/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Asteroids game = new Asteroids()) { game.Run(); } }
// Declaration of collision between Asteroids and the Ship public Boolean shipCollision(Asteroids a) { Rectangle asteroidRec = new Rectangle(a.asteroidX, a.asteroidY, a.size, a.size); Rectangle shipRec = new Rectangle(asteroidX, asteroidY, size, size); // Returns whether or not the two objects have collided return(asteroidRec.IntersectsWith(shipRec)); }
public void UpdateAsteroid(Asteroid updatedAsteroid) { int id = updatedAsteroid.Id; if (Asteroids.ContainsKey(id)) { Asteroids[id] = updatedAsteroid; } }
public static int Main(String[] args) { Asteroids asteroids = new Asteroids(); Console.WriteLine(" Asteroids In Space \n" + " Version 0.1 \n\n\n\n" + " Type START "); String line = Console.ReadLine(); if(line.Equals("START")) { asteroids.start(); } return 0; }
public void GameCleanUp() { var game = new PrivateObject(_game); var window = (RenderWindow)game.GetField("window"); _game.CleanUp(); window.Close(); window.Dispose(); _game = null; }
public void Initialise(int numberOfSpaceships, int numberOfAsteroids) { this.NextIdToAssign = 0; for (int i = 0; i < numberOfAsteroids; i++) { int id = NextIdToAssign; Asteroids.Add(id, new Asteroid(id)); } for (int i = 0; i < numberOfSpaceships; i++) { int id = NextIdToAssign; Spaceships.Add(id, new Spaceship(id)); } }
/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Asteroids game = new Asteroids()) { try { game.Run(); } catch (Exception e) { System.Console.WriteLine(e.Message); System.Console.WriteLine(e.Source); System.Console.WriteLine(e.TargetSite); System.Console.WriteLine(e.StackTrace); } } }
public Object GetObjectById(int id) { Object returnObject; if (Spaceships.ContainsKey(id)) { returnObject = Spaceships[id]; } else if (Asteroids.ContainsKey(id)) { returnObject = Asteroids[id]; } else { returnObject = new Object(); } return(returnObject); }
static void Main() { Application.EnableVisualStyles(); Application.SetCompatibleTextRenderingDefault(false); string message = "Начать игру?"; var canResum = MessageBox.Show(message, "Start", MessageBoxButtons.YesNo); if (canResum == DialogResult.Yes) { string supportMessage = "Управление: движение - стрелки, стрелять - пробел, лазер - ц, смена представления - п."; MessageBox.Show(supportMessage, "Control"); Asteroids newForm = new Asteroids(); Application.Run(newForm); } else { Application.Exit(); } }
static void Main(string[] args) { using(Asteroids game = new Asteroids()) { game.Run(); } }
static void Main() { using (var game = new Asteroids()) game.Run(); }
// create the game menu at a specific location public Menu(int x, int y, Asteroids game, SpaceShipSystem spaceShipSystem, GameSettings settings, ContentManager content) { if (content == null) { return; } // initialize menu colours m_titleColour = new Color(255, 0, 0); m_unselectedColour = new Color(160, 160, 160); m_selectedColour = new Color(255, 255, 255); m_arrowColour = new Color(0, 255, 0); // initialize menu fonts m_titleFont = content.Load <SpriteFont>("TitleFont"); m_menuFont = content.Load <SpriteFont>("MenuFont"); // initialize menu sounds m_scrollSound = content.Load <SoundEffect>("menu_scroll"); m_selectSound = content.Load <SoundEffect>("menu_select"); m_backSound = content.Load <SoundEffect>("menu_back"); // initialize main menu m_mainItems = new List <MenuItem>(); m_mainItems.Add(new MenuItem("New Game", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_mainItems.Add(new MenuItem("Resume Game", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_mainItems.Add(new MenuItem("Options", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_mainItems.Add(new MenuItem("Controls", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_mainItems.Add(new MenuItem("Help", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_mainItems.Add(new MenuItem("Quit", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); // initialize new game sub-menu m_newGameItems = new List <MenuItem>(); m_newGameItems.Add(new MenuItem("1 Player", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_newGameItems.Add(new MenuItem("2 Player", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_newGameItems.Add(new MenuItem("3 Player", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_newGameItems.Add(new MenuItem("4 Player", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_newGameItems.Add(new MenuItem("Back", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); // intitialize options sub-menu m_optionsItems = new List <MenuItem>(); m_optionsItems.Add(new