Beispiel #1
0
        /// <summary>
        /// Takes an array of enemies, a game area and a Random class instance as arguments, and moves the enemies’ coordinates
        /// depending on their EmergingSide. Returns void.
        /// </summary>
        /// <param name="enemies"></param>
        /// <param name="area"></param>
        /// <param name="rnd"></param>
        public static void MoveEnemies(Enemy[] enemies, GameArea area, Random rnd)
        {
            if (CheckIfAtEnd(enemies, area))
            {
                DeleteWaveAtEnd(enemies, area);
                ChangeSide(enemies, area, rnd);
            }
            else
            {
                for (int i = 0; i < enemies.Length; i++)
                {
                    switch (enemies[0].EmergingSide)
                    {
                    case Sides.Top:
                        enemies[i].EnemyYPos++;
                        break;

                    case Sides.Right:
                        enemies[i].EnemyXPos--;
                        break;

                    case Sides.Bottom:
                        enemies[i].EnemyYPos--;
                        break;

                    case Sides.Left:
                        enemies[i].EnemyXPos++;
                        break;
                    } //end of switch
                }     //end of loop
            }
        }             //end of method
Beispiel #2
0
        /// <summary>
        /// Takes an array of enemies, a game area and a Random class instance as arguments, and changes the emerging side of the
        /// enemies once its wave is complete by setting its initial position to a randomly generated side. Returns void.
        /// </summary>
        /// <param name="enemies"></param>
        /// <param name="area"></param>
        /// <param name="rnd"></param>
        public static void ChangeSide(Enemy[] enemies, GameArea area, Random rnd)
        {
            enemies[0].EmergingSide = (Sides)rnd.Next((int)Sides.Top, (int)Sides.Left + 1); //Generates a number from 1-4 representing the side the enemies will scroll across the screen from

            for (int i = 0; i < enemies.Length; i++)
            {
                switch (enemies[0].EmergingSide)
                {
                case Sides.Top:
                    enemies[i].EnemyXPos = rnd.Next(area.BorderWidth, area.Width + area.BorderWidth);
                    enemies[i].EnemyYPos = 1;
                    break;

                case Sides.Right:
                    enemies[i].EnemyXPos = area.Width + area.BorderWidth - 1;
                    enemies[i].EnemyYPos = rnd.Next(1, area.Height - 1);
                    break;

                case Sides.Bottom:
                    enemies[i].EnemyXPos = rnd.Next(area.BorderWidth, area.Width + area.BorderWidth);
                    enemies[i].EnemyYPos = area.Height - 2;
                    break;

                case Sides.Left:
                    enemies[i].EnemyXPos = area.BorderWidth;
                    enemies[i].EnemyYPos = rnd.Next(1, area.Height - 1);
                    break;
                }
            }
        }
Beispiel #3
0
        /// <summary>
        /// Overload takes the number of coins, a Random class instance, the game’s play area and the player object,
        /// a coin character along with a coin foreground and background color. Generates an array of coins of the
        /// specified size numberOfCoins. All of the coins are initialized using the triple-parameter constructor.
        /// Ensures no coins spawn on top of the player. Returns the array.
        /// </summary>
        /// <param name="numberOfCoins"></param>
        /// <param name="rnd"></param>
        /// <param name="area"></param>
        /// <param name="player"></param>
        /// <param name="coinChar"></param>
        /// <param name="coinForeColor"></param>
        /// <param name="coinBackColor"></param>
        /// <returns></returns>
        public static Coin[] GenerateCoinArray(int numberOfCoins, Random rnd, GameArea area, Player player, char coinChar, ConsoleColor coinForeColor, ConsoleColor coinBackColor)
        {
            Coin[] coins = new Coin[numberOfCoins];
            int    tempX;
            int    tempY;

            for (int i = 0; i < coins.Length; i++)
            {
                coins[i] = new Coin(coinChar, coinForeColor, coinBackColor);
            }

            coins[0].CoinXPos = rnd.Next(area.LeftLimit, area.RightLimit + 1);
            coins[0].CoinYPos = rnd.Next(area.UpLimit, area.DownLimit + 1);

            for (int i = 0; i < coins.Length; i++)
            {
                tempX = rnd.Next(area.LeftLimit, area.RightLimit + 1);
                tempY = rnd.Next(area.UpLimit, area.DownLimit + 1);

                for (int j = 0; j < i; j++)
                {      //ensures coins dont spawn on top of each other                  //ensures coins dont spawn on top of the player
                    if ((tempX != coins[j].CoinXPos && tempY != coins[j].CoinYPos) && (tempY != player.XPos && tempY != player.YPos))
                    {
                        coins[i].CoinXPos = tempX;
                        coins[i].CoinYPos = tempY;
                    }
                    else
                    {
                        i--;
                    }
                }
            }
            return(coins);
        }
Beispiel #4
0
        /// <summary>
        /// Takes the user’s key press and the current game area as arguments, and moves the player by its
        /// speed in the direction corresponding to the key press. Collision with the outer game area limits
        /// is checked here too. Returns void.
        /// </summary>
        /// <param name="userKeyPress"></param>
        /// <param name="area"></param>
        public void Move(ConsoleKey userKeyPress, GameArea area)
        {
            OldXPos = XPos;
            OldYPos = YPos;

