Esempio n. 1
0
        private void CreateParticleBurst(Vector2 Position, int Count, int Size, Color Tint, Texture2D Image)
        {
            Particle2D NewSparkle;
            Vector2    Speed;

            for (int Ctr = 0; Ctr < Count; Ctr++)
            {
                NewSparkle = new Particle2D(GraphicsDevice);

                NewSparkle.AlphaFade  = true;
                NewSparkle.TimeToLive = 100 + (cRandom.NextDouble() * 1000);
                NewSparkle.Height     = Size;
                NewSparkle.Width      = Size;
                NewSparkle.TopLeft    = Position;
                NewSparkle.Image      = Image;

                NewSparkle.Rotation = (float)(cRandom.NextDouble() * 6.2f);
                Speed                  = MGMath.CalculateXYMagnitude(NewSparkle.Rotation, (float)(cRandom.NextDouble() * (70 / Size)));
                NewSparkle.SpeedX      = Speed.X;
                NewSparkle.SpeedY      = Speed.Y;
                NewSparkle.SpeedRotate = (float)cRandom.NextDouble() * 0.25f;

                NewSparkle.Tint = Tint;

                cSparkles.AddParticle(NewSparkle);
            }
        }
Esempio n. 2
0
        private void CreateNewAsteroid(int Size, Vector2 Position)
        {
            Particle2D AstInfo;
            Vector2    AstSpeed;

            AstInfo = new Particle2D(GraphicsDevice);

            AstInfo.Width  = Size;
            AstInfo.Height = Size;

            if ((Position.X == -1) && (Position.Y == -1))
            {
                AstInfo.TopLeft.X = AstInfo.Width * -1;
                AstInfo.TopLeft.Y = AstInfo.Height * -1;
            }
            else
            {
                AstInfo.TopLeft.X = Position.X;
                AstInfo.TopLeft.Y = Position.Y;
            }

            AstInfo.Image      = cTextureDict[Textures.Asteroid];
            AstInfo.TimeToLive = -1;

            AstSpeed       = MGMath.CalculateXYMagnitude((float)cRandom.NextDouble() * 6.28318531f, 2);
            AstInfo.SpeedX = AstSpeed.X;
            AstInfo.SpeedY = AstSpeed.Y;
            AstInfo.Tint   = new Color(150 + cRandom.Next(0, 105), 150 + cRandom.Next(0, 105), 150 + cRandom.Next(0, 105), 255);

            AstInfo.SpeedRotate = ((float)cRandom.NextDouble() * 0.2f) - 0.1f;

            cAsteroids.AddParticle(AstInfo);
        }
Esempio n. 3
0
        private void PlayerFireBullet()
        {
            Vector2 BulletOrigin, BulletOffset;
            int     Ctr;
            Color   BulletColor = new Color(75, 75, 255, 255);

            if (cEnemyKills >= 50)               //Spread shot
            {
                cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], cPlayerShip.Top + (cPlayerShip.Height / 2) - 10, cPlayerShip.Left + (cPlayerShip.Height / 2) - 10, 20, 20, cPlayerShip.cRotation - 0.628f, 10, BulletColor);
                cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], cPlayerShip.Top + (cPlayerShip.Height / 2) - 10, cPlayerShip.Left + (cPlayerShip.Height / 2) - 10, 20, 20, cPlayerShip.cRotation - 0.314f, 10, BulletColor);
                cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], cPlayerShip.Top + (cPlayerShip.Height / 2) - 10, cPlayerShip.Left + (cPlayerShip.Height / 2) - 10, 20, 20, cPlayerShip.cRotation, 10, BulletColor);
                cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], cPlayerShip.Top + (cPlayerShip.Height / 2) - 10, cPlayerShip.Left + (cPlayerShip.Height / 2) - 10, 20, 20, cPlayerShip.cRotation + 0.314f, 10, BulletColor);
                cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], cPlayerShip.Top + (cPlayerShip.Height / 2) - 10, cPlayerShip.Left + (cPlayerShip.Height / 2) - 10, 20, 20, cPlayerShip.cRotation + 0.628f, 10, BulletColor);
            }
            else if (cEnemyKills >= 30)                 //Multi-shot
            {
                BulletOrigin = MGMath.CalculateXYMagnitude(-1 * cPlayerShip.cRotation, cPlayerShip.Width / 4);
                BulletOffset = MGMath.CalculateXYMagnitude(-1 * cPlayerShip.cRotation + 1.570796f, cPlayerShip.Width / 5);

