public Blast(Tank t,int xpos,int ypos,int ms,int d) { isAtStart = true; fromTank = t; x = xpos; y = ypos; maxSize = ms; size = maxSize; damage = d; }
public Team(Game c, string tn) { r = new Random(seed); seed = Convert.ToInt32(System.DateTime.Now.Millisecond); creator = c; teamName = tn; tanks[0] = new Tank(creator,this,"tank1",r.Next(800),r.Next(200));//these should have random X,Y s tanks[1] = new Tank(creator,this,"tank2",r.Next(800),r.Next(200)); tanks[2] = new Tank(creator,this,"tank3",r.Next(800),r.Next(200)); tanks[3] = new Tank(creator,this,"tank4",r.Next(800),r.Next(200)); }
public Projectile(Tank t, int fromX,int fromY,int initXvel,int initYvel) { fromTank = t; x = fromX; y = fromY; xvel = initXvel; yvel = initYvel; // // TODO: Add constructor logic here // }
public Team(Game c,gameClient g) { // Network Version Of Team r = new Random(seed); seed = Convert.ToInt32(System.DateTime.Now.Millisecond); creator = c; myClient = g; teamName = myClient.name; tanks[0] = new Tank(creator,this,"tank1",r.Next(800),r.Next(200));//these should have random X,Y s tanks[1] = new Tank(creator,this,"tank2",r.Next(800),r.Next(200)); tanks[2] = new Tank(creator,this,"tank3",r.Next(800),r.Next(200)); tanks[3] = new Tank(creator,this,"tank4",r.Next(800),r.Next(200)); }
public void removeTank(Tank t) { t.isAlive = false; if(t.isCurrent) creator.nextTurn(); }
public void nextTurn() { ready = false; counter = 0; // Keep going 'till you find a live one while(ready == false) { //go onto the next one, if on the last one go to the first one if(currentTank < 3) { currentTank++; } else { currentTank = 0; } //if its health is greater than 0 its alive and your ready if(tanks[currentTank].health > 0 ) { ready = true; } else { // other wise go onto the next one counter++; // might as well make sure the isAlive value is good. tanks[currentTank].isAlive = false; // if it reaches 4 the whole team must be dead. if(counter>=4) { isDead = true; break; } } } currentTankObject = this.tanks[currentTank]; }