            //move player up
            if (userKeyPress == KeyUp && YPos != area.UpLimit) //up = decrease Y coord
            {
                YPos -= Speed;
            }

            //move player down
            if (userKeyPress == KeyDown && YPos != area.DownLimit) //down = increase Y coord
            {
                YPos += Speed;
            }

            //move player left
            if (userKeyPress == KeyLeft && XPos != area.LeftLimit) //left = decrease X coord
            {
                XPos -= Speed;
            }

            //move player right
            if (userKeyPress == KeyRight && XPos != area.RightLimit) //right = increase X coord
            {
                XPos += Speed;
            }
        }
Beispiel #5
0
        }             //end of method

        /// <summary>
        /// Takes an array of enemies, a Player object instance, a GameArea instance, a Coin array and a Random
        /// class instance as arguments. Erases previous enemy icons after the enemies have moved and re-draws them as well as
        /// the coins so their icons do not disappear. Returns void.
        /// </summary>
        /// <param name="enemies"></param>
        /// <param name="player"></param>
        /// <param name="area"></param>
        /// <param name="coins"></param>
        /// <param name="rnd"></param>
        public static void Render(Enemy[] enemies, Player player, GameArea area, Coin[] coins, Random rnd)
        {
            for (int i = 0; i < enemies.Length; i++)
            {
                ForegroundColor = area.ScreengrassForeColor;
                BackgroundColor = area.ScreengrassBackColor;

                switch (enemies[0].EmergingSide)
                {
                case Sides.Top:
                    if (enemies[i].EnemyYPos != 1)     //if the enemies were not just drawn, erase their previous instance before drawing them in their new position
                    {
                        SetCursorPosition(enemies[i].EnemyXPos, enemies[i].EnemyYPos - 1);
                        WriteLine(area.ScreengrassChar);
                    }
                    break;

                case Sides.Right:
                    if (enemies[i].EnemyXPos != area.Width + area.BorderWidth - 1)
                    {
                        SetCursorPosition(enemies[i].EnemyXPos + 1, enemies[i].EnemyYPos);
                        WriteLine(area.ScreengrassChar);
                    }
                    break;

                case Sides.Bottom:
                    if (enemies[i].EnemyYPos != area.Height - 2)
                    {
                        SetCursorPosition(enemies[i].EnemyXPos, enemies[i].EnemyYPos + 1);
                        WriteLine(area.ScreengrassChar);
                    }
                    break;

                case Sides.Left:
                    if (enemies[i].EnemyXPos != area.BorderWidth)
                    {
                        SetCursorPosition(enemies[i].EnemyXPos - 1, enemies[i].EnemyYPos);
                        WriteLine(area.ScreengrassChar);
                    }
                    break;
                }
            }
            foreach (Coin c in coins)
            {
                c.WriteOnScreen();
            }
            foreach (Enemy e in enemies)
            {
                ForegroundColor = e.EnemyForeColor;
                BackgroundColor = e.EnemyBackColor;
                SetCursorPosition(e.EnemyXPos, e.EnemyYPos);
                WriteLine(e.EnemyChar);
            }
            player.Draw(area);

            ResetColor();
        }
Beispiel #6
0
 /// <summary>
 /// Initializes Rnd and Player1 with their default constructors, initializes Area with its dual-parameter/simple
 /// editor constructor (see GameArea.cs). Generates the number of coins and enemies based on the parameters provided
 /// (both using their initializer overloads that use default constructors for each object). Difficulty is set using
 /// the argument provided and Music.SoundLocation is set to its default value. Used only with Simple Editor Mode in the
 /// Custom Level Editor
 /// </summary>
 /// <param name="width_"></param>
 /// <param name="height_"></param>
 /// <param name="numberOfCoins_"></param>
 /// <param name="numberOfEnemies_"></param>
 /// <param name="difficulty_"></param>
 public Level(int width_, int height_, int numberOfCoins_, int numberOfEnemies_, int difficulty_) //Simple editor
 {
     Rnd                 = new Random();
     Player1             = new Player();
     Area                = new GameArea(width_, height_);
     Coins               = Coin.GenerateCoinArray(numberOfCoins_, Rnd, Area, Player1);
     Enemies             = Enemy.GetArrayOfEnemies(numberOfEnemies_, Area);
     Difficulty          = difficulty_;
     Music.SoundLocation = DEFAULT_SOUNDLOCATION;
 }
Beispiel #7
0
        private int _difficulty;                        //The amount of times the game loop needs to run before moving enemies.

