Ejemplo n.º 1
0
        /// <summary>
        /// When a ship is hit by a projectile then remove the a health point remove
        /// the projectile form the world
        /// </summary>
        private void HitAProjectile(Ship ship, Projectile projectile)
        {
            if (kingIsOn)
            {
                // find the owner of the projectile
                int shipID = projectile.GetOwner();
                if (allShips.TryGetValue(shipID, out Ship projectileShip))
                {
                    // if the projectile is from the king or the ship is the king then...
                    if (ship.IsKing() || projectileShip.IsKing())
                    {
                        // subtract a health point from the ship
                        ship.SetHP(ship.GetHP() - 1);

                        if (!ship.IsAlive())
                        {
                            // increase the ship's score who shot the projectile by 1
                            projectileShip.SetScore(projectileShip.GetScore() + 1);
                        }

                        // register that the projectile hit a non-team member
                        ship.ShotsHit++;
                    }

                    if (ship.IsKing() && !ship.IsAlive())
                    {
                        // make sure that the ship that died is no longer king
                        ship.SetKing(false);
                        ship.SetName(ship.GetName().Substring(5));

                        // select a new king
                        Ship newKingShip = RandomShip();
                        newKingShip.SetKing(true);
                        newKingShip.SetName("King " + newKingShip.GetName());
                    }
                }
                // set the projectile to dead
                projectile.Alive(false);
            }
            else
            {
                // subtract a health point
                ship.SetHP(ship.GetHP() - 1);

                if (!ship.IsAlive())
                {
                    // find the owner of the projectile
                    int shipID = projectile.GetOwner();
                    allShips.TryGetValue(shipID, out Ship projectileShip);

                    // increase the ship's score who shot the projectile by 1
                    projectileShip.SetScore(projectileShip.GetScore() + 1);
                }

                // set the projectile to dead
                projectile.Alive(false);
                // register that the projectile hit a ship
                ship.ShotsHit++;
            }
        }
Ejemplo n.º 2
0
 /// <summary>
 /// Detects whether or not a ship is hit by a projectile
 /// </summary>
 private void CollisionWithAProjectile(Ship ship, Projectile projectile)
 {
     if (ship.GetID() != projectile.GetOwner() && ship.IsAlive())
     {
         if (WithinARadius(ship.GetLocation(), projectile.GetLocation(), shipSize))
         {
             // the passed in ship was hit by a projectile so we update health and remove
             // the projectile from the world
             HitAProjectile(ship, projectile);
         }
     }
 }
Ejemplo n.º 3
0
        /// <summary>
        /// Returns true if ship and projectile are within collision distance, otherwise false.
        /// </summary>
        /// <param name="ship"></param>
        /// <param name="proj"></param>
        /// <returns></returns>
        public bool HasCollidedShipProj(Ship ship, Projectile proj)
        {
            Vector2D shipLoc        = ship.GetLocation();
            Vector2D projLoc        = proj.GetLocation();
            Vector2D distanceVector = shipLoc - projLoc;
            double   distanceLength = distanceVector.Length();

            if (distanceLength <= ShipSize && (ship.GetID() != proj.GetOwner()))
            {
                return(true);
            }
            return(false);
        }
Ejemplo n.º 4
0
        /// <summary>
        /// Acts as a drawing delegate for DrawObjectWithTransform
        /// After performing the necessary transformation (translate/rotate)
        /// DrawObjectWithTransform will invoke this method
        /// </summary>
        /// <param name="o">The object to draw</param>
        /// <param name="e">The PaintEventArgs to access the graphics</param>
        private void ProjectileDrawer(object o, PaintEventArgs e)
        {
            Projectile proj = o as Projectile;
            Bitmap     projSprite;
            int        x, y;
            Point      p;

            x = WorldSpaceToImageSpace(this.Size.Width, (int)proj.GetLocation().GetX() - (PROJECTILE_SIZE.Width / 2));
            y = WorldSpaceToImageSpace(this.Size.Width, (int)proj.GetLocation().GetY() - (PROJECTILE_SIZE.Height / 2));
            p = new Point(x, y);

            if (theWorld.GetMarioMode() && proj.GetOwner() == theWorld.GetCurrentPlayer())
            {
                projSprite = marioFireball;
            }
            else
            {
                projSprite = projSprites[proj.GetOwner() % projSprites.Count];
            }

            e.Graphics.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias;
            e.Graphics.DrawImage(projSprite, p);
        }
Ejemplo n.º 5
0
        /// <summary>
        /// Acts as a drawing delegate for DrawObjectWithTransform
        /// After performing the necessary transformation (translate/rotate)
        /// DrawObjectWithTransform will invoke this method
        /// Draws a projectile accroding to the projectile images in the LoadImages method.
        /// </summary>
        /// <param name="o">The object to draw</param>
        /// <param name="e">The PaintEventArgs to access the graphics</param>
        private void ProjectileDrawer(object o, PaintEventArgs e)
        {
            Projectile p = o as Projectile;

            int width  = 20;
            int height = 20;

            e.Graphics.SmoothingMode      = System.Drawing.Drawing2D.SmoothingMode.HighSpeed;
            e.Graphics.InterpolationMode  = System.Drawing.Drawing2D.InterpolationMode.Low;
            e.Graphics.CompositingQuality = System.Drawing.Drawing2D.CompositingQuality.HighSpeed;
            // Rectangles are drawn starting from the top-left corner.
            // So if we want the rectangle centered on the projectiles's location, we have to offset it
            // by half its size to the left (-width/2) and up (-height/2)
            Rectangle r = new Rectangle(-(width / 2), -height, width, height);

            int colorID = (p.GetOwner() % 8) + 16;

            e.Graphics.DrawImage(shipImages[colorID], r);
        }