diff --git a/src/Blaze-Brigade/Blaze_Brigade/Archer.cs b/src/Blaze-Brigade/Blaze_Brigade/Archer.cs index 0aa77440361982c0a24f07518715b165a9af4856..34620c216b320d0dbc0d34bc2b89954eb1bf6dac 100644 --- a/src/Blaze-Brigade/Blaze_Brigade/Archer.cs +++ b/src/Blaze-Brigade/Blaze_Brigade/Archer.cs @@ -54,7 +54,6 @@ namespace Model private Button[] buttons = new Button[5]; // the buttons associated with the unit private Texture2D charInfo, charAttackInfo; // The character and attack info textures private int currentFrame; // the current frame the sprite is on - private int player; // which player this unit belongs to /** * The constructor for Unit Warrior @@ -71,7 +70,7 @@ namespace Model */ public Archer(Texture2D spriteImage, Button attackButton, Button moveButton, Button itemButton, Button waitButton, Button confirmButton, Texture2D charInfo, - Texture2D charAttackInfo, Vector2 coordinates, int player) + Texture2D charAttackInfo, Vector2 coordinates) { this.spriteImage = spriteImage; buttons[0] = attackButton; @@ -81,7 +80,6 @@ namespace Model buttons[4] = confirmButton; this.charInfo = charInfo; this.charAttackInfo = charAttackInfo; - this.player = player; pixelCoordinates = coordinates; int positionX = (int)Math.Round(coordinates.X / 32); int positionY = (int)Math.Round(coordinates.Y / 32); diff --git a/src/Blaze-Brigade/Blaze_Brigade/Game.cs b/src/Blaze-Brigade/Blaze_Brigade/Game.cs index 9849b27dd89ee4d77998481c715f8641ce32655f..55b54ec21d506e9eaa88b928e9d50f0631d1e05f 100644 --- a/src/Blaze-Brigade/Blaze_Brigade/Game.cs +++ b/src/Blaze-Brigade/Blaze_Brigade/Game.cs @@ -116,9 +116,10 @@ namespace Controller // load character sprite and set position - - player1.addUnit(getNewUnit(UnitType.Mage, new Vector2(4 * 32f, 6 * 32f), 1)); - player2.addUnit(getNewUnit(UnitType.Warrior, new Vector2(8 * 32f, 6 * 32f), 2)); + + player1.addUnit(getNewUnit(UnitType.Mage, new Vector2(4 * 32f, 6 * 32f))); + player1.addUnit(getNewUnit(UnitType.Warrior, new Vector2(4 * 32f, 10 * 32f))); + player2.addUnit(getNewUnit(UnitType.Warrior, new Vector2(8 * 32f, 6 * 32f))); GameState.currentPlayer = (player1); GameState.enemyPlayer = (player2); @@ -226,7 +227,7 @@ namespace Controller case GameMenuState.Playing: // if true.. load new image... backGround = Content.Load<Texture2D>("Game_Map"); // load background - + if (GameFunction.isTurnOver()) { @@ -237,7 +238,7 @@ namespace Controller } // removes deceased units in Player 1 - foreach(Unit unit in player1.getUnits()) + foreach (Unit unit in player1.getUnits()) { GameFunction.removeDeceasedUnit(graph, player1, unit); if (GameFunction.isGameOver(player1, player2)) @@ -306,7 +307,7 @@ namespace Controller if (GameState.playableUnitSelected) { Unit unit = GameState.selectedUnit; - + if (!GameState.isAnimating) { #region Highlight nodes @@ -325,7 +326,7 @@ namespace Controller //Debug.WriteLine(attackableNodes.Count()); foreach (Node attack in attackableNodes) { - if ((!GameState.moveableNodes.Contains(attack))&&(attack.unitOnNode!