Beispiel #1
0
        private void Form1_Load(object sender, EventArgs e)
        {
            //go to MainScreen
            MainScreen ms = new MainScreen();

            this.Controls.Add(ms);
            ms.Location = new Point((this.Width - ms.Width) / 2, (this.Height - ms.Height) / 2);
            ms.Size     = this.Size;

            //hide cursor
            Cursor.Hide();
        }
Beispiel #2
0
        private void GameScreen_PreviewKeyDown(object sender, PreviewKeyDownEventArgs e)
        {
            //if key is pressed boolean is true
            switch (e.KeyCode)
            {
            case Keys.Left:
                leftArrowDown = true;
                break;

            case Keys.Right:
                rightArrowDown = true;
                break;

            case Keys.Up:
                upArrowDown = true;
                break;

            case Keys.Down:
                downArrowDown = true;
                break;

            case Keys.N:
                nDown = true;
                break;

            case Keys.B:
                bDown = true;
                break;

            case Keys.M:
                mDown = true;
                break;

            case Keys.Space:
                spaceDown = true;
                break;

            case Keys.Escape:
                //return to main screen
                MainScreen ms = new MainScreen();
                Form       f  = this.FindForm();
                ms.Location = new Point((f.Width - ms.Width) / 2, (f.Height - ms.Height) / 2);
                f.Controls.Remove(this);
                ms.Size = f.Size;
                f.Controls.Add(ms);
                ms.Focus();
                break;
            }
        }
Beispiel #3
0
        private void InstructionScreen_PreviewKeyDown(object sender, PreviewKeyDownEventArgs e)
        {
            //if key pressed
            switch (e.KeyCode)
            {
            case Keys.Escape:
                //close program
                Application.Exit();
                break;

            case Keys.Space:
                //go to MainScreen
                MainScreen ms = new MainScreen();
                Form       f  = this.FindForm();
                ms.Location = new Point((f.Width - ms.Width) / 2, (f.Height - ms.Height) / 2);
                f.Controls.Remove(this);
                ms.Size = f.Size;
                f.Controls.Add(ms);
                ms.Focus();
                break;
            }
        }
Beispiel #4
0
        private void HighScoreScreen_PreviewKeyDown(object sender, PreviewKeyDownEventArgs e)
        {
            //when key is pressed
            switch (e.KeyCode)
            {
            case Keys.W:
                //so that at Z returns to A
                if (upDown == 26)
                {
                    upDown = 1;
                }
                else
                {
                    upDown++;
                }
                Initials();
                break;

            case Keys.D:
                if (leftRight == 3)
                {
                    leftRight = 1;
                }
                else
                {
                    leftRight++;
                }
                Initials();
                break;

            case Keys.A:
                if (leftRight == 1)
                {
                    leftRight = 3;
                }
                else
                {
                    leftRight--;
                }
                Initials();
                break;

            case Keys.S:
                if (upDown == 1)
                {
                    upDown = 26;
                }
                else
                {
                    upDown--;
                }
                Initials();
                break;

            case Keys.Escape:
                //close program
                Application.Exit();
                break;

            case Keys.Space:
                //if focused on screen or enough time has passed
                if (myWatch.ElapsedMilliseconds > 2000 || focus == true)
                {
                    //stop watch
                    myWatch.Stop();

                    try
                    {
                        //if saving high score
                        //add new high score object (your initials, your score)
                        scores.Remove(hs);
                        hs = new HighScore(yourName1.Text + yourName2.Text + yourName3.Text, Convert.ToInt16(yourScore.Text));
                        scores.Add(hs);
                        scores = scores.OrderByDescending(x => x.score).ToList();

                        List <string> tempList = new List <string>();

                        // Add all info from each HighScore object to temp list
                        foreach (HighScore hs in scores)
                        {
                            tempList.Add(hs.name);
                            tempList.Add(Convert.ToString(hs.score));
                        }

                        //upload updated scores to text file
                        File.WriteAllLines("Score.txt", tempList);
                    }
                    catch
                    {
                        //if viewing high scores
                    }

