Esempio n. 1
0
        private void playerMovement_Tick(object sender, EventArgs e)       // Timer handles all player movements and inputs
        {
            if (Keyboard.IsKeyDown(Key.Left) || Keyboard.IsKeyDown(Key.A)) // Move left
            {
                if (player.Location.X > 20)                                // Limit movement within game area
                {
                    player.Location = new Point(player.Location.X - 3, player.Location.Y);
                    p1.SetPos(player.Location);
                }
            }
            else if (Keyboard.IsKeyDown(Key.Right) || Keyboard.IsKeyDown(Key.D)) // Move right
            {
                if (player.Location.X < this.Width - rightSideDifference)        // Limit movement within game area
                {
                    player.Location = new Point(player.Location.X + 3, player.Location.Y);
                    p1.SetPos(player.Location);
                }
            }
            if (Keyboard.IsKeyDown(Key.Up) || Keyboard.IsKeyDown(Key.W)) // Shoot projectile
            {
                if (!p1.IsFired())
                {
                    p1.Fire(true);
                    playerProjectile.Location = new Point(p1.GetPos('x') + (25), p1.GetPos('y'));
                    playerProjectile.Visible  = playerProj.SetVisibility(true);
                    playerProjectile.Visible  = true;
                    playerProj.SetPos(p1.GetPos('x') + 25, 'x');
                    playerProj.SetPos(p1.GetPos('y'), 'y');
                    PlaySound(3);
                }
            }

            if (p1.IsFired())
            {
                playerProjectileGhost.Location = new Point(playerProj.GetPos('x') - projectileGhostOffset, playerProj.GetPos('y') - projectileSpeed);
                playerProjectile.Location      = new Point(playerProj.GetPos('x'), playerProj.GetPos('y') - projectileSpeed);
                playerProj.SetPos(playerProj.GetPos('y') - projectileSpeed, 'y');
                p1.Fire(OutOfBoundsCheck());
            }
        }
Esempio n. 2
0
        private void playerMovement_Tick(object sender, EventArgs e) // Timer handles all player movements and inputs
        {
            // Player 1 movement keys
            if (Keyboard.IsKeyDown(Key.A))   // Move left
            {
                if (player1.Location.X > 20) // Limit movement within game area
                {
                    player1.Location = new Point(player1.Location.X - 3, player1.Location.Y);
                    p1.SetPos(player1.Location);
                }
            }
            else if (Keyboard.IsKeyDown(Key.D)) // Move right
            {
                //if (player1.Location.X < this.Width - rightSideDifference) { // Limit movement within game area
                if (player1.Location.X < this.Width / 2 - player1DivideDifference)
                {
                    player1.Location = new Point(player1.Location.X + 3, player1.Location.Y);
                    p1.SetPos(player1.Location);
                }
            }
            if (Keyboard.IsKeyDown(Key.W) && p1.GetLives() > 0) // Shoot projectile
            {
                if (!p1.IsFired())
                {
                    p1.Fire(true);
                    player1Projectile.Location = new Point(p1.GetPos('x') + (25), p1.GetPos('y'));
                    player1Projectile.Visible  = player1Proj.SetVisibility(true);
                    player1Projectile.Visible  = true;
                    player1Proj.SetPos(p1.GetPos('x') + 25, 'x');
                    player1Proj.SetPos(p1.GetPos('y'), 'y');
                    PlaySound(3);
                }
            }

            // If player 1 fired...
            if (p1.IsFired())
            {
                player1ProjectileGhost.Location = new Point(player1Proj.GetPos('x') - projectileGhostOffset, player1Proj.GetPos('y') - projectileSpeed);
                player1Projectile.Location      = new Point(player1Proj.GetPos('x'), player1Proj.GetPos('y') - projectileSpeed);
                player1Proj.SetPos(player1Proj.GetPos('y') - projectileSpeed, 'y');
                p1.Fire(OutOfBoundsCheck(player1Proj));
            }

            // Player 2 movement keys
            if (Keyboard.IsKeyDown(Key.Left))            // Move left
            {
                if (player2.Location.X > this.Width / 2) // Limit movement within game area
                {
                    player2.Location = new Point(player2.Location.X - 3, player2.Location.Y);
                    p2.SetPos(player2.Location);
                }
            }
            else if (Keyboard.IsKeyDown(Key.Right)) // Move right
            {
                if (player2.Location.X < this.Width - rightSideDifference)
                {
                    player2.Location = new Point(player2.Location.X + 3, player2.Location.Y);
                    p2.SetPos(player2.Location);
                }
            }
            if (Keyboard.IsKeyDown(Key.Up) && p2.GetLives() > 0) // Shoot projectile
            {
                if (!p2.IsFired())
                {
                    p2.Fire(true);
                    player2Projectile.Location = new Point(p2.GetPos('x') + (25), p2.GetPos('y'));
                    player2Projectile.Visible  = player2Proj.SetVisibility(true);
                    player2Projectile.Visible  = true;
                    player2Proj.SetPos(p2.GetPos('x') + 25, 'x');
                    player2Proj.SetPos(p2.GetPos('y'), 'y');
                    PlaySound(3);
                }
            }

            // If player 2 fired...
            if (p2.IsFired())
            {
                player2ProjectileGhost.Location = new Point(player2Proj.GetPos('x') - projectileGhostOffset, player2Proj.GetPos('y') - projectileSpeed);
                player2Projectile.Location      = new Point(player2Proj.GetPos('x'), player2Proj.GetPos('y') - projectileSpeed);
                player2Proj.SetPos(player2Proj.GetPos('y') - projectileSpeed, 'y');
                p2.Fire(OutOfBoundsCheck(player2Proj));
            }
        }