private void InvaderRow_Tick(object sender, EventArgs e) { if (!_mh.IsPaused) { if (!UIObjects.GameOver) { CheckCollision(UIObjects.InvaderList); CheckPositionInvaders(UIObjects.InvaderList); UIObjects.checkInvaderCount(); CheckOnNewWave(); InvaderShoot(UIObjects.InvaderList); } } }
private void ShootApokalypse(object sender, EventArgs e) { if (!_mh.IsPaused) { position.Y -= ApokalypseSpeed; Canvas.SetTop(apokalypse, position.Y - 100); Canvas.SetLeft(apokalypse, position.X); UIObjects.CheckCollisionBetweenApokalypseInvader(canvas); if (position.Y < 100 || UIObjects.hasBeenHit) { DeleteApokalypse(); } } }
private void ShootSuperNova(object sender, EventArgs e) { if (!_mh.IsPaused) { position.Y -= SupernovaSpeed; Canvas.SetTop(supernova, position.Y - 100); Canvas.SetLeft(supernova, position.X - 50); UIObjects.CheckCollisionBetweenSuperNovaInvader(canvas); if (position.Y < 65) { DeleteSuperNova(); } } }
private void ShootVBomb(object sender, EventArgs e) { if (!_mh.IsPaused) { position.Y -= VBombSpeed; Canvas.SetTop(Vbomb, position.Y - 100); Canvas.SetLeft(Vbomb, position.X - 50); UIObjects.CheckCollisionBetweenVBombInvader(canvas); if (position.Y < 25 || UIObjects.hasBeenHit) { DeleteVBomb(); } } }
private void ShootSuperLaser(object sender, EventArgs e) { if (!_mh.IsPaused) { position.Y -= bulletSpeed; Canvas.SetTop(SuperLaser, position.Y); Canvas.SetLeft(SuperLaser, position.X + 50); UIObjects.CheckCollisionBetweenSuperLaserInvader(canvas); if (position.Y < 0) { DeleteSuperLaser(); } } }
public void Shoot(object sender, EventArgs e) { if (!_mh.IsPaused) { position.Y -= bulletSpeed; Canvas.SetTop(laser, position.Y); Canvas.SetLeft(laser, position.X + 50); UIObjects.CheckCollisionBetweenLaserInvader(canvas); if (position.Y < 0 || UIObjects.hasBeenHit) { DeleteBullet(); } } }
private void Shoot(object sender, EventArgs e) { if (!_mh.IsPaused) { _invaderShootPos.Y += _bulletSpeed; Canvas.SetLeft(_laser, _invaderShootPos.X + (_invaderWidth / 2)); Canvas.SetTop(_laser, _invaderShootPos.Y + 5); UIObjects.CheckCollisionBetweenInvLaserPlayer(_canvas); if (_invaderShootPos.Y > 642 || UIObjects.PlayerHasBeenHit) { DeleteBullet(); } } }