private void DisplayScores(int leftScore, int rightScore) { Hardware.Matrix.Display(SmallChars.ToBitmap(leftScore, rightScore)); if (leftScore >= MaxScore || rightScore >= MaxScore) { WaitForClick(); Stop(); } else { Thread.Sleep(2000); } }
bool WorldCoinc(object sender, PlayerMissile missile1, PlayerMissile missile2) { if (missile1 == Pruneau || missile2 == Pruneau) { // Explode rock or meteor var rock = missile1 == Pruneau ? missile2 : missile1; var meteor = GetOwner(rock); // Does this rock belong to a meteor? if (meteor != null) { if (meteor.IsExploded) { rock.IsVisible = false; RemainingRocks--; if (RemainingRocks == 0) { Hardware.Matrix.Display(SmallChars.ToBitmap(-1, NumberOfMeteors)); Thread.Sleep(1000); NumberOfMeteors++; if (NumberOfMeteors >= WinningNumberOfMeteors) { Stop(); } else { SpawnMeteors(); Pruneau.IsVisible = false; return(true); } } } else { meteor.Explode(); MakeExplosionSound(); } Pruneau.IsVisible = false; return(false); } } else if (missile1 == Ship || missile2 == Ship) { MakeExplosionSound(); Stop(); } return(false); }
private void IntroduceLevel() { // show the level number Hardware.Matrix.Display(SmallChars.ToBitmap(_currentLevel / 10, _currentLevel % 10)); Thread.Sleep(1000); }