コード例 #1
0
        /// <summary>
        /// The timer which controls how the enemy moves in my solution
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void _tmrEnemyMovement_Tick(object sender, EventArgs e)
        {
            _2DlevelEnemies[Enemy._yEnemyPositionMap, Enemy._xEnemyPositionMap] = 'E';
            _enemyMovement.EnemyMove(_2DlevelEnemies, _yPlayerMiniMapPosition, _xPlayerMiniMapPosition,
                                     _ySectionPositionMap, _xSectionPositionMap);
            _enemyCollision.EnemyCollide();

            if (_enemyCollided == true)
            {
                SetupEnemyHealth();
                _enemyCollided = false;
                if (Enemy._enemyHealth == 0)
                {
                    _tmrEnemyMovement.Stop();
                    _pbxGridMain[Enemy._yEnemyPositionMap - _ySectionPositionMap,
                                 Enemy._xEnemyPositionMap - _xSectionPositionMap].BackColor = Color.Aqua;
                    _tmrEnemyRespawn.Start();
                }
            }
        }
コード例 #2
0
        /// <summary>
        /// Shootts the bullet in the appropriate direction
        /// </summary>
        /// <param name="_bulletShot"></param>
        /// <param name="_2DlevelEntity"></param>
        /// <param name="_2DlevelMap"></param>
        /// <param name="_keyPressedIsUp"></param>
        /// <param name="_keyPressedIsLeft"></param>
        /// <param name="_keyPressedIsRight"></param>
        /// <param name="_keyPressedIsDown"></param>
        /// <param name="_zero"></param>
        /// <returns></returns>
        public bool BulletShot(bool _bulletShot, char[,] _2DlevelEntity, char[,] _2DlevelMap, bool _keyPressedIsUp, bool _keyPressedIsLeft, bool _keyPressedIsRight, bool _keyPressedIsDown, char _zero)
        {
            _yCounterPositionMinusMap = _yBulletPositionMap - _bulletCounter;
            _yCounterPositionPlusMap  = _yBulletPositionMap + _bulletCounter;
            _xCounterPositionMinusMap = _xBulletPositionMap - _bulletCounter;
            _xCounterPositionPlusMap  = _xBulletPositionMap + _bulletCounter;
            _yCounterPositionMinus    = _yBulletPosition - _bulletCounter;
            _yCounterPositionPlus     = _yBulletPosition + _bulletCounter;
            _xCounterPositionMinus    = _xBulletPosition - _bulletCounter;
            _xCounterPositionPlus     = _xBulletPosition + _bulletCounter;
            if (_bulletCounter <= 3)
            {
                if (_keyPressedIsUp == true)
                {
                    if (_2DlevelMap[_yCounterPositionMinusMap, _xBulletPositionMap] != '.' || _2DlevelEntity[_yCounterPositionMinusMap, _xBulletPositionMap] != _zero)
                    {
                        _bulletCollide = true;
                    }
                    else
                    {
                        _bulletSectionMap[_yCounterPositionMinusMap, _xBulletPositionMap] = 'B';

                        if (_yCounterPositionMinus == -1)
                        {
                            _bulletCollide = true;
                        }
                        else if (_yCounterPositionMinus == 0)
                        {
                            MainGame._pbxGridMain[_yCounterPositionMinus, _xBulletPosition].BackColor = Color.Transparent;
                            _bulletCollide = true;
                        }
                        else
                        {
                            MainGame._pbxGridMain[_yCounterPositionMinus, _xBulletPosition].BackColor = Color.WhiteSmoke;
                        }

                        if (_bulletCounter > 1)
                        {
                            MainGame._pbxGridMain[_yCounterPositionMinus + 1, _xBulletPosition].BackColor = Color.Transparent;
                        }
                    }
                }
                else if (_keyPressedIsRight == true)
                {
                    if (_2DlevelMap[_yBulletPositionMap, _xCounterPositionPlusMap] != '.' || _2DlevelEntity[_yBulletPositionMap, _xCounterPositionPlusMap] != _zero)
                    {
                        _bulletCollide = true;
                    }
                    else
                    {
                        _bulletSectionMap[_yBulletPositionMap, _xCounterPositionPlusMap] = 'B';
                        if (_xCounterPositionPlus >= 22)
                        {
                            _bulletCollide = true;
                        }
                        else if (_xCounterPositionPlus == 21)
                        {
                            MainGame._pbxGridMain[_yBulletPosition, _xCounterPositionPlus].BackColor = Color.Transparent;
                            _bulletCollide = true;
                        }
                        else
                        {
                            MainGame._pbxGridMain[_yBulletPosition, _xCounterPositionPlus].BackColor = Color.WhiteSmoke;
                        }
                        if (_bulletCounter > 1)
                        {
                            MainGame._pbxGridMain[_yBulletPosition, _xCounterPositionPlus - 