private void UI_B_Start_Click(object sender, EventArgs e) { UI_Menu_Panel.Hide(); UI_GameOver_Panel.Hide(); Focus(); if (_playerLives == 0) { _waveNumber = 1; _playerScore = 0; _playerLives = 3; _player = new PlayerInfo(); _rockContainer.Clear(); // Init wave calc _wc = new WaveCalculator(_waveNumber); // Spawn the first wave for (int i = 0; i < _wc.Rocks; i++) { _rockContainer.Add(new Rock(new PointF(_rnd.Next(0, ClientRectangle.Width), _rnd.Next(0, ClientRectangle.Height)), Rock.State.large)); } _generatedBG = new BackgroundImg(ClientRectangle); } _starting = false; }
private void DLG_Main_Load(object sender, EventArgs e) { UI_Menu_Panel.Location = new Point((ClientSize.Width / 2) - (UI_Menu_Panel.Width / 2), 10); UI_Pause_Panel.Location = new Point((ClientSize.Width / 2) - (UI_Menu_Panel.Width / 2), 10); UI_GameOver_Panel.Location = new Point((ClientSize.Width / 2) - (UI_Menu_Panel.Width / 2), 400); UI_Pause_Panel.Hide(); UI_GameOver_Panel.Hide(); #region Debug Mode if (DEBUG_MODE) { DebugWindow = new DLG_Debug(); DebugWindow.Show(); setValCallback += new SetValDel(DebugWindow.TranslateInformation); } #endregion // Create NEW RANDOM BACKGROUND _generatedBG = new BackgroundImg(ClientRectangle); // Enemy Two test //_enemyTwo = new EnemyTwo(ClientRectangle); // Sound testing fun! //SoundPlayer lazer = new SoundPlayer(); //lazer.SoundLocation = "Lazer.wav"; //_sounds.Add("Lazer", lazer); // Boss rock test //_testRock = new RockBoss(new PointF(300, 300), Rock.State.boss); // Init wave calc _wc = new WaveCalculator(_waveNumber); // Spawn the first wave for (int i = 0; i < _wc.Rocks; i++) { _rockContainer.Add(new Rock(new PointF(_rnd.Next(0, ClientRectangle.Width), _rnd.Next(0, ClientRectangle.Height)), Rock.State.large)); } }
// Game tick loop private void Game_Timer_Tick(object sender, EventArgs e) { if (_playerLives == 0) { //_ii = new InputInterface(); UI_GameOver_Panel.Show(); UI_Menu_Panel.Show(); _starting = true; } if (_ii.Pause) { UI_Pause_Panel.Show(); } else { #region Debug Mode if (DEBUG_MODE) { Text = string.Format("DEBUG MODE - Player pos - X: {0:F2} Y: {1:F2}", _player._pos.X, _player._pos.Y); if (DebugWindow.currentSelection == "Player") { setValCallback.Invoke(_player); } else if (DebugWindow.currentSelection == "EnemyOne") { setValCallback.Invoke(_enemyOne); } else if (DebugWindow.currentSelection == "EnemyTwo") { setValCallback.Invoke(_enemyTwo); } } #endregion if (_starting && _ii.Shoot) { UI_B_Start_Click(null, null); _starting = false; } UI_Pause_Panel.Hide(); using (BufferedGraphicsContext bgc = new BufferedGraphicsContext()) { using (BufferedGraphics bg = bgc.Allocate(CreateGraphics(), ClientRectangle)) { // Draw stars / planet ---- _generatedBG.imgStars.ForEach(x => bg.Graphics.FillPath(new SolidBrush(x.starColor), x.GetPath())); if (_generatedBG.hasPlanets) { _generatedBG.imgPlanets.ForEach(x => bg.Graphics.FillPath(new SolidBrush(x.planetCol), x.GetPath())); } // ------------------------ if (!_starting) { // draw all dead shapes (collisions) //foreach (var hit in _deadShapes) //bg.Graphics.FillRegion(new SolidBrush(Color.Yellow), hit); #region Player Calcs // player boost if (_player._boosting) { _player._particles.Add(new ExhaustParticle(_player)); } foreach (ExhaustParticle ep in _player._particles) { ep.Tick(); bg.Graphics.FillPath(new SolidBrush(ep.myColor), ep.GetPath()); } // player Bullets if (_player._shooting) { _player._bullets.Add(new BulletParticle(_player)); //_sounds["Lazer"].Play(); } foreach (BulletParticle bp in _player._bullets) { bp.Tick(); bg.Graphics.FillPath(new SolidBrush(BulletParticle.myColor), bp.GetPath()); } _player.Tick(_ii, ClientRectangle); bg.Graphics.FillPath(new SolidBrush(Color.FromArgb(_player._alpha, Color.Red)), _player.GetPath()); #endregion // All rocks foreach (Rock r in _rockContainer) { r.Tick(ClientSize); r.Render(bg, ClientSize); } #region Enemy One & Enemy Two & Boss calc example //~~~~Enemy one //_enemyOne.Tick(_player); //if (_enemyOne._shooting) // _enemyOne._bullets.Add(new BulletParticle(_enemyOne)); //foreach (BulletParticle bp in _enemyOne._bullets) //{ // bp.Tick(); // bg.Graphics.FillPath(new SolidBrush(BulletParticle.myColor), bp.GetPath()); //} //bg.Graphics.FillPath(new