Exemple #1
0
        private void KeyDown(object sender, KeyEventArgs e)
        {
            if (MovementEnabled)
            {
                switch (e.Key)
                {
                case Key.Space:
                    if (jumps < 2 && !space_press)
                    {
                        space_press = true;
                        new Thread(Jumper).Start();
                    }

                    break;

                case Key.Escape:
                    if (game_render.isActive())
                    {
                        game_render.Deactivate();
                        Menus[MenuType.Pause].Activate();
                    }
                    else
                    {
                        Menus[MenuType.Pause].Deactivate();
                        game_render.Activate();
                    }

                    break;

                case Key.S:
                    camera.Down = true;
                    break;

                case Key.A:
                    camera.Left = true;
                    break;

                case Key.D:
                    camera.Right = true;
                    break;

                case Key.F1:
                    if (screen.GameData.IsVisible)
                    {
                        screen.GameData.Visibility = Visibility.Hidden;
                        screen.framerater.Stop();
                    }
                    else
                    {
                        screen.GameData.Visibility = Visibility.Visible;
                        screen.framerater.Start();
                    }

                    break;
                }
            }
        }
Exemple #2
0
        private void EnemyAI_Thread()
        {
            while (renderer.isActive())
            {
                if (player.X < X + stopFollowingAt && player.X > X - stopFollowingAt)
                {
                    if (!played)
                    {
                        played = true;
                        Invoke("outside");
                    }

                    if (player.X < X)
                    {
                        X = X - 2;
                    }

                    if (player.X > X)
                    {
                        X = X + 2;
                    }

                    if (player.Y > Y)
                    {
                        Y++;
                    }

                    if (player.Y < Y)
                    {
                        Y--;
                    }

                    if (player.X < X + Killingrange && player.X > X - Killingrange && player.Y < Y + Killingrange &&
                        player.Y > Y - Killingrange)
                    {
                        Sprite = Image.FromFile("Scene/explode.gif");
                        Invoke("kill");
                    }
                }
                else
                {
                    if (played)
                    {
                        Invoke("returnToBase");
                    }
                    played = false;
                    if (X > baseX)
                    {
                        X -= 3;
                    }
                    if (X < baseX)
                    {
                        X += 3;
                    }
                    if (Y > baseY)
                    {
                        Y -= 3;
                    }
                    if (Y < baseY)
                    {
                        Y += 3;
                    }
                }

                Thread.Sleep(10);
            }

            X      = baseX;
            Y      = baseY;
            Sprite = Image.FromFile("Scene/enemy.gif");
        }
Exemple #3
0
        private void CameraMovement_Thread()
        {
            while (true)
            {
                if (render.isActive())
                {
                    try
                    {
                        if (player.Y > 650)
                        {
                            OnFall?.Invoke();
                        }

                        //because of gravity being in a diffrent thread it checks if it has to move the camera to keep focus in case of falling etc.
                        if (Math.Abs(player.Y - Y * -1) > 425 && player.Y <= 470)
                        {
                            Y -= 0.7f;
                        }
                        if (Up)
                        {
                            //check if collision is present otherwise move player to given direction
                            if (lvl.Tiles.Count(o => o.Y <= player.Y && player.Collide(o) && o.Collidable) == 0)
                            {
                                if (Math.Abs(player.Y - Y * -1) < 125)
                                {
                                    Y += 0.8f;
                                }
                                player.Y -= 0.75f;
                            }
                            else
                            {
                                player.Y += 1;
                                Up        = false;
                            }
                        }

                        if (Left)
                        {
                            //check if collision is present otherwise move player to given direction
                            if (lvl.Tiles.Count(o => o.X <= player.X && player.Collide(o) && o.Collidable) == 0)
                            {
                                if (X + player.X < 250)
                                {
                                    X += 0.45f;
                                }
                                player.X -= 0.45f;
                            }
                            else
                            {
                                player.X += 1;
                                Left      = false;
                            }
                        }

                        if (Right)
                        {
                            //check if collision is present otherwise move player to given direction
                            if (lvl.Tiles.Count(o => o.X >= player.X && player.Collide(o) && o.Collidable) == 0)
                            {
                                if (X + player.X > 350)
                                {
                                    X -= 0.45f;
                                }
                                player.X += 0.45f;
                            }
                            else
                            {
                                player.X -= 1;
                                Right     = false;
                            }
                        }
                    }
                    catch
                    {
                    }

                    Thread.Sleep(1);
                }
            }
        }