diff --git a/Game/Buildings/Building.cs b/Game/Buildings/Building.cs
index a697bf1..9b7e689 100644
--- a/Game/Buildings/Building.cs
+++ b/Game/Buildings/Building.cs
@@ -20,7 +20,7 @@ private Building(BuildingType type, Vector2 position, int theLvl)
Activated = true;
Characteristics.Lvl = theLvl;
Characteristics.Lvl = theLvl;
-
+
PlanInitial.MAX_CAR += Characteristics.NbCar;
ListBuildings.Add(this);
}
@@ -29,7 +29,7 @@ private Building(BuildingType type, Vector2 position, int theLvl)
/// La position du building sur la map
///
public Vector2 Position { get; }
-
+
///
/// Si le batiment est activé
///
@@ -75,17 +75,18 @@ public static Building Create(BuildingType type, Vector2 position, int theLvl =
public static void verify(BuildingType type)
{
-
}
+
public void energyAndWater(Building type)
{
- (int energy, int water) = (Characteristics.energy[Characteristics.Lvl],Characteristics.water[Characteristics.Lvl]);
- if (energy<0)
+ (int energy, int water) = (Characteristics.energy[Characteristics.Lvl],
+ Characteristics.water[Characteristics.Lvl]);
+ if (energy < 0)
{
Ref_donnees.energy -= energy;
Interface.Water -= water;
}
- else if(water < 0)
+ else if (water < 0)
{
Ref_donnees.water -= water;
Interface.Energy -= energy;
@@ -148,7 +149,7 @@ private void Upgrade()
Interface.Xp += Characteristics.GainXp[Characteristics.Lvl];
Characteristics.Lvl += 1;
}
-
+
public static Building GetFromTile(Vector2 tile)
{
var i = 0;
@@ -160,6 +161,7 @@ public static Building GetFromTile(Vector2 tile)
return batiment;
i++;
}
+
return null;
}
}
diff --git a/Game/Buildings/BuildingCharacteristics.cs b/Game/Buildings/BuildingCharacteristics.cs
index b1ce49c..36f2951 100644
--- a/Game/Buildings/BuildingCharacteristics.cs
+++ b/Game/Buildings/BuildingCharacteristics.cs
@@ -16,7 +16,7 @@ public interface IBuildingCharacteristics
int Lvl { get; set; }
int[] GainXp { get; }
int[] energy { get; }
- int[] water { get; }
+ int[] water { get; }
string[] Image { get; }
int NbrAmeliorations { get; }
int NbCar { get; }
diff --git a/Game/Buildings/Characteristics/Cafe.cs b/Game/Buildings/Characteristics/Cafe.cs
index 8657a25..25edde7 100644
--- a/Game/Buildings/Characteristics/Cafe.cs
+++ b/Game/Buildings/Characteristics/Cafe.cs
@@ -17,7 +17,7 @@ public Cafe()
Image = new[] {"res://assets/ImageSized/isometric magasin6.png"};
NbrAmeliorations = 0;
NbCar = 0;
- Population =new[] {0};
+ Population = new[] {0};
}
public int[] Bloc { get; }
diff --git a/Game/Buildings/Characteristics/CentraleElectrique.cs b/Game/Buildings/Characteristics/CentraleElectrique.cs
index 44cb88f..a6592cb 100644
--- a/Game/Buildings/Characteristics/CentraleElectrique.cs
+++ b/Game/Buildings/Characteristics/CentraleElectrique.cs
@@ -14,10 +14,11 @@ public CentraleElectrique()
GainXp = new[] {10, 15};
energy = new[] {-30, -70};
water = new[] {3, 6};
- Image = new[] {"res://assets/ImageSized/isometric centrale1.png", "res://assets/ImageSized/isometric centrale2.png"};
+ Image = new[]
+ {"res://assets/ImageSized/isometric centrale1.png", "res://assets/ImageSized/isometric centrale2.png"};
NbrAmeliorations = 1;
NbCar = 0;
- Population = new [] {0, 0};
+ Population = new[] {0, 0};
}
public int[] Bloc { get; }
diff --git a/Game/Buildings/Characteristics/Eglise.cs b/Game/Buildings/Characteristics/Eglise.cs
index 1c8ae81..23800e3 100644
--- a/Game/Buildings/Characteristics/Eglise.cs
+++ b/Game/Buildings/Characteristics/Eglise.cs
@@ -14,10 +14,14 @@ public Eglise()
GainXp = new[] {10, 15, 30};
energy = new[] {2, 4, 6};
water = new[] {1, 3, 9};
- Image = new[] {"res://assets/ImageSized/isometric eglise1.png", "res://assets/ImageSized/isometric eglise5.png", "res://assets/ImageSized/isometric eglise4.png"};
+ Image = new[]
+ {
+ "res://assets/ImageSized/isometric eglise1.png", "res://assets/ImageSized/isometric eglise5.png",
+ "res://assets/ImageSized/isometric eglise4.png"
+ };
NbrAmeliorations = 2;
NbCar = 0;
- Population = new []{0, 0, 0};
+ Population = new[] {0, 0, 0};
}
public int[] Bloc { get; }
diff --git a/Game/Buildings/Characteristics/Eolienne.cs b/Game/Buildings/Characteristics/Eolienne.cs
index abe280c..12a5904 100644
--- a/Game/Buildings/Characteristics/Eolienne.cs
+++ b/Game/Buildings/Characteristics/Eolienne.cs
@@ -17,7 +17,7 @@ public Eolienne()
Image = new[] {"res://assets/ImageSized/isometric par eoliennes.png"};
NbrAmeliorations = 0;
NbCar = 0;
- Population = new []{0};
+ Population = new[] {0};
}
public int[] Bloc { get; }
diff --git a/Game/Buildings/Characteristics/Epuration.cs b/Game/Buildings/Characteristics/Epuration.cs
index c6a2339..eb1d532 100644
--- a/Game/Buildings/Characteristics/Epuration.cs
+++ b/Game/Buildings/Characteristics/Epuration.cs
@@ -8,7 +8,7 @@ public Epuration()
{
Bloc = new[] {Ref_donnees.stationEpuration};
Cost = new[] {3000};
- Earn = new[] {2,5,8};
+ Earn = new[] {2, 5, 8};
Titre = new[] {"Epuration"};
Lvl = 0;
GainXp = new[] {10, 100, 500};
@@ -17,7 +17,7 @@ public Epuration()
Image = new[] {"res://assets/ImageSized/station epuration2.png"};
NbrAmeliorations = 0;
NbCar = 3;
- Population = new []{0};
+ Population = new[] {0};
}
public int[] Bloc { get; }
diff --git a/Game/Buildings/Characteristics/Essence.cs b/Game/Buildings/Characteristics/Essence.cs
index 04caa0f..acfbf78 100644
--- a/Game/Buildings/Characteristics/Essence.cs
+++ b/Game/Buildings/Characteristics/Essence.cs
@@ -17,7 +17,7 @@ public Essence()
Image = new[] {"res://assets/ImageSized/isometric station service1.png"};
NbrAmeliorations = 0;
NbCar = 2;
- Population = new []{0};
+ Population = new[] {0};
}
public int[] Bloc { get; }
diff --git a/Game/Buildings/Characteristics/Ferme.cs b/Game/Buildings/Characteristics/Ferme.cs
index 54de3f7..0e360da 100644
--- a/Game/Buildings/Characteristics/Ferme.cs
+++ b/Game/Buildings/Characteristics/Ferme.cs
@@ -8,16 +8,17 @@ public Ferme()
{
Bloc = new[] {Ref_donnees.ferme, Ref_donnees.ferme_ecolo};
Cost = new[] {3000, 4000};
- Earn = new[] {2,5};
+ Earn = new[] {2, 5};
Titre = new[] {"Ferme", "Ferme Ecolo"};
Lvl = 0;
GainXp = new[] {10, 15};
energy = new[] {1, 0};
water = new[] {3, 0};
- Image = new[] {"res://assets/ImageSized/isometric ferme2.png", "res://assets/ImageSized/I ferme ecolobis.png"};
+ Image = new[]
+ {"res://assets/ImageSized/isometric ferme2.png", "res://assets/ImageSized/I ferme ecolobis.png"};
NbrAmeliorations = 1;
NbCar = 3;
- Population = new []{0, 0};
+ Population = new[] {0, 0};
}
public int[] Bloc { get; }