                    //return to main screen
                    MainScreen ms = new MainScreen();
                    Form       f  = this.FindForm();
                    ms.Location = new Point((f.Width - ms.Width) / 2, (f.Height - ms.Height) / 2);
                    f.Controls.Remove(this);
                    ms.Size = f.Size;
                    f.Controls.Add(ms);
                    ms.Focus();
                }
                break;
            }
        }
Beispiel #5
0
        private void gameLoop_Tick(object sender, EventArgs e)
        {
            //each timer tick
            //if player reaches winning XP
            if (p1.xp >= 8000)
            {
                Form f = this.FindForm();
                if (f != null)
                {
                    //stop game
                    gameLoop.Enabled = false;

                    //play sound
                    gameOver.Play();

                    //2s pause
                    this.Refresh();
                    Thread.Sleep(2000);

                    //go to main screen
                    f.Controls.Remove(this);
                    MainScreen ms = new MainScreen();
                    ms.Location = new Point((f.Width - ms.Width) / 2, (f.Height - ms.Height) / 2);
                    ms.Size     = f.Size;
                    f.Controls.Add(ms);
                    ms.Focus();

                    //display winner
                    ms.Winner(1);
                    return;
                }
            }
            if (p2.xp >= 8000)
            {
                Form f = this.FindForm();
                if (f != null)
                {
                    gameLoop.Enabled = false;

                    gameOver.Play();

                    this.Refresh();
                    Thread.Sleep(2000);

                    MainScreen ms = new MainScreen();
                    ms.Location = new Point((f.Width - ms.Width) / 2, (f.Height - ms.Height) / 2);
                    f.Controls.Remove(this);
                    ms.Size = f.Size;
                    f.Controls.Add(ms);
                    ms.Focus();
                    ms.Winner(2);
                }
            }

            //check if can upgrade attribute
            if (p1.boost != p1.lvl)
            {
                boost1 = true;
            }
            if (p2.boost != p2.lvl)
            {
                boost2 = true;
            }


            //shape generation (same as OnStart)
            addShape = true;

            if (randGen.Next(1, squareGenerationSpeed) < 7)
            {
                shapeX    = randGen.Next(1, this.Width - squareSize - 1);
                shapeY    = randGen.Next(1, this.Height - squareSize - 1);
                newSquare = new Rectangle(shapeX, shapeY, squareSize, squareSize);

                foreach (Square s in squareList)
                {
                    r = new Rectangle(s.x - 1, s.y - 1, s.size + 1, s.size + 1);

                    if (r.IntersectsWith(newSquare))
                    {
                        addShape = false;
                    }
                }

                foreach (Hexagon h in hexagonList)
                {
                    r = new Rectangle(h.x - 1, h.y - 1, h.size + 1, h.size + 1);

                    if (r.IntersectsWith(newSquare))
                    {
                        addShape = false;
                    }
                }

                if (addShape == true)
                {
                    Square f = new Square(shapeX, shapeY, squareSize, squareHp, squareDamage);
                    squareList.Add(f);
                }
            }
            else if (randGen.Next(1, squareGenerationSpeed) == 11)
            {
                shapeX    = randGen.Next(1, this.Width - hexagonSize - 1);
                shapeY    = randGen.Next(1, this.Height - hexagonSize - 1);
                newSquare = new Rectangle(shapeX, shapeY, hexagonSize, hexagonSize);

                foreach (Square s in squareList)
                {
                    r = new Rectangle(s.x - 1, s.y - 1, s.size + 1, s.size + 1);

                    if (r.IntersectsWith(newSquare))
                    {
                        addShape = false;
                    }
                }

                foreach (Hexagon h in hexagonList)
                {
                    r = new Rectangle(h.x - 1, h.y - 1, h.size + 1, h.size + 1);

                    if (r.IntersectsWith(newSquare))
                    {
                        addShape = false;
                    }
                }

                if (addShape == true)
                {
                    Hexagon f = new Hexagon(shapeX, shapeY, hexagonSize, hexagonHp, hexagonDamage);
                    hexagonList.Add(f);

