Example #1
0
        /// <summary>
        /// Invaders are shooting at player. There can be max Wave+1 shots in play area;
        /// </summary>
        private void ReturnFire()
        {
            if (_invaders.Count <= 0)
                return;

            int possibleShots = Wave + 1;
            int shotsInvadersCanShot = _invaderShots.Count - possibleShots;

            if (shotsInvadersCanShot > 0 && !(_random.Next(10)< 10 - Wave))
            {
                Point shotLocation;
                Shot shot;

                // Select invaders from last row  ( only this invaders can shot)

                var groupedByYPosition =
                    from invader in _invaders
                    group invader by invader.Location.Y
                        into invadersGroups
                        orderby invadersGroups.Key
                        select invadersGroups;
                var bottomInvaders = groupedByYPosition.Last();

                for (int i = 0; i < possibleShots; i++)
                {
                    Invader invader = bottomInvaders.ElementAt(_random.Next(0, bottomInvaders.Count()));
                    shotLocation = new Point(invader.Location.X, invader.Location.Y + invader.Size.Height / 2);
                    shot = new Shot(shotLocation, Direction.Down);
                    _invaderShots.Add(shot);
                    OnShotMoved(_invaderShots.Last(), false);
                }
            }
        }
 public ShotMovedEventArgs(Shot shot, bool disappeared)
 {
     Shot = shot;
     Disappeared = disappeared;
 }
Example #3
0
 /// <summary>
 /// Checks if shot collides with given invader
 /// </summary>
 /// <param name="playerShot"></param>
 /// <param name="invader"></param>
 /// <returns>True if there is collision</returns>
 private bool CheckForInvaderCollision(Shot playerShot, Invader invader)
 {
     return CollisionHelper.CheckCollision(invader.Area, playerShot.Location);
 }
Example #4
0
 /// <summary>
 /// Checks if shot collides with player
 /// </summary>
 /// <param name="enemyShot"></param>
 /// <returns>True if there is collision</returns>
 private bool CheckForPlayerCollision(Shot enemyShot)
 {
     return CollisionHelper.CheckCollision(_player.Area, enemyShot.Location);
 }
Example #5
0
 /// <summary>
 /// Fire shot in the invaders
 /// </summary>
 public void FireShot()
 {
     //Check if there is place for next shot
     if (MaximumPlayerShots <= _playerShots.Count)
         return;
     else
     {
         // Add new shot
         Point shotLocation = new Point(_player.Location.X, _player.Location.Y + Player.PlayerSize.Height/2);
         Shot shot = new Shot(shotLocation, Direction.Up);
         _playerShots.Add(shot);
         OnShotMoved(shot, false);
     }
 }
Example #6
0
 public void OnShotMoved(Shot shot, bool disappeared)
 {
     var shotMoved = ShotMoved;
     if (shotMoved != null)
         shotMoved(this, new ShotMovedEventArgs(shot, disappeared));
 }
Example #7
0
 /// <summary>
 /// Checks if shot collides with given invader
 /// </summary>
 /// <param name="playerShot"></param>
 /// <param name="invader"></param>
 /// <returns>True if there is collision</returns>
 private bool CheckForInvaderCollision(Shot playerShot, Invader invader)
 {
     return(CollisionHelper.CheckCollision(invader.Area, playerShot.Location));
 }
Example #8
0
 public ShotMovedEventArgs(Shot shot, bool disappeared)
 {
     Shot        = shot;
     Disappeared = disappeared;
 }
Example #9
0
        private void ReturnFire()
        {
            if (_invaderShots.Count() > Wave + 1 || _random.Next(10) < 10 - Wave)
                return;

            var invaderColumns =
                from invader in _invaders
                group invader by invader.Location.X
                    into invaderGroup
                    orderby invaderGroup.Key descending
                    select invaderGroup;

            var randomGroup = invaderColumns.ElementAt(_random.Next(invaderColumns.Count()));
            var shooter = randomGroup.Last();

            Point shotLocation = new Point(shooter.Area.X + (shooter.Size.Width / 2) - 1, shooter.Area.Bottom);
            Shot invaderShot = new Shot(shotLocation, Direction.Down);
            _invaderShots.Add(invaderShot);

            OnShotMoved(invaderShot, false);
        }
Example #10
0
 /// <summary>
 /// Checks if shot collides with player
 /// </summary>
 /// <param name="enemyShot"></param>
 /// <returns>True if there is collision</returns>
 private bool CheckForPlayerCollision(Shot enemyShot)
 {
     return(CollisionHelper.CheckCollision(_player.Area, enemyShot.Location));
 }
Example #11
0
        public void FireShot()
        {
            // This method checks the number of player shots on screen to make sure there aren’t too many,
            // then it adds a new Shot to the _playerShots collection and fires the ShotMoved event.
            if (GameOver || PlayerDying || _lastUpdated == DateTime.MinValue)
                return;

            if (_playerShots.Count < MaximumPlayerShots)
            {
                Shot shotFired = new Shot(new Point(_player.Location.X + (_player.Size.Width / 2) - 1, _player.Location.Y),
                    Direction.Up);
                _playerShots.Add(shotFired);
                OnShotMoved(shotFired, false);
            }
        }
 public ShotMovedEventArgs(Shot shot, bool removed, bool isBomb)
 {
     Shot    = shot;
     Removed = removed;
     IsBomb  = isBomb;
 }
 public void FireShot()
 {
     if (_playerShots.Count() < MaximumPlayerShots)
     {
         Shot shot = new Shot(_player.Location, Direction.Up);
         _playerShots.Add(shot);
         OnShotMoved(shot, false);
     }
 }
        private void InvaderFire(Invader invader)
        {
            // Get a point at the bottom center of the invader
            Point shotLocation = new Point((invader.Area.BottomRight.X + invader.Area.BottomLeft.X) / 2,
                                            invader.Area.Bottom);

            Shot newShot = new Shot(shotLocation, Direction.Down);
            _invaderShots.Add(newShot);

            OnShotMoved(newShot, false);
        }
 protected void OnShotMoved(Shot shot, bool disappeared)
 {
     EventHandler<ShotMovedEventArgs> shotMoved = ShotMoved;
     if (shotMoved != null)
     {
         shotMoved(this, new ShotMovedEventArgs(shot, disappeared));
     }
 }