diff --git a/Game/Buildings/Characteristics/FermeGrande.cs b/Game/Buildings/Characteristics/FermeGrande.cs
index f8ce2de..be46879 100644
--- a/Game/Buildings/Characteristics/FermeGrande.cs
+++ b/Game/Buildings/Characteristics/FermeGrande.cs
@@ -14,10 +14,11 @@ public FermeGrande()
GainXp = new[] {10, 15};
energy = new[] {10, 20};
water = new[] {11, 22};
- Image = new[] {"res://assets/ImageSized/isometric ferme3.png", "res://assets/ImageSized/isometric ferme4.png"};
+ Image = new[]
+ {"res://assets/ImageSized/isometric ferme3.png", "res://assets/ImageSized/isometric ferme4.png"};
NbrAmeliorations = 1;
NbCar = 2;
- Population = new []{0, 0};
+ Population = new[] {0, 0};
}
public int[] Bloc { get; }
diff --git a/Game/Buildings/Characteristics/FeteForraine.cs b/Game/Buildings/Characteristics/FeteForraine.cs
index 0b7f1d8..fa3bc04 100644
--- a/Game/Buildings/Characteristics/FeteForraine.cs
+++ b/Game/Buildings/Characteristics/FeteForraine.cs
@@ -17,7 +17,7 @@ public FeteForraine()
Image = new[] {"res://assets/ImageSized/isometric fete foraine1.png"};
NbrAmeliorations = 0;
NbCar = 2;
- Population = new []{0};
+ Population = new[] {0};
}
public int[] Bloc { get; }
diff --git a/Game/Buildings/Characteristics/Foot.cs b/Game/Buildings/Characteristics/Foot.cs
index 838fd55..8586536 100644
--- a/Game/Buildings/Characteristics/Foot.cs
+++ b/Game/Buildings/Characteristics/Foot.cs
@@ -8,16 +8,21 @@ public Foot()
{
Bloc = new[] {Ref_donnees.foot, Ref_donnees.footlv2, Ref_donnees.footlv3};
Cost = new[] {3000, 10000, 20000};
- Earn = new[] {2,50, 100};
+ Earn = new[] {2, 50, 100};
Titre = new[] {"Terrain Foot", "Stadium", "Stade"};
Lvl = 0;
GainXp = new[] {10, 15, 30};
energy = new[] {1, 5, 10};
water = new[] {1, 5, 10};
- Image = new[] {"res://assets/ImageSized/isometric terrain foot1.png", "res://assets/ImageSized/isometric terrain foot2.png", "res://assets/ImageSized/isometric terrain foot3.png"};
+ Image = new[]
+ {
+ "res://assets/ImageSized/isometric terrain foot1.png",
+ "res://assets/ImageSized/isometric terrain foot2.png",
+ "res://assets/ImageSized/isometric terrain foot3.png"
+ };
NbrAmeliorations = 2;
NbCar = 1;
- Population = new []{0, 0, 0};
+ Population = new[] {0, 0, 0};
}
public int[] Bloc { get; }
diff --git a/Game/Buildings/Characteristics/Hospital.cs b/Game/Buildings/Characteristics/Hospital.cs
index 85e7b60..106dad9 100644
--- a/Game/Buildings/Characteristics/Hospital.cs
+++ b/Game/Buildings/Characteristics/Hospital.cs
@@ -14,10 +14,14 @@ public Hospital()
GainXp = new[] {10, 15, 30};
energy = new[] {2, 5, 10};
water = new[] {2, 5, 10};
- Image = new[] {"res://assets/ImageSized/hopital.png", "res://assets/ImageSized/hopital3.png", "res://assets/ImageSized/hopital4.png"};
+ Image = new[]
+ {
+ "res://assets/ImageSized/hopital.png", "res://assets/ImageSized/hopital3.png",
+ "res://assets/ImageSized/hopital4.png"
+ };
NbrAmeliorations = 2;
NbCar = 5;
- Population = new []{0, 0, 0};
+ Population = new[] {0, 0, 0};
}
public int[] Bloc { get; }
diff --git a/Game/Buildings/Characteristics/Hotel.cs b/Game/Buildings/Characteristics/Hotel.cs
index 7d223fd..05ef005 100644
--- a/Game/Buildings/Characteristics/Hotel.cs
+++ b/Game/Buildings/Characteristics/Hotel.cs
@@ -1,4 +1,3 @@
-using System;
using SshCity.Game.Plan;
namespace SshCity.Game.Buildings.Characteristics
@@ -9,13 +8,17 @@ public Hotel()
{
Bloc = new[] {Ref_donnees.hotel1, Ref_donnees.hotel, Ref_donnees.hotel2};
Cost = new[] {2000, 10000, 15000};
- Earn = new[] {2,15,50};
+ Earn = new[] {2, 15, 50};
Titre = new[] {"Môtel", "Hotel", "Palace"};
Lvl = 0;
GainXp = new[] {10, 15, 30};
energy = new[] {2, 10, 25};
water = new[] {2, 10, 25};
- Image = new[] {"res://assets/ImageSized/I hotel.png", "res://assets/ImageSized/hotel.png", "res://assets/ImageSized/isometric hotel1.png"};
+ Image = new[]
+ {
+ "res://assets/ImageSized/I hotel.png", "res://assets/ImageSized/hotel.png",
+ "res://assets/ImageSized/isometric hotel1.png"
+ };
NbrAmeliorations = 2;
NbCar = 3;
Population = new[] {5, 20, 30};
diff --git a/Game/Buildings/Characteristics/Maison.cs b/Game/Buildings/Characteristics/Maison.cs
index 3a12446..334ea23 100644
--- a/Game/Buildings/Characteristics/Maison.cs
+++ b/Game/Buildings/Characteristics/Maison.cs
@@ -8,13 +8,17 @@ public Maison()
{
Bloc = new[] {Ref_donnees.maison1, Ref_donnees.immeuble_vert, Ref_donnees.immeubleVert};
Cost = new[] {1000, 3000, 10000};
- Earn = new[] {1,2,5};
+ Earn = new[] {1, 2, 5};
Titre = new[] {"Maison", "Immeuble", "Tour"};
Lvl = 0;
GainXp = new[] {10, 15, 30};
- energy = new[] {1,3,6};
- water = new[] {1,3,3};
- Image = new[] {"res://assets/ImageSized/maison1.png", "res://assets/ImageSized/immeuble.png", "res://assets/ImageSized/isometric hotel.png"};
+ energy = new[] {1, 3, 6};
+ water = new[] {1, 3, 3};
+ Image = new[]
+ {
+ "res://assets/ImageSized/maison1.png", "res://assets/ImageSized/immeuble.png",
+ "res://assets/ImageSized/isometric hotel.png"
+ };
NbrAmeliorations = 2;
NbCar = 2;
Population = new[] {5, 15, 30};
diff --git a/Game/Buildings/Characteristics/Maison3.cs b/Game/Buildings/Characteristics/Maison3.cs
index 218ab61..5b924d5 100644
--- a/Game/Buildings/Characteristics/Maison3.cs
+++ b/Game/Buildings/Characteristics/Maison3.cs
@@ -12,8 +12,8 @@ public Maison3()
Titre = new[] {"Maison", "Tour"};
Lvl = 0;
GainXp = new[] {10, 15};
- energy = new[] {1,3};
- water = new[] {1,3};
+ energy = new[] {1, 3};
+ water = new[] {1, 3};
Image = new[] {"res://assets/ImageSized/maison3.png", "res://assets/ImageSized/maison2.png"};
NbrAmeliorations = 1;
NbCar = 2;
diff --git a/Game/Buildings/Characteristics/Maison4.cs b/Game/Buildings/Characteristics/Maison4.cs
index 127dbb6..22d86d6 100644
--- a/Game/Buildings/Characteristics/Maison4.cs
+++ b/Game/Buildings/Characteristics/Maison4.cs
@@ -12,8 +12,8 @@ public Maison4()
Titre = new[] {"Maison", "Tour"};
Lvl = 0;
GainXp = new[] {10, 15};
- energy = new[] {1,3};
- water = new[] {1,3};
+ energy = new[] {1, 3};
+ water = new[] {1, 3};
Image = new[] {"res://assets/ImageSized/maison4.png", "res://assets/ImageSized/isometric immeuble.png"};
NbrAmeliorations = 1;
NbCar = 2;
diff --git a/Game/Buildings/Characteristics/Maison5.cs b/Game/Buildings/Characteristics/Maison5.cs
index a6f2194..085e5dc 100644
--- a/Game/Buildings/Characteristics/Maison5.cs
+++ b/Game/Buildings/Characteristics/Maison5.cs
@@ -12,7 +12,7 @@ public Maison5()
Titre = new[] {"Maison", "Maison Ecolo"};
Lvl = 0;
GainXp = new[] {10, 15};
- energy = new[] {2,0};
+ energy = new[] {2, 0};
water = new[] {2, 0};