                //Adjust it so that it's relative to the top left screen corner
                BulletOrigin.Y += cPlayerShip.Top + (cPlayerShip.Height / 2);
                BulletOrigin.X += cPlayerShip.Left + (cPlayerShip.Height / 2);

                cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], BulletOrigin.Y + (BulletOffset.Y * 2) - 10, BulletOrigin.X + (BulletOffset.X * 2) - 10, 20, 20, cPlayerShip.cRotation, 15, BulletColor);
                cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], BulletOrigin.Y + BulletOffset.Y - 10, BulletOrigin.X + BulletOffset.X - 10, 20, 20, cPlayerShip.cRotation, 15, BulletColor);
                cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], BulletOrigin.Y - 10, BulletOrigin.X - 10, 20, 20, cPlayerShip.cRotation, 15, BulletColor);
                cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], BulletOrigin.Y - BulletOffset.Y - 10, BulletOrigin.X - BulletOffset.X - 10, 20, 20, cPlayerShip.cRotation, 15, BulletColor);
                cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], BulletOrigin.Y - (BulletOffset.Y * 2) - 10, BulletOrigin.X - (BulletOffset.X * 2) - 10, 20, 20, cPlayerShip.cRotation, 15, BulletColor);
            }
            else if (cEnemyKills >= 10)
            {
                BulletOrigin = MGMath.CalculateXYMagnitude(-1 * cPlayerShip.cRotation, cPlayerShip.Width / 4);
                BulletOffset = MGMath.CalculateXYMagnitude(-1 * cPlayerShip.cRotation + 1.570796f, cPlayerShip.Width / 5);

                //Adjust it so that it's relative to the top left screen corner
                BulletOrigin.Y += cPlayerShip.Top + (cPlayerShip.Height / 2);
                BulletOrigin.X += cPlayerShip.Left + (cPlayerShip.Height / 2);
                cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], BulletOrigin.Y + BulletOffset.Y - 10, BulletOrigin.X + BulletOffset.X - 10, 20, 20, cPlayerShip.cRotation, 15, BulletColor);
                cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], BulletOrigin.Y - 10, BulletOrigin.X - 10, 20, 20, cPlayerShip.cRotation, 15, BulletColor);
                cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], BulletOrigin.Y - BulletOffset.Y - 10, BulletOrigin.X - BulletOffset.X - 10, 20, 20, cPlayerShip.cRotation, 15, BulletColor);
            }
            else                 //Single shot
                                 //Calculate coordinates of ship tip relative to its center
            {
                BulletOrigin = MDLN.MGTools.MGMath.CalculateXYMagnitude(-1 * cPlayerShip.cRotation, cPlayerShip.Width / 4);

                //Adjust it so that it's relative to the top left screen corner
                BulletOrigin.Y += cPlayerShip.Top + (cPlayerShip.Height / 2);
                BulletOrigin.X += cPlayerShip.Left + (cPlayerShip.Height / 2);

                for (Ctr = 0; Ctr <= cEnemyKillsMax; Ctr += 100)
                {
                    cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], BulletOrigin.Y - 10, BulletOrigin.X - 10, 20, 20, cPlayerShip.cRotation, 15, BulletColor);
                }
            }
        }
        protected override void UpdateContents(GameTime CurrTime, KeyboardState CurrKeys, MouseState CurrMouse, bool ProcessMOuseEvent)
        {
            Vector2 SpeedAdjust, NewPos, ShipCenter;

