}//end MainWindow /// <summary> /// Runs for every frame (i.e. fps), controls everything. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void GameTimer_Tick(object sender, EventArgs e) { if (gameState == GameState.movingToGame) { pyramid = new Pyramid(canvas); pyramid.draw(); gameState = GameState.GameOn; player = new Player(pyramid, canvas); }//done movingtogame else if (gameState == GameState.GameOn) { player.update();//add logic for death }//done GameOn }//end GameTimer_Tick
/// <summary> /// default constructor /// </summary> public Player(Pyramid p, Canvas c) { health = 100; state = PlayerState.alive; player = new Rectangle(); pyramid = p; canvas = c; position = pyramid.initializePlayer(); _horizontalOffset = 50; _verticalOffset = 50; player = new Rectangle(); player.Fill = Brushes.Yellow; player.Width = 50; player.Height = 50; canvas.Children.Add(player); //position = new Point(position.X + 3, position.Y + 3); Canvas.SetLeft(player, 50 * position.Y + 25 + _horizontalOffset); Canvas.SetTop(player, 50 * position.X + 50 + _verticalOffset); }//end Player
public MainWindow() { InitializeComponent(); pyramid = new Pyramid(canvas); pyramid.draw(); }