public void CheckMatrice() { var xPos = (int)(x * labyrinthSize / Width) % labyrinthSize; var yPos = (int)(y * labyrinthSize / Height) % labyrinthSize; //Console.WriteLine("position x:" + xPos + " y:" + yPos + "state:" + matrice[currentMatrice, yPos, xPos] + " width:" + Width + " height:" + Height); if (state == 0 && matrice[currentMatrice, yPos, xPos] == S.Start) { state = 1; } else if (state == 1 && matrice[currentMatrice, yPos, xPos] == S.Wall) { state = 2; timer.Stop(); GamePanel.GameEnded(false); } else if (state == 1 && matrice[currentMatrice, yPos, xPos] == S.End) { state = 3; timer.Stop(); GamePanel.GameEnded(true); } UpdateView(); }
private void TimerClock(object sender, EventArgs e) { StopLine = Width - 100; ComputerSpeed = StopLine / 100; if (state == State.Starting) { startingTime += 1; if (startingTime == 30) { state = State.Started; } } else { xComputer += ComputerSpeed; xPlayer += (speed * StopLine / 320); if (xComputer >= StopLine) { timer.Stop(); state = State.Finished; GamePanel.GameEnded(false); } else if (xPlayer >= StopLine) { timer.Stop(); state = State.Finished; GamePanel.GameEnded(true); } UpdateView(); } }
private void TimerClock(object sender, EventArgs e) { Console.WriteLine("distance Raw X " + distanceRawX); Console.WriteLine("distance Raw Y " + distanceRawY); Console.WriteLine("distance Raw Z " + distanceRawZ); distanceRawX = distanceRawY = distanceRawZ = 0; switch (moves[current]) { case Move.Up: break; case Move.Down: break; case Move.Left: break; case Move.Right: break; } current++; if (current == moves.Length - 1) { ok = true; timer.Stop(); state = State.Finished; GamePanel.GameEnded(true); } UpdateView(); }
private void TimerClock(object obj, EventArgs ea) { if (state == State.Starting) { if (startingTime == 0) { state = State.Started; viewTimer.Start(); } startingTime--; UpdateView(); } else { if (time == 0) { state = State.Lost; timer.Stop(); viewTimer.Stop(); Invalidate(true); GamePanel.GameEnded(false); } if (state == State.Won) { timer.Stop(); viewTimer.Stop(); Invalidate(true); GamePanel.GameEnded(true); } if (Wm.WiimoteState.Rumble) { Wm.SetRumble(false); } time--; } }
private void TimerClock(object sender, EventArgs e) { if (a == buttonState.A && b == buttonState.B && one == buttonState.One && two == buttonState.Two && up == buttonState.Up && down == buttonState.Down && right == buttonState.Right && left == buttonState.Left) { sucess++; if (sucess == 5) { ok = true; timer.Stop(); state = State.Finished; GamePanel.GameEnded(true); } else { var random = new Random().Next(8); a = b = one = two = left = right = up = down = false; switch (random) { case 0: a = b = true; message = "A + B"; break; case 1: b = true; message = "B"; break; case 2: a = true; message = "A"; break; case 3: one = two = true; message = "1 + 2"; break; case 4: two = true; message = "2"; break; case 5: down = b = true; message = "DOWN + B"; break; case 6: up = b = true; message = "UP + B"; break; case 7: down = true; message = "DOWN"; break; } } } else { ok = false; timer.Stop(); state = State.Finished; GamePanel.GameEnded(false); } UpdateView(); }