            //float RotatDegrees;

            if (MouseRotate == false)
            {
                if (CurrKeys.IsKeyDown(Keys.Left) == true)
                {
                    cRotation += 0.03f;

                    if (cRotation > 6.28318531f)
                    {
                        cRotation = 0;
                    }

                    HasChanged = true;
                }

                if (CurrKeys.IsKeyDown(Keys.Right) == true)
                {
                    cRotation -= 0.03f;

                    if (cRotation < 0)
                    {
                        cRotation = 6.28318531f;
                    }

                    HasChanged = true;
                }

                if (CurrKeys.IsKeyDown(Keys.Up) == true)
                {
                    SpeedAdjust = MGMath.CalculateXYMagnitude(cRotation, 0.1f);

                    cSpeedX += SpeedAdjust.X;
                    cSpeedY -= SpeedAdjust.Y;
                }

                if (CurrKeys.IsKeyDown(Keys.Down) == true)
                {
                    SpeedAdjust = MGMath.CalculateXYMagnitude(cRotation, 0.1f);

                    cSpeedX -= SpeedAdjust.X;
                    cSpeedY += SpeedAdjust.Y;
                }
            }
            else
            {
                ShipCenter.Y = Height / 2;
                ShipCenter.X = Width / 2;

                cRotation = MGMath.GetAngleFromPoints(ShipCenter, CurrMouse.Position.ToVector2(), true) + ImageInitialAngle;
                if (cRotation != ImageInitialAngle)                   //Ship rotation has changed
                {
                    HasChanged = true;
                }

                if (CurrKeys.IsKeyDown(Keys.W) == true)
                {
                    cSpeedY -= SPEEDSTEP;
                }
                else if (cSpeedY < 0)
                {
                    cSpeedY += SPEEDSTEP / 2;
                }

                if (CurrKeys.IsKeyDown(Keys.S) == true)
                {
                    cSpeedY += SPEEDSTEP;
                }
                else if (cSpeedY > 0)
                {
                    cSpeedY -= SPEEDSTEP / 2;
                }

                if (cSpeedY > SPEEDMAX)
                {
                    cSpeedY = SPEEDMAX;
                }
                else if (cSpeedY < SPEEDMAX * -1)
                {
                    cSpeedY = SPEEDMAX * -1;
                }

                if (CurrKeys.IsKeyDown(Keys.A) == true)
                {
                    cSpeedX -= SPEEDSTEP;
                }
                else if (cSpeedX < 0)
                {
                    cSpeedX += SPEEDSTEP / 2;
                }

                if (CurrKeys.IsKeyDown(Keys.D) == true)
                {
                    cSpeedX += SPEEDSTEP;
                }
                else if (cSpeedX > 0)
                {
                    cSpeedX -= SPEEDSTEP / 2;
                }

                if (cSpeedX < SPEEDMAX * -1)
                {
                    cSpeedX = SPEEDMAX * -1;
                }
                else if (cSpeedX > SPEEDMAX)
                {
                    cSpeedX = SPEEDMAX;
                }
            }

            NewPos    = TopLeft;
            NewPos.X += cSpeedX;
            NewPos.Y += cSpeedY;

            TopLeft = NewPos;

            if (Top < -1 * (cDrawRegion.Height + cDrawRegion.X))
            {
                Top = cGraphicsDevice.Viewport.Bounds.Height;
            }

            if (Top > cGraphicsDevice.Viewport.Bounds.Height)
            {
                Top = -1 * cDrawRegion.Height;
            }

            if (Left < -1 * (cDrawRegion.Width + cDrawRegion.X))
            {
                Left = cGraphicsDevice.Viewport.Bounds.Width;
            }