                    //increase shape generation speed
                    if (squareGenerationSpeed > 100)
                    {
                        squareGenerationSpeed -= 3;
                    }
                }
            }
            else if (randGen.Next(1, squareGenerationSpeed) == 12)
            {
                shapeX    = randGen.Next(1, this.Width - triangleSize - 1);
                shapeY    = randGen.Next(1, this.Height - triangleSize - 1);
                newSquare = new Rectangle(shapeX, shapeY, triangleSize, triangleSize);

                foreach (Square s in squareList)
                {
                    r = new Rectangle(s.x - 1, s.y - 1, s.size + 1, s.size + 1);

                    if (r.IntersectsWith(newSquare))
                    {
                        addShape = false;
                    }
                }
                foreach (Hexagon h in hexagonList)
                {
                    r = new Rectangle(h.x - 1, h.y - 1, h.size + 1, h.size + 1);
                    if (r.IntersectsWith(newSquare))
                    {
                        addShape = false;
                    }
                }
                if (addShape == true)
                {
                    Triangle t = new Triangle(shapeX, shapeY, triangleSize, triangleHp, triangleDamage, 3, "none");
                    triangleList.Add(t);
                }
            }

            //check if players collide
            p1.Collision(p2);


            foreach (Bullet b in bulletList)
            {
                //bullet move method
                b.Move(b.direction);

                //square collision method
                foreach (Square s in squareList)
                {
                    b.SquareCollision(s, p1, p2);
                }

                //hexagon collision method
                foreach (Hexagon h in hexagonList)
                {
                    b.HexagonCollision(h, p1, p2);
                }

                //triangle collision method
                foreach (Triangle t in triangleList)
                {
                    b.TriangleCollision(t);
                }

                //give xp to shooter if kills opponent
                if (b.shooter == 2)
                {
                    p2.xp += b.Collision(p1);
                }
                else
                {
                    p1.xp += b.Collision(p2);
                }

                //if bullet runs out of health or hits wall it gets removed
                if (b.hp <= 0 || b.x < 0 || b.x > this.Width - b.size || b.y < 0 || b.y > this.Height - b.size)
                {
                    deadBulletList.Add(b);
                }
            }

            foreach (Bot p in botList)
            {
                //move method for players
                if (p.playerNumber == 1)
                {
                    if (leftArrowDown)
                    {
                        p.Move("left", this);
                    }

                    if (rightArrowDown)
                    {
                        p.Move("right", this);
                    }

                    if (upArrowDown)
                    {
                        p.Move("up", this);
                    }

                    if (downArrowDown)
                    {
                        p.Move("down", this);
                    }
                }
                else
                {
                    if (aArrowDown)
                    {
                        p.Move("left", this);
                    }

                    if (dArrowDown)
                    {
                        p.Move("right", this);
                    }

                    if (wArrowDown)
                    {
                        p.Move("up", this);
                    }

                    if (sArrowDown)
                    {
                        p.Move("down", this);
                    }
                }

                //shape collision methods
                foreach (Square s in squareList)
                {
                    p.SquareCollision(s);
                }
                foreach (Hexagon h in hexagonList)
                {
                    p.HexagonCollision(h);
                }
                foreach (Triangle t in triangleList)
                {
                    p.TriangleCollision(t);
                }