        #region                                         //CONSTRUCTORS
        /// <summary>
        /// Takes no arguments. Initializes Rnd, Player1, and Area with their default constructors. Coins and
        /// Enemies are initialized using their initializer method (GenerateCoinArray, GetArrayOfEnemies) overloads
        /// that use the default contructor for both objects. Difficulty and Music.SoundLocation are defined using their public constants.
        /// </summary>
        public Level() //default settings
        {
            Rnd                 = new Random();
            Player1             = new Player();
            Area                = new GameArea();
            Coins               = Coin.GenerateCoinArray(DEFAULT_NUMBER_OF_COINS, Rnd, Area, Player1);
            Enemies             = Enemy.GetArrayOfEnemies(DEFAULT_NUMBER_OF_ENEMIES, Area);
            Difficulty          = DEFAULT_DIFFICULTY;
            Music.SoundLocation = DEFAULT_SOUNDLOCATION;
        }
Beispiel #8
0
 /// <summary>
 /// Takes an array of enemies and a GameArea instance as arguments, and erases all of the enemies once they’ve reached
 /// the end of their wave and replaces their icons with the screengrass of the GameArea instance passed to it. Returns void.
 /// </summary>
 /// <param name="enemies"></param>
 /// <param name="area"></param>
 private static void DeleteWaveAtEnd(Enemy[] enemies, GameArea area)
 {
     foreach (Enemy e in enemies)
     {
         SetCursorPosition(e.EnemyXPos, e.EnemyYPos);
         ForegroundColor = area.ScreengrassForeColor;
         BackgroundColor = area.ScreengrassBackColor;
         WriteLine(area.ScreengrassChar);
     }
 }
Beispiel #9
0
        /// <summary>
        /// Overload takes an integer representing the amount of enemies to be generated, the game area, an enemy character, and enemy
        /// foreground/background colors. Creates a new Enemy array and initializes each element with its Advanced Editor Constructor.
        /// Returns the array.
        /// </summary>
        /// <param name="numberOfEnemies"></param>
        /// <param name="area"></param>
        /// <param name="enemyChar"></param>
        /// <param name="enemyForeColor"></param>
        /// <param name="enemyBackColor"></param>
        /// <returns></returns>
        public static Enemy[] GetArrayOfEnemies(int numberOfEnemies, GameArea area, char enemyChar, ConsoleColor enemyForeColor, ConsoleColor enemyBackColor)
        {
            Enemy[] enemies = new Enemy[numberOfEnemies];

            for (int i = 0; i < enemies.Length; i++)
            {
                enemies[i] = new Enemy(enemyChar, enemyForeColor, enemyBackColor);
            }

            return(enemies);
        }
Beispiel #10
0
        /// <summary>
        /// Overload takes an integer representing the amount of enemies to be generated and the GameArea they will be used on. Creates a new Enemy
        /// array and initializes each element with its default constructor. Returns the array.
        /// </summary>
        /// <param name="numberOfEnemies"></param>
        /// <param name="area"></param>
        /// <returns></returns>
        public static Enemy[] GetArrayOfEnemies(int numberOfEnemies, GameArea area)
        {
            Enemy[] enemies = new Enemy[numberOfEnemies];

            for (int i = 0; i < enemies.Length; i++)
            {
                enemies[i] = new Enemy();
            }

