using System; using System.Windows.Forms; using DxVBLib; namespace MERCWars { /// /// Summary description for Paddle. /// public class Ship : BitmapObject { Random random = new Random ((int) DateTime.Now.Ticks); private int defense; private int offense; private bool status = false; private int m_intShipMove = -1; public int R_Move = 0; public int L_Move = 1; public int U_Move = 2; public int D_Move = 3; /// /// /// /// /// /// /// public Ship(int intSpriteWidth, int intSpriteHeight, int intStartXPosition, int intStartYPosition) { //set the start position of paddle this.XPosition = intStartXPosition; this.YPosition = intStartYPosition; this.Offense = random.Next (2,20); this.Defense = random.Next (2,20); //initialise surface description with values from constructor InitialiseSurfaceDescription(intSpriteWidth, intSpriteHeight); } public void Move() { /// need to check every move step to see if there is a combat if (m_intShipMove == R_Move) { if (XPosition < 450) { XPosition += 50; } } if (m_intShipMove == L_Move) { if (XPosition > 100) { XPosition -= 50; } } if (m_intShipMove == U_Move) { if (YPosition > 100) { YPosition -= 50; } } if (m_intShipMove == D_Move) { if (YPosition < 450) { YPosition += 50; } } } public int ShipMove { get { return m_intShipMove; } set { m_intShipMove = value; } } public int Offense { get { return offense;} set { offense = value;} } public int Defense { get { return defense;} set { defense = value;} } public bool Status { get { return status;} set { status = value;} } public void Dead () { status = false; } /// /// move paddle /// } }