                //determine player lvl using xp
                if (p.xp >= 7500)
                {
                    p.lvl = 20;
                }
                else if (p.xp >= 6500)
                {
                    lvlUpgrade = 7500 - p.xp;
                    p.lvl      = 19;
                }
                else if (p.xp >= 5550)
                {
                    lvlUpgrade = 6500 - p.xp;
                    p.lvl      = 18;
                }
                else if (p.xp >= 4650)
                {
                    lvlUpgrade = 5550 - p.xp;
                    p.lvl      = 17;
                }
                else if (p.xp >= 3800)
                {
                    lvlUpgrade = 4650 - p.xp;
                    p.lvl      = 16;
                }
                else if (p.xp >= 3000)
                {
                    lvlUpgrade = 3800 - p.xp;
                    p.lvl      = 15;
                }
                else if (p.xp >= 2250)
                {
                    lvlUpgrade = 3000 - p.xp;
                    p.lvl      = 14;
                }
                else if (p.xp >= 1700)
                {
                    lvlUpgrade = 2250 - p.xp;
                    p.lvl      = 13;
                }
                else if (p.xp >= 1300)
                {
                    lvlUpgrade = 1700 - p.xp;
                    p.lvl      = 12;
                }
                else if (p.xp >= 1000)
                {
                    lvlUpgrade = 1300 - p.xp;
                    p.lvl      = 11;
                }
                else if (p.xp >= 750)
                {
                    lvlUpgrade = 1000 - p.xp;
                    p.lvl      = 10;
                }
                else if (p.xp >= 550)
                {
                    lvlUpgrade = 750 - p.xp;
                    p.lvl      = 9;
                }
                else if (p.xp >= 400)
                {
                    lvlUpgrade = 550 - p.xp;
                    p.lvl      = 8;
                }
                else if (p.xp >= 280)
                {
                    lvlUpgrade = 400 - p.xp;
                    p.lvl      = 7;
                }
                else if (p.xp >= 180)
                {
                    lvlUpgrade = 280 - p.xp;
                    p.lvl      = 6;
                }
                else if (p.xp >= 110)
                {
                    lvlUpgrade = 180 - p.xp;
                    p.lvl      = 5;
                }
                else if (p.xp >= 60)
                {
                    lvlUpgrade = 110 - p.xp;
                    p.lvl      = 4;
                }
                else if (p.xp >= 30)
                {
                    lvlUpgrade = 60 - p.xp;
                    p.lvl      = 3;
                }
                else if (p.xp >= 10)
                {
                    lvlUpgrade = 30 - p.xp;
                    p.lvl      = 2;
                }
                else
                {
                    lvlUpgrade = 10 - p.xp;
                    p.lvl      = 1;
                }
                if (p.playerNumber == 1)
                {
                    lvl1Upgrade = lvlUpgrade;
                }
                else
                {
                    lvl2Upgrade = lvlUpgrade;
                }
            }

            foreach (Triangle t in triangleList)
            {
                //Manhattan distance between triangle and players
                d1x = (t.x - p1.x);
                d1y = (t.y - p1.y);
                d1t = Math.Abs(d1x) + Math.Abs(d1y);
                d2x = (t.x - p2.x);
                d2y = (t.y - p2.y);
                d2t = Math.Abs(d2x) + Math.Abs(d2y);

                //follows closest player
                if (d2t > d1t)
                {
                    if (d1x > 13)
                    {
                        t.Move("left");
                    }
                    else if (d1x < 7)
                    {
                        t.Move("right");
                    }
                    else if (d1y > 10)
                    {
                        t.Move("up");
                    }
                    else
                    {
                        t.Move("down");
                    }
                }
                else
                {
                    if (d2x > 13)
                    {
                        t.Move("left");
                    }
                    else if (d2x < 7)
                    {
                        t.Move("right");
                    }
                    else if (d2y > 10)
                    {
                        t.Move("up");
                    }
                    else
                    {
                        t.Move("down");
                    }
                }

                //shape collision methods
                foreach (Square s in squareList)
                {
                    t.SquareCollision(s);
                }
                foreach (Hexagon h in hexagonList)
                {
                    t.HexagonCollision(h);
                }

                //if runs out of health, it gets removed
                if (t.hp <= 0)
                {
                    deadTriangleList.Add(t);
                }
            }

            foreach (Square s in squareList)
            {
                if (s.hp <= 0)
                {
                    deadSquareList.Add(s);
                }
            }
            foreach (Hexagon h in hexagonList)
            {
                if (h.hp <= 0)
                {
                    deadHexagonList.Add(h);
                }
            }

            //remove dead objects
            foreach (Square s in deadSquareList)
            {
                squareList.Remove(s);
            }
            foreach (Hexagon h in deadHexagonList)
            {
                hexagonList.Remove(h);
            }
            foreach (Triangle t in deadTriangleList)
            {
                triangleList.Remove(t);
            }
            foreach (Bullet b in deadBulletList)
            {
                bulletList.Remove(b);
            }

