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FormBattle.cs
177 lines (165 loc) · 6.27 KB
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FormBattle.cs
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using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace SurvivalOfTheLuckiest
{
public partial class FormBattle : Form
{
Player player1, player2;
Graphics gDice;
Bitmap diceBitmap;
bool rollFlag1, rollFlag2;
int dice;
int diceCount;
int rollP1, rollP2;
Player lose;
int randNum;
public Player Lose
{
get { return lose; }
}
public FormBattle(Player player1, Player player2)
{
this.player1 = player1;
this.player2 = player2;
rollFlag1 = true;
rollFlag2 = true;
randNum = 0;
InitializeComponent();
}
private void FormBattle_Load(object sender, EventArgs e)
{
pbDice.Focus();
diceBitmap=new Bitmap(pbDice.Width,pbDice.Height);
gDice=Graphics.FromImage(diceBitmap);
pbAvatarP1.BackgroundImage = player1.getAvatar(1);
pbAvatarP2.BackgroundImage = player2.getAvatar(0);
lblP1.Text = player1.Name;
lblP2.Text = player2.Name;
rollP1 = 0;
rollP2 = 0;
dice = 0;
diceCount = 0;
pbDice.Image = new Bitmap(drawBattleDice(gDice, diceBitmap, new Pen(Color.White), new SolidBrush(Color.Black), player1.Power, 0));
pbDiceP2.Image = new Bitmap(drawBattleDice(gDice, diceBitmap, new Pen(Color.White), new SolidBrush(Color.Black), player2.Power, 0));
}
Bitmap drawBattleDice(Graphics gDice, Bitmap diceBitmap, Pen myPen, Brush myBrush, int level, int randomNumber)
{
gDice.Clear(Color.Transparent);
PointF[] Verticies;
Verticies = new PointF[3];
Verticies[0] = new PointF(0, pbDice.Height - 1);
Verticies[1] = new PointF(pbDice.Width - 1, pbDice.Height - 1);
Verticies[2] = new PointF(pbDice.Width / 2.0f, (float)(pbDice.Height - 1 - pbDice.Height / 2 * Math.Sqrt(3)));
if (level == 1)
gDice.FillPolygon(new SolidBrush(Color.Green), Verticies);
else if(level==2)
gDice.FillPolygon(new SolidBrush(Color.Red), Verticies);
else if (level == 3)
gDice.FillPolygon(new SolidBrush(Color.Blue), Verticies);
else if (level == 4)
gDice.FillPolygon(new SolidBrush(Color.Purple), Verticies);
myPen.Color = Color.Black;
gDice.DrawPolygon(myPen, Verticies);
Font font = new Font("Times New Roman", 16, FontStyle.Bold);
StringFormat format = new StringFormat();
Brush whiteBrush = new SolidBrush(Color.White);
format.Alignment = StringAlignment.Center;
RectangleF rect = new RectangleF(pbDice.Width / 2 - 20 , pbDice.Height / 2 - 4 , 40 , 25);
if (randomNumber == 0)
{
rect.Y = pbDice.Height / 2 + 6;
gDice.DrawString("Roll", new Font("Times New Roman", 14, FontStyle.Italic), whiteBrush, rect, format);
}
else
{
gDice.DrawString(randomNumber.ToString(), font, whiteBrush, rect, format);
}
return diceBitmap;
}
private void pbDice_Click(object sender, EventArgs e)
{
if (rollFlag1)
{
dice = 1;
timerRoll.Start();
}
rollFlag1 = false;
}
private void pbDiceP2_Click(object sender, EventArgs e)
{
if (rollFlag2)
{
dice = 2;
timerRoll.Start();
}
rollFlag2 = false;
}
private void timerRoll_Tick(object sender, EventArgs e)
{
if (diceCount > 15)
{
timerRoll.Stop();
diceCount = 0;
if(dice==1)
rollP1=randNum;
else if(dice==2)
rollP2 = randNum;
if (!rollFlag1 && !rollFlag2)
{
if (rollP1 < rollP2)
{
lose = player1;
lblWin.Text = player2.Name + " wins!";
btnOK.Enabled = true;
}
else if (rollP1 > rollP2)
{
lose = player2;
lblWin.Text = player1.Name + " wins!";
btnOK.Enabled = true;
}
else
{
rollFlag1 = true;
rollFlag2 = true;
lblWin.Text = "You have tied, roll again.";
//pbDice.BackgroundImage = drawBattleDice(gDice, diceBitmap, new Pen(Color.White), new SolidBrush(Color.Black), player1.Power, 0);
//pbDiceP2.BackgroundImage = drawBattleDice(gDice, diceBitmap, new Pen(Color.White), new SolidBrush(Color.Black), player2.Power, 0);
}
}
return;
}
Random rand = new Random();
if (dice == 1)
{
randNum = rand.Next(DiceNum(player1.Power)) + 1;
pbDice.Image = drawBattleDice(gDice, diceBitmap, new Pen(Color.White), new SolidBrush(Color.Black), player1.Power, randNum);
}
else if (dice == 2)
{
randNum = rand.Next(DiceNum(player2.Power)) + 1;
pbDiceP2.Image = drawBattleDice(gDice, diceBitmap, new Pen(Color.White), new SolidBrush(Color.Black), player2.Power, randNum);
}
diceCount++;
}
private int DiceNum(int level)
{
if (level == 1)
return 4;
else if (level == 2)
return 8;
else if (level == 3)
return 16;
else if (level == 4)
return 20;
else
return 0;
}
}
}