=unit)&&(!attack.isObstacle)) + if ((!GameState.moveableNodes.Contains(attack)) && (attack.unitOnNode != unit) && (!attack.isObstacle)) { spriteBatch.Draw(attackableNode, attack.getPosition(), null, Color.White * 0.2f, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.9f); } @@ -376,12 +377,12 @@ namespace Controller if (GameState.currentPlayer == player1) { - + spriteBatch.Draw(unit.getCharAttackInfo(), Vector2.Zero, null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.7f); //draw charAttackInfoBackground texture for current character spriteBatch.DrawString(largeFont, damageDealt.ToString(), new Vector2(180, 458), Color.DarkBlue, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); //draws damage dealt - spriteBatch.DrawString(font, " x " +hitCount.ToString(), new Vector2(195, 459), Color.DarkBlue, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); //draws hit count - spriteBatch.DrawString(largeFont, hitRate.ToString()+" %", new Vector2(170, 488), Color.DarkBlue, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); //draws hit rate - spriteBatch.DrawString(largeFont, critRate.ToString()+" %", new Vector2(170, 518), Color.DarkBlue, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); //draws crit rate + spriteBatch.DrawString(font, " x " + hitCount.ToString(), new Vector2(195, 459), Color.DarkBlue, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); //draws hit count + spriteBatch.DrawString(largeFont, hitRate.ToString() + " %", new Vector2(170, 488), Color.DarkBlue, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); //draws hit rate + spriteBatch.DrawString(largeFont, critRate.ToString() + " %", new Vector2(170, 518), Color.DarkBlue, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); //draws crit rate spriteBatch.DrawString(largestFont, unit.Hp.ToString(), new Vector2(342, 475), Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); //draws unit health spriteBatch.Draw(attackedUnit.getCharAttackInfo(), attackInfoLocation2, null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.7f); //draw charAttackInfoBackground for unit being attacked @@ -400,9 +401,9 @@ namespace Controller { spriteBatch.Draw(attackedUnit.getCharAttackInfo(), Vector2.Zero, null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.7f); //draw charAttackInfoBackground texture for current character spriteBatch.DrawString(largeFont, damageDealt.ToString(), new Vector2(180, 458), Color.DarkBlue, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); //draws counterattack damage - spriteBatch.DrawString(font, " x " +hitCount.ToString(), new Vector2(195, 459), Color.DarkBlue, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); //draws counterattack hit count - spriteBatch.DrawString(largeFont, hitRate.ToString()+" %", new Vector2(170, 488), Color.DarkBlue, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); //draws counterattack hit rate - spriteBatch.DrawString(largeFont, critRate.ToString()+" %", new Vector2(170, 518), Color.DarkBlue, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); //draws counterattack crit rate + spriteBatch.DrawString(font, " x " + hitCount.ToString(), new Vector2(195, 459), Color.DarkBlue, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); //draws counterattack hit count + spriteBatch.DrawString(largeFont, hitRate.ToString() + " %", new Vector2(170, 488), Color.DarkBlue, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); //draws counterattack hit rate + spriteBatch.DrawString(largeFont, critRate.ToString() + " %", new Vector2(170, 518), Color.DarkBlue, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); //draws counterattack crit rate spriteBatch.DrawString(largestFont, attackedUnit.Hp.ToString(), new Vector2(342, 475), Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); //draws enemy unit health spriteBatch.Draw(unit.getCharAttackInfo(), attackInfoLocation2, null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.7f); //draw