villes.Add(new Vector2(longueur / 4, (2 * largeur) / 4)); for (int z = 0; z < 5; z++) { villes.Add(new Vector2(r.Next(100) % longueur, r.Next(100) % largeur)); } for (int k = 0; k < villes.Count; k++) { switch (r.Next(100) % 3) { case 0: bunker((int)villes[k].X, (int)villes[k].Y); break; default: VillageKrissa((int)villes[k].X, (int)villes[k].Y); break; } roadTo((int)villes[k].X, (int)villes[k].Y, (int)villes[(k + 1) % villes.Count].X, (int)villes[(k + 1) % villes.Count].Y); } Adapt(); }
//Loohy public void NEW(int x_, int y_) { map = new Tile[x_, y_]; for (int i = 0; i < x_; i++) { for (int j = 0; j < y_; j++) { map[i, j] = new Tile(i, j); map[i, j].visible = true; } } Adapt(); centrerSur(x_ / 2, y_ / 2); }