Esempio n. 1
0
        private void GameWorkFlow()
        {
            GameStatusTimer--;

            if (GameStatusTimer > 0)
            {
                return;
            }

            GameStatusTimer = 0;

            switch (GameStatus)
            {
            case GameEnum.Stop:
                break;

            case GameEnum.Prepare:
                Player.Visible = true;
                GameStatus     = GameEnum.Play;
                break;

            case GameEnum.Play:
                if (Enemies.EnemiesAlive() == 0)
                {
                    GameStatus      = GameEnum.Next;
                    GameStatusTimer = Constants.PlayerNextTime;
                }
                break;

            case GameEnum.Next:
                var initScore = Score + (Lives * Constants.RemainingLifeBonus);

                Initialise(initScore, Lives);
                break;

            case GameEnum.Dying:
                if (Lives > 0)
                {
                    Player          = new Models.Player(Constants.GameAreaWidth / 2, Constants.InitialPlayerYpos);
                    GameStatus      = GameEnum.Prepare;
                    GameStatusTimer = Constants.PlayerPrepareTime;
                }
                else
                {
                    GameStatus   = GameEnum.Dead;
                    LastKeyPress = default;
                }
                break;

            case GameEnum.Dead:
                if (LastKeyPress != default)
                {
                    Initialise();
                }
                break;

            default:
                break;
            }
        }
Esempio n. 2
0
        private void InitialiseGame(int score = 0, int lives = Constants.InitialPlayerLives)
        {
            var random = new Random();

            Player  = new Models.Player(Constants.GameAreaWidth / 2, Constants.InitialPlayerYpos);
            Enemies = new Models.Enemies(Constants.EnemiesWide, Constants.EnemiesHigh, Constants.EnemiesXgap, Constants.EnemiesYgap,
                                         Constants.GameAreaWidth / 2, Constants.EnemiesBottomYpos, random.Next(50, 100));
            Mother = new Models.Mother(Constants.InitialMotherYpos, Lives);
            //Bunker = new Models.Bunker(Constants.BunkerWidth, Constants.BunkerHeight, Constants.GameAreaWidth/2, 70);
            Bunkers = new Models.Bunkers(Constants.BunkerCount);

            Score           = score;
            Lives           = lives;
            GameStatus      = GameEnum.Prepare;
            GameStatusTimer = Constants.PlayerPrepareTime;
            GameCounter     = 0;
        }