SolidBrush(Color.Blue), _enemyOne.GetPath()); //CleanUp(_enemyOne); //// ~~~~ Enemy two //_enemyTwo.Tick(_player); //if (_enemyTwo._shooting) //{ // _enemyTwo._bullets.Add(new BulletParticle(_enemyTwo, 0)); // _enemyTwo._bullets.Add(new BulletParticle(_enemyTwo, 60)); // _enemyTwo._bullets.Add(new BulletParticle(_enemyTwo, 120)); // _enemyTwo._bullets.Add(new BulletParticle(_enemyTwo, 180)); // _enemyTwo._bullets.Add(new BulletParticle(_enemyTwo, 240)); // _enemyTwo._bullets.Add(new BulletParticle(_enemyTwo, 300)); //} //foreach (BulletParticle bp in _enemyTwo._bullets) //{ // bp.Tick(); // bg.Graphics.FillPath(new SolidBrush(BulletParticle.myColor), bp.GetPath()); //} //bg.Graphics.FillPath(new SolidBrush(Color.Green), _enemyTwo.GetPath()); //CleanUp(_enemyTwo); // ~~~~ BOSS ROCK //_testRock.Tick(ClientSize); //_testRock.Render(bg); #endregion #region UI bg.Graphics.DrawString("Wave: " + _waveNumber, new Font("Times New Roman", 24), new SolidBrush(Color.Red), 10, 10); bg.Graphics.DrawString("Score: " + _playerScore, new Font("Times New Roman", 24), new SolidBrush(Color.Red), 10, 44); for (int i = 0; i < _playerLives; i++) { bg.Graphics.FillPath(new SolidBrush(Color.Red), _player.GetPathForLifeSymbol(25 + (50 * i), 110)); } #endregion foreach (BulletParticle bp in _player._bullets) { List <Rock> possibleHits = ( from shape in _rockContainer where Math.Sqrt(Math.Pow(Math.Abs(shape.Pos.X - bp.location.X), 2) + Math.Pow(Math.Abs(shape.Pos.Y - bp.location.Y), 2)) < 10000 // Mirroring????????? select shape).ToList(); // itterate through possible hit list for (int i = 0; i < possibleHits.Count(); i++) { // regions of intersections Region r1 = new Region(possibleHits[i].GetPath(ClientSize)); Region r2 = new Region(bp.GetPath()); // create intersection of the two shapes that are close r1.Intersect(r2); // they hit if (!r1.IsEmpty(CreateGraphics())) { // add region to linked list of hits //_deadShapes.AddFirst(r1); if (possibleHits[i] is RockBoss && (possibleHits[i] as RockBoss)._health > 1) { (possibleHits[i] as RockBoss)._health--; } else { possibleHits[i].IsMarkedForDeath = true; } bp.KILLMENOW = true; } } } if (!UI_Menu_Panel.Visible) { List <Rock> possiblePlayerHits = ( from shape in _rockContainer where Math.Sqrt(Math.Pow(Math.Abs(shape.Pos.X - _player._pos.X), 2) + Math.Pow(Math.Abs(shape.Pos.Y - _player._pos.Y), 2)) < 250 // boss is big (might be a problem) select shape).ToList(); // itterate through possible hit list for (int i = 0; i < possiblePlayerHits.Count(); i++) { if ((possiblePlayerHits[i]._alpha == 255) && (_player._alpha == 255)) { // regions of intersections Region r1 = new Region(possiblePlayerHits[i].GetPath(ClientSize)); Region r2 = new Region(_player.GetPath()); // create intersection of the two shapes that are close r1.Intersect(r2); // they hit if (!r1.IsEmpty(CreateGraphics())) { possiblePlayerHits[i].IsMarkedForDeath = true; _player._gotHit = true; } } } } List <Rock> SmallerRocksToAdd = new List <Rock>(); //_rockContainer.RemoveAll(x => x.IsMarkedForDeath); foreach (Rock r in _rockContainer) { // 25, 45, 65 if (r.IsMarkedForDeath) { if (r._tileSize == (int)Rock.State.medium) { SmallerRocksToAdd.Add(new Rock(r.Pos, Rock.State.small)); SmallerRocksToAdd.Add(new Rock(r.Pos, Rock.State.small)); SmallerRocksToAdd.Add(new Rock(r.Pos, Rock.State.small)); _playerScore += 250; } else if (r._tileSize == (int)Rock.State.large) { SmallerRocksToAdd.Add(new Rock(r.Pos, Rock.State.medium)); SmallerRocksToAdd.Add(new Rock(r.Pos, Rock.State.medium)); _playerScore += 500; } else { _playerScore += 100; } } } CleanUp(_player); _rockContainer.RemoveAll(x => x.IsMarkedForDeath); SmallerRocksToAdd.ForEach(x => _rockContainer.Add(x)); if (_player._gotHit) { if (_playerLives > 0) { _playerLives--; _player.ResetOnHit(); } } } bg.Render(); } } if (!_starting) { if (_rockContainer.Count == 0) { _playerScore += _waveNumber * 1000; _playerLives++; _wc = new WaveCalculator(_waveNumber++); if (_wc.BossWave) { _rockContainer.Add(new RockBoss(new PointF(_rnd.Next(0, ClientRectangle.Width), _rnd.Next(0, ClientRectangle.Height)), Rock.State.boss)); } else { for (int i = 0; i < _wc.Rocks; i++) { _rockContainer.Add(new Rock(new PointF(_rnd.Next(0, ClientRectangle.Width), _rnd.Next(0, ClientRectangle.Height)), Rock.State.large)); } } } } } }