MenuItem("Music", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_optionsItems[0].addOption("On"); m_optionsItems[0].addOption("Off"); m_optionsItems.Add(new MenuItem("Back", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); // initialize controls sub-menu m_controlsItems = new List <MenuItem>(); m_controlsItems.Add(new MenuItem("Player 1 ", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_controlsItems.Add(new MenuItem("Player 2", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_controlsItems.Add(new MenuItem("Player 3", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_controlsItems.Add(new MenuItem("Player 4", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_controlsItems.Add(new MenuItem("Back", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); for (int i = 0; i < 4; i++) { m_controlsItems[i].addOption("WSAD"); m_controlsItems[i].addOption("Arrows"); m_controlsItems[i].addOption("C1"); m_controlsItems[i].addOption("C2"); m_controlsItems[i].addOption("C3"); m_controlsItems[i].addOption("C4"); } // initialize help sub-menu m_helpItems = new List <MenuItem>(); m_helpItems.Add(new MenuItem("Destroy the Asteroids... or each other!", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_helpItems.Add(new MenuItem("Big Asteroids = 5 Points", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_helpItems.Add(new MenuItem("Small Asteroids = 10 Points", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_helpItems.Add(new MenuItem("Space Ships = 50 Points", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_helpItems.Add(new MenuItem("Back", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); // initialize menu location xPos = x; yPos = y; m_settings = settings; m_game = game; m_players = spaceShipSystem; // initialize initial menu item option selections m_optionsItems[0].index = (settings.musicEnabled) ? 0 : 1; for (int i = 0; i < 4; i++) { int itemIndex = 0; switch (m_settings.getInputDevice(i)) { case InputDevice.WSAD: itemIndex = 0; break; case InputDevice.Arrows: itemIndex = 1; break; case InputDevice.Controller1: itemIndex = 2; break; case InputDevice.Controller2: itemIndex = 3; break; case InputDevice.Controller3: itemIndex = 4; break; case InputDevice.Controller4: itemIndex = 5; break; } m_controlsItems[i].index = itemIndex; } }
// create the game menu at the default location public Menu(Asteroids game, SpaceShipSystem spaceShipSystem, GameSettings settings, ContentManager content) : this(150, 150, game, spaceShipSystem, settings, content) { }
public void GameInitialize() { _game = new Asteroids.Asteroids(800, 800, "Test", Color.Black); }
public void AsteroidControl() { // If enough time has passed, a new asteroid is created if (tickCounter >= asteroidInterval) { // Randomizes where the asteroid spawns from asteroidDirection = rand.Next(1, 5); // Declares the direction that the asteroid will travel switch (asteroidDirection) { case 1: Asteroids newDownAsteroid = new Asteroids(asteroidSize, 245, 0, "Down"); asteroidList.Add(newDownAsteroid); break; case 2: Asteroids newLeftAsteroid = new Asteroids(asteroidSize, 0, 245, "Right"); asteroidList.Add(newLeftAsteroid); break; case 3: Asteroids newUpAsteroid = new Asteroids(asteroidSize, 245, 500, "Up"); asteroidList.Add(newUpAsteroid); break; case 4: Asteroids newRightAsteroid = new Asteroids(asteroidSize, 500, 245, "Left"); asteroidList.Add(newRightAsteroid); break; } tickCounter = 0; } // Controls how the Asteroid moves foreach (Asteroids a in asteroidList) { if (a.direction == "Up") { a.MoveUp(asteroidSpeed); } else if (a.direction == "Left") { a.MoveLeft(asteroidSpeed); } else if (a.direction == "Down") { a.MoveDown(asteroidSpeed); } else if (a.direction == "Right") { a.MoveRight(asteroidSpeed); } } // Checks for a collision between the Ship and an Asteroid foreach (Asteroids a in asteroidList) { if (shipHitBox.shipCollision(a)) { // Plays a sound effect if (OptionsScreen.setSoundOptions) { crashSound.Play(); } // Stops the game and switches to the GameOverScreen gameLoop.Stop(); Form f = this.FindForm(); f.Controls.Remove(this); GameOverScreen gs = new GameOverScreen(); f.Controls.Add(gs); return; } } // Checks for a collision between a Lazer and an Asteroid foreach (Lazers l in lazerList) { foreach (Asteroids a in asteroidList) { if (a.lazerCollision(l)) { // Removes the Lazer and Asteroid that collided from their respective lists playerScore++; asteroidList.Remove(a); lazerList.Remove(l); return; } } } // Controls the frequency of which Asteroids spawn if (speedController >= 500 && levelCounter < 8) { // Plays a sound effect if (OptionsScreen.setSoundOptions) { levelUpSound.Play(); } // The higher the level, the more frequently that Asteroids spawn levelCounter++; asteroidInterval -= 3; speedController = 0; } // Lets the user know that their level has increased levelUpLabel.Visible = false; if (speedController >= 0 && speedController <= 25 && levelCounter > 1 && totalFrameCounter > 200) { levelUpLabel.Visible = true; } }
