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Completed Tactical powers 1 and 2 but need testing.
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Half finished power 3.
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redleek committed Dec 4, 2014
1 parent 4279915 commit 52f251e
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49 changes: 47 additions & 2 deletions TacticalSpaceCheeseRacer/Program.cs
Original file line number Diff line number Diff line change
Expand Up @@ -269,6 +269,51 @@ static void PlayerTurn(int playerno)
players[playerno].position += roll;
Console.WriteLine("{0}'s new position on the board is {1}.", players[playerno].name, players[playerno].position);
}

#region Tactical Dice Methods
/// <summary>
/// Sends the player who rolled the tactics dice back to the start of the board.
/// </summary>
/// <param name="playerno">The number of the current player.</param>
static void Power1(int playerno)
{
players[playerno].position = 0;
Console.WriteLine("{0} has had their engines exploded and are now back to square 0.", players[playerno].name);
}

/// <summary>
/// Sends all the rockets on the current square that the player who rolled the tactics dice is currently on.
/// </summary>
/// <param name="playerno">The number of the current player.</param>
static void Power2(int playerno)
{
int current_player_position = players[playerno].position;
for (int playercount = 0; playercount < no_of_players; playercount++)
{
if (players[playercount].position == current_player_position)
{
players[playercount].position = 0;
Console.WriteLine("{0} has had their engines exploded and are now back to square 0.", players[playercount].name);
}
}
}

/// <summary>
/// Same as Power2 but the player who rolled does not become affected.
/// </summary>
/// <param name="playerno">The number if the current player.</param>
static void Power3(int playerno)
{
int current_player_position = players[playerno].position;
for (int playercount = 0; playercount < no_of_players; playercount++)
{
if (players[playercount].position == current_player_position)
{

}
}
}
#endregion
#endregion

static void Main(string[] args)
Expand Down Expand Up @@ -324,15 +369,15 @@ static void Main(string[] args)
}

} while (replay);

/* Testing functions
SetupGame(false, false);
players[0].name = "Freddie Mercury";
players[0].position = 0;
players[0].tact_roll_used = false;
Console.WriteLine("{0} has a position of {1}", players[0].name, players[0].position);
*/

return;
}
}
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63 changes: 63 additions & 0 deletions TacticalSpaceCheeseRacer/Properties/Resources.Designer.cs

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101 changes: 101 additions & 0 deletions TacticalSpaceCheeseRacer/Properties/Resources.resx
Original file line number Diff line number Diff line change
@@ -0,0 +1,101 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 1.3
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">1.3</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1">this is my long string</data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
[base64 mime encoded serialized .NET Framework object]
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
[base64 mime encoded string representing a byte array form of the .NET Framework object]
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->

<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
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<resheader name="resmimetype">
<value>text/microsoft-resx</value>
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<resheader name="version">
<value>1.3</value>
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<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.3500.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.3500.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</root>
1 change: 1 addition & 0 deletions TacticalSpaceCheeseRacer/TODO.txt
Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,7 @@ USER INTERFACE
==============
1. Create welcome screen.
2. Create the user help option from the command line.
3. Make a smooth/juddery typing method.

MECHANICS
=========
Expand Down
13 changes: 12 additions & 1 deletion TacticalSpaceCheeseRacer/TacticalSpaceCheeseRacer.csproj
Original file line number Diff line number Diff line change
Expand Up @@ -11,6 +11,7 @@
<AssemblyName>TacticalSpaceCheeseRacer</AssemblyName>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<IsWebBootstrapper>false</IsWebBootstrapper>
<PublishUrl>publish\</PublishUrl>
<Install>true</Install>
<InstallFrom>Disk</InstallFrom>
Expand All @@ -23,7 +24,6 @@
<MapFileExtensions>true</MapFileExtensions>
<ApplicationRevision>0</ApplicationRevision>
<ApplicationVersion>1.0.0.%2a</ApplicationVersion>
<IsWebBootstrapper>false</IsWebBootstrapper>
<UseApplicationTrust>false</UseApplicationTrust>
<BootstrapperEnabled>true</BootstrapperEnabled>
</PropertyGroup>
Expand Down Expand Up @@ -58,6 +58,11 @@
<ItemGroup>
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Properties\Resources.Designer.cs">
<AutoGen>True</AutoGen>
<DesignTime>True</DesignTime>
<DependentUpon>Resources.resx</DependentUpon>
</Compile>
</ItemGroup>
<ItemGroup>
<None Include="App.config" />
Expand All @@ -79,6 +84,12 @@
<Install>false</Install>
</BootstrapperPackage>
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Properties\Resources.resx">
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
</EmbeddedResource>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>
<PreBuildEvent>
Expand Down

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