Image = new[] {"res://assets/ImageSized/maison5.png", "res://assets/ImageSized/isometric maison ecolo.png"};
NbrAmeliorations = 1;
diff --git a/Game/Buildings/Characteristics/Mosque.cs b/Game/Buildings/Characteristics/Mosque.cs
index de6df3a..bc360ce 100644
--- a/Game/Buildings/Characteristics/Mosque.cs
+++ b/Game/Buildings/Characteristics/Mosque.cs
@@ -14,10 +14,14 @@ public Mosque()
GainXp = new[] {10, 15, 30};
energy = new[] {1, 3, 6};
water = new[] {2, 3, 5};
- Image = new[] {"res://assets/ImageSized/isometric mosquee2.png", "res://assets/ImageSized/isometric mosquee1.png", "res://assets/ImageSized/isometric mosquee3.png"};
+ Image = new[]
+ {
+ "res://assets/ImageSized/isometric mosquee2.png", "res://assets/ImageSized/isometric mosquee1.png",
+ "res://assets/ImageSized/isometric mosquee3.png"
+ };
NbrAmeliorations = 2;
NbCar = 0;
- Population =new[] {0, 0, 0};
+ Population = new[] {0, 0, 0};
}
public int[] Bloc { get; }
diff --git a/Game/Buildings/Characteristics/Parc.cs b/Game/Buildings/Characteristics/Parc.cs
index b77b775..adba1ad 100644
--- a/Game/Buildings/Characteristics/Parc.cs
+++ b/Game/Buildings/Characteristics/Parc.cs
@@ -8,13 +8,17 @@ public Parc()
{
Bloc = new[] {Ref_donnees.parc_enfant, Ref_donnees.parc2, Ref_donnees.parc3};
Cost = new[] {100, 1000, 5000};
- Earn = new[] {1, 3,6};
+ Earn = new[] {1, 3, 6};
Titre = new[] {"Parc", "Parc", "Parc"};
Lvl = 0;
GainXp = new[] {10, 15, 30};
energy = new[] {0, 0, 0};
water = new[] {0, 0, 0};
- Image = new[] {"res://assets/ImageSized/iso parc enfant4.png", "res://assets/ImageSized/I parc enfant.png", "res://assets/ImageSized/I parc enfant2.png"};
+ Image = new[]
+ {
+ "res://assets/ImageSized/iso parc enfant4.png", "res://assets/ImageSized/I parc enfant.png",
+ "res://assets/ImageSized/I parc enfant2.png"
+ };
NbrAmeliorations = 2;
NbCar = 0;
Population = new[] {0, 0, 0};
diff --git a/Game/Buildings/Characteristics/Piscine.cs b/Game/Buildings/Characteristics/Piscine.cs
index cee0a24..15dc54c 100644
--- a/Game/Buildings/Characteristics/Piscine.cs
+++ b/Game/Buildings/Characteristics/Piscine.cs
@@ -8,7 +8,7 @@ public Piscine()
{
Bloc = new[] {Ref_donnees.piscine};
Cost = new[] {10000};
- Earn = new[] {20,30,50};
+ Earn = new[] {20, 30, 50};
Titre = new[] {"Piscine"};
Lvl = 0;
GainXp = new[] {10, 100, 500};
diff --git a/Game/Buildings/Characteristics/Restaurant.cs b/Game/Buildings/Characteristics/Restaurant.cs
index 8b20c7b..30f16e7 100644
--- a/Game/Buildings/Characteristics/Restaurant.cs
+++ b/Game/Buildings/Characteristics/Restaurant.cs
@@ -14,7 +14,8 @@ public Restaurant()
GainXp = new[] {10, 15};
energy = new[] {1, 3};
water = new[] {2, 3};
- Image = new[] {"res://assets/ImageSized/isometric boutique5.png", "res://assets/ImageSized/isometric boutique9.png"};
+ Image = new[]
+ {"res://assets/ImageSized/isometric boutique5.png", "res://assets/ImageSized/isometric boutique9.png"};
NbrAmeliorations = 1;
NbCar = 0;
Population = new[] {0, 0};
diff --git a/Game/Buildings/Characteristics/Solaire.cs b/Game/Buildings/Characteristics/Solaire.cs
index 7d1ce89..d510c4f 100644
--- a/Game/Buildings/Characteristics/Solaire.cs
+++ b/Game/Buildings/Characteristics/Solaire.cs
@@ -17,7 +17,7 @@ public Solaire()
Image = new[] {"res://assets/ImageSized/isometric parc panneaux solaires.png"};
NbrAmeliorations = 0;
NbCar = 0;
- Population =new[] {0};
+ Population = new[] {0};
}
public int[] Bloc { get; }
diff --git a/Game/Buildings/Characteristics/Usine.cs b/Game/Buildings/Characteristics/Usine.cs
index fe5a83e..be41616 100644
--- a/Game/Buildings/Characteristics/Usine.cs
+++ b/Game/Buildings/Characteristics/Usine.cs
@@ -12,9 +12,13 @@ public Usine()
Titre = new[] {"Usine", "Usine", "Usine", "Usine"};
Lvl = 0;
GainXp = new[] {10, 15, 30, 60};
- energy = new[] {5,10, 20, 30};
- water = new[] {2,4, 9, 15};
- Image = new[] {"res://assets/ImageSized/isometric usine1.png", "res://assets/ImageSized/isometric usine2.png", "res://assets/ImageSized/isometric usine3.png", "res://assets/ImageSized/isometric usine4.png"};
+ energy = new[] {5, 10, 20, 30};
+ water = new[] {2, 4, 9, 15};
+ Image = new[]
+ {
+ "res://assets/ImageSized/isometric usine1.png", "res://assets/ImageSized/isometric usine2.png",
+ "res://assets/ImageSized/isometric usine3.png", "res://assets/ImageSized/isometric usine4.png"
+ };
NbrAmeliorations = 3;
NbCar = 2;
Population = new[] {0, 0, 0, 0};
diff --git a/Game/Incident/incidents.cs b/Game/Incident/incidents.cs
index b545e7d..71731f3 100644
--- a/Game/Incident/incidents.cs
+++ b/Game/Incident/incidents.cs
@@ -1,215 +1,239 @@
using System;
using System.Collections.Generic;
-using System.Configuration;
using System.Threading.Tasks;
using Godot;
using SshCity.Game.Plan;
public class incidents : CanvasLayer
{
- /* Maximum des incidents potentiels */
- public const int MAX_INCENDIES = 1;
- public const int MAX_ACCIDENT = 1;
- public const int MAX_NOYADES = 1;
- public const int MAX_BRACAGES = 1;
- /* Nombre actuel des incidents */
- public static int Nbincendies = 0;
- public static int Nbaccident = 0;
- public static int Nbnoyades = 0;
- public static int Nbbracages = 0;
- /* definit si on peut resoudre un incident */
- public static bool ResoIncident = false;
- public static bool ResoAccident = false;
- public static bool ResoBracage = false;
- public static bool ResoNoyade = false;
- /* batiment a changer par son batiment accidente */
- private static int x, y;
- private static int xincendie;
- private static int yincendie;
- private static int indexAvincendie;
- private static int indexApincendie;
- private static int xaccident;
- private static int yaccident;
- private static int indexAvaccident;
- private static int indexApaccident;
- private static int xnoyade;
- private static int ynoyade;
- private static int indexAvnoyade;
- private static int indexApnoyade;
- private static int xbracage;
- private static int ybracage;
- private static int indexAvbracage;
- private static int indexApbracage;
- /* niveau d apparition des differents incidents */
- private static int levelIncendie = 2;
- public static int levelAccident = 0;
- private static int levelNoyade = 8;
- private static int levelBracage = 10;
- /* Indique ou sont les incidents */
- public static List ListNoyade = new List();
- /* correction bug xp */
- public static bool XpIncident = false;
- public static bool XpAccident = false;
- public static bool XpBracage = false;
- public static bool XpNoyade = false;
-
-
