public Level_3() : base() { SoundEngine.PlayBackgroundMusic(@"sounds\soundtracks\level3.mp3"); Lvl = 3; Enemies = new LinkedList<Enemy>(); t = 0; forward = true; Ticks = new LinkedList<int>(); Ticks.AddLast(50); Ticks.AddLast(100); Ticks.AddLast(150); Ticks.AddLast(200); Ticks.AddLast(400); EnemyMovement[] m = new EnemyMovement[3]; m[0].SpeedX = -3; m[0].SpeedY = 3; m[0].steps = 30; m[1].SpeedX = -3; m[1].SpeedY = 0; m[1].steps = 120; m[2].SpeedX = 3; m[2].SpeedY = 0; m[2].steps = 120; Enemy e = new Enemy(800, 100, m, 0, ITERATION * 20); Enemies.AddFirst(e); }
public bool Hit(Enemy e) { if (Rectangle.Intersect(new Rectangle(X, Y, Sprite.Width, Sprite.Height), new Rectangle(e.X, e.Y, e.Sprite.Width, e.Sprite.Height)).IsEmpty) return false; return true; }
public EnemyWrapper(Enemy enemy, int ticks) { EnemyPlane = enemy; Ticks = ticks; }
private void AddEnemies() { for (int i = 0; i < 10; i++) { EnemyMovement[] m = new EnemyMovement[1]; m[0].SpeedX = -4; m[0].SpeedY = 1; m[0].steps = 100; Enemy e = new Enemy(740, 200 + i*3, m, ITERATION * 20, 1, 200); Enemies.AddLast(new EnemyWrapper(e, 50 + i * 40)); } for (int i = 0; i < 10; i++) { EnemyMovement[] m = new EnemyMovement[1]; m[0].SpeedX = -5; m[0].SpeedY = -2; m[0].steps = 100; Enemy e = new Enemy(740, 400 + i * 3, m, ITERATION * 20, 5, 200); Enemies.AddLast(new EnemyWrapper(e, 500 + i * 40)); } for (int i = 0; i < 5; i++) { EnemyMovement[] m = new EnemyMovement[1]; m[0].SpeedX = -10; m[0].SpeedY = 0; m[0].steps = 100; Enemy e = new Enemy(740, 200 + i * 20, m, ITERATION * 20, (i % 2 == 0) ? 8: 11, 50); Enemies.AddLast(new EnemyWrapper(e, 1050 + i * 150)); } //for (int i = 0; i < 5; i++) //{ // EnemyMovement[] m = new EnemyMovement[1]; // m[0].SpeedX = -5; // m[0].SpeedY = 0; // m[0].steps = 300; // Enemy e = new Enemy(740, 200 + i * 10, m, 0, ITERATION * 20, 9, 100); // Enemies.AddLast(new EnemyWrapper(e, 500 + i * 165)); //} //for (int i = 0; i < 18; i++) //{ // EnemyMovement[] m = new EnemyMovement[1]; // m[0].SpeedX = -5; // m[0].SpeedY = 0; // m[0].steps = 300; // Enemy e = new Enemy(740, 200 + i * 3, m, 0, ITERATION * 20, 2, 100); // Enemies.AddLast(new EnemyWrapper(e, 500 + i * 150)); //} for (int i = 0; i < 5; i++) { EnemyMovement[] m = new EnemyMovement[3]; m[0].SpeedX = -5; m[0].SpeedY = 0; m[0].steps = 200; m[1].SpeedX = 5; m[1].SpeedY = +1; m[1].steps = 200; m[2].SpeedX = -5; m[2].SpeedY = -1; m[2].steps = 200; Enemy e = new Enemy(740, 250 + i * 3, m, ITERATION * 20 + 200, 22, 80); Enemies.AddLast(new EnemyWrapper(e, 1900 + i * 100)); } }