charAttackInfoBackground for current character @@ -425,7 +426,7 @@ namespace Controller #region Character Info Screen player1 //if player 1, prints info screen for player 1 - if ((GameState.currentPlayer == player1)&&(!GameState.attackConfirmOpen)) + if ((GameState.currentPlayer == player1) && (!GameState.attackConfirmOpen)) { Vector2 statLocation = new Vector2(170, 535); //starting location for first stat Vector2 statLocation2 = new Vector2(235, 535); //starting location for first stat @@ -435,12 +436,12 @@ namespace Controller for (int k = 0; k < 4; k++) //for stats - level, str, int, skill, { - spriteBatch.DrawString(font, stats[k].ToString(), statLocation, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); + spriteBatch.DrawString(font, stats[k].ToString(), statLocation, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); statLocation = statLocation + increment; //increment downwards } for (int t = 4; t < 7; t++) //for stats - speed, defense, resistance { - spriteBatch.DrawString(font, stats[t].ToString(), statLocation2, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); + spriteBatch.DrawString(font, stats[t].ToString(), statLocation2, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); statLocation2 = statLocation2 + increment; //increment downwards } @@ -452,20 +453,20 @@ namespace Controller { if (!GameState.attackConfirmOpen) { - Vector2 statLocation = new Vector2(795, 533); //starting location for first stat - Vector2 statLocation2 = new Vector2(860, 533); //starting location for first stat - Vector2 increment = new Vector2(0, 20); //increment downwards for each stat - Vector2 infoLocation = new Vector2(635, 513); - int[] stats = unit.getStats(); + Vector2 statLocation = new Vector2(795, 533); //starting location for first stat + Vector2 statLocation2 = new Vector2(860, 533); //starting location for first stat + Vector2 increment = new Vector2(0, 20); //increment downwards for each stat + Vector2 infoLocation = new Vector2(635, 513); + int[] stats = unit.getStats(); for (int k = 0; k < 4; k++) //for stats - level, str, int, skill, { - spriteBatch.DrawString(font, stats[k].ToString(), statLocation, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); + spriteBatch.DrawString(font, stats[k].ToString(), statLocation, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); statLocation = statLocation + increment; //increment downwards } for (int t = 4; t < 7; t++) //for stats - speed, defense, resistance { - spriteBatch.DrawString(font, stats[t].ToString(), statLocation2, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); + spriteBatch.DrawString(font, stats[t].ToString(), statLocation2, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); statLocation2 = statLocation2 + increment; //increment downwards } @@ -482,7 +483,7 @@ namespace Controller if (GameState.gameOver) { Vector2 gameOverLocation = new Vector2(-370, -300); - spriteBatch.DrawString(largestFont,"Game Over", new Vector2(350, 200), Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0f); //draws Game Over Text + spriteBatch.DrawString(largestFont, "Game Over", new Vector2(350, 200), Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0f); //draws Game Over Text spriteBatch.Draw(gameOver, Vector2.Zero, null, Color.White, 0, gameOverLocation, 1f, SpriteEffects.None, 0f); spriteBatch.Draw(backGround, Vector2.Zero, null, Color.Black * 0.5f, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.9f); @@ -494,7 +495,7 @@ namespace Controller