Ejemplo n.º 1
0
    static void Main()
    {
        // Setup playable area
        Console.Title = "Falling Rocks";
        Console.CursorVisible = false;
        Console.WindowHeight = boardHeight + 2;
        Console.BufferHeight = boardHeight + 2;
        Console.WindowWidth = boardWidth;
        Console.BufferWidth = boardWidth;

        // First draw
        Console.BackgroundColor = ConsoleColor.Black;
        Console.Clear();
        ClearBoard();
        DrawBoard();
        DrawGround();
        DrawScore();

        // Initialize screen elements
        ScreenElement dwarf = new ScreenElement("\x1B\x02\x1A", (byte)(boardWidth / 2), (byte)(boardHeight - 2));
        Enemy.lastID = maxRocks;		// Set lastID to the end of the array, on next spawn call the index will roll over
        for (int i = 0; i < maxRocks; i++)
        {
            rocks[i] = new Enemy();		// Fill array with dead elements
        }

        // Initialize clock
        Stopwatch timer = new Stopwatch();
        timer.Start();
        TimeSpan frameLast = new TimeSpan(0);
        TimeSpan frameThis = new TimeSpan();
        double lastSpawn = 0.0;		// Last time an enemy was spawned
        int lastSeeker = 0;			// Last score a seeker was spawned

        // Game loop
        ConsoleKeyInfo pressedKey;
        bool escapePressed = false;
        while (true)
        {
            frameThis = timer.Elapsed;

            // Process input
            if (Console.KeyAvailable)
            {
                pressedKey = Console.ReadKey(true);
                switch (pressedKey.Key)
                {
                    case ConsoleKey.LeftArrow:
                        dwarf.MoveLeft();
                        break;
                    case ConsoleKey.RightArrow:
                        dwarf.MoveRight();
                        break;
                    case ConsoleKey.Escape:
                        escapePressed = true;
                        break;
                    default:
                        break;
                }
                // Escape is used to terminate
                if (escapePressed)
                {
                    break;
                }
            }
            // Process enemies
            double elapsed = frameThis.TotalMilliseconds - frameLast.TotalMilliseconds;	// Calculate elapsed time
            if (frameThis.TotalMilliseconds > lastSpawn + (500 - frameLast.TotalMilliseconds * 0.0055))
            {												// Rocks spawn at an increasing rate,
                SpawnRock(frameThis.TotalMilliseconds);		// reaching peak at 90 seconds
                lastSpawn = frameThis.TotalMilliseconds;    // (spawning every tick, if possible)
            }
            // Seeker spawnrate peaks at 90 seconds, which theretically should mean regular intervals,
            // however enemy movement speed is out of phase (peaking at 60 seconds), meaning fewer
            // seekers up to 60 seconds and more seekers later.
            if (score - lastSeeker > (100 + frameLast.TotalMilliseconds / 225))
            {
                lastSeeker = score;
                SpawnSeeker(frameThis.TotalMilliseconds, (byte)(dwarf.Left + 1));
            }
            UpdateRocks(elapsed);	// Make 'em fall
            frameLast = frameThis;

            // Commit elements and render board
            dwarf.Draw(frameLast);   // Character is comitted last for collision detecion
            DrawBoard();
            DrawScore();
            ClearBoard();

            // Check alive state
            if (health < 1)
            {
                break;
            }
        }
        // Exit
        DrawEndscreen();	// Display final score; this will trigger when exiting with Escape
    }