static void Main() { Asteroids asteroidGame = new Asteroids(800, 800, "Asteroids", Color.Black); asteroidGame.Run(); }
// create the game menu at a specific location public Menu(int x, int y, Asteroids game, SpaceShipSystem spaceShipSystem, GameSettings settings, ContentManager content) { if(content == null) { return; } // initialize menu colours m_titleColour = new Color(255, 0, 0); m_unselectedColour = new Color(160, 160, 160); m_selectedColour = new Color(255, 255, 255); m_arrowColour = new Color(0, 255, 0); // initialize menu fonts m_titleFont = content.Load<SpriteFont>("TitleFont"); m_menuFont = content.Load<SpriteFont>("MenuFont"); // initialize menu sounds m_scrollSound = content.Load<SoundEffect>("menu_scroll"); m_selectSound = content.Load<SoundEffect>("menu_select"); m_backSound = content.Load<SoundEffect>("menu_back"); // initialize main menu m_mainItems = new List<MenuItem>(); m_mainItems.Add(new MenuItem("New Game", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_mainItems.Add(new MenuItem("Resume Game", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_mainItems.Add(new MenuItem("Options", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_mainItems.Add(new MenuItem("Controls", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_mainItems.Add(new MenuItem("Help", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_mainItems.Add(new MenuItem("Quit", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); // initialize new game sub-menu m_newGameItems = new List<MenuItem>(); m_newGameItems.Add(new MenuItem("1 Player", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_newGameItems.Add(new MenuItem("2 Player", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_newGameItems.Add(new MenuItem("3 Player", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_newGameItems.Add(new MenuItem("4 Player", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_newGameItems.Add(new MenuItem("Back", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); // intitialize options sub-menu m_optionsItems = new List<MenuItem>(); m_optionsItems.Add(new MenuItem("Music", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_optionsItems[0].addOption("On"); m_optionsItems[0].addOption("Off"); m_optionsItems.Add(new MenuItem("Back", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); // initialize controls sub-menu m_controlsItems = new List<MenuItem>(); m_controlsItems.Add(new MenuItem("Player 1 ", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_controlsItems.Add(new MenuItem("Player 2", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_controlsItems.Add(new MenuItem("Player 3", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_controlsItems.Add(new MenuItem("Player 4", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_controlsItems.Add(new MenuItem("Back", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); for(int i=0;i<4;i++) { m_controlsItems[i].addOption("WSAD"); m_controlsItems[i].addOption("Arrows"); m_controlsItems[i].addOption("C1"); m_controlsItems[i].addOption("C2"); m_controlsItems[i].addOption("C3"); m_controlsItems[i].addOption("C4"); } // initialize help sub-menu m_helpItems = new List<MenuItem>(); m_helpItems.Add(new MenuItem("Destroy the Asteroids... or each other!", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_helpItems.Add(new MenuItem("Big Asteroids = 5 Points", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_helpItems.Add(new MenuItem("Small Asteroids = 10 Points", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_helpItems.Add(new MenuItem("Space Ships = 50 Points", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); m_helpItems.Add(new MenuItem("Back", m_menuFont, m_unselectedColour, m_selectedColour, m_arrowColour)); // initialize menu location xPos = x; yPos = y; m_settings = settings; m_game = game; m_players = spaceShipSystem; // initialize initial menu item option selections m_optionsItems[0].index = (settings.musicEnabled) ? 0 : 1; for(int i=0;i<4;i++) { int itemIndex = 0; switch(m_settings.getInputDevice(i)) { case InputDevice.WSAD: itemIndex = 0; break; case InputDevice.Arrows: itemIndex = 1; break; case InputDevice.Controller1: itemIndex = 2; break; case InputDevice.Controller2: itemIndex = 3; break; case InputDevice.Controller3: itemIndex = 4; break; case InputDevice.Controller4: itemIndex = 5; break; } m_controlsItems[i].index = itemIndex; } }