Exemple #1
0
        private void CreateTanks()
        {
            int _x;
            int _y;

            while (Tanks.Count < _tanksAmount)
            {
                _x = random.Next(_fieldWidth - 20);
                _y = random.Next(_fieldHeight - 100);

                bool flag = false;

                foreach (var a in Walls)
                {
                    if (AllCollision.BoxCollides(_x, _y, 20, 20, a.XLeft, a.YUp, a.XRight - a.XLeft, a.YDown - a.YUp))
                    {
                        flag = true;
                        break;
                    }
                }

                foreach (var a in Tanks)
                {
                    if (AllCollision.BoxCollides(_x, _y, 20, 20, a.X, a.Y, 20, 20))
                    {
                        flag = true;
                        break;
                    }
                }

                if (flag == false)
                {
                    Tanks.Add(new Tank(_x, _y));
                }
            }
        }
Exemple #2
0
        private void DoWithPackman()
        {
            //подбор яблок
            foreach (var a in Apples)
            {
                if (AllCollision.BoxCollides(kolobok.X, kolobok.Y, 20, 20, a.X, a.Y, 15, 15))
                {
                    Apples.Remove(a);
                    GameCount++;
                    CreateApples();
                    break;
                }
            }

            //столкновение пакмена с границей
            switch (kolobok.TankDirection)
            {
            case Direction.Left:
                if (kolobok.X - 1 < 0)
                {
                    kolobok.TurnAround();
                }
                break;

            case Direction.Right:
                if (kolobok.X + 21 > _fieldWidth)
                {
                    kolobok.TurnAround();
                }
                break;

            case Direction.Up:
                if (kolobok.Y - 1 < 0)
                {
                    kolobok.TurnAround();
                }
                break;

            case Direction.Down:
                if (kolobok.Y + 21 > _fieldHeight)
                {
                    kolobok.TurnAround();
                }
                break;
            }

            //столкновение пакмена со стеной
            foreach (var a in Walls)
            {
                bool wallFlag = false;
                switch (kolobok.TankDirection)
                {
                case Direction.Left:
                    if (AllCollision.BoxCollides(kolobok.X - 1, kolobok.Y, 20, 20, a.XLeft, a.YUp, a.XRight - a.XLeft, a.YDown - a.YUp))
                    {
                        wallFlag = true;
                    }
                    break;

                case Direction.Right:
                    if (AllCollision.BoxCollides(kolobok.X + 1, kolobok.Y, 20, 20, a.XLeft, a.YUp, a.XRight - a.XLeft, a.YDown - a.YUp))
                    {
                        wallFlag = true;
                    }
                    break;

                case Direction.Up:
                    if (AllCollision.BoxCollides(kolobok.X, kolobok.Y - 1, 20, 20, a.XLeft, a.YUp, a.XRight - a.XLeft, a.YDown - a.YUp))
                    {
                        wallFlag = true;
                    }
                    break;

                case Direction.Down:
                    if (AllCollision.BoxCollides(kolobok.X, kolobok.Y + 1, 20, 20, a.XLeft, a.YUp, a.XRight - a.XLeft, a.YDown - a.YUp))
                    {
                        wallFlag = true;
                    }
                    break;
                }
                if (wallFlag)
                {
                    kolobok.TurnAround();
                }
            }

            // столкновение пакмена с пулей или танком
            foreach (var a in Projectiles)
            {
                if (AllCollision.BoxCollides(kolobok.X, kolobok.Y, 20, 20, a.X, a.Y, 10, 10))
                {
                    GameOver();
                }
            }

            foreach (var a in Tanks)
            {
                if (AllCollision.BoxCollides(kolobok.X, kolobok.Y, 20, 20, a.X, a.Y, 20, 20))
                {
                    GameOver();
                }
            }
        }
Exemple #3
0
        private void DoWithProjectiles()
        {
            //полёт снарядов
            foreach (var p in Projectiles)
            {
                p.Run();
            }
            foreach (var p in PackmanProjectiles)
            {
                p.Run();
            }