- private const string _str_feu = "Feu";
- static AudioStreamPlayer _feu;
-
- public override void _Ready()
- {
- _feu = (AudioStreamPlayer) GetNode(_str_feu);
- }
-
- public override void _Process(float delta)
- {
- base._Process(delta);
- /* INCENDIES */
- if(Interface._level >= levelIncendie)
- GenerateIncendies(MainPlan._planInitial);
- if (menu_incident.TimerIncendie.IsStopped() && ResoIncident) // definit le temps entre l apparition de deux incendies
- ResoIncident = false;
- /* BRACAGES */
- if(Interface._level >= levelBracage)
- GenerateBracage(MainPlan._planInitial);
- if (menu_incident.TimerBracage.IsStopped() && ResoBracage) // definit le temps entre l apparition de deux bracage
- ResoBracage = false;
- /* NOYADES */
- if(Interface._level >= levelNoyade)
- GenerateNoyade(MainPlan._planInitial);
- if (menu_incident.TimerNoyade.IsStopped() && ResoNoyade) // definit le temps entre l apparition de deux noyades
- ResoNoyade = false;
- if (menu_incident.TimerAccident.IsStopped() && ResoAccident)
- ResoAccident = false;
- }
-
- public static (int x, int y, int indexAv, int indexAp) GenereCoords((int, int)[] listBat)
- { /* Genere aleatoirement les coordonnees d un batiement a accidente */
-
- var rand = new Random();
- var coordinates = new List(); // Liste de stockage des coordonnees de l incident
- var nbBat = listBat.Length - 1;
- int nbBloc;
- int indexAv, indexAp;
-
- /* Ajoute a la liste toutes les positions du batiment a incendier */
- do {
- (indexAv, indexAp) = listBat[rand.Next(0, nbBat)]; // choix aleatoire du batiment parmit les possibilites
-
- foreach (var building in MainPlan.ListeBatiment)
- {
- (Vector2 coords, int bat) = building;
- if (bat == indexAv)
- coordinates.Add(coords);
- }
- nbBloc = coordinates.Count - 1;
- } while (nbBloc < 0); // verifie que le batiment existe et recommence s'il n'existe pas
-
- var pos = coordinates[rand.Next(0, nbBloc)]; // choisit aleatoirement un batiment parmit tous les batiments de meme type
- x = (int) pos.x;
- y = (int) pos.y;
- return (x, y, indexAv, indexAp);
- }
-
- /** INCENDIES **/
- public static void GenerateIncendies(PlanInitial planInitial)
- {
- if (ResoIncident && Nbincendies > 0)
- {
- if(XpIncident)
- Interface.Xp += 30;
- XpIncident = false;
- Nbincendies--;
- StopIncendie(planInitial);
- }
- else if (!ResoIncident && Nbincendies < MAX_INCENDIES)
- {
- (xincendie, yincendie, indexAvincendie, indexApincendie) = GenereCoords(Ref_donnees.BatimentFeu);
- StartIncendie(planInitial);
- XpIncident = true;
- Nbincendies++;
- }
- }
- public static async void StartIncendie(PlanInitial planInitial)
- { /* change le batiment normal avec celui accidente */
- await Task.Delay(5000);
- BuildingSwitch(planInitial, indexAvincendie, indexApincendie, xincendie, yincendie);
- menu_incident.Flamme.Show();
- _feu.Play();
- }
- public static async void StopIncendie(PlanInitial planInitial)
- { /* revient au batiment normal */
- menu_incident.Flamme.Hide();
- await Task.Delay(3000);
- BuildingSwitch(planInitial, indexApincendie, indexAvincendie, xincendie, yincendie);
- menu_incident.TimerIncendie.Start();
- }
-
- /** BRACAGES **/
- public static void GenerateBracage(PlanInitial planInitial)
- {
- if (ResoBracage && Nbbracages > 0)
- {
- if(XpBracage)
- Interface.Xp += 30;
- XpBracage = false;
- Nbbracages--;
- StopBracage(planInitial);
- }
- else if (Nbbracages < MAX_BRACAGES && !ResoBracage)
- {
- (xbracage, ybracage, indexAvbracage, indexApbracage) = GenereCoords(Ref_donnees.BatimentVol);
- StartBracage(planInitial);
- XpBracage = true;
- Nbbracages++;
- }
- }
- public static async void StartBracage(PlanInitial planInitial)
- { /*fait apparaitre une image de braqueur devant la maison */
- await Task.Delay(5000);
- BuildingSwitch(planInitial, indexAvbracage, indexApbracage, xbracage, ybracage);
- menu_incident.Bracage.Show();
- }
- public static async void StopBracage(PlanInitial planInitial)
- { /* supprime le bracage */
- menu_incident.Bracage.Hide();
- await Task.Delay(3000);
- BuildingSwitch(planInitial, indexApbracage, indexAvbracage, xbracage, ybracage);
- menu_incident.TimerBracage.Start();
- }
-
- /** NOYADES **/
- public static async void GenerateNoyade(PlanInitial planInitial)
- {
- if (ResoNoyade && Nbnoyades > 0)
- {
- if(XpNoyade)
- Interface.Xp += 30;
- XpNoyade = false;
- Nbnoyades--;
- menu_incident.Noyade.Hide();
- await Task.Delay(3000);
- Lacs.GenerateLacNoyade(planInitial, Ref_donnees.lac1, xnoyade, ynoyade);
- menu_incident.TimerNoyade.Start();
- }
- else if (!ResoNoyade && Nbnoyades < MAX_NOYADES)
- {
- Random rand = new Random();
- (xnoyade, ynoyade) = Lacs.CoordsLac1[rand.Next(0, Lacs.CoordsLac1.Count - 1)];
- ListNoyade.Add(new Vector2(xnoyade, ynoyade));
- Nbnoyades++;
- await Task.Delay(5000);
- Lacs.GenerateLacNoyade(planInitial, Ref_donnees.lac1_noyade, xnoyade, ynoyade);
- menu_incident.Noyade.Show();
- XpNoyade = true;
- }
- }
-
- public static void BuildingSwitch(PlanInitial planInitial, int indexAv, int indexAp, int x, int y)
- { /* Change l'image d'un batiment */
- /* Initialise le bloc en x,y, comme batiment accidente */
- if (planInitial.GetBlock(planInitial.TileMap2, x, y) == indexAv)
- planInitial.SetBlock(planInitial.TileMap2, x, y, indexAp);
- }
-}
+ /* Maximum des incidents potentiels */
+ public const int MAX_INCENDIES = 1;
+ public const int MAX_ACCIDENT = 1;
+ public const int MAX_NOYADES = 1;
+ public const int MAX_BRACAGES = 1;
+
+
+ private const string _str_feu = "Feu";
+
+ /* Nombre actuel des incidents */
+ public static int Nbincendies = 0;
+ public static int Nbaccident = 0;
+ public static int Nbnoyades = 0;
+
+ public static int Nbbracages = 0;
+
+ /* definit si on peut resoudre un incident */
+ public static bool ResoIncident = false;
+ public static bool ResoAccident = false;
+ public static bool ResoBracage = false;
+
+ public static bool ResoNoyade = false;
+
+ /* batiment a changer par son batiment accidente */
+ private static int x, y;
+ private static int xincendie;
+ private static int yincendie;
+ private static int indexAvincendie;
+ private static int indexApincendie;
+ private static int xaccident;
+ private static int yaccident;
+ private static int indexAvaccident;
+ private static int indexApaccident;
+ private static int xnoyade;
+ private static int ynoyade;
+ private static int indexAvnoyade;
+ private static int indexApnoyade;
+ private static int xbracage;
+ private static int ybracage;
+ private static int indexAvbracage;
+
