Levels levelNum = new Levels(); //create object of Levels class //https://www.mooict.com/c-tutorial-create-a-full-space-invaders-game-using-visual-studio/ //used this for reference on how to make objects move down screen and for keypresses public Form1() { InitializeComponent(); LevelCount.Hide(); //hides the level count //inverts the colors if over a certain score if (menuObject.specialImage == true) //checks to see if property is true { this.BackColor = Color.Black; playerCube.BackColor = Color.White; scoreCount.BackColor = Color.White; foreach (Control x in this.Controls) //loops through each barrier { if (x is PictureBox && x.Tag == "barriers") { x.BackColor = Color.White; } } } else { //resets the colors back to normal this.BackColor = Color.White; playerCube.BackColor = Color.Black; scoreCount.BackColor = Color.White; foreach (Control x in this.Controls) //loops through each barrier { if (x is PictureBox && x.Tag == "barriers") { x.BackColor = Color.Gray; } } } countdown(); }
private void gameTime_Tick(object sender, EventArgs e) { if (score < 15) { Level = 1; } if (score == 15) //increases level when score is over certain number { speed = 15; LevelCountLabel.Text = "2"; //Level = 2; levelNum.Level = 2; LevelCount.Text = "Level 2! Speed up!"; levelNum.displayLevelCount(); //call the function to disply the next level title if (levelNum.displayLevelTitle == true) { LevelCount.Show(); } changeBarrierColor(); //calls the function to change all barrier colors for each level } else if (score == 16) { levelNum.hideLevelCount(); //rehide the level count label if (levelNum.displayLevelTitle == false) { LevelCount.Hide(); } } else if (score == 25) { speed = 20; LevelCountLabel.Text = "3"; //Level = 3; levelNum.Level = 3; LevelCount.Text = "Level 3! Speed up!"; levelNum.displayLevelCount(); //call the function to disply the next level title if (levelNum.displayLevelTitle == true) { LevelCount.Show(); } } else if (score == 26) { levelNum.hideLevelCount(); //rehide the level count label if (levelNum.displayLevelTitle == false) { LevelCount.Hide(); } } else if (score == 35) { speed = 25; LevelCountLabel.Text = "4"; levelNum.Level = 4; LevelCount.Text = "Level 4! Keep it up!"; levelNum.displayLevelCount(); //call the function to disply the next level title if (levelNum.displayLevelTitle == true) { LevelCount.Show(); } } else if (score == 36) { levelNum.hideLevelCount(); //rehide the level count label if (levelNum.displayLevelTitle == false) { LevelCount.Hide(); } } else if (score == 45) { speed = 30; LevelCountLabel.Text = "5"; levelNum.Level = 5; LevelCount.Text = "Level 5! Good Luck!"; levelNum.displayLevelCount(); //call the function to disply the next level title if (levelNum.displayLevelTitle == true) { LevelCount.Show(); } } else if (score == 46) { levelNum.hideLevelCount(); //rehide the level count label if (levelNum.displayLevelTitle == false) { LevelCount.Hide(); } } else if (score == 55) { speed = 40; LevelCountLabel.Text = "6"; levelNum.Level = 6; LevelCount.Text = "Level 6! Almost to the end!"; levelNum.displayLevelCount(); //call the function to disply the next level title if (levelNum.displayLevelTitle == true) { LevelCount.Show(); } } else if (score == 56) { levelNum.hideLevelCount(); //rehide the level count label if (levelNum.displayLevelTitle == false) { LevelCount.Hide(); } } else if (score == 65) { speed = 60; LevelCountLabel.Text = "Final Level!"; levelNum.Level = 7; LevelCount.Text = "Final Level! Impossible..."; levelNum.displayLevelCount(); //call the function to disply the next level title if (levelNum.displayLevelTitle == true) { LevelCount.Show(); } } else if (score == 66) { levelNum.hideLevelCount(); //rehide the level count label if (levelNum.displayLevelTitle == false) { LevelCount.Hide(); } } if (hitBarrier == false) //checks to see if player hits barrier first { if (moveLeft) { playerCube.Left -= playerSpeed; //moves left by number that is set in player speed } else if (moveRight) { playerCube.Left += playerSpeed; //moves right by number that is set in player speed } foreach (Control x in this.Controls) //loops through each barrier { if (x is PictureBox && x.Tag == "barriers") { if (x.Bounds.IntersectsWith(playerCube.Bounds)) { hitBarrier = true; //change hitBarrier variable this.Controls.Remove(playerCube); //removes the player from the screen gameOver(); //call the gameOver function //System.Threading.Thread.Sleep(1000); return; } x.Top += speed; if (x.Top > 500) //resets the barriers back to the top { x.Top = 0; x.Left = randomNumber.Next(0, 1400); //randomly position the blocks } } } } }