Example #1
0
        private void MouseTimer_Tick(object sender, EventArgs e)
        {
            Point curPos;

            if (_canvas.GetLastMouseLeftClick(out curPos) && _drawFlag == false)
            {
                _drawFlag = true;
                _lineStack.Push(new LinkedList <LineSeg>());
                lastMousePos = curPos;
            }

            if (_canvas.GetLastMousePosition(out curPos) && _drawFlag == true)
            {
                LineSeg line = new LineSeg(lastMousePos, curPos, TrB_LineThick.Value, _color);
                totalLines += 1;
                _lineStack.Peek().AddLast(line);
                lastMousePos = curPos;

                line.Render(_canvas);
            }

            if (_canvas.GetLastMouseRightClick(out curPos) && _drawFlag == true)
            {
                _drawFlag = false;
            }

            UpdateInfo();
        }
Example #2
0
        //when user picks the ball at specific location
        private int Pick(Ball[,] balls, CDrawer _canvas)
        {
            int   x      = 0;
            int   y      = 0;
            int   killed = 0;
            Point pos    = new Point();

            //when user presses the left mouse
            if (_canvas.GetLastMousePosition(out pos))
            {
                //getting the x and y index of the position clicked
                x = pos.X / ballSize;
                y = pos.Y / ballSize;
                //getting value of how many balls are killed
                killed = CheckBalls(x, y, balls[x, y].ballColor);
            }
            //drops all the balls that are alive
            FallDown(balls, _canvas);
            //if number of balls killed is more than 1 then bouns score
            if (killed > 1)
            {
                killed += 2;
            }
            return(50 * killed);
        }
Example #3
0
        static void Main(string[] args)
        {
            Random rng        = new Random();
            int    xVelocity  = 1;                  //the rate at which the ball moves on the X plane
            int    yVelocity  = 1;                  //the rate at which the ball moves on the Y plane
            int    xBall      = 80;
            int    yBall      = 60;
            int    wallTop    = 0;                  //top boundry of screen/game
            int    wallRight  = 0;                  //right boundry of screen/game
            int    wallBottom = 0;                  //bottom boundry of screen/game
            bool   playAgain  = true;
            Point  playerPosition;                  //location of mouse so paddle can be appropriately set on the Y plane

            const int playerPositionX = 0;          //the constant postion of the paddle against the left side of screen

            CDrawer gdi = new CDrawer();

            gdi.Scale            = 5;
            gdi.ContinuousUpdate = false;

            do
            {
                while (true)
                {
                    //sets the boundry for the ball with as a visual
                    for (wallTop = 0; wallTop < 160; wallTop = ++wallTop)
                    {
                        gdi.SetBBScaledPixel(wallTop, 0, Color.SkyBlue);
                    }
                    for (wallRight = 0; wallRight < 120; wallRight = ++wallRight)
                    {
                        gdi.SetBBScaledPixel(wallTop - 1, wallRight, Color.SkyBlue);
                    }
                    for (wallBottom = 0; wallBottom < 160; wallBottom = ++wallBottom)
                    {
                        gdi.SetBBScaledPixel(wallBottom, wallRight - 1, Color.SkyBlue);
                    }

                    //the ball
                    while (xBall < wallRight && yBall < wallTop && yBall > wallBottom)
                    {
                        gdi.AddRectangle(xBall, yBall, 2, 2, Color.Gainsboro);

                        //the paddle
                        gdi.GetLastMousePosition(out playerPosition);

                        //playerPositionYStart = playerPositionYStart + playerPosition;
                        gdi.AddLine(playerPositionX, (playerPosition.Y + 25) / 5, playerPositionX, (playerPosition.Y - 25) / 5, Color.DarkRed, 10);



                        //the delay, new images then removal of old images to create "animation"
                        gdi.Render();
                        System.Threading.Thread.Sleep(20);
                        gdi.Clear();

                        xBall += xVelocity;
                        yBall += yVelocity;
                    }
                }

                playAgain = false;
            } while (playAgain);
        }
Example #4
0
        static void Main(string[] args)
        {
            bool gameOver = false;      // Exit the Game
            bool gameExit = false;      // Exit the Program
            bool start    = false;      // Start the Game

            // Instance of random.
            Random rand = new Random();