+ private static int indexApbracage;
+
+ /* niveau d apparition des differents incidents */
+ private static int levelIncendie = 2;
+ public static int levelAccident = 0;
+ private static int levelNoyade = 8;
+
+ private static int levelBracage = 10;
+
+ /* Indique ou sont les incidents */
+ public static List ListNoyade = new List();
+
+ /* correction bug xp */
+ public static bool XpIncident = false;
+ public static bool XpAccident = false;
+ public static bool XpBracage = false;
+ public static bool XpNoyade = false;
+ static AudioStreamPlayer _feu;
+
+ public override void _Ready()
+ {
+ _feu = (AudioStreamPlayer) GetNode(_str_feu);
+ }
+
+ public override void _Process(float delta)
+ {
+ base._Process(delta);
+ /* INCENDIES */
+ if (Interface._level >= levelIncendie)
+ GenerateIncendies(MainPlan._planInitial);
+ if (menu_incident.TimerIncendie.IsStopped() && ResoIncident
+ ) // definit le temps entre l apparition de deux incendies
+ ResoIncident = false;
+ /* BRACAGES */
+ if (Interface._level >= levelBracage)
+ GenerateBracage(MainPlan._planInitial);
+ if (menu_incident.TimerBracage.IsStopped() && ResoBracage
+ ) // definit le temps entre l apparition de deux bracage
+ ResoBracage = false;
+ /* NOYADES */
+ if (Interface._level >= levelNoyade)
+ GenerateNoyade(MainPlan._planInitial);
+ if (menu_incident.TimerNoyade.IsStopped() && ResoNoyade) // definit le temps entre l apparition de deux noyades
+ ResoNoyade = false;
+ if (menu_incident.TimerAccident.IsStopped() && ResoAccident)
+ ResoAccident = false;
+ }
+
+ public static (int x, int y, int indexAv, int indexAp) GenereCoords((int, int)[] listBat)
+ {
+ /* Genere aleatoirement les coordonnees d un batiement a accidente */
+
+ var rand = new Random();
+ var coordinates = new List(); // Liste de stockage des coordonnees de l incident
+ var nbBat = listBat.Length - 1;
+ int nbBloc;
+ int indexAv, indexAp;
+
+ /* Ajoute a la liste toutes les positions du batiment a incendier */
+ do
+ {
+ (indexAv, indexAp) = listBat[rand.Next(0, nbBat)]; // choix aleatoire du batiment parmit les possibilites
+
+ foreach (var building in MainPlan.ListeBatiment)
+ {
+ (Vector2 coords, int bat) = building;
+ if (bat == indexAv)
+ coordinates.Add(coords);
+ }
+
+ nbBloc = coordinates.Count - 1;
+ } while (nbBloc < 0); // verifie que le batiment existe et recommence s'il n'existe pas
+
+ var pos = coordinates[
+ rand.Next(0, nbBloc)]; // choisit aleatoirement un batiment parmit tous les batiments de meme type
+ x = (int) pos.x;
+ y = (int) pos.y;
+ return (x, y, indexAv, indexAp);
+ }
+
+ /** INCENDIES **/
+ public static void GenerateIncendies(PlanInitial planInitial)
+ {
+ if (ResoIncident && Nbincendies > 0)
+ {
+ if (XpIncident)
+ Interface.Xp += 30;
+ XpIncident = false;
+ Nbincendies--;
+ StopIncendie(planInitial);
+ }
+ else if (!ResoIncident && Nbincendies < MAX_INCENDIES)
+ {
+ (xincendie, yincendie, indexAvincendie, indexApincendie) = GenereCoords(Ref_donnees.BatimentFeu);
+ StartIncendie(planInitial);
+ XpIncident = true;
+ Nbincendies++;
+ }
+ }
+
+ public static async void StartIncendie(PlanInitial planInitial)
+ {
+ /* change le batiment normal avec celui accidente */
+ await Task.Delay(5000);
+ BuildingSwitch(planInitial, indexAvincendie, indexApincendie, xincendie, yincendie);
+ menu_incident.Flamme.Show();
+ _feu.Play();
+ }
+
+ public static async void StopIncendie(PlanInitial planInitial)
+ {
+ /* revient au batiment normal */
+ menu_incident.Flamme.Hide();
+ await Task.Delay(3000);
+ BuildingSwitch(planInitial, indexApincendie, indexAvincendie, xincendie, yincendie);
+ menu_incident.TimerIncendie.Start();
+ }
+
+ /** BRACAGES **/
+ public static void GenerateBracage(PlanInitial planInitial)
+ {
+ if (ResoBracage && Nbbracages > 0)
+ {
+ if (XpBracage)
+ Interface.Xp += 30;
+ XpBracage = false;
+ Nbbracages--;
+ StopBracage(planInitial);
+ }
+ else if (Nbbracages < MAX_BRACAGES && !ResoBracage)
+ {
+ (xbracage, ybracage, indexAvbracage, indexApbracage) = GenereCoords(Ref_donnees.BatimentVol);
+ StartBracage(planInitial);
+ XpBracage = true;
+ Nbbracages++;
+ }
+ }
+
+ public static async void StartBracage(PlanInitial planInitial)
+ {
+ /*fait apparaitre une image de braqueur devant la maison */
+ await Task.Delay(5000);
+ BuildingSwitch(planInitial, indexAvbracage, indexApbracage, xbracage, ybracage);
+ menu_incident.Bracage.Show();
+ }
+
+ public static async void StopBracage(PlanInitial planInitial)
+ {
+ /* supprime le bracage */
+ menu_incident.Bracage.Hide();
+ await Task.Delay(3000);
+ BuildingSwitch(planInitial, indexApbracage, indexAvbracage, xbracage, ybracage);
+ menu_incident.TimerBracage.Start();
+ }
+
+ /** NOYADES **/
+ public static async void GenerateNoyade(PlanInitial planInitial)
+ {
+ if (ResoNoyade && Nbnoyades > 0)
+ {
+ if (XpNoyade)
+ Interface.Xp += 30;
+ XpNoyade = false;
+ Nbnoyades--;
+ menu_incident.Noyade.Hide();
+ await Task.Delay(3000);
+ Lacs.GenerateLacNoyade(planInitial, Ref_donnees.lac1, xnoyade, ynoyade);
+ menu_incident.TimerNoyade.Start();
+ }
+ else if (!ResoNoyade && Nbnoyades < MAX_NOYADES)
+ {
+ Random rand = new Random();
+ (xnoyade, ynoyade) = Lacs.CoordsLac1[rand.Next(0, Lacs.CoordsLac1.Count - 1)];
+ ListNoyade.Add(new Vector2(xnoyade, ynoyade));
+ Nbnoyades++;
+ await Task.Delay(5000);
+ Lacs.GenerateLacNoyade(planInitial, Ref_donnees.lac1_noyade, xnoyade, ynoyade);
+ menu_incident.Noyade.Show();
+ XpNoyade = true;
+ }
+ }
+
+ public static void BuildingSwitch(PlanInitial planInitial, int indexAv, int indexAp, int x, int y)
+ {
+ /* Change l'image d'un batiment */
+ /* Initialise le bloc en x,y, comme batiment accidente */
+ if (planInitial.GetBlock(planInitial.TileMap2, x, y) == indexAv)
+ planInitial.SetBlock(planInitial.TileMap2, x, y, indexAp);
+ }
+}
\ No newline at end of file
diff --git a/Game/Incident/menu_incident.cs b/Game/Incident/menu_incident.cs
index 9ac1a94..2eb1a6a 100644
--- a/Game/Incident/menu_incident.cs
+++ b/Game/Incident/menu_incident.cs
@@ -1,6 +1,4 @@
-using System.Threading.Tasks;
using Godot;
-using SshCity.Game.Buildings;
using SshCity.Game.Plan;
public class menu_incident : CanvasLayer
@@ -20,6 +18,7 @@ public class menu_incident : CanvasLayer
private static string CaserneNon =
"Attention, vous avez un incendie en cours. \n " +
"Pour l'éteindre, dirigez-vous vers la boutique afin d'acheter une caserne de pompiers. \n ";
+
private static string CaserneOui =
"Attention, vous avez un incendie en cours. \n " +
