public void OnTimedEvent(ref bool isFinish) { mut.WaitOne(); int?objectHit = Level.CheckIfObjectHere(startShotX, startShotY); if (objectHit == Constant.Level.ID_BARRICADE) { Level.ShootBaricade(startShotX, startShotY); isFinish = true; } else if (objectHit == Constant.Level.ID_ENNEMY) { Ennemies.HitEnnemy(startShotX, startShotY); isFinish = true; } else { Level.Erase(startShotX, startShotY, new string[] { PLAYERAMMO }); Level.Write(startShotX, startShotY -= 1, new string[] { PLAYERAMMO }, ConsoleColor.Green); if (startShotY < 1) { Level.Erase(startShotX, startShotY, new string[] { PLAYERAMMO }); isFinish = true; } } mut.ReleaseMutex(); }
static void Main(string[] args) { //Provisoir UserInterface.CreateInterface(); tmrMooveEnememy.Interval = 420; tmrMooveEnememy.Elapsed += new System.Timers.ElapsedEventHandler(MooveEnemy); tmrMooveEnememy.Start(); Console.CursorVisible = false; Console.SetBufferSize(Constant.Level.WINDOWS_WIDTH, Constant.Level.WINDOWS_HEIGHT); Console.SetWindowSize(Constant.Level.WINDOWS_WIDTH, Constant.Level.WINDOWS_HEIGHT); Console.CursorVisible = false; Ennemies.CreateEnnemy(); player.spawnSpaceShip(); //initializes all the barricades Level.InitBaricades(); player.Move(); Console.ReadLine(); }
public static void MooveEnemy(object sender, EventArgs e) { Ennemies.SleepTimer(); }