            //if shooting and has reloaded
            if (spaceDown == true)
            {
                if (p1CoolDown <= 0)
                {
                    //reset shoot cooldown
                    p1CoolDown = p1.reload;

                    //create bullet object in direction of movement
                    if (p1.direction == "left")
                    {
                        Bullet b = new Bullet(p1.x - 15, p1.y + 10, 20, p1.bulletHealth, p1.bulletDamage, p1.bulletSpeed, p1.direction, 1);
                        bulletList.Add(b);
                    }
                    else if (p1.direction == "right")
                    {
                        Bullet b = new Bullet(p1.x + p1.size - 5, p1.y + 10, 20, p1.bulletHealth, p1.bulletDamage, p1.bulletSpeed, p1.direction, 1);
                        bulletList.Add(b);
                    }
                    else if (p1.direction == "down")
                    {
                        Bullet b = new Bullet(p1.x + 10, p1.y + p1.size - 5, 20, p1.bulletHealth, p1.bulletDamage, p1.bulletSpeed, p1.direction, 1);
                        bulletList.Add(b);
                    }
                    else if (p1.direction == "up")
                    {
                        Bullet b = new Bullet(p1.x + 10, p1.y - 15, 20, p1.bulletHealth, p1.bulletDamage, p1.bulletSpeed, p1.direction, 1);
                        bulletList.Add(b);
                    }
                }
            }

            if (zDown == true)
            {
                if (p2CoolDown <= 0)
                {
                    p2CoolDown = p2.reload;
                    if (p2.direction == "left")
                    {
                        Bullet b = new Bullet(p2.x - 15, p2.y + 10, 20, p2.bulletHealth, p2.bulletDamage, p2.bulletSpeed, p2.direction, 2);
                        bulletList.Add(b);
                    }
                    else if (p2.direction == "right")
                    {
                        Bullet b = new Bullet(p2.x + 35, p2.y + 10, 20, p2.bulletHealth, p2.bulletDamage, p2.bulletSpeed, p2.direction, 2);
                        bulletList.Add(b);
                    }
                    else if (p2.direction == "down")
                    {
                        Bullet b = new Bullet(p2.x + 10, p2.y + 35, 20, p2.bulletHealth, p2.bulletDamage, p2.bulletSpeed, p2.direction, 2);
                        bulletList.Add(b);
                    }
                    else if (p2.direction == "up")
                    {
                        Bullet b = new Bullet(p2.x + 10, p2.y - 15, 20, p2.bulletHealth, p2.bulletDamage, p2.bulletSpeed, p2.direction, 2);
                        bulletList.Add(b);
                    }
                }
            }

            //if a player dies
            if (p1.hp <= 0)
            {
                //respawn method
                p1.Respawn();

                //reset upgrades
                healthLabel.ForeColor = healthRegenLabel.ForeColor = bodyDamageLabel.ForeColor = bulletSpeedLabel.ForeColor = bulletHealthLabel.ForeColor = bulletDamageLabel.ForeColor = reloadLabel.ForeColor = speedLabel.ForeColor = Color.White;
            }

            if (p2.hp <= 0)
            {
                p2.Respawn();
                healthTwoLabel.ForeColor = healthRegenTwoLabel.ForeColor = bodyDamageTwoLabel.ForeColor = bulletSpeedTwoLabel.ForeColor = bulletHealthTwoLabel.ForeColor = bulletDamageTwoLabel.ForeColor = reloadTwoLabel.ForeColor = speedTwoLabel.ForeColor = Color.White;
            }

            //if time for health regen
            if (healthRegenCounter == 100)
            {
                foreach (Bot p in botList)
                {
                    //if not at max health
                    if (p.hp < p.maxHealth)
                    {
                        //will not surpass max health
                        if (p.hp > p.maxHealth - p.healthRegen)
                        {
                            p.hp = p.maxHealth;
                        }
                        else
                        {
                            //increase health by health regen attribute
                            p.hp += p.healthRegen;
                        }
                    }
                }

