Ejemplo n.º 1
0
        private static void commonUpdate()
        {
            foreach (KeyValuePair <int, Player> player in Level.Players)
            {
                player.Value.Update();
            }

            while (!_completeCheck)
            {
                _completeCheck = true;
                foreach (Bullet bullet in Level.Bullets)
                {
                    if (bullet.IsComplete)
                    {
                        Level.Bullets.Remove(bullet);
                        _completeCheck = false;
                        break;
                    }
                    _completeCheck = true;
                }
            }
            foreach (Bullet bullet in Level.Bullets)
            {
                bullet.Update();
            }
            //            Level.MainFormation.Update();


            //стрельба игрока
            foreach (KeyValuePair <int, Player> player in Level.Players)
            {
                Bullet shoot = null;
                if (player.Value.WantShoot)
                {
                    shoot = player.Value.Shoot();
                }
                if (shoot != null)
                {
                    Level.Bullets.Add(shoot);
                }
            }

            //проверка попаданий
            _completeCheck = false;
            while (!_completeCheck)
            {
                _completeCheck = false;
                foreach (Bullet bullet in Level.Bullets)
                {
                    foreach (var enemy in Level.Enemies)
                    {
                        if (enemy.Value.IsHit(bullet))
                        {
                            Level.Players[bullet.PlayerId].AddToScore(enemy.Value.Cost);
//                            Level.MainFormation.Remove(enemy.Value);
                            Level.Enemies.Remove(enemy.Key);
                            bullet.IsComplete = true;
                            Level.Bullets.Remove(bullet);
                            //                            blastList.Add(new Blast(GlobalVariables.GetCenterEnemyPosition() + enemy.GetCenterOffset(), false));
                            _hitCheck = true;
                            break;
                        }
                    }
                    if (_hitCheck)
                    {
                        break;
                    }
                    foreach (KeyValuePair <int, Player> player in Level.Players)
                    {
                        if (player.Value.IsHit(bullet))
                        {
                            //                            blastList.Add(new Blast(player.GetPos(), true)); //не менять положение
                            player.Value.Reset();
                            if (player.Value.LifeNum <= 0)
                            {
                                GameStates.LevelStateChanger();//для одиночного варианта так
                                Level.Players.Remove(player.Key);
                            }
                            bullet.IsComplete = true;
                            Level.Bullets.Remove(bullet);
                            _hitCheck = true;
                        }
                    }
                    if (_hitCheck)
                    {
                        break;
                    }
                }
                if (_hitCheck)
                {
                    _hitCheck = false;
                }
                else
                {
                    _completeCheck = true;
                }
            }
        }
Ejemplo n.º 2
0
        private static void GameUpdate()
        {
            //нафиг отсюда обработку входящих действий игрока, тут только обновление его состояний


            foreach (var enemy in Level.Enemies)
            {
                enemy.Value.Update();
            }
            foreach (KeyValuePair <int, Player> player in Level.Players)
            {
                player.Value.Update();
            }

            while (!_completeCheck)
            {
                _completeCheck = true;
                foreach (Bullet bullet in Level.Bullets)
                {
                    if (bullet.IsComplete)
                    {
                        Level.Bullets.Remove(bullet);
                        _completeCheck = false;
                        break;
                    }
                    _completeCheck = true;
                }
            }
            foreach (Bullet bullet in Level.Bullets)
            {
                bullet.Update();
            }
//            Level.MainFormation.Update();


            //стрельба игрока
            foreach (KeyValuePair <int, Player> player in Level.Players)
            {
                Bullet shoot = null;
                if (player.Value.WantShoot)
                {
                    shoot = player.Value.Shoot();
                }
                if (shoot != null)
                {
                    Level.Bullets.Add(shoot);
                }
            }

            //проверка попаданий
            _completeCheck = false;
            while (!_completeCheck)
            {
                _completeCheck = false;
                foreach (Bullet bullet in Level.Bullets)
                {
                    foreach (var enemy in Level.Enemies)
                    {
                        if (enemy.Value.IsHit(bullet))
                        {
                            Level.Players[bullet.PlayerId].AddToScore(enemy.Value.Cost);
//                            Level.MainFormation.Remove(enemy.Value);
                            Level.Enemies.Remove(enemy.Key);
                            bullet.IsComplete = true;
                            Level.Bullets.Remove(bullet);
                            //                            blastList.Add(new Blast(GlobalVariables.GetCenterEnemyPosition() + enemy.GetCenterOffset(), false));
                            _hitCheck = true;
                            break;
                        }
                    }
                    if (_hitCheck)
                    {
                        break;
                    }
                    foreach (KeyValuePair <int, Player> player in Level.Players)
                    {
                        if (player.Value.IsHit(bullet))
                        {
//                            blastList.Add(new Blast(player.GetPos(), true)); //не менять положение
                            player.Value.Reset();
                            if (player.Value.LifeNum <= 0)
                            {
                                GameStates.LevelStateChanger();//для одиночного варианта так
                                Level.Players.Remove(player.Key);
                            }
                            bullet.IsComplete = true;
                            Level.Bullets.Remove(bullet);
                            _hitCheck = true;
                        }
                    }
                    if (_hitCheck)
                    {
                        break;
                    }
                }
                if (_hitCheck)
                {
                    _hitCheck = false;
                }
                else
                {
                    _completeCheck = true;
                }
            }


            //                WindowProperty.isAllMoving = true;


            //переделать (и вообще избавиться от GlobalVariables)
            //                GlobalVariables.MoveCenterEnemyPosition();


            //немного хитрая проверка попадания, надо будет проверить, не ли варианта лучше
            //

            //      !не перемещать ниже !

