Esempio n. 1
0
        private void attackTimer_Tick(object sender, EventArgs e)
        {
            for (int i = 0; i < ALL_ALIENS; i++)
            {
                //if alien is alive and in attack
                if (aliens[i].getState() && aliens[i].inAttack())
                {
                    if (attackSteps <= 6)
                    {
                        if (attackSteps == 1)
                        {
                            if (attackDir == dir.RIGHT)
                            {
                                //go 20px up and to the right
                                aliens[i].setX(aliens[i].getX() + 20);
                                aliens[i].setY(aliens[i].getY() - 20);
                            }
                            else
                            {
                                //go 20px up and to the left
                                aliens[i].setX(aliens[i].getX() - 20);
                                aliens[i].setY(aliens[i].getY() - 20);
                            }
                        }
                        else if (attackSteps == 2)
                        {
                            if (attackDir == dir.RIGHT)
                            {
                                //continue 20px right
                                aliens[i].setX(aliens[i].getX() + 20);
                            }
                            else
                            {
                                //continue 20px left
                                aliens[i].setX(aliens[i].getX() - 20);
                            }
                        }
                        else if (attackSteps == 3 || attackSteps == 4)
                        {
                            if (attackDir == dir.RIGHT)
                            {
                                //go 20px down and to the right
                                aliens[i].setX(aliens[i].getX() + 20);
                                aliens[i].setY(aliens[i].getY() + 20);
                            }
                            else
                            {
                                //go 20px down and to the left
                                aliens[i].setX(aliens[i].getX() - 20);
                                aliens[i].setY(aliens[i].getY() + 20);
                            }
                        }
                        else if (attackSteps == 5 || attackSteps == 6)
                        {
                            //continue 20px down
                            aliens[i].setY(aliens[i].getY() + 20);
                        }
                    }
                    else
                    {
                        //slow down the attack
                        attackTimer.Stop();
                        attackTimer.Interval = 300;
                        attackTimer.Start();

                        if (attackDir == dir.RIGHT)
                        {
                            //go 20px down and to the left
                            aliens[i].setX(aliens[i].getX() - 20);
                            aliens[i].setY(aliens[i].getY() + 20);
                        }
                        else
                        {
                            //go 20px down and to the right
                            aliens[i].setX(aliens[i].getX() + 20);
                            aliens[i].setY(aliens[i].getY() + 20);
                        }

                        //if alien is close enough and still has shots
                        if (alienShots <= 3 && attackSteps >= 9)
                        {
                            missiles[missileCount] = new Missile();
                            missiles[missileCount].setX(aliens[i].getX() + 7);
                            missiles[missileCount].setY(aliens[i].getY() + 5);
                            missiles[missileCount].setType(1);
                            missiles[missileCount].setImage(Properties.Resources.missile);
                            missileCount++;
                            alienShots++;

                            if (missileTimer.Enabled == false)
                            {
                                missileTimer.Start();
                            }
                        }
                    }
                    break;
                }
            }

            attackSteps++;
            parent.Invalidate();
            checkAttackState();
        }