public LoadLevels(int coins, int lives, int level) { if (level == 4) { Level4 lv4 = new Level4(window, canvas, player); } }
public LoadLevels(List <int> shipInt, List <Point> shipPoint, List <String> shipPath, List <int> commanderInt, List <Point> commanderPoint, List <String> commanderPath, List <int> bugInt, List <Point> bugPoint, List <String> bugPath, Canvas canvas, Window window, List <double> minXShip, List <double> maxXShip, List <double> minXCom, List <double> maxXCom, List <double> minXBug, List <double> maxXBug, int coins, int lives, int level) { this.canvas = canvas; this.lives = lives; this.coins = coins; this.level = level; this.window = window; Image playerPic = new Image(); playerPic.Source = UtilityMethods.LoadImage("pics/galaga_ship.png"); playerPic.Width = 42; playerPic.Height = 46; canvas.Children.Add(playerPic); Canvas.SetLeft(playerPic, 405); Canvas.SetTop(playerPic, 500); Point playerPoint = new Point(27, 490); player = new Player(playerPoint, playerPic, canvas, 15, lives, coins); staticPlayer = player; player.setCurrentLevel(level); player.setCoins(coins); player.setLives(lives); staticPlayer.setCurrentLevel(level); staticPlayer.setCoins(coins); staticPlayer.setLives(lives); if (level < 4) { this.commanderPic = new Image[commanderPath.Count]; loadCommanders(commanderInt, commanderPoint, commanderPath, minXCom, maxXCom, player); loadShip(shipInt, shipPoint, shipPath, maxXShip, minXShip, player); loadBug(bugInt, bugPoint, bugPath, maxXBug, minXBug, player); player.SetEnemyTarget(enemies); newPlayer = new Player(player); StartGame(); } else { Level4 lv4 = new Level4(window, canvas, player); lv4.Play(); } }
private void saveBtn_Click(object sender, RoutedEventArgs e) { // MessageBox.Show(""+LoadLevels.getStaticPlayer().getCurrentLevel()); //MessageBox.Show("" + player.getCurrentLevel()); if (loaded) { if (LoadLevels.getStaticPlayer().getCurrentLevel() == 1) { lv1.saveLevel1(); } else if (LoadLevels.getStaticPlayer().getCurrentLevel() == 2) { Level2.saveLevel2(this.player, true); } else if (LoadLevels.getStaticPlayer().getCurrentLevel() == 3) { Level3.saveLevel3(this.player, true); } else if (LoadLevels.getStaticPlayer().getCurrentLevel() == 4) { Level4.saveLevel4(this.player, true); } } else { if (player.getCurrentLevel() == 1) { lv1.saveLevel1(); } else if (player.getCurrentLevel() == 2) { Level2.saveLevel2(this.player, false); } else if (player.getCurrentLevel() == 3) { Level3.saveLevel3(this.player, false); } else if (player.getCurrentLevel() == 4) { Level4.saveLevel4(this.player, false); } } }
/// <summary> /// The shootUpdate method controls randomly the /// shooting of the enemies. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void ShootUpdate(object sender, EventArgs e) { //------------------------------- for (int i = 0; i < ships.Length; i++) { if (ships[i].IsDead() == true) { shipsNum.Remove(i); } } for (int i = 0; i < commanders.Length; i++) { if (commanders[i].IsDead() == true) { commandersNum.Remove(i); } } for (int i = 0; i < ufos.Length; i++) { if (ufos[i].IsDead() == true) { ufosNum.Remove(i); } } //-------------------------------- Random rand = new Random(); int num1 = rand.Next(ships.Length); if (shipsNum.Contains(num1)) { shipsNum.Remove(num1); exists1 = true; } if (exists1 == true) { if (ships[num1].IsDead() == true) { shipsNum.Remove(num1); } else { if (ships[num1].isShoot() == false) { ships[num1].Shoot(6); } } exists1 = false; } //------------------------------------ int num2 = rand.Next(commanders.Length); if (commandersNum.Contains(num2)) { exists2 = true; commandersNum.Remove(num2); } if (exists2 == true) { if (commanders[num2].IsDead() == true) { commandersNum.Remove(num2); } else { if (commanders[num2].isShoot() == false) { commanders[num2].Shoot(11); } } exists2 = false; } //------------------------------------ int num3 = rand.Next(ufos.Length); if (ufosNum.Contains(num3)) { exists3 = true; ufosNum.Remove(num3); } if (exists3 == true) { if (ufos[num3].IsDead() == true) { ufosNum.Remove(num3); } else { if (ufos[num3].isShoot() == false) { ufos[num3].Shoot(3); } } exists3 = false; } //---------------------------------------- if (this.enemies.Count == 0) { this.canvas.Children.Remove(lv3Pic); timerRandomShoot.Stop(); if (this.round == 1 || this.round == 2) { round++; Play(); } else { Level4 lv4 = new Level4(this.window, this.canvas, this.player); lv4.Play(); } } }
private void ShootUpdate(object sender, EventArgs e) { BackToMainWindown(); //------------------------------- for (int i = 0; i < ships.Count; i++) { if (ships[i].IsDead() == true) { arr1.Remove(i); } } for (int i = 0; i < commanders.Count; i++) { if (commanders[i].IsDead() == true) { arr2.Remove(i); } } //-------------------------------- Random rand = new Random(); int num1 = rand.Next(ships.Count);//8 if (arr1.Contains(num1)) { arr1.Remove(num1); exists1 = true; } if (exists1 == true) { if (ships[num1].IsDead() == true) { arr1.Remove(num1); } else { if (ships[num1].isShoot() == false) { ships[num1].Shoot(10); } } exists1 = false; } //------------------------------------ int num2 = rand.Next(4); if (arr2.Contains(num2)) { exists2 = true; arr2.Remove(num2); } if (exists2 == true) { if (commanders[num2].IsDead() == true) { arr2.Remove(num2); } else { if (commanders[num2].isShoot() == false) { commanders[num2].Shoot(20); } } exists2 = false; } //---------------------------------------- if (enemies.Count == 0 && level == 1) { timerRandomShoot.Stop(); Level2 lv2 = new Level2(this.window, this.canvas, this.player); lv2.setLoad(true); staticPlayer.updateCurrentLevel(2); lv2.Play(); } else if (this.enemies.Count == 0 && level == 2) { if (round < 2) { timerRandomShoot.Stop(); round++; Level2 lv2 = new Level2(this.window, this.canvas, this.player); lv2.setRound(round); lv2.setLoad(true); lv2.Play(); } else { if (round == 2) { timerRandomShoot.Stop(); Level3 lv3 = new Level3(this.window, this.canvas, this.player); lv3.Play(); } } } else if (this.enemies.Count == 0 && level == 3) { if (round < 3) { timerRandomShoot.Stop(); round++; Level3 lv3 = new Level3(this.window, this.canvas, this.player); lv3.setRound(round); lv3.setLoad(true); lv3.Play(); } else { if (round == 3) { timerRandomShoot.Stop(); Level4 lv4 = new Level4(this.window, this.canvas, this.player); lv4.Play(); } } } }