"Vous possédez le matériel adéquate pour mettre fin à cet incident \n" +
@@ -27,20 +26,23 @@ public class menu_incident : CanvasLayer
"Pour ce faire, cliquez sur la caserne puis cliquez sur camion \n" +
"Cliquez ensuite sur ce camion et dirigez-le à l'aide des flèches du clavier \n" +
"Une fois le camion arrivé, l'incendie s'éteindra";
-
+
private static string PoliceNonB =
"Attention, vous avez un bracage en cours. \n " +
"Pour le résoudre, dirigez-vous vers la boutique afin d'acheter un commissariat. \n ";
+
private static string PoliceOuiB =
"Attention, vous avez un bracage en cours. \n " +
"Vous possédez le matériel adéquate pour mettre fin à cet incident \n" +
"Dirigez-vous vers le commissariat afin de sortir et d'ammener la voiture vers le lieu du bracage \n" +
"Pour ce faire, cliquez sur le commissariat puis sur police \n" +
"Cliquez ensuite sur cette voiture et dirigez-la à l'aide des flèches du clavier \n" +
- "Une fois la voiture arrivée, vous arrêterez le voleur";
+ "Une fois la voiture arrivée, vous arrêterez le voleur";
+
private static string PoliceNonA =
"Attention, vous avez un accident en cours. \n " +
"Pour le résoudre, dirigez-vous vers la boutique afin d'acheter un commissariat. \n ";
+
private static string PoliceOuiA =
"Attention, vous avez un accident en cours. \n " +
"Vous possédez le matériel adéquate pour mettre fin à cet incident \n" +
@@ -48,10 +50,11 @@ public class menu_incident : CanvasLayer
"Pour ce faire, cliquez sur l'hôpital puis sur ambulance\n" +
"Cliquez ensuite sur celle-ci et dirigez-la à l'aide des flèches du clavier \n" +
"Une fois l'ambulance arrivée, vous prendrez en charge l'accident";
-
+
private static string HopitalNon =
"Attention, une personne de votre ville se noie. \n " +
"Pour la sauver, dirigez-vous vers la boutique afin d'acheter un hôpital. \n ";
+
private static string HopitalOui =
"Attention, une personne de votre ville se noie. \n " +
"Vous possédez le matériel adéquate pour sauver cette personne \n" +
@@ -59,25 +62,26 @@ public class menu_incident : CanvasLayer
"Pour ce faire, cliquez sur l'hôpital puis sur hélicoptère\n" +
"Une fois l'hélicoptère arrivé, il prendra en charge la personne";
- /* VARIABLES : boutons menu incident */
- public Button BoutiqueCaserne;
- public Button BoutiquePolice;
- public Button BoutiqueHopital;
- public Button Quitter;
- public Sprite Croix;
-
/* Timer incidents */
public static Timer TimerIncendie;
public static Timer TimerAccident;
public static Timer TimerBracage;
public static Timer TimerNoyade;
-
+
public TextureRect Background;
+
+ /* VARIABLES : boutons menu incident */
+ public Button BoutiqueCaserne;
+ public Button BoutiqueHopital;
+ public Button BoutiquePolice;
+ public Sprite Croix;
+ public Button Quitter;
public Label Texte;
public override void _Ready()
- { /* Definitions et connections des boutons */
+ {
+ /* Definitions et connections des boutons */
BoutiqueCaserne = (Button) GetNode("BoutiqueCaserne");
BoutiqueHopital = (Button) GetNode("BoutiqueHopital");
BoutiquePolice = (Button) GetNode("BoutiquePolice");
@@ -109,10 +113,11 @@ public override void _Ready()
Bracage.Connect("pressed", this, nameof(ResolutionBracage));
Noyade.Connect("pressed", this, nameof(ResolutionNoyade));
}
-
+
private void HideAll()
- { /* Cache le menu incident */
+ {
+ /* Cache le menu incident */
BoutiqueCaserne.Hide();
BoutiquePolice.Hide();
BoutiqueHopital.Hide();
@@ -123,34 +128,38 @@ private void HideAll()
}
private void on_boutique_caserne_pressed()
- { /* Appui sur le bouton boutique => ouverture boutique fond cligno caserne */
+ {
+ /* Appui sur le bouton boutique => ouverture boutique fond cligno caserne */
HideAll();
CaserneopenShop = true;
}
-
+
private void on_boutique_police_pressed()
- { /* Appui sur le bouton boutique => ouverture boutique fond cligno police */
+ {
+ /* Appui sur le bouton boutique => ouverture boutique fond cligno police */
HideAll();
PoliceopenShop = true;
}
-
+
private void on_boutique_hopital_pressed()
- { /* Appui sur le bouton boutique => ouverture boutique fond cligno hopital */
+ {
+ /* Appui sur le bouton boutique => ouverture boutique fond cligno hopital */
HideAll();
HopitalopenShop = true;
}
-
-
+
+
private void ResolutionIncendie()
{
CloseAll(); // ferme tous les autres menu
Background.Show();
Quitter.Show();
Croix.Show();
-
+
if (MainPlan.ExistBatiment(Ref_donnees.caserne)) // si la caserne est deja presente
Texte.Text = CaserneOui;
- else {
+ else
+ {
Texte.Text = CaserneNon;
BoutiqueCaserne.Show(); // bouton pour aller vers la boutique
}
@@ -164,53 +173,57 @@ private void ResolutionAccident()
Background.Show();
Quitter.Show();
Croix.Show();
-
+
if (MainPlan.ExistBatiment(Ref_donnees.hopital)) // si l'hopital est deja present
Texte.Text = PoliceOuiA;
- else {
+ else
+ {
Texte.Text = PoliceNonA;
BoutiqueHopital.Show(); // bouton pour aller vers la boutique
}
-
+
Texte.Show();
}
-
+
private void ResolutionBracage()
- {
+ {
CloseAll(); // ferme tous les autres menu
Background.Show();
Quitter.Show();
Croix.Show();
-
+
if (MainPlan.ExistBatiment(Ref_donnees.police)) // si la police est deja presente
Texte.Text = PoliceOuiB;
- else {
+ else
+ {
Texte.Text = PoliceNonB;
BoutiquePolice.Show(); // bouton pour aller vers la boutique
}
-
+
Texte.Show();
}
-
+
private void ResolutionNoyade()
{
CloseAll(); // ferme tous les autres menu
Background.Show();
Quitter.Show();
Croix.Show();
-
+
if (MainPlan.ExistBatiment(Ref_donnees.hopital)) // si l'hopital est deja present
Texte.Text = HopitalOui;
- else {
+ else
+ {
Texte.Text = HopitalNon;
BoutiqueHopital.Show(); // bouton pour aller vers la boutique
}
-
+
Texte.Show();
}
- private void CloseAll()
- { /* ferme tous les autres menu */
+ private void CloseAll()
+ {
+ /* ferme tous les autres menu */
OpenIncident = true;
Infos.Close = true;
PlanInitial.AchatRoute(false);
diff --git a/Game/Interface/Activation.cs b/Game/Interface/Activation.cs
index 54c8633..3473274 100644
--- a/Game/Interface/Activation.cs
+++ b/Game/Interface/Activation.cs
@@ -8,12 +8,12 @@ public static bool isNextToRoad(PlanInitial planInitial, Vector2 tile, int bloc)
{
Func NextToRoad = delegate(Vector2 vector2)
{
- return Routes.IsRoute(planInitial.GetBlock(planInitial.TileMap2, (int)vector2.x-1, (int)vector2.y)) ||
- Routes.IsRoute(planInitial.GetBlock(planInitial.TileMap2, (int)vector2.x+1, (int)vector2.y)) ||
- Routes.IsRoute(planInitial.GetBlock(planInitial.TileMap2, (int)vector2.x, (int)vector2.y-1)) ||
