Ejemplo n.º 1
0
        //Changing obstacles positions
        public static Obstacle ChangeObstaclePosition(List <Obstacle> Obstacles, int i, out Obstacle oldObstacle)
        {
            oldObstacle = Obstacles[i];
            Obstacle newObstacle = new Obstacle();

            newObstacle.x  = oldObstacle.x - 1;
            newObstacle.y1 = oldObstacle.y1;
            newObstacle.y2 = oldObstacle.y2;
            newObstacle.y3 = oldObstacle.y3;
            newObstacle.y4 = oldObstacle.y4;
            newObstacle.y5 = oldObstacle.y5;
            newObstacle.y6 = oldObstacle.y6;
            newObstacle.c  = oldObstacle.c;
            return(newObstacle);
        }
Ejemplo n.º 2
0
        static void Main()
        {
            GamePlay.SetPlayerName();
            GamePlay.InitializeScores();

            /*
             * Initializating the playfield window by reading
             * settings from a config file.
             */
            GamePlay.WindowsSize(CONFIG_FILE);

            /*
             * Initializating the griffin.
             */
            string griffinHead = "G";
            int    griffinX    = 10;

            /*
             * Here we use a GamePlay variable that
             * was initialized by the WindowsSize() method.
             */
            int     griffinY = GamePlay.playFieldWidth / 2;
            Objects griffin  = Objects.CreateGriffin(griffinHead, griffinX, griffinY);

            GamePlay.PlayMusic("start");//Start sound
            List <Obstacle> Obstacles = new List <Obstacle>();

            while (true)
            {
                bool obstacleHitted = false;
                int  chance         = GamePlay.ReturnRandomValue(0, 5);
                // Random number generates different obstacle.
                Obstacle.GenerateDifferentObstacles(chance, GamePlay.playFieldWidth, Obstacles);
                // Checking if there is any key pressed.
                if (Console.KeyAvailable)
                {
                    ConsoleKeyInfo keyPressed;
                    Console.Beep(1000, 50);
                    //GamePlay.PlayMusic("up");
                    griffin = Objects.CheckGriffin(griffin, out keyPressed);
                }
                else //Added case in which if the player is not pressing the key the bird falls down by itself
                {
                    if (griffin.y + 1 <= GamePlay.playFieldWidth)
                    {
                        if (griffin.y + 1 == GamePlay.playFieldWidth || griffin.y + 1 == GamePlay.playFieldWidth)
                        {
                            Obstacles.Clear();
                            // If we hit an obstacle we start again from starting position.
                            // switching symbol when rock is hitted.
                            GamePlay.PrintStringOnPosition(griffin.x, griffin.y, "GAME OVER", ConsoleColor.Red);
                            GamePlay.PlayMusic("crash");                                     // Sound when ground is hitted.
                            GamePlay.PlayMusic("aplause");                                   // sound when game over.
                            GamePlay.PrintStringOnPosition(griffin.x - 5, griffin.y - 5, "Press any key to restart the game",
                                                           ConsoleColor.White);
                            Console.ReadKey();
                            griffin.x = 10;
                            griffin.y = GamePlay.playFieldWidth / 2;
                            GamePlay.lives--;
                            if (GamePlay.lives < 1)                         // Ends the game when you reach 0 lives from falling down.
                            {
                                return;
                            }
                        }
                        else
                        {
                            griffin.y += 1;
                        }
                    }
                }
                // Creating new list of moving objects and filling it.
                List <Obstacle> newObstacles = new List <Obstacle>();
                for (int i = 0; i < Obstacles.Count; i++)
                {
                    // the same objects but on their new positions.
                    Obstacle oldObstacle;
                    var      newObstacle = Obstacle.ChangeObstaclePosition(Obstacles, i, out oldObstacle);
                    // Checking if the griffin hits any moving objects.
                    if (newObstacle.x == griffin.x &&
                        (newObstacle.y1 == griffin.y ||
                         newObstacle.y2 == griffin.y ||
                         newObstacle.y3 == griffin.y ||
                         newObstacle.y4 == griffin.y ||
                         newObstacle.y5 == griffin.y ||
                         newObstacle.y6 == griffin.y))
                    {
                        obstacleHitted = true; // If we hit an obstacle we lose a life.
                        if (GamePlay.score > GamePlay.topScore)
                        {
                            GamePlay.userNameBestScore = GamePlay.userName;
                            GamePlay.topScore          = GamePlay.score;
                            GamePlay.WriteScore(GamePlay.userName + ", " + Convert.ToString(GamePlay.topScore));
                        }
                        if (GamePlay.lives == 0)
                        {
                            return;        // If we lose our last life the game is over.
                        }
                        else
                        {
                            GamePlay.lives--;       // If we still have lives we lose one life and the game continues.
                            GamePlay.score = 0;
                            GamePlay.speed = 400;
                        }
                    }
                    // Checking if we have succesfully passed an obstacle.
                    else if (newObstacle.x == griffin.x &&
                             newObstacle.y1 != griffin.y &&
                             newObstacle.y2 != griffin.y &&
                             newObstacle.y3 != griffin.y &&
                             newObstacle.y4 != griffin.y &&
                             newObstacle.y5 != griffin.y &&
                             newObstacle.y6 != griffin.y)
                    {
                        GamePlay.score++;
                        if (GamePlay.speed < 300 && GamePlay.speed > 250)
                        {
                            GamePlay.speed -= 2;
                        }
                        else if (GamePlay.speed < 250 && GamePlay.speed > 200)
                        {
                            GamePlay.speed -= 1;
                        }
                        else if (GamePlay.speed < 200 && GamePlay.speed > 0)
                        {
                            GamePlay.speed -= 0;
                        }
                        else
                        {
                            GamePlay.speed -= 8;
                        }
                    }
                    if (newObstacle.x > 0)
                    {
                        // When an object disappears from the screen a new one appears in starting position
                        newObstacles.Add(newObstacle);
                    }
                }
                // Current list of objects saves the new objects and their new positions.
                Obstacles = newObstacles;
                // Clearing the console from the old objects.
                Console.Clear();
                if (obstacleHitted)
                {
                    // If we hit an obstacle we start again from starting position.
                    Obstacles.Clear();
                    // switching symbol when rock is hitted
                    GamePlay.PrintStringOnPosition(griffin.x, griffin.y, "X", ConsoleColor.Red);
                    // sound when rock is hitted.
                    GamePlay.PlayMusic("crash");
                }
                else   // Printing the griffin.
                {
                    GamePlay.PrintStringOnPosition(griffin.x, griffin.y, griffin.c.ToString(), griffin.color);
                }
                foreach (Obstacle obstacle in Obstacles) // Printing the obstacles.
                {
                    Obstacle.PrintObstacle(obstacle.x, obstacle.y1, obstacle.y2, obstacle.y3, obstacle.y4, obstacle.y5, obstacle.y6,
                                           obstacle.c);
                }
                for (int i = 0; i < Console.WindowWidth; i++) // Drawing the play field borders.
                {
                    GamePlay.PrintStringOnPosition(i, GamePlay.playFieldWidth, "-", ConsoleColor.Blue);
                    GamePlay.PrintStringOnPosition(i, 0, "-", ConsoleColor.Blue);
                }
                // Printing info.
                GamePlay.PrintInfo(GamePlay.score, GamePlay.lives, GamePlay.topScore, GamePlay.userNameBestScore, GamePlay.userName);
                Thread.Sleep(GamePlay.speed); // Slows down the program so we can see what happens on the screen. We can change the speed.
            }
        }