Esempio n. 1
0
        private void gameTimer_Tick(object sender, EventArgs e)
        {
            //rotate left
            if (leftArrowDown)
            {
                if (hero.angle > -80)
                {
                    hero.Turn("left");
                }
            }

            //rotate right
            if (rightArrowDown)
            {
                if (hero.angle < 80)
                {
                    hero.Turn("right");
                }
            }

            //spawn missile every 60 ticks
            if (counter == Form1.difficulty)
            {
                //missile object requires float values to draw on screen
                Missile m = new Missile(randGen.Next(10, this.Width - 10), 0, missileSize, missileSpeed);
                missiles.Add(m);

                //reset counter
                counter = 0;
            }
            else
            {
                counter++;
            }

            //fire bullet
            if (spaceDown && ammo > 0 && firecounter == 0)
            {
                //theta measure for angle of fire, (float uses less memory)
                float thetaAngle = (90 - hero.angle);

                // determine the end point for each hand (result must be a double)
                double xStep = Math.Cos(thetaAngle * Math.PI / 180.0);
                double yStep = Math.Sin(thetaAngle * Math.PI / 180.0);

                //bullet object requires float values to draw on screen
                Bullet b = new Bullet(hero.x, hero.y, bulletSize, bulletSpeed, (float)xStep, (float)-yStep);
                bullets.Add(b);

                //remove ammo
                ammo--;
                ammoLabel.Text = "Ammo: " + ammo.ToString();

                //reset firecounter
                firecounter = 0;
            }

            //move bullet
            foreach (Bullet b in bullets)
            {
                b.Move();
            }

            //move missile
            foreach (Missile m in missiles)
            {
                m.MissileMove();
            }

            if (bullets.Count > 0)
            {
                //Use the OffScreen method from the first bullet since we know it exists.
                //bullets[0].OffScreen(bullets, this);
            }

            //remove missile and health when missile hits bottom of screen
            foreach (Missile m in missiles)
            {
                if (m.y > this.Height)
                {
                    lives--;
                    livesLabel.Text = lives.ToString();
                    missiles.RemoveAt(missiles.IndexOf(m));
                    break;
                }
            }

            if (missiles.Count > 0)
            {
                //Use the OffScreen method from the first bullet since we know it exists.
                missiles[0].OffScreen(missiles, this);
            }

            BulletsMissilesCollision();

            //paint the screen
            Refresh();
        }