if (unit.Alive) { spriteBatch.Draw(unit.getSpriteImage(), unit.PixelCoordinates, - unit.getCurrentFrame(), Color.Black*0.5f, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.8f); + unit.getCurrentFrame(), Color.Black * 0.5f, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.8f); } } #endregion @@ -507,7 +508,7 @@ namespace Controller if (unit.Alive) { spriteBatch.Draw(unit.getSpriteImage(), unit.PixelCoordinates, - unit.getCurrentFrame(), Color.Black*0.5f, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.8f); + unit.getCurrentFrame(), Color.Black * 0.5f, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.8f); } } #endregion @@ -516,7 +517,7 @@ namespace Controller spriteBatch.Draw(backGround, Vector2.Zero, null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 1); - + break; } @@ -527,7 +528,7 @@ namespace Controller private static bool findAttackType(Unit unit1) { - if ((unit1.getClass() == UnitType.Warrior)|| (unit1.getClass() == UnitType.Archer)) + if ((unit1.getClass() == UnitType.Warrior) || (unit1.getClass() == UnitType.Archer)) { return false; } @@ -538,7 +539,7 @@ namespace Controller } //method to return a unit: takes in unit type (warrior/mage/ranger), unit position, and which player's unit (since different model/colors) - private Unit getNewUnit(UnitType unitType, Vector2 unitPosition, int player) + private Unit getNewUnit(UnitType unitType, Vector2 unitPosition) { Button attackButton = new Button(ButtonType.Attack, unitPosition, Content.Load<Texture2D>("attack")); Button moveButton = new Button(ButtonType.Move, unitPosition, Content.Load<Texture2D>("move")); @@ -546,29 +547,24 @@ namespace Controller Button waitButton = new Button(ButtonType.Wait, unitPosition, Content.Load<Texture2D>("wait")); ; Button attackConfirmButton = new Button(ButtonType.AttackConfirm, new Vector2(328, 130), Content.Load<Texture2D>("confirm_attack")); - if (player == 1) + if (unitType == UnitType.Mage) { - if (unitType == UnitType.Mage) - { - Unit unit = new Mage(Content.Load<Texture2D>("mage"), attackButton, moveButton, - itemButton, waitButton, attackConfirmButton, Content.Load<Texture2D>("mage_stats"), Content.Load<Texture2D>("mage_attack"), unitPosition, 1); - Weapon startingWeap = new BronzeBow(); - unit.equippedWeapon = startingWeap; - graph.getNode(unitPosition).unitOnNode = (unit); - return unit; - } + Unit unit = new Mage(Content.Load<Texture2D>("mage"), attackButton, moveButton, + itemButton, waitButton, attackConfirmButton, Content.Load<Texture2D>("mage_stats"), Content.Load<Texture2D>("mage_attack"), unitPosition); + Weapon startingWeap = new BronzeBow(); + unit.equippedWeapon = startingWeap; + graph.getNode(unitPosition).unitOnNode = (unit); + return unit; } - else + + if (unitType == UnitType.Warrior) { - if (unitType == UnitType.Warrior) - { - Unit unit = new Warrior(Content.Load<Texture2D>("2warrior"), attackButton, moveButton, - itemButton, waitButton, attackConfirmButton, Content.Load<Texture2D>("2warrior_stats"), Content.Load<Texture2D>("2warrior_attack"), unitPosition, 2); - Weapon startingWeap = new BronzeBow(); - unit.equippedWeapon = startingWeap; - graph.getNode(unitPosition).unitOnNode = (unit); - return unit; - } + Unit unit = new Warrior(Content.Load<Texture2D>("2warrior"), attackButton, moveButton, + itemButton, waitButton, attackConfirmButton, Content.Load<Texture2D>("2warrior_stats"), Content.Load<Texture2D>("2warrior_attack"), unitPosition); + Weapon startingWeap = new