Exemple #1
0
        private void AddObstacles(float minDepth)
        {
            //add the right number of obstacles
            int numberToAdd = (int)((RoadSize / car.Diameter - 1) / 2.0f);
            //get the min space between obstacles in this section
            float minSize = ((RoadSize / numberToAdd) - car.Diameter) / 2.0f;

            for (int i = 0; i < numberToAdd; i++)
            {
                //get a random number in the min size range
                float depth = minDepth - ((float)Utility.Rnd.NextDouble() * minSize);
                //make sure its in the right range
                depth -= (i * (car.Diameter * 2));

                //pick right or left side of road
                float location = (Utility.Rnd.Next(50) > 25) ? RoadLocationLeft : RoadLocationRight;

                //add the obstacle
                obstacles.Add(new Obstacle(device, location, obstacleHeight, depth));
            }
        }
Exemple #2
0
        private void OnFrameUpdate()
        {
            if ((isGameOver) || (!hasGameStarted))
            {
                return;
            }

            // First, get the elapsed time
            elapsedTime = Utility.Timer(DirectXTimer.GetElapsedTime);

            RoadDepth0 += (RoadSpeed * elapsedTime);
            RoadDepth1 += (RoadSpeed * elapsedTime);

            // We have two "roads" here a top and bottom, check to see where they are located and if
            //they exceed their bounds, then swap them.
            if (RoadDepth0 > 75.0f)
            {
                RoadDepth0 = RoadDepth1 - 100.0f;
                AddObstacles(RoadDepth0);
            }

            if (RoadDepth1 > 75.0f)
            {
                RoadDepth1 = RoadDepth0 - 100.0f;
                AddObstacles(RoadDepth1);
            }

            // Remove any obstacles that are past the car
            // Increase the score for each one, and also increase
            // the road speed to make the game harder.
            Obstacles removeObstacles = new Obstacles();

            foreach (Obstacle o in obstacles)
            {
                if (o.Depth > car.Diameter - (Car.Depth * 2))
                {
                    // Add this obstacle to our list to remove
                    removeObstacles.Add(o);
                    // Increase roadspeed
                    RoadSpeed += RoadSpeedIncrement;

                    // Make sure the road speed stays below max
                    if (RoadSpeed >= MaximumRoadSpeed)
                    {
                        RoadSpeed = MaximumRoadSpeed;
                    }

                    // Increase the car speed as well
                    car.IncrementSpeed();

                    // Add the new score
                    score += (int)(RoadSpeed * (RoadSpeed / car.Speed));
                }
            }
            // Remove the obstacles in the list
            foreach (Obstacle o in removeObstacles)
            {
                obstacles.Remove(o);
                // May as well dispose it as well
                o.Dispose();
            }
            removeObstacles.Clear();

            // Move our obstacles
            foreach (Obstacle o in obstacles)
            {
                // Update the obstacle, check to see if it hits the car
                o.Update(elapsedTime, RoadSpeed);
                if (o.IsHittingCar(car.Location, car.Diameter))
                {
                    // If it does hit the car, the game is over.
                    isGameOver   = true;
                    gameOverTick = System.Environment.TickCount;
                    // Stop our timer
                    Utility.Timer(DirectXTimer.Stop);
                    // Check to see if we want to add this to our high scores list
                    CheckHighScore();
                }
            }
            car.Update(elapsedTime);
        }