Esempio n. 1
0
        private static TimeSpan Perform(bool smooth1, bool smooth2, bool color)
        {
            DiffDraw.Clear(0, 0);
            Renderer.Player.Clear();
            Pixel[,] init = new Pixel[1, 2];
            init.Populate(new Pixel());
            DiffDraw.Clear(init);
            DiffDraw.Draw(false, true);
            Stopwatch t = Stopwatch.StartNew();

            (char[,] level, _) =
                CharArrayLoader.LoadLevel(@"
#####################
#                 ###
#               ### #
#            # ##   #
#             #     #
#            ##     #
#####################", smooth1);
            DiffDraw.Clear(ColorSelector.Get(level));
            Renderer.Player.Add(new Tuple <Point, Point>(new Point(1, 2), new Point(0, 0)));
            Renderer.Player.Add(new Tuple <Point, Point>(new Point(2, 2), new Point(0, 0)));
            Renderer.Player.Add(new Tuple <Point, Point>(new Point(2, 3), new Point(0, 0)));
            Renderer.Player.Add(new Tuple <Point, Point>(new Point(1, 3), new Point(0, 0)));
            Renderer.Player.Add(new Tuple <Point, Point>(new Point(1, 4), new Point(0, 0)));
            Renderer.Player.Add(new Tuple <Point, Point>(new Point(1, 5), new Point(0, 0)));
            Renderer.Player.Add(new Tuple <Point, Point>(new Point(1, 6), new Point(0, 0)));
            Renderer.Player.Add(new Tuple <Point, Point>(new Point(2, 6), new Point(0, 0)));
            Renderer.Player.Add(new Tuple <Point, Point>(new Point(2, 5), new Point(0, 0)));
            Renderer.Player.Add(new Tuple <Point, Point>(new Point(2, 4), new Point(0, 0)));
            Renderer.Player.Add(new Tuple <Point, Point>(new Point(3, 4), new Point(0, 0)));
            Renderer.Player.Add(new Tuple <Point, Point>(new Point(3, 3), new Point(0, 0)));
            Renderer.Player.Add(new Tuple <Point, Point>(new Point(3, 2), new Point(0, 0)));
            Renderer.Player.Add(new Tuple <Point, Point>(new Point(4, 2), new Point(0, 0)));
            Renderer.Enemies.Add(new Point(5, 4));
            Renderer.Enemies.Add(new Point(5, 5));
            Renderer.Enemies.Add(new Point(5, 6));
            Renderer.Enemies.Add(new Point(6, 6));
            Renderer.Enemies.Add(new Point(7, 6));
            Renderer.Enemies.Add(new Point(7, 5));
            Renderer.Enemies.Add(new Point(7, 4));
            Renderer.Enemies.Add(new Point(6, 3));
            Renderer.Enemies.Add(new Point(5, 2));
            Renderer.Render(smooth2);
            DiffDraw.Draw(color);
            foreach (string t1 in Levels.levels)
            {
                (char[,] lvl, _) =
                    CharArrayLoader.LoadLevel(t1, SettingsMan.SmoothTerrain);
                DiffDraw.Clear(ColorSelector.Get(lvl));
                DiffDraw.Draw(true);
            }
            t.Stop();
            return(t.Elapsed);
        }
Esempio n. 2
0
        private static void PlayRound()
        {
            Console.Clear();
            bool playing = true;

            Pixel[,] init = new Pixel[1, 2];
            init.Populate(new Pixel());
            DiffDraw.Clear(init);
            DiffDraw.Draw(false);
            Label scoreLabel = new Label(new Point(0, 0), "");

            Renderer.Labels.Clear();
            Renderer.Labels.Add(scoreLabel);
            Levels.Load();
            (char[,] level, bool[,] spawnable) =
                CharArrayLoader.LoadLevel(Levels.levels[Rnd.Next(Levels.levels.Length)], SettingsMan.SmoothTerrain);
            bool hasIncreased = false;

            Renderer.Player.Clear();
            Renderer.Player.Add(new Tuple <Point, Point>(new Point(1, 1), new Point(0, 1)));
            Renderer.Enemies.Clear();
            DiffDraw.Clear(ColorSelector.Get(level));
            DiffDraw.Draw(SettingsMan.Color);
            Input.Reset();
            while (playing)
            {
                DiffDraw.Clear(ColorSelector.Get(level));
                scoreLabel.Text = $"Score: {_score}";
                Renderer.Render(SettingsMan.SmoothPlayer);
                Input.Get();
                if (Input.Move(hasIncreased) || Input.Esc)
                {
                    Renderer.Player.Clear();
                    Input.Reset();
                    playing   = false;
                    Input.Esc = false;
                    continue;
                }

                if (Input.R)
                {
                    _score = 0;
                    init.Populate(new Pixel());
                    DiffDraw.Clear(init);
                    DiffDraw.Draw(SettingsMan.Color);
                    Console.Clear();
                    (level, spawnable) = CharArrayLoader.LoadLevel(Levels.levels[Rnd.Next(Levels.levels.Length)], SettingsMan.SmoothTerrain);
                    DiffDraw.Clear(ColorSelector.Get(level));
                    Renderer.Player.Clear();
                    Renderer.Player.Add(new Tuple <Point, Point>(new Point(2, 2), new Point(0, 1)));
                    Renderer.Enemies.Clear();
                    Input.Reset();
                    Input.R = false;
                }

                Renderer.Render(SettingsMan.SmoothPlayer);
                hasIncreased = Enemy.Compute(spawnable);
                if (hasIncreased)
                {
                    _score++;
                }
                DiffDraw.Draw(SettingsMan.Color);
            }
            Console.ResetColor();
        }