BronzeBow(); + unit.equippedWeapon = startingWeap; + graph.getNode(unitPosition).unitOnNode = (unit); + return unit; } return null; @@ -579,156 +575,156 @@ namespace Controller { for (int y = 5; y <= 14; y++) { - graph.getNode(2, y).isObstacle=(true); + graph.getNode(2, y).isObstacle = (true); } - graph.getNode(3, 5).isObstacle=(true); - graph.getNode(3, 13).isObstacle=(true); - graph.getNode(4, 3).isObstacle=(true); - graph.getNode(4, 4).isObstacle=(true); - graph.getNode(4, 13).isObstacle=(true); - graph.getNode(4, 14).isObstacle=(true); - graph.getNode(5, 2).isObstacle=(true); - graph.getNode(5, 15).isObstacle=(true); - graph.getNode(6, 2).isObstacle=(true); - graph.getNode(6, 14).isObstacle=(true); - graph.getNode(7, 2).isObstacle=(true); - graph.getNode(7, 3).isObstacle=(true); - graph.getNode(7, 4).isObstacle=(true); - graph.getNode(7, 14).isObstacle=(true); - graph.getNode(8, 4).isObstacle=(true); + graph.getNode(3, 5).isObstacle = (true); + graph.getNode(3, 13).isObstacle = (true); + graph.getNode(4, 3).isObstacle = (true); + graph.getNode(4, 4).isObstacle = (true); + graph.getNode(4, 13).isObstacle = (true); + graph.getNode(4, 14).isObstacle = (true); + graph.getNode(5, 2).isObstacle = (true); + graph.getNode(5, 15).isObstacle = (true); + graph.getNode(6, 2).isObstacle = (true); + graph.getNode(6, 14).isObstacle = (true); + graph.getNode(7, 2).isObstacle = (true); + graph.getNode(7, 3).isObstacle = (true); + graph.getNode(7, 4).isObstacle = (true); + graph.getNode(7, 14).isObstacle = (true); + graph.getNode(8, 4).isObstacle = (true); for (int y = 14; y <= 17; y++) { - graph.getNode(8, y).isObstacle=(true); + graph.getNode(8, y).isObstacle = (true); } - graph.getNode(9, 4).isObstacle=(true); + graph.getNode(9, 4).isObstacle = (true); for (int y = 17; y <= 20; y++) { - graph.getNode(9, y).isObstacle=(true); + graph.getNode(9, y).isObstacle = (true); } - graph.getNode(10, 4).isObstacle=(true); - graph.getNode(10, 20).isObstacle=(true); - graph.getNode(10, 21).isObstacle=(true); - graph.getNode(10, 22).isObstacle=(true); - graph.getNode(11, 4).isObstacle=(true); - graph.getNode(11, 14).isObstacle=(true); - graph.getNode(11, 22).isObstacle=(true); - graph.getNode(12, 3).isObstacle=(true); + graph.getNode(10, 4).isObstacle = (true); + graph.getNode(10, 20).isObstacle = (true); + graph.getNode(10, 21).isObstacle = (true); + graph.getNode(10, 22).isObstacle = (true); + graph.getNode(11, 4).isObstacle = (true); + graph.getNode(11, 14).isObstacle = (true); + graph.getNode(11, 22).isObstacle = (true); + graph.getNode(12, 3).isObstacle = (true); for (int y = 22; y <= 25; y++) { - graph.getNode(12, y).isObstacle=(true); + graph.getNode(12, y).isObstacle = (true); } - graph.getNode(13, 4).isObstacle=(true); - graph.getNode(12, 25).isObstacle=(true); - graph.getNode(14, 4).isObstacle=(true); - graph.getNode(14, 25).isObstacle=(true); - graph.getNode(15, 4).isObstacle=(true); - graph.getNode(15, 25).isObstacle=(true); - graph.getNode(15, 26).isObstacle=(true); - graph.getNode(15, 27).isObstacle=(true); - graph.getNode(16, 3).isObstacle=(true); - graph.getNode(16, 27).isObstacle=(true); - graph.getNode(17, 2).isObstacle=(true); - graph.getNode(17, 3).isObstacle=(true); - graph.getNode(17, 27).isObstacle=(true); - graph.getNode(18, 1).isObstacle=(true); - graph.getNode(18, 27).isObstacle=(true); - graph.getNode(19, 1).isObstacle=(true); - graph.getNode(19, 27).isObstacle=(true); - graph.getNode(20, 2).isObstacle=(true); + graph.getNode(13, 