private void CheckGameStatus() { if (gameCtrl.gameResult != GameResult.Running || gameCtrl.gameLevelTimer > 65) // IF WON/LOST { gameCtrl.score += gameCtrl.player.bombs * 250; gameCtrl.score += gameCtrl.player.lives * 300; switch (gameCtrl.difficulty) { case Difficulty.Easy: break; case Difficulty.Medium: gameCtrl.score = Convert.ToInt32(gameCtrl.score * 1.2); break; case Difficulty.Hard: gameCtrl.score = Convert.ToInt32(gameCtrl.score * 1.5); break; } if (gameCtrl.gameResult == GameResult.Won) { gameCtrl.score += 1000; } gameMusic.Stop(); AddScoreWindow addScoreWindow = new AddScoreWindow(gameCtrl); // Need to pass score addScoreWindow.Show(); this.Close(); // Closing GameWindow } else if (gameCtrl.gameLevelTimer > 30) { //pbar_gamestatus.Value = gameCtrl.gameLevelTimer; == boss health 0/30 gameCtrl.level = Level.Boss; } else if (gameCtrl.gameLevelTimer > 15) { pbar_gamestatus.Value = gameCtrl.gameLevelTimer - 15; gameCtrl.level = Level.Level_2; } else { pbar_gamestatus.Value = gameCtrl.gameLevelTimer; } }
// Updates the GameControllers Status based on timer // And ends game on Win or Lose private void CheckGameStatus() { if (gameCtrl.gameResult != GameResult.Running) { gameCtrl.score += gameCtrl.player.Bombs * 250; gameCtrl.score += gameCtrl.player.Lives * 300; switch (gameCtrl.difficulty) { case Difficulty.Easy: break; case Difficulty.Medium: gameCtrl.score = Convert.ToInt32(gameCtrl.score * 1.2); break; case Difficulty.Hard: gameCtrl.score = Convert.ToInt32(gameCtrl.score * 1.5); break; } if (gameCtrl.gameResult == GameResult.Won) { gameCtrl.score += 1000; } gameMusic.Stop(); AddScoreWindow addScoreWindow = new AddScoreWindow(gameCtrl); addScoreWindow.Show(); this.Close(); } else if (gameCtrl.gameLevelTimer > 40) { gameCtrl.level = Level.Boss; } else if (gameCtrl.gameLevelTimer > 20 && gameCtrl.gameLevelTimer < 35) { gameCtrl.level = Level.Level_2; } else if (gameCtrl.gameLevelTimer >= 15 && gameCtrl.gameLevelTimer <= 20 || gameCtrl.gameLevelTimer >= 35 && gameCtrl.gameLevelTimer <= 40) { gameCtrl.level = Level.Transition; } if (BossIsSpawned) { foreach (Entity ent in gameCtrl.current_Enemies) { if (ent is Boss) { pbar_gamestatus.Value = ((ent.health * 15) / 30) + 0.1; } } } else if (gameCtrl.level == Level.Level_1) { pbar_gamestatus.Value = gameCtrl.gameLevelTimer; } else if (gameCtrl.level == Level.Level_2) { pbar_gamestatus.Value = gameCtrl.gameLevelTimer - 20; } else if (gameCtrl.level == Level.Transition) { } }