            if (Left > cGraphicsDevice.Viewport.Bounds.Width)
            {
                Left = -1 * cDrawRegion.Width;
            }
        }
Esempio n. 5
0
        private void CommandSentEventHandler(object Sender, string Command)
        {
            if (Tools.RegEx.QuickTest(Command, "^(quit|exit)$") == true)
            {
                Exit();
            }
            else if (Tools.RegEx.QuickTest(Command, "^ship *stop$") == true)
            {
                cPlayerShip.cSpeedX = 0;
                cPlayerShip.cSpeedY = 0;
                cDevConsole.AddText("Ship speed set to 0");
            }
            else if (Tools.RegEx.QuickTest(Command, "^ship *center$") == true)
            {
                cPlayerShip.Top  = (cGraphDevMgr.GraphicsDevice.Viewport.Bounds.Height) / 2 - (cPlayerShip.Height / 2);
                cPlayerShip.Left = (cGraphDevMgr.GraphicsDevice.Viewport.Bounds.Width) / 2 - (cPlayerShip.Width / 2);
                cDevConsole.AddText("Ship position set to [X=" + cPlayerShip.Left + ", Y=" + cPlayerShip.Width + "]");
            }
            else if (Tools.RegEx.QuickTest(Command, "^ship *state$") == true)
            {
                cDevConsole.AddText("Ship Position [X=" + cPlayerShip.Top + ", Y=" + cPlayerShip.Left + "]");
                cDevConsole.AddText("     Speed X=" + cPlayerShip.cSpeedX + " Y=" + cPlayerShip.cSpeedY);
                cDevConsole.AddText("     Size Width=" + cPlayerShip.Width + " Height=" + cPlayerShip.Height);
            }
            else if (Tools.RegEx.QuickTest(Command, "^fire *spread$") == true)
            {
                cDevConsole.AddText("Firing Spread");
                cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], cPlayerShip.Top + (cPlayerShip.Height / 2) - 10, cPlayerShip.Left + (cPlayerShip.Height / 2) - 10, 20, 20, cPlayerShip.cRotation - 0.628f, 10, Color.White);
                cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], cPlayerShip.Top + (cPlayerShip.Height / 2) - 10, cPlayerShip.Left + (cPlayerShip.Height / 2) - 10, 20, 20, cPlayerShip.cRotation - 0.314f, 10, Color.White);
                cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], cPlayerShip.Top + (cPlayerShip.Height / 2) - 10, cPlayerShip.Left + (cPlayerShip.Height / 2) - 10, 20, 20, cPlayerShip.cRotation, 10, Color.White);
                cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], cPlayerShip.Top + (cPlayerShip.Height / 2) - 10, cPlayerShip.Left + (cPlayerShip.Height / 2) - 10, 20, 20, cPlayerShip.cRotation + 0.314f, 10, Color.White);
                cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], cPlayerShip.Top + (cPlayerShip.Height / 2) - 10, cPlayerShip.Left + (cPlayerShip.Height / 2) - 10, 20, 20, cPlayerShip.cRotation + 0.628f, 10, Color.White);
            }
            else if (Tools.RegEx.QuickTest(Command, "^fire *multi-?(ple|shot)$") == true)
            {
                cDevConsole.AddText("Firing Multi-Shot");
                Vector2 BulletOrigin, BulletOffset;
                BulletOrigin = MGMath.CalculateXYMagnitude(-1 * cPlayerShip.cRotation, cPlayerShip.Width / 4);
                BulletOffset = MGMath.CalculateXYMagnitude(-1 * cPlayerShip.cRotation + 1.570796f, cPlayerShip.Width / 5);

                //Adjust it so that it's relative to the top left screen corner
                BulletOrigin.Y += cPlayerShip.Top + (cPlayerShip.Height / 2);
                BulletOrigin.X += cPlayerShip.Left + (cPlayerShip.Height / 2);

                cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], BulletOrigin.Y + (BulletOffset.Y * 2) - 10, BulletOrigin.X + (BulletOffset.X * 2) - 10, 20, 20, cPlayerShip.cRotation, 15, Color.White);
                cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], BulletOrigin.Y + BulletOffset.Y - 10, BulletOrigin.X + BulletOffset.X - 10, 20, 20, cPlayerShip.cRotation, 15, Color.White);
                cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], BulletOrigin.Y - 10, BulletOrigin.X - 10, 20, 20, cPlayerShip.cRotation, 15, Color.White);
                cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], BulletOrigin.Y - BulletOffset.Y - 10, BulletOrigin.X - BulletOffset.X - 10, 20, 20, cPlayerShip.cRotation, 15, Color.White);
                cPlayerBullets.AddParticle(cTextureDict[Textures.Bullet], BulletOrigin.Y - (BulletOffset.Y * 2) - 10, BulletOrigin.X - (BulletOffset.X * 2) - 10, 20, 20, cPlayerShip.cRotation, 15, Color.White);
            }
            else if (Tools.RegEx.QuickTest(Command, "^new *asteroid$") == true)
            {
                cDevConsole.AddText("Spawning Asteroid");
                cAsteroids.AddParticle(cTextureDict[Textures.Asteroid], cPlayerShip.Top + (cPlayerShip.Height / 2) - 50, cPlayerShip.Left + (cPlayerShip.Height / 2) - 50, 100, 100, cPlayerShip.cRotation - 0.628f, 2, Color.White);
            }
            else if (Tools.RegEx.QuickTest(Command, @"^\s*ast(eroid)?\s*count\s*?$") == true)
            {
                cDevConsole.AddText("Current Asteroid Count: " + cAsteroids.ParticleList.Count);
            }
            else if (Tools.RegEx.QuickTest(Command, @"^\s*ast(eroid)?\s*clear$") == true)
            {
                cDevConsole.AddText("Destroying all asteroids");
                cAsteroids.ParticleList.Clear();
            }
            else if (Tools.RegEx.QuickTest(Command, @"^\s*mouse\s*turn\s*=\s*(on|true|enable|1)\s*$") == true)
            {
                cDevConsole.AddText("Using mouse position to rotate ship");
                cPlayerShip.MouseRotate = true;
            }
            else if (Tools.RegEx.QuickTest(Command, @"^\s*mouse\s*turn\s*=\s*(off|false|disable|0)\s*$") == true)
            {
                cDevConsole.AddText("Using arrow keys to rotate ship");
                cPlayerShip.MouseRotate = false;
            }
            else if (Tools.RegEx.QuickTest(Command, @"^\s*(spawn|new)\s*hunter\s*$") == true)
            {
                cDevConsole.AddText("Spawning new hunter UFO");
                Vector2 StartPos = new Vector2(-50, -50);
                CreateNewHunter(100, StartPos);
            }
            else if (Tools.RegEx.QuickTest(Command, @"^\s*(sparkles|particles)\s*$") == true)
            {
                Particle2D NewSparkle;
                Vector2    Speed;

                cDevConsole.AddText("Particle burst on player ship");

                for (int Ctr = 0; Ctr < 25; Ctr++)
                {
                    NewSparkle = new Particle2D(cGraphDevMgr.GraphicsDevice);

                    NewSparkle.AlphaFade  = true;
                    NewSparkle.TimeToLive = 100 + (cRandom.NextDouble() * 1000);
                    NewSparkle.Height     = 10;
                    NewSparkle.Width      = 10;
                    NewSparkle.TopLeft.X  = cPlayerShip.Left + (cPlayerShip.Width / 2);
                    NewSparkle.TopLeft.Y  = cPlayerShip.Top + (cPlayerShip.Height / 2);
                    NewSparkle.Image      = cTextureDict[Textures.Bullet];

                    NewSparkle.Rotation = (float)(cRandom.NextDouble() * 6.2f);
                    Speed             = MGMath.CalculateXYMagnitude(NewSparkle.Rotation, (float)(cRandom.NextDouble() * 5));
                    NewSparkle.SpeedX = Speed.X;
                    NewSparkle.SpeedY = Speed.Y;