4).isObstacle = (true); + graph.getNode(12, 25).isObstacle = (true); + graph.getNode(14, 4).isObstacle = (true); + graph.getNode(14, 25).isObstacle = (true); + graph.getNode(15, 4).isObstacle = (true); + graph.getNode(15, 25).isObstacle = (true); + graph.getNode(15, 26).isObstacle = (true); + graph.getNode(15, 27).isObstacle = (true); + graph.getNode(16, 3).isObstacle = (true); + graph.getNode(16, 27).isObstacle = (true); + graph.getNode(17, 2).isObstacle = (true); + graph.getNode(17, 3).isObstacle = (true); + graph.getNode(17, 27).isObstacle = (true); + graph.getNode(18, 1).isObstacle = (true); + graph.getNode(18, 27).isObstacle = (true); + graph.getNode(19, 1).isObstacle = (true); + graph.getNode(19, 27).isObstacle = (true); + graph.getNode(20, 2).isObstacle = (true); for (int y = 24; y <= 27; y++) { - graph.getNode(20, y).isObstacle=(true); + graph.getNode(20, y).isObstacle = (true); } - graph.getNode(21, 2).isObstacle=(true); - graph.getNode(21, 21).isObstacle=(true); - graph.getNode(21, 22).isObstacle=(true); - graph.getNode(21, 23).isObstacle=(true); - graph.getNode(22, 1).isObstacle=(true); - graph.getNode(22, 2).isObstacle=(true); - graph.getNode(22, 20).isObstacle=(true); - graph.getNode(23, 0).isObstacle=(true); - graph.getNode(23, 20).isObstacle=(true); - graph.getNode(24, 0).isObstacle=(true); - graph.getNode(24, 20).isObstacle=(true); - graph.getNode(25, 1).isObstacle=(true); - graph.getNode(25, 20).isObstacle=(true); - graph.getNode(26, 1).isObstacle=(true); - graph.getNode(26, 21).isObstacle=(true); - graph.getNode(27, 1).isObstacle=(true); - graph.getNode(27, 22).isObstacle=(true); - graph.getNode(28, 0).isObstacle=(true); + graph.getNode(21, 2).isObstacle = (true); + graph.getNode(21, 21).isObstacle = (true); + graph.getNode(21, 22).isObstacle = (true); + graph.getNode(21, 23).isObstacle = (true); + graph.getNode(22, 1).isObstacle = (true); + graph.getNode(22, 2).isObstacle = (true); + graph.getNode(22, 20).isObstacle = (true); + graph.getNode(23, 0).isObstacle = (true); + graph.getNode(23, 20).isObstacle = (true); + graph.getNode(24, 0).isObstacle = (true); + graph.getNode(24, 20).isObstacle = (true); + graph.getNode(25, 1).isObstacle = (true); + graph.getNode(25, 20).isObstacle = (true); + graph.getNode(26, 1).isObstacle = (true); + graph.getNode(26, 21).isObstacle = (true); + graph.getNode(27, 1).isObstacle = (true); + graph.getNode(27, 22).isObstacle = (true); + graph.getNode(28, 0).isObstacle = (true); for (int y = 22; y <= 27; y++) { - graph.getNode(28, y).isObstacle=(true); + graph.getNode(28, y).isObstacle = (true); } - graph.getNode(29, 1).isObstacle=(true); - graph.getNode(29, 2).isObstacle=(true); - graph.getNode(29, 3).isObstacle=(true); - graph.getNode(29, 27).isObstacle=(true); - graph.getNode(30, 3).isObstacle=(true); - graph.getNode(30, 27).isObstacle=(true); - graph.getNode(31, 2).isObstacle=(true); - graph.getNode(31, 3).isObstacle=(true); - graph.getNode(31, 27).isObstacle=(true); - graph.getNode(32, 27).isObstacle=(true); - graph.getNode(33, 2).isObstacle=(true); - graph.getNode(33, 3).isObstacle=(true); - graph.getNode(33, 26).isObstacle=(true); - graph.getNode(34, 3).isObstacle=(true); - graph.getNode(34, 25).isObstacle=(true); - graph.getNode(35, 3).isObstacle=(true); - graph.getNode(35, 25).isObstacle=(true); - graph.getNode(36, 2).isObstacle=(true); - graph.getNode(36, 25).isObstacle=(true); - graph.getNode(37, 2).isObstacle=(true); - graph.getNode(37, 