Exemple #1
0
 private void Form1_KeyDown(object sender, KeyEventArgs e)
 {
     if (e.KeyCode == Keys.Escape) { this.Close(); } //Press escape to quit
     if (e.KeyCode == Keys.F1)                       //Reload the game
     {
         ball.Top = 50;
         ball.Left = 50;
         speed_left = 4;
         speed_top = 4;
         point = 0;
         points.Text = "0";
         timer1.Enabled = true;
         gameOver_label.Visible = false;             //Hides the game over text label
         playground.BackColor = Color.White;         //reassigns the background color
         plays++;                                    //increments the number of games played
         Player turn = new Player();                 //instantiate a new Player class
         turnCount.Text = turn.ComputeTurns(plays);  //send the updated turns to ComputeTurns method
         turnCount.Visible = false;                  //Hides the turn count
         highestScore_label.Visible = false;         //Hides the high score
         user_label.Visible = false;                 //Hides the player name user_label
         this.racket.Size = new System.Drawing.Size(200, 20);    //reset racket size
         this.ball.Image = global::PongGame.Properties.Resources.ball1; //reset ball image
         this.pictureBox1.Visible = false;           //Hides picturebox
         fakeButton.Visible = false;                  //HidesFake botton
     }
 }
Exemple #2
0
        private int plays; //Number of turns

        #endregion Fields

        #region Constructors

        public Form1()
        {
            InitializeComponent();

            timer1.Enabled = true;
            Cursor.Hide();       //Hides the cursor

            plays = 1;
            Player turn = new Player();
            turnCount.Text = turn.ComputeTurns(plays);

            this.FormBorderStyle = FormBorderStyle.None;                            //removes any border
            this.TopMost = true;                                                    //Brings the form to the front
            this.Bounds = Screen.PrimaryScreen.Bounds;                              //Makes it fullscreen
            racket.Top = playground.Bottom - (playground.Bottom / 10);              //set the position of the racket

            gameOver_label.Left = (playground.Width / 2) - (gameOver_label.Width / 2); //Centers the label
            gameOver_label.Top = (playground.Height / 2) - (gameOver_label.Height / 2);
            gameOver_label.Visible = false;                                         //Hides the game over

            highestScore_label.Visible = false;
            turnCount.Visible = false;                                              //Hides the turn count
        }
Exemple #3
0
        private void timer1_Tick(object sender, EventArgs e)
        {
            racket.Left = Cursor.Position.X - (racket.Width / 2);       //Set the center of the racket to the position of the cursor

            ball.Left += speed_left;        //Move the ball
            ball.Top += speed_top;

            if (ball.Bottom >= racket.Top && ball.Bottom <= racket.Bottom && ball.Left >= racket.Left && ball.Right <= racket.Right) //racket collision
            {
                speed_top += 2;
                speed_left += 2;
                speed_top = -speed_top; //change direction
                point += 1;
                points.Text = point.ToString();

                Random r = new Random();
                playground.BackColor = Color.FromArgb(r.Next(155, 255), r.Next(155, 255), r.Next(155, 255));  //Get a random RGB color and set it to playground background color
            }

            if (ball.Left <= playground.Left)
            {
                speed_left = -speed_left;
            }

            if (ball.Right >= playground.Right)
            {
                speed_left = -speed_left;
            }

            if (ball.Top <= playground.Top)
            {
                speed_top = -speed_top;
            }
            if (point > 5)                                             //Level two modifications making game more difficult
            {
                this.racket.Size = new System.Drawing.Size(150, 20);    //Reduces the size of the racket
            }

            if (point > 10)                                                         //Level three modifications
            {
                this.ball.Image = global::PongGame.Properties.Resources.face1;      //change the image of ball to face1
            }

            if (point > 15)                                                         //Level 4 modifications
            {
                this.pictureBox1.Visible = true;                                    //Display distracting gif
            }

            if (point > 20)                                                          //Level 5 modifications
            {
                this.pictureBox1.Visible = false;
                fakeButton.Visible = true;                                          //Distract with fake button
            }

            if (ball.Bottom >= playground.Bottom)
            {
                timer1.Enabled = false;  //ball is out -> stop the game
                gameOver_label.Visible = true; //Diplays game over if ball hits bottom

                if (point > highScore)  //Compares the current point total to the current highest score
                {
                    highScore = point;  //Assigns the high score to the new point table if true
                }

                Player hScore = new Player();  //instantiate new Player instance
                hScore.PlayerHighScore = highScore;
                highestScore_label.Text = hScore.DisplayHighestScore(highScore);

                turnCount.Visible = true; //Displays the turn count on
                highestScore_label.Visible = true;

                Player user = new Player("");
                user_label.Text = user.Name;
                user_label.Visible = true;

            }
        }
Exemple #4
0
        public override void OnCollision(GameObject other)
        {
            if (other is Obstacles)
            {
                Obstacles tempObstacle = other as Obstacles;
                if (!tempObstacle.IsMiddleLine)
                    this.velocity.Y *= -1;
            }
            if (other is Player && !collidedWithPlayer1 && !collidedWithPlayer2)
            {
                lastHitPlayer = other as Player;
                lastHitPlayer.Velocity = new Vector2(0, 0);
                if (lastHitPlayer.IsFirstPlayer)
                    collidedWithPlayer1 = true;
                else if (!lastHitPlayer.IsFirstPlayer)
                    collidedWithPlayer2 = true;

                float midBall = (this.CollisionRect.Y + this.CollisionRect.Height) - (this.CollisionRect.Height / 2);
                float midPlayer = (lastHitPlayer.CollisionRect.Y + lastHitPlayer.CollisionRect.Height) - (lastHitPlayer.CollisionRect.Height / 2);

                float deltaY = midBall - midPlayer;
                float lastDir = this.velocity.X;

                this.velocity = new Vector2(lastDir * -1, (deltaY) * 10);
            }
            if (other is PickUp)
            {
                HandlePickUp(other as PickUp);
            }
        }