            //x ball position
            int iX = 3;
            //y ball position
            int iY = rand.Next(2, 115);

            //amount ball moves in x direction for every loop
            int iXVelocity = 3;

            //amount ball moves in y direction for every loop
            int iYVelocity = 3;

            // Game score
            int score = 0;

            // Ball speed delay
            int ballSpeed = 120;

            //create a drawer window
            CDrawer Canvas = new CDrawer();

            Canvas.Scale = 5;

            // coordinates.
            Point coord;

            // Mouse position in Canvas
            int mouseYPos = 70;


            //loop until the ball leaves the visible window
            while (((iX < 160) || (iX > 0)) && !gameExit)
            {
                while (gameOver == false)
                {
                    // Erase the old ball and paddle.
                    Canvas.Clear();

                    // If left mouse click start the game.
                    if (Canvas.GetLastMouseLeftClick(out coord))
                    {
                        start = true;
                    }

                    // if start is true start the game.
                    if (start)
                    {
                        // Get the mouse position in the canva and scale it to 5.
                        if (Canvas.GetLastMousePosition(out coord))
                        {
                            mouseYPos = (coord.Y / 5) - 5;
                        }

                        // Add the paddle.
                        Canvas.AddRectangle(0, mouseYPos, 1, 10, Color.Red);

                        //draw the new ball
                        Canvas.AddEllipse(iX, iY, 2, 2);

                        //time delay to slow down the ball
                        System.Threading.Thread.Sleep(ballSpeed);

                        // If mouse is on paddle position bounce back.
                        if ((iY - 9) <= mouseYPos && (iY + 1) >= mouseYPos && iX <= 2)
                        {
                            // Reverse speed position (goes opposite way).
                            iXVelocity = -iXVelocity;
                            iYVelocity = -iYVelocity;

                            // increment the ball speed.
                            ballSpeed = ballSpeed <= 20 ? 1 : ballSpeed - 20;

                            // increment score.
                            score++;
                        }

                        // Increment the position with the velocity.
                        iX += iXVelocity;
                        iY += iYVelocity;

                        //check for bouncing off of the lower edge of the window
                        if ((iY > 118) || (iY < 0))
                        {
                            //reverse the y velocity (ball goes up)
                            iYVelocity = -iYVelocity;
                        }

                        // If ball position is greater than 160 reverse the X velocity (ball goes left).
                        if (iX > 160)
                        {
                            iXVelocity = -iXVelocity;
                        }

                        // If ball position is less than 0 game is over.
                        if (iX < 0)
                        {
                            gameOver = true;
                        }
                    }
                }

                // Erase the old ball and paddle.
                Canvas.Clear();

                // Display the final score and option buttons to play again and quit the game.
                Canvas.AddText($"Final Score: {score}", 36, Color.Gray);
                Canvas.AddText("Play Again", 12, 85, 84, 30, 45, Color.Green);
                Canvas.AddText("Quit", 12, 120, 84, 30, 45, Color.Gray);
                Canvas.AddRectangle(87, 103, 25, 8, Color.Empty, 1, Color.Green);
                Canvas.AddRectangle(122, 103, 25, 8, Color.Empty, 1, Color.Gray);
                while (gameOver == true)
                {
                    if (Canvas.GetLastMouseLeftRelease(out coord))
                    {
                        Console.WriteLine("Click!");
                    }
                    // If play again button is click start the game.
                    if (Canvas.GetLastMouseLeftClick(out coord) && (coord.X >= 435 && coord.X <= 560) && (coord.Y >= 515 && coord.Y <= 555))
                    {
                        // Initialize ball position and speed.
                        iX         = 3;
                        iY         = rand.Next(2, 115);
                        iXVelocity = 3;
                        iYVelocity = 3;
                        ballSpeed  = 120;
                        score      = 0;

                        // Start the game.
                        gameOver = false;
                        start    = true;
                    }

                    // If quit button is click quit the game.
                    if (Canvas.GetLastMouseLeftClick(out coord) && (coord.X >= 610 && coord.X <= 735) && (coord.Y >= 515 && coord.Y <= 555))
                    {
                        // Exit the game.
                        gameExit = true;
                        gameOver = false;
                    }
                }
            }
        }