                    NewSparkle.Tint = Color.White;

                    cSparkles.AddParticle(NewSparkle);
                }
            }
            else if (Tools.RegEx.QuickTest(Command, @"^\s*(headlight|flashlight|dark)\s*=\s*(1|true|enable)\s*$") == true)
            {
                cDevConsole.AddText("Headlight mode enabled.");
                cHeadlightMode = true;
            }
            else if (Tools.RegEx.QuickTest(Command, @"^\s*(headlight|flashlight|dark)\s*=\s*(0|false|disable)\s*$") == true)
            {
                cDevConsole.AddText("Headlight mode disabled.");
                cHeadlightMode = false;
            }
            else if (Tools.RegEx.QuickTest(Command, @"^\s*stats\s*=\s*(1|true|enable|on)\s*$") == true)
            {
                cDevConsole.AddText("Stats enabled.");
                cShowStats = true;
            }
            else if (Tools.RegEx.QuickTest(Command, @"^\s*stats\s*=\s*(0|false|disable|off)\s*$") == true)
            {
                cDevConsole.AddText("Stats disabled.");
                cShowStats = false;
            }
            else
            {
                cDevConsole.AddText("Unrecognized command: " + Command);
            }
        }
Esempio n. 6
0
        public override bool Update(GameTime CurrTime)
        {
            Vector2 MyCenter, TargetCenter, Speed;
            float   Distance;

            MyCenter.X = TopLeft.X + (Width / 2);
            MyCenter.Y = TopLeft.Y + (Height / 2);

            TargetCenter = TargetObject.GetCenterCoordinates();

            Rotation = MGMath.GetAngleFromPoints(MyCenter, TargetCenter, true);

            Distance = MGMath.SquaredDistanceBetweenPoints(MyCenter, TargetCenter);

            if ((Distance >= MaxDistanceFromTarget * MaxDistanceFromTarget) && (cStrafeDirection != 0))               //Too far away get closer
            {
                Speed            = MGMath.CalculateXYMagnitude(Rotation, 3);
                cStrafeDirection = 0;
            }
            else if ((Distance >= (MaxDistanceFromTarget * MaxDistanceFromTarget * 0.8f * 0.8f)) && (cStrafeDirection == 0))                 //If moving forward overshoot a bit
            {
                Speed = MGMath.CalculateXYMagnitude(Rotation, 3);
            }
            else if (Distance <= MinDistanceFromTarget * MinDistanceFromTarget)                 //Too close back away
            {
                Speed            = MGMath.CalculateXYMagnitude(Rotation + 3.14f, 3);
                cStrafeDirection = 0;
            }
            else if ((Distance <= MinDistanceFromTarget * MinDistanceFromTarget * 1.2f * 1.2f) && (cStrafeDirection == 0))                 //If backing away overshoot a bit
            {
                Speed = MGMath.CalculateXYMagnitude(Rotation + 3.14f, 3);
            }
            else                 //Close enough, circle
            {
                if (cStrafeDirection == 0)
                {
                    if (cRand.Next(1, 3) == 1)
                    {
                        cStrafeDirection = -1;
                    }
                    else
                    {
                        cStrafeDirection = 1;
                    }
                }

                Speed = MGMath.CalculateXYMagnitude(Rotation + 1.57f, 2);

                Speed.X *= cStrafeDirection;
                Speed.Y *= cStrafeDirection;
            }

            SpeedX = (SpeedX + Speed.X) / 2;
            SpeedY = (SpeedY + Speed.Y) / 2;

            TopLeft.X += SpeedX;
            TopLeft.Y -= SpeedY;

            if (cLastShot == 0)
            {
                cLastShot = CurrTime.TotalGameTime.TotalMilliseconds + 1500 + cRand.Next(1000);
            }

            if (cLastShot < CurrTime.TotalGameTime.TotalMilliseconds)
            {
                Vector2 BulletOrigin;

                BulletOrigin.Y = TopLeft.Y + (Height / 2);
                BulletOrigin.X = TopLeft.X + (Height / 2);

                Rotation += (float)(cRand.Next(-10, 10) * (Math.PI / 180.0));                 //Randmize the direction so that it's not perfect (+/- 10 degrees)
                BulletManager.AddParticle(BulletTexture, BulletOrigin.Y - 10, BulletOrigin.X - 10, 20, 20, Rotation, 8, new Color(255, 75, 75, 255));

                cLastShot = CurrTime.TotalGameTime.TotalMilliseconds + 1500 + cRand.Next(1000);
            }

            return(true);
        }