25).isObstacle=(true); - graph.getNode(38, 2).isObstacle=(true); + graph.getNode(29, 1).isObstacle = (true); + graph.getNode(29, 2).isObstacle = (true); + graph.getNode(29, 3).isObstacle = (true); + graph.getNode(29, 27).isObstacle = (true); + graph.getNode(30, 3).isObstacle = (true); + graph.getNode(30, 27).isObstacle = (true); + graph.getNode(31, 2).isObstacle = (true); + graph.getNode(31, 3).isObstacle = (true); + graph.getNode(31, 27).isObstacle = (true); + graph.getNode(32, 27).isObstacle = (true); + graph.getNode(33, 2).isObstacle = (true); + graph.getNode(33, 3).isObstacle = (true); + graph.getNode(33, 26).isObstacle = (true); + graph.getNode(34, 3).isObstacle = (true); + graph.getNode(34, 25).isObstacle = (true); + graph.getNode(35, 3).isObstacle = (true); + graph.getNode(35, 25).isObstacle = (true); + graph.getNode(36, 2).isObstacle = (true); + graph.getNode(36, 25).isObstacle = (true); + graph.getNode(37, 2).isObstacle = (true); + graph.getNode(37, 25).isObstacle = (true); + graph.getNode(38, 2).isObstacle = (true); for (int y = 9; y <= 14; y++) { - graph.getNode(38, y).isObstacle=(true); + graph.getNode(38, y).isObstacle = (true); } - graph.getNode(38, 26).isObstacle=(true); - graph.getNode(39, 2).isObstacle=(true); - graph.getNode(39, 8).isObstacle=(true); - graph.getNode(39, 14).isObstacle=(true); - graph.getNode(40, 3).isObstacle=(true); - graph.getNode(40, 7).isObstacle=(true); - graph.getNode(40, 14).isObstacle=(true); - graph.getNode(40, 26).isObstacle=(true); - graph.getNode(41, 3).isObstacle=(true); - graph.getNode(41, 7).isObstacle=(true); + graph.getNode(38, 26).isObstacle = (true); + graph.getNode(39, 2).isObstacle = (true); + graph.getNode(39, 8).isObstacle = (true); + graph.getNode(39, 14).isObstacle = (true); + graph.getNode(40, 3).isObstacle = (true); + graph.getNode(40, 7).isObstacle = (true); + graph.getNode(40, 14).isObstacle = (true); + graph.getNode(40, 26).isObstacle = (true); + graph.getNode(41, 3).isObstacle = (true); + graph.getNode(41, 7).isObstacle = (true); for (int y = 14; y <= 17; y++) { - graph.getNode(41, y).isObstacle=(true); + graph.getNode(41, y).isObstacle = (true); } - graph.getNode(41, 27).isObstacle=(true); - graph.getNode(42, 4).isObstacle=(true); - graph.getNode(42, 7).isObstacle=(true); - graph.getNode(42, 17).isObstacle=(true); - graph.getNode(42, 27).isObstacle=(true); - graph.getNode(43, 4).isObstacle=(true); - graph.getNode(43, 7).isObstacle=(true); - graph.getNode(43, 17).isObstacle=(true); - graph.getNode(43, 27).isObstacle=(true); - graph.getNode(44, 4).isObstacle=(true); - graph.getNode(44, 7).isObstacle=(true); + graph.getNode(41, 27).isObstacle = (true); + graph.getNode(42, 4).isObstacle = (true); + graph.getNode(42, 7).isObstacle = (true); + graph.getNode(42, 17).isObstacle = (true); + graph.getNode(42, 27).isObstacle = (true); + graph.getNode(43, 4).isObstacle = (true); + graph.getNode(43, 7).isObstacle = (true); + graph.getNode(43, 17).isObstacle = (true); + graph.getNode(43, 27).isObstacle = (true); + graph.getNode(44, 4).isObstacle = (true); + graph.getNode(44, 7).isObstacle = (true); for (int y = 17; y <= 23; y++) { - graph.getNode(44, y).isObstacle=(true); + graph.getNode(44, y).isObstacle = (true); } - graph.getNode(44, 27).isObstacle=(true); - graph.getNode(45, 4).isObstacle=(true); - graph.getNode(45, 5).isObstacle=(true); - graph.getNode(45, 24).isObstacle=(true); - graph.getNode(45, 25).isObstacle=(true); - graph.getNode(45, 27).isObstacle=(true); - graph.getNode(46, 