- Routes.IsRoute(planInitial.GetBlock(planInitial.TileMap2, (int)vector2.x, (int)vector2.y+1));
+ return Routes.IsRoute(planInitial.GetBlock(planInitial.TileMap2, (int) vector2.x - 1, (int) vector2.y)) ||
+ Routes.IsRoute(planInitial.GetBlock(planInitial.TileMap2, (int) vector2.x + 1, (int) vector2.y)) ||
+ Routes.IsRoute(planInitial.GetBlock(planInitial.TileMap2, (int) vector2.x, (int) vector2.y - 1)) ||
+ Routes.IsRoute(planInitial.GetBlock(planInitial.TileMap2, (int) vector2.x, (int) vector2.y + 1));
};
-
+
bool res = false;
(int largeur, int longueur) dimensions = (1, 1);
try
@@ -37,20 +37,20 @@ public static bool isNextToRoad(PlanInitial planInitial, Vector2 tile, int bloc)
public static bool isRaccordeEnEau(PlanInitial planInitial, Vector2 tile, int bloc, int consomationEau)
{
-
if (bloc != Ref_donnees.stationEpuration)
{
if (consomationEau == 0)
{
return true;
}
- return (planInitial.GetBlock(planInitial.TileMap0, (int) tile.x+1, (int) tile.y+1) ==
+
+ return (planInitial.GetBlock(planInitial.TileMap0, (int) tile.x + 1, (int) tile.y + 1) ==
Ref_donnees.sol_maisonEau);
}
else
{
- return (planInitial.GetBlock(planInitial.TileMap0, (int) tile.x+1, (int) tile.y+1) ==
+ return (planInitial.GetBlock(planInitial.TileMap0, (int) tile.x + 1, (int) tile.y + 1) ==
Ref_donnees.sol_stationEpuration);
}
}
-}
+}
\ No newline at end of file
diff --git a/Game/Interface/Boutique.cs b/Game/Interface/Boutique.cs
index 524169a..0d64db3 100644
--- a/Game/Interface/Boutique.cs
+++ b/Game/Interface/Boutique.cs
@@ -14,19 +14,19 @@ public class Boutique : CanvasLayer
private const string _str_menuBienEtre = _str_background + "/MenuBienEtre";
private const string _str_menuEconomie = _str_background + "/MenuEconomie";
private const string _str_Quitter = _str_background + "/Quitter";
+ public static bool BoutiqueOpen = false;
private Panel _background;
private Button _button_bien_etre;
private Button _button_economie;
private Button _button_habitation;
private Button _button_sante;
private Button _button_speciaux;
- private Button _quitter;
private MenuBienEtre _menuBienEtre;
private MenuEconomie _menuEconomie;
private MenuHabitation _menuHabitation;
private MenuSante _menuSante;
private MenuSpeciaux _menuSpeciaux;
- public static bool BoutiqueOpen = false;
+ private Button _quitter;
public override void _Ready()
{
@@ -92,7 +92,7 @@ public void ButtonSpeciauxPressed()
public void ButtonBienEtrePressed()
{
- _menuBienEtre.Reset();
+ _menuBienEtre.Reset();
_button_economie.Pressed = false;
_button_habitation.Pressed = false;
_button_sante.Pressed = false;
@@ -170,7 +170,7 @@ public override void _Process(float delta)
ViewShop(true);
}
else
-
+
{
MenuSante._clignoCaserne.Hide();
MenuSante._clignoHopital.Hide();
diff --git a/Game/Interface/Carte_achat/Carte.cs b/Game/Interface/Carte_achat/Carte.cs
index f2d5841..5009879 100644
--- a/Game/Interface/Carte_achat/Carte.cs
+++ b/Game/Interface/Carte_achat/Carte.cs
@@ -13,12 +13,12 @@ public class Carte : Panel
private int _bloc = 1;
private Button _buttonAchat;
private int _cost;
+ private Label _eau;
+ private Label _energie;
private Label _gain;
private Label _prix;
private Sprite _sprite;
private Label _titre;
- private Label _energie;
- private Label _eau;
public int Cost
{
diff --git a/Game/Interface/DeleteVerif.cs b/Game/Interface/DeleteVerif.cs
index e178a07..1ebeab9 100644
--- a/Game/Interface/DeleteVerif.cs
+++ b/Game/Interface/DeleteVerif.cs
@@ -32,7 +32,7 @@ public void ButtonOuiPressed()
_verif = false;
Interface.Delete = false;
this.Hide();
- if(Parametres.effets)
+ if (Parametres.effets)
_supression.Play();
}
diff --git a/Game/Interface/Infos.cs b/Game/Interface/Infos.cs
index e3d78e3..9f1fb41 100644
--- a/Game/Interface/Infos.cs
+++ b/Game/Interface/Infos.cs
@@ -32,37 +32,37 @@ public class Infos : Panel
private static bool _close = false;
private static bool _isOpen = false;
-
- private Label _amelioGainValue;
+ private AudioStreamPlayer _ambulance;
private Label _amelioGainBatiment;
+
+ private Label _amelioGainValue;
private Panel _amelioPanel;
private Button _ameliorer;
private Label _argentActuel;
- private Label _gainBatiment;
- private Label _gainValue;
private Label _argentAmelio;
+ private Button _buttonHelicopter;
private Panel _cadre;
private BuildingType _class;
private Label _eauActuel;
private Label _eauAmelio;
private Label _energieActuel;
private Label _energieAmelio;
+ private Label _gainBatiment;
+ private Label _gainValue;
+ private AudioStreamPlayer _helico;
private Sprite _image;
private Label _lvlActuel;
private Panel _nivMax;
+ private AudioStreamPlayer _police;
+ private AudioStreamPlayer _pompier;
private Button _quitter;
private Label _titre;
private Vehicules.Type _type;
private Button _vehicule;
private bool buttonWork = false;
- private Vector2 position;
- private Button _buttonHelicopter;
- private AudioStreamPlayer _ambulance;
- private AudioStreamPlayer _police;
- private AudioStreamPlayer _helico;
- private AudioStreamPlayer _pompier;
public Vector2 CamionPos;
+ private Vector2 position;
public static bool IsOpen
{
@@ -77,8 +77,8 @@ public static bool Close
}
public override void _Ready()
- {
- _ambulance = (AudioStreamPlayer) GetNode(_str_ambulance);
+ {
+ _ambulance = (AudioStreamPlayer) GetNode(_str_ambulance);
_police = (AudioStreamPlayer) GetNode(_str_police);
_helico = (AudioStreamPlayer) GetNode(_str_helico);
_pompier = (AudioStreamPlayer) GetNode(_str_pompier);
@@ -127,14 +127,15 @@ public void EnvoieVehicule()
{
_police.Play();
}
- else if (_type == Vehicules.Type.AMBULANCE && Parametres.effets)
+ else if (_type == Vehicules.Type.AMBULANCE && Parametres.effets)
{
_ambulance.Play();
}
- else if (_type == Vehicules.Type.CAMION && Parametres.effets)
+ else if (_type == Vehicules.Type.CAMION && Parametres.effets)
{
_pompier.Play();
}
+
PlanInitial.AddVehicule(_type, position);
}
@@ -144,7 +145,7 @@ public void EnvoieHelicopter()
{
CloseInfos();
Vector2 where = incidents.ListNoyade[0];
- if(Parametres.effets)
+ if (Parametres.effets)
_helico.Play();
incidents.ListNoyade.Remove(where);
PlanInitial.AddHouloucoupter(Houloucoupter.Type.HOPITAL, position, where);
@@ -157,13 +158,14 @@ public bool config(Vector2 tile)
if (batiment != null)
{
_titre.Text = batiment.Characteristics.Titre[batiment.Characteristics.Lvl];
- Texture texture = ResourceLoader.Load(batiment.Characteristics.Image[batiment.Characteristics.Lvl]) as Texture;
+ Texture texture =