private void SetEnemies(int t) { if (t == 50 || t == 100 || t == 150 || t == 200) { Enemies = new LinkedList<Enemy>(); EnemyMovement[] m = new EnemyMovement[3]; m[0].SpeedX = -3; m[0].SpeedY = 3; m[0].steps = 30; m[1].SpeedX = -3; m[1].SpeedY = 0; m[1].steps = 120; m[2].SpeedX = 3; m[2].SpeedY = 0; m[2].steps = 120; Enemy e = new Enemy(800, 100, m, 0, ITERATION * 20); Enemies.AddFirst(e); } else if (t == 400) { Enemies = new LinkedList<Enemy>(); EnemyMovement[] m = new EnemyMovement[9]; m[0].SpeedX = -4; m[0].SpeedY = 0; m[0].steps = 20; m[1].SpeedX = -4; m[1].SpeedY = 0; m[1].steps = 20; m[2].SpeedX = -4; m[2].SpeedY = 4; m[2].steps = 20; m[3].SpeedX = -4; m[3].SpeedY = 0; m[3].steps = 20; m[4].SpeedX = -4; m[4].SpeedY = 4; m[4].steps = 20; m[5].SpeedX = 4; m[5].SpeedY = -4; m[5].steps = 20; m[6].SpeedX = 4; m[6].SpeedY = 0; m[6].steps = 20; m[7].SpeedX = 4; m[7].SpeedY = -4; m[7].steps = 20; m[8].SpeedX = 4; m[8].SpeedY = 0; m[8].steps = 20; Enemy e = new Enemy(700, 100, m, 0, ITERATION * 20); Enemies.AddFirst(e); EnemyMovement[] m1 = new EnemyMovement[9]; m1[0].SpeedX = -4; m1[0].SpeedY = 0; m1[0].steps = 20; m1[1].SpeedX = -4; m1[1].SpeedY = 0; m1[1].steps = 20; m1[2].SpeedX = -4; m1[2].SpeedY = -4; m1[2].steps = 20; m1[3].SpeedX = -4; m1[3].SpeedY = 0; m1[3].steps = 20; m1[4].SpeedX = -4; m1[4].SpeedY = -4; m1[4].steps = 20; m1[5].SpeedX = 4; m1[5].SpeedY = 4; m1[5].steps = 20; m1[6].SpeedX = 4; m1[6].SpeedY = 0; m1[6].steps = 20; m1[7].SpeedX = 4; m1[7].SpeedY = 4; m1[7].steps = 20; m1[8].SpeedX = 4; m1[8].SpeedY = 0; m1[8].steps = 20; e = new Enemy(700, 450, m1, 0, ITERATION * 20); Enemies.AddFirst(e); EnemyMovement[] m2 = new EnemyMovement[7]; m2[0].SpeedX = -3; m2[0].SpeedY = 3; m2[0].steps = 30; m2[1].SpeedX = -3; m2[1].SpeedY = -3; m2[1].steps = 30; m2[2].SpeedX = -3; m2[2].SpeedY = 3; m2[2].steps = 30; m2[3].SpeedX = 3; m2[3].SpeedY = -3; m2[3].steps = 30; m2[4].SpeedX = 3; m2[4].SpeedY = 3; m2[4].steps = 30; m2[5].SpeedX = 3; m2[5].SpeedY = -3; m2[5].steps = 30; m2[6].SpeedX = -3; m2[6].SpeedY = 3; m2[6].steps = 30; e = new Enemy(700, 200, m2, 0, ITERATION * 20); Enemies.AddFirst(e); EnemyMovement[] m3 = new EnemyMovement[7]; m3[0].SpeedX = -3; m3[0].SpeedY = -3; m3[0].steps = 30; m3[1].SpeedX = -3; m3[1].SpeedY = 3; m3[1].steps = 30; m3[2].SpeedX = -3; m3[2].SpeedY = -3; m3[2].steps = 30; m3[3].SpeedX = 3; m3[3].SpeedY = 3; m3[3].steps = 30; m3[4].SpeedX = 3; m3[4].SpeedY = -3; m3[4].steps = 30; m3[5].SpeedX = 3; m3[5].SpeedY = 3; m3[5].steps = 30; m3[6].SpeedX = -3; m3[6].SpeedY = -3; m3[6].steps = 30; e = new Enemy(700, 275, m3, 0, ITERATION * 20); Enemies.AddFirst(e); } }