            return(enemies);
        }
Beispiel #11
0
 /// <summary>
 /// Initializes Rnd with its default constructor. Initializes Player1 and Area using their Advanced Editor
 /// Constructors. Initializes Coins and Enemies using their initializer overloads that use their advanced editor
 /// constructors as well. Difficulty and Music.SoundLocation are set to their provided parameters.
 /// </summary>
 /// <param name="playerChar_"></param>
 /// <param name="playerStartingLives_"></param>
 /// <param name="playerForeColor_"></param>
 /// <param name="playerBackColor_"></param>
 /// <param name="screengrassChar_"></param>
 /// <param name="borderChar_"></param>
 /// <param name="screengrassForeColor_"></param>
 /// <param name="screengrassBackColor_"></param>
 /// <param name="borderForeColor_"></param>
 /// <param name="borderBackColor_"></param>
 /// <param name="width_"></param>
 /// <param name="height_"></param>
 /// <param name="borderWidth_"></param>
 /// <param name="coinChar_"></param>
 /// <param name="coinForeColor_"></param>
 /// <param name="coinBackColor_"></param>
 /// <param name="numberOfCoins"></param>
 /// <param name="numberOfEnemies_"></param>
 /// <param name="enemyChar_"></param>
 /// <param name="enemyForeColor_"></param>
 /// <param name="enemyBackColor_"></param>
 /// <param name="difficulty_"></param>
 /// <param name="soundLocation_"></param>
 public Level(char playerChar_, int playerStartingLives_, ConsoleColor playerForeColor_, ConsoleColor playerBackColor_,                                                                                                                 //Advanced editor //Player parameters
              char screengrassChar_, char borderChar_, ConsoleColor screengrassForeColor_, ConsoleColor screengrassBackColor_, ConsoleColor borderForeColor_, ConsoleColor borderBackColor_, int width_, int height_, int borderWidth_, //Game area parameters
              char coinChar_, ConsoleColor coinForeColor_, ConsoleColor coinBackColor_, int numberOfCoins,                                                                                                                              //Coin parameters
              int numberOfEnemies_, char enemyChar_, ConsoleColor enemyForeColor_, ConsoleColor enemyBackColor_,                                                                                                                        //enemy parameters
              int difficulty_, string soundLocation_)
 {
     Rnd                 = new Random();
     Player1             = new Player(playerChar_, playerStartingLives_, playerForeColor_, playerBackColor_);
     Area                = new GameArea(screengrassChar_, borderChar_, screengrassForeColor_, screengrassBackColor_, borderForeColor_, borderBackColor_, width_, height_, borderWidth_);
     Coins               = Coin.GenerateCoinArray(numberOfCoins, Rnd, Area, Player1, coinChar_, coinForeColor_, coinBackColor_);
     Enemies             = Enemy.GetArrayOfEnemies(numberOfEnemies_, Area, enemyChar_, enemyForeColor_, enemyBackColor_);
     Difficulty          = difficulty_;
     Music.SoundLocation = soundLocation_;
 }
Beispiel #12
0
        /// <summary>
        /// Takes the current game area as an argument. Erases the old player icon after moving and
        /// draws the new one with its current X and Y positions. Returns void.
        /// </summary>
        /// <param name="area"></param>
        public void Draw(GameArea area)
        {
            if (OldXPos != XPos || OldYPos != YPos)
            {
                if (OldXPos != 0 && OldYPos != 0)
                {
                    SetCursorPosition(OldXPos, OldYPos);
                    ForegroundColor = area.ScreengrassForeColor;
                    BackgroundColor = area.ScreengrassBackColor;
                    WriteLine(area.ScreengrassChar);
                }

                SetCursorPosition(XPos, YPos);
                ForegroundColor = ForeColor;
                BackgroundColor = BackColor;
                WriteLine(PlayerChar);
                ResetColor();
            }
        }
Beispiel #13
0
        /// <summary>
        /// Takes an array of enemies and a GameArea instance as arguments, and utilizes a checksum to see if all of the
        /// enemies have reached their ending position for that specific wave. Returns true if the enemies are at the end of
        /// the wave, returns false if not.
        /// </summary>
        /// <param name="enemies"></param>
        /// <param name="area"></param>
        /// <returns></returns>
        private static bool CheckIfAtEnd(Enemy[] enemies, GameArea area)
        {
            int checksum = 0;

            for (int i = 0; i < enemies.Length; i++)
            {
                switch (enemies[0].EmergingSide)
                {
                case Sides.Top:
                    if (enemies[i].EnemyYPos == area.Height - 2)
                    {
                        checksum++;
                    }
                    break;

                case Sides.Right:
                    if (enemies[i].EnemyXPos == area.BorderWidth)
                    {
                        checksum++;
                    }
                    break;

                case Sides.Bottom:
                    if (enemies[i].EnemyYPos == 1)
                    {
                        checksum++;
                    }
                    break;

                case Sides.Left:
                    if (enemies[i].EnemyXPos == area.Width + area.BorderWidth - 1)
                    {
                        checksum++;
                    }
                    break;
                }
            }
            return(checksum == enemies.Length);
        }
Beispiel #14
0
 /// <summary>
 /// Takes current game area as an argument and uses its dimensions to initialize the player’s
 /// position in the center of the play area. Returns void.
 /// </summary>
 /// <param name="area"></param>
 public void InitializePosition(GameArea area)
 {
     XPos = (area.BorderWidth * 2 + area.Width) / 2;
     YPos = area.Height / 2;
     DrawDirectly();
 }