+ ResourceLoader.Load(batiment.Characteristics.Image[batiment.Characteristics.Lvl]) as Texture;
_image.Texture = texture;
position = tile;
_lvlActuel.Text = "Lvl " + Convert.ToString(batiment.Characteristics.Lvl + 1);
_argentActuel.Text = Convert.ToString(batiment.Characteristics.Earn[batiment.Characteristics.Lvl]);
_class = batiment.Type;
- if (batiment.Characteristics.energy[batiment.Characteristics.Lvl] <0 )
+ if (batiment.Characteristics.energy[batiment.Characteristics.Lvl] < 0)
{
_energieActuel.Text = "0";
}
@@ -171,7 +173,8 @@ public bool config(Vector2 tile)
{
_energieActuel.Text = Convert.ToString(batiment.Characteristics.energy[batiment.Characteristics.Lvl]);
}
- if (batiment.Characteristics.water[batiment.Characteristics.Lvl] <0 )
+
+ if (batiment.Characteristics.water[batiment.Characteristics.Lvl] < 0)
{
_eauActuel.Text = "0";
}
@@ -185,13 +188,13 @@ public bool config(Vector2 tile)
_gainBatiment.Text = "Habitant :";
_gainValue.Text = "" + batiment.Characteristics.Population[batiment.Characteristics.Lvl];
}
- else if(batiment.Characteristics.energy[batiment.Characteristics.Lvl] < 0)
+ else if (batiment.Characteristics.energy[batiment.Characteristics.Lvl] < 0)
{
_gainBatiment.Text = "Energie :";
_gainValue.Text = "" + -batiment.Characteristics.energy[batiment.Characteristics.Lvl];
}
else if (batiment.Characteristics.water[batiment.Characteristics.Lvl] < 0)
- {
+ {
_gainBatiment.Text = "Eau :";
_gainValue.Text = "" + -batiment.Characteristics.water[batiment.Characteristics.Lvl];
}
@@ -200,29 +203,31 @@ public bool config(Vector2 tile)
_gainBatiment.Text = "";
_gainValue.Text = "";
}
-
+
if (batiment.Characteristics.Lvl != batiment.Characteristics.NbrAmeliorations)
{
_amelioPanel.Show();
_nivMax.Hide();
_argentAmelio.Text = Convert.ToString(batiment.Characteristics.Earn[batiment.Characteristics.Lvl + 1]);
- _energieAmelio.Text = Convert.ToString(batiment.Characteristics.energy[batiment.Characteristics.Lvl + 1]);
+ _energieAmelio.Text =
+ Convert.ToString(batiment.Characteristics.energy[batiment.Characteristics.Lvl + 1]);
_eauAmelio.Text = Convert.ToString(batiment.Characteristics.water[batiment.Characteristics.Lvl + 1]);
- _ameliorer.Text = "Ameliorer\n" + Convert.ToString(batiment.Characteristics.Cost[batiment.Characteristics.Lvl +1]);
- if (batiment.Characteristics.Population[batiment.Characteristics.Lvl +1] != 0)
+ _ameliorer.Text = "Ameliorer\n" +
+ Convert.ToString(batiment.Characteristics.Cost[batiment.Characteristics.Lvl + 1]);
+ if (batiment.Characteristics.Population[batiment.Characteristics.Lvl + 1] != 0)
{
_amelioGainBatiment.Text = "Habitant :";
- _amelioGainValue.Text = "" + batiment.Characteristics.Population[batiment.Characteristics.Lvl +1];
+ _amelioGainValue.Text = "" + batiment.Characteristics.Population[batiment.Characteristics.Lvl + 1];
}
- else if(batiment.Characteristics.energy[batiment.Characteristics.Lvl +1] < 0)
+ else if (batiment.Characteristics.energy[batiment.Characteristics.Lvl + 1] < 0)
{
_amelioGainBatiment.Text = "Energie :";
- _amelioGainValue.Text = "" + -batiment.Characteristics.energy[batiment.Characteristics.Lvl +1];
+ _amelioGainValue.Text = "" + -batiment.Characteristics.energy[batiment.Characteristics.Lvl + 1];
}
- else if (batiment.Characteristics.water[batiment.Characteristics.Lvl +1] < 0)
- {
+ else if (batiment.Characteristics.water[batiment.Characteristics.Lvl + 1] < 0)
+ {
_amelioGainBatiment.Text = "Eau :";
- _amelioGainValue.Text = "" + -batiment.Characteristics.water[batiment.Characteristics.Lvl +1];
+ _amelioGainValue.Text = "" + -batiment.Characteristics.water[batiment.Characteristics.Lvl + 1];
}
else
{
@@ -266,7 +271,7 @@ public override void _Process(float delta)
}
if (_class == BuildingType.CASERNE)
- {
+ {
_vehicule.Text = "Camion";
_vehicule.Show();
_type = Vehicules.Type.CAMION;
diff --git a/Game/Interface/Interface.cs b/Game/Interface/Interface.cs
index 51f7b63..d0744dc 100644
--- a/Game/Interface/Interface.cs
+++ b/Game/Interface/Interface.cs
@@ -19,41 +19,27 @@ public class Interface : CanvasLayer
private const string _str_croixJaune = "CroixJaune";
private const string _str_infos = "Infos";
private const string _str_timer = "Timer";
+ private const string _strButtonTuyaux = "ButtonTuyaux";
+ private const string _strButonExit = "ButtonExitEau";
private static bool _interdit = false;
private static bool _interdiMoney = false;
private static Infos _infos;
- private const string _strButtonTuyaux = "ButtonTuyaux";
- private const string _strButonExit = "ButtonExitEau";
private static bool _infosBool = false;
private static PlanInitial _planInitial;
-
- private Button _buttonExit;
private static Button _buttonTuyaux;
private static int _money = Ref_donnees.argent;
private static int _energy = Ref_donnees.energy;
private static int _water = Ref_donnees.water;
private static bool _hide = true;
- private bool _achatRoute = false;
- private bool _achatTuyaux = false;
- private Sprite _bulldozerMouse;
private static Button _button_shop;
private static Button _buttonDelete;
private static Button _buttonRoute;
private static Button _buttonEau;
- public Sprite _croix;
- private Sprite _croixJaune;
- private Sprite _rouages;
private static bool _delete = false;
private static Panel _money_couleur;
private static Label _money_text;
- private Label _energy_text;
- private Label _water_text;
- private AudioStreamPlayer _ouvertureboutique;
- private Boutique _shop;
- private Timer _timer;
- private bool _visible;
-
+
/* ScoreBar */
private static TextureProgress ScoreBar;
private static Label Score;
@@ -61,13 +47,27 @@ public class Interface : CanvasLayer
public static int _level = 1; // niveau
private static int XpMax = 30;
public static bool levelup = false;
-
+
private static int moneyWin = 0;
private static int energyused = 0;
private static int waterused = 0;
private static bool _moneyAutomatique = true;
-
+
public static List ListTuyaux = new List();
+ private bool _achatRoute = false;
+ private bool _achatTuyaux = false;
+ private Sprite _bulldozerMouse;
+
+ private Button _buttonExit;
+ public Sprite _croix;
+ private Sprite _croixJaune;
+ private Label _energy_text;
+ private AudioStreamPlayer _ouvertureboutique;
+ private Sprite _rouages;
+ private Boutique _shop;
+ private Timer _timer;
+ private bool _visible;
+ private Label _water_text;
public static bool MoneyAutomatique
{
@@ -157,7 +157,7 @@ public override void _Ready()
_timer = (Timer) GetNode(_str_timer);
ScoreBar = (TextureProgress) GetNode("ScoreBar");
Score = GetNode