            //столкновение снаряда с границей
            foreach (var t in Projectiles)
            {
                switch (t._direction)
                {
                case Direction.Left:
                    if (t.X + 10 < 0)
                    {
                        Projectiles.Remove(t);
                    }
                    break;

                case Direction.Right:
                    if (t.X + 20 > _fieldWidth)
                    {
                        Projectiles.Remove(t);
                    }
                    break;

                case Direction.Up:
                    if (t.Y + 10 < 0)
                    {
                        Projectiles.Remove(t);
                    }
                    break;

                case Direction.Down:
                    if (t.Y + 20 > _fieldHeight)
                    {
                        Projectiles.Remove(t);
                    }
                    break;
                }
                break;
            }

            foreach (var t in PackmanProjectiles)
            {
                switch (t._direction)
                {
                case Direction.Left:
                    if (t.X + 10 < 0)
                    {
                        PackmanProjectiles.Remove(t);
                    }
                    break;

                case Direction.Right:
                    if (t.X + 20 > _fieldWidth)
                    {
                        PackmanProjectiles.Remove(t);
                    }
                    break;

                case Direction.Up:
                    if (t.Y + 10 < 0)
                    {
                        PackmanProjectiles.Remove(t);
                    }
                    break;

                case Direction.Down:
                    if (t.Y + 20 > _fieldHeight)
                    {
                        PackmanProjectiles.Remove(t);
                    }
                    break;
                }
                break;
            }

            //столкновение снаряда со стеной
            foreach (var a in Walls)
            {
                for (int i = 0; i < Projectiles.Count; i++)
                {
                    if (AllCollision.BoxCollides(Projectiles[i].X + 10, Projectiles[i].Y + 10, 10, 10, a.XLeft, a.YUp, a.XRight - a.XLeft, a.YDown - a.YUp))
                    {
                        Projectiles.Remove(Projectiles[i]);
                    }
                }
            }

            foreach (var a in Walls)
            {
                for (int i = 0; i < PackmanProjectiles.Count; i++)
                {
                    if (AllCollision.BoxCollides(PackmanProjectiles[i].X + 10, PackmanProjectiles[i].Y + 10, 10, 10, a.XLeft, a.YUp, a.XRight - a.XLeft, a.YDown - a.YUp))
                    {
                        PackmanProjectiles.Remove(PackmanProjectiles[i]);
                    }
                }
            }
        }
Exemple #4
0
        private void DoWithTanks()
        {
            Array     values  = Enum.GetValues(typeof(Direction));
            Direction tankDir = (Direction)values.GetValue(random.Next(values.Length));

            //выстрелы танков
            foreach (var t in Tanks)
            {
                if (random.Next(100) < 1)
                {
                    switch (t.TankDirection)
                    {
                    case Direction.Left:
                        Projectiles.Add(new Projectile(t.X - 22, t.Y - 5, t.TankDirection));
                        break;

                    case Direction.Right:
                        Projectiles.Add(new Projectile(t.X + 12, t.Y - 5, t.TankDirection));
                        break;

                    case Direction.Up:
                        Projectiles.Add(new Projectile(t.X - 5, t.Y - 22, t.TankDirection));
                        break;

                    case Direction.Down:
                        Projectiles.Add(new Projectile(t.X - 5, t.Y + 12, t.TankDirection));
                        break;
                    }
                }
            }