            /*                foreach (Enemy enemy in _enemies)
             *              {
             *                  bool isEqualSubFormation = false;
             *                  if (!enemy.GetIsMoving()) GlobalVariables.isAllMoving = false;//      !!!
             *
             *                  if (enemy.GetIsMoving() && enemy.GetSubFormation() != 0)
             *                  {
             *                      foreach (Enemy enemyBuf in subFormations)
             *                      {
             *                          if (enemyBuf.GetSubFormation() == enemy.GetSubFormation())
             *                          {
             *                              isEqualSubFormation = true;
             *                              if (enemy.GetCost() > enemyBuf.GetCost())
             *                              {
             *                                  subFormations.Remove(enemyBuf);
             *                                  subFormations.Add(enemy);
             *                                  break;
             *                              }
             *                          }
             *                      }
             *                      if (!isEqualSubFormation)
             *                      {
             *                          subFormations.Add(enemy);
             *                          isEqualSubFormation = false;
             *                      }
             *                  }
             *              }*/
            /*                foreach (Enemy enemy in _enemies)
             *              {
             *                  if (enemy.GetSubFormation() != 0)
             *                  {
             *                      foreach (Enemy enemyBuf in subFormations)
             *                      {
             *                          if (enemyBuf.GetSubFormation() == enemy.GetSubFormation())
             *                              enemy.SetVel(enemyBuf.GetVel());
             *                      }
             *                  }
             *              }*/

            /*                float minCentralOffset = float.MaxValue;
             *              float maxCentralOffset = float.MinValue;
             *              foreach (Enemy enemy in _enemies)
             *              {
             *                  if (enemy.GetCenterOffset().X > maxCentralOffset) maxCentralOffset = enemy.GetCenterOffset().X;
             *                  if (enemy.GetCenterOffset().X < minCentralOffset) minCentralOffset = enemy.GetCenterOffset().X;
             *
             *                  if (enemy.GetIsMoving()) enemy.Moving(player.GetPos());
             *
             *                  int startChance;
             *                  if (_enemies.Count > 8) startChance = 996;
             *                  else startChance = 993;
             *                  if (randomizer.Next(0, 1000) > startChance && !enemy.GetIsMoving() && CanMove(enemy)) enemy.StartMove();//(player.GetPos());
             *                  if (enemy.GetIsMoving() && randomizer.Next(0, 1000) > 990) _bullets.Add(enemy.Shoot());
             *
             *                  if (IsCollide(enemy.GetPos(), player.GetPos()))
             *                  {
             *                      player.AddToScore(enemy.GetCost());
             *                      blastList.Add(new Blast(player.GetPos(), true));//не перемещать
             *                      player.Reset();
             *                      if (player.GetLifeNum() <= 0) KeyboardInput.CurrentGameState = gameState.GameOver;
             *                      _enemies.Remove(enemy);
             *                      blastList.Add(new Blast(enemy.GetPos(), false));
             *                      break;
             *                  }
             *              }
             *              GlobalVariables.ComputeMinMaxCenterX(minCentralOffset, maxCentralOffset);
             *
             *              foreach (Star star in starList)
             *              {
             *                  star.Moving();
             *              }*/
            //                score.PrepareToRender(player.GetScore().ToString());
        }
Ejemplo n.º 3
0
        public static void KeyDown(object sender, KeyboardKeyEventArgs e)
        {
            if (GameStates.IsGame && _playerId >= 0)
            {
                switch (e.Key)
                {
                case Key.Left:
                {
                    _isMovingLeft = true;
                    Level.Players[_playerId].Action(PlayerAction.MoveLeft);
                    break;
                }

                case Key.Right:
                {
                    _isMovingRight = true;
                    Level.Players[_playerId].Action(PlayerAction.MoveRight);
                    break;
                }

                case Key.Space:
                {
                    Level.Players[_playerId].Action(PlayerAction.Shoot);
                    break;
                }

                case Key.Escape:
                {
                    GameStates.KeyboardStateChanger();
                    break;
                }
                }
            }
            else if (GameStates.IsMenu)
            {
                switch (e.Key)
                {
                case Key.Down:
                {
                    Menu.IncChoice();       //нулевой пункт меню вверху
                    break;
                }

                case Key.Up:
                {
                    Menu.DecChoice();
                    break;
                }

                case Key.Enter:
                {
                    GameStates.KeyboardStateChanger();
                    break;
                }
                }
            }
            else
            {
                if (e.Key == Key.Escape || e.Key == Key.Enter)
                {
                    GameStates.KeyboardStateChanger();
                }
            }
        }