                //reset counter
                healthRegenCounter = 0;
            }

            //update labels
            health1Label.Text = Convert.ToString(p1.hp) + " hp";
            health2Label.Text = Convert.ToString(p2.hp) + " hp";
            level1Label.Text  = "lvl " + Convert.ToString(p1.lvl);
            level2Label.Text  = "lvl " + Convert.ToString(p2.lvl);

            if (p1.lvl != 20)
            {
                xp1Label.Text = Convert.ToString(lvl1Upgrade) + " xp to lvl " + Convert.ToString(p1.lvl + 1);
            }
            else
            {
                xp1Label.Text = "Max Level: " + Convert.ToString(p1.xp) + " xp";
            }
            if (p2.lvl != 20)
            {
                xp2Label.Text = Convert.ToString(lvl2Upgrade) + " xp to lvl " + Convert.ToString(p2.lvl + 1);
            }
            else
            {
                xp2Label.Text = "Max Level: " + Convert.ToString(p1.xp) + " xp";
            }

            //if upgrade possible, show upgrade labels
            if (boost1 == true)
            {
                healthLabel.Visible       = true;
                healthRegenLabel.Visible  = true;
                bodyDamageLabel.Visible   = true;
                bulletSpeedLabel.Visible  = true;
                bulletHealthLabel.Visible = true;
                bulletDamageLabel.Visible = true;
                reloadLabel.Visible       = true;
                speedLabel.Visible        = true;
                if (keyCoolDown1 < 0)
                {
                    //swaps between attributes to upgrade
                    if (mDown == true)
                    {
                        if (attribute1 < 7)
                        {
                            attribute1++;
                            keyCoolDown1 = 5;
                            Bold1Label();
                        }
                    }
                    if (bDown == true)
                    {
                        if (attribute1 > 0)
                        {
                            attribute1--;
                            keyCoolDown1 = 5;
                            Bold1Label();
                        }
                    }
                    //selects upgrade
                    if (nDown == true)
                    {
                        keyCoolDown1 = 5;
                        LevelUp(p1, attribute1);

                        //upgrade labels dissapear
                        boost1 = false;
                        healthLabel.Visible       = false;
                        healthRegenLabel.Visible  = false;
                        bodyDamageLabel.Visible   = false;
                        bulletSpeedLabel.Visible  = false;
                        bulletHealthLabel.Visible = false;
                        bulletDamageLabel.Visible = false;
                        reloadLabel.Visible       = false;
                        speedLabel.Visible        = false;
                    }
                }
            }

            if (boost2 == true)
            {
                healthTwoLabel.Visible       = true;
                healthRegenTwoLabel.Visible  = true;
                bodyDamageTwoLabel.Visible   = true;
                bulletSpeedTwoLabel.Visible  = true;
                bulletHealthTwoLabel.Visible = true;
                bulletDamageTwoLabel.Visible = true;
                reloadTwoLabel.Visible       = true;
                speedTwoLabel.Visible        = true;
                if (keyCoolDown2 < 0)
                {
                    if (xDown == true)
                    {
                        if (attribute2 < 7)
                        {
                            attribute2++;
                            keyCoolDown2 = 5;
                            Bold2Label();
                        }
                    }
                    if (cDown == true)
                    {
                        if (attribute2 > 0)
                        {
                            attribute2--;
                            keyCoolDown2 = 5;
                            Bold2Label();
                        }
                    }
                    if (vDown == true)
                    {
                        keyCoolDown2 = 5;
                        LevelUp(p2, attribute2);
                        boost2 = false;
                        healthTwoLabel.Visible       = false;
                        healthRegenTwoLabel.Visible  = false;
                        bodyDamageTwoLabel.Visible   = false;
                        bulletSpeedTwoLabel.Visible  = false;
                        bulletHealthTwoLabel.Visible = false;
                        bulletDamageTwoLabel.Visible = false;
                        reloadTwoLabel.Visible       = false;
                        speedTwoLabel.Visible        = false;
                    }
                }
            }

            //counters count
            p1CoolDown--;
            p2CoolDown--;
            keyCoolDown1--;
            keyCoolDown2--;
            healthRegenCounter++;

            //clear object removal lists
            deadSquareList.Clear();
            deadTriangleList.Clear();
            deadHexagonList.Clear();
            deadBulletList.Clear();

            Refresh();
        }