            //расчёт нового направления танка
            foreach (var a in Walls)
            {
                for (int i = 0; i < Tanks.Count; i++)
                {
                    bool wallFlag = false;
                    if (random.Next(100) < 1)
                    {
                        Tanks[i].Turn(tankDir);
                    }
                    switch (Tanks[i].TankDirection)
                    {
                    case Direction.Left:
                        if (AllCollision.BoxCollides(Tanks[i].X - 1, Tanks[i].Y, 20, 20, a.XLeft, a.YUp, a.XRight - a.XLeft, a.YDown - a.YUp))
                        {
                            wallFlag = true;
                        }
                        break;

                    case Direction.Right:
                        if (AllCollision.BoxCollides(Tanks[i].X + 1, Tanks[i].Y, 20, 20, a.XLeft, a.YUp, a.XRight - a.XLeft, a.YDown - a.YUp))
                        {
                            wallFlag = true;
                        }
                        break;

                    case Direction.Up:
                        if (AllCollision.BoxCollides(Tanks[i].X, Tanks[i].Y - 1, 20, 20, a.XLeft, a.YUp, a.XRight - a.XLeft, a.YDown - a.YUp))
                        {
                            wallFlag = true;
                        }
                        break;

                    case Direction.Down:
                        if (AllCollision.BoxCollides(Tanks[i].X, Tanks[i].Y + 1, 20, 20, a.XLeft, a.YUp, a.XRight - a.XLeft, a.YDown - a.YUp))
                        {
                            wallFlag = true;
                        }
                        break;
                    }
                    if (wallFlag)
                    {
                        Tanks[i].TurnAround();
                    }
                }
            }

            //проверка на разворот перед границей танка
            foreach (var element in Tanks)
            {
                switch (element.TankDirection)
                {
                case Direction.Left:
                    if (element.X - 1 < 0)
                    {
                        element.TurnAround();
                    }
                    break;

                case Direction.Right:
                    if (element.X + 21 > _fieldWidth)
                    {
                        element.TurnAround();
                    }
                    break;

                case Direction.Up:
                    if (element.Y - 1 < 0)
                    {
                        element.TurnAround();
                    }
                    break;

                case Direction.Down:
                    if (element.Y + 21 > _fieldHeight)
                    {
                        element.TurnAround();
                    }
                    break;
                }
            }

            //столкновение танков
            for (int i = 0; i < Tanks.Count; i++)
            {
                for (int j = 0; j < Tanks.Count; j++)
                {
                    switch (Tanks[i].TankDirection)
                    {
                    case Direction.Left:
                        if (AllCollision.BoxCollides(Tanks[i].X - 2, Tanks[i].Y, 20, 20, Tanks[j].X, Tanks[j].Y, 20, 20) && (i != j))
                        {
                            Tanks[i].TurnAround();
                            Tanks[j].TurnAround();
                        }
                        break;

                    case Direction.Right:
                        if (AllCollision.BoxCollides(Tanks[i].X + 2, Tanks[i].Y, 20, 20, Tanks[j].X, Tanks[j].Y, 20, 20) && (i != j))
                        {
                            Tanks[i].TurnAround();
                            Tanks[j].TurnAround();
                        }
                        break;

                    case Direction.Up:
                        if (AllCollision.BoxCollides(Tanks[i].X, Tanks[i].Y - 2, 20, 20, Tanks[j].X, Tanks[j].Y, 20, 20) && (i != j))
                        {
                            Tanks[i].TurnAround();
                            Tanks[j].TurnAround();
                        }
                        break;

                    case Direction.Down:
                        if (AllCollision.BoxCollides(Tanks[i].X, Tanks[i].Y + 2, 20, 20, Tanks[j].X, Tanks[j].Y, 20, 20) && (i != j))
                        {
                            Tanks[i].TurnAround();
                            Tanks[j].TurnAround();
                        }
                        break;
                    }
                }
            }

            //столкновение танков с пулей
            foreach (var a in PackmanProjectiles)
            {
                for (int i = 0; i < Tanks.Count; i++)
                {
                    if (AllCollision.BoxCollides(Tanks[i].X, Tanks[i].Y, 20, 20, a.X, a.Y, 10, 10))
                    {
                        Tanks.Remove(Tanks[i]);
                        CreateTanks();
                        break;
                    }
                }
            }

            //движение
            foreach (var t in Tanks)
            {
                t.Run();
            }
        }