5).isObstacle=(true); - graph.getNode(46, 7).isObstacle=(true); - graph.getNode(46, 25).isObstacle=(true); - graph.getNode(46, 26).isObstacle=(true); - graph.getNode(47, 5).isObstacle=(true); - graph.getNode(47, 6).isObstacle=(true); - graph.getNode(47, 7).isObstacle=(true); + graph.getNode(44, 27).isObstacle = (true); + graph.getNode(45, 4).isObstacle = (true); + graph.getNode(45, 5).isObstacle = (true); + graph.getNode(45, 24).isObstacle = (true); + graph.getNode(45, 25).isObstacle = (true); + graph.getNode(45, 27).isObstacle = (true); + graph.getNode(46, 5).isObstacle = (true); + graph.getNode(46, 7).isObstacle = (true); + graph.getNode(46, 25).isObstacle = (true); + graph.getNode(46, 26).isObstacle = (true); + graph.getNode(47, 5).isObstacle = (true); + graph.getNode(47, 6).isObstacle = (true); + graph.getNode(47, 7).isObstacle = (true); } } } diff --git a/src/Blaze-Brigade/Blaze_Brigade/Mage.cs b/src/Blaze-Brigade/Blaze_Brigade/Mage.cs index ea52ee3ae51b03e5db2138bc75a4547092a14376..b89bb74a6141f8c37566480e0ea477d0acf96630 100644 --- a/src/Blaze-Brigade/Blaze_Brigade/Mage.cs +++ b/src/Blaze-Brigade/Blaze_Brigade/Mage.cs @@ -54,7 +54,6 @@ namespace Model private Button[] buttons = new Button[5]; // the buttons associated with the unit private Texture2D charInfo, charAttackInfo; // The character and attack info textures private int currentFrame; // the current frame the sprite is on - private int player; // which player this unit belongs to /** * The constructor for Unit Mage @@ -71,7 +70,7 @@ namespace Model */ public Mage(Texture2D spriteImage, Button attackButton, Button moveButton, Button itemButton, Button waitButton, Button confirmButton, Texture2D charInfo, - Texture2D charAttackInfo, Vector2 coordinates, int player) + Texture2D charAttackInfo, Vector2 coordinates) { this.spriteImage = spriteImage; buttons[0] = attackButton; @@ -81,7 +80,6 @@ namespace Model buttons[4] = confirmButton; this.charInfo = charInfo; this.charAttackInfo = charAttackInfo; - this.player = player; pixelCoordinates = coordinates; int positionX = (int)Math.Round(coordinates.X / 32); int positionY = (int)Math.Round(coordinates.Y / 32); diff --git a/src/Blaze-Brigade/Blaze_Brigade/Warrior.cs b/src/Blaze-Brigade/Blaze_Brigade/Warrior.cs index 4a4a2079826a3726812822703db01f7d97993c34..8ccaf3eec99e1c154c1cddcd4559008d06281af5 100644 --- a/src/Blaze-Brigade/Blaze_Brigade/Warrior.cs +++ b/src/Blaze-Brigade/Blaze_Brigade/Warrior.cs @@ -55,7 +55,6 @@ namespace Model private Button[] buttons = new Button[5]; // the buttons associated with the unit private Texture2D charInfo, charAttackInfo; // The character and attack info textures private int currentFrame; // the current frame the sprite is on - private int player; // which player this unit belongs to /** * The constructor for Unit Warrior @@ -72,7 +71,7 @@ namespace Model */ public Warrior(Texture2D spriteImage, Button attackButton, Button moveButton, Button itemButton, Button waitButton, Button confirmButton, Texture2D charInfo, - Texture2D charAttackInfo, Vector2 coordinates, int player) + Texture2D charAttackInfo, Vector2 coordinates) { this.spriteImage = spriteImage; buttons[0] = attackButton; @@ -82,7 +81,6 @@ namespace Model buttons[4] = confirmButton; this.charInfo = charInfo; this.charAttackInfo = charAttackInfo; - this.player = player; pixelCoordinates = coordinates; int positionX = (int)Math.Round(coordinates.X / 32); int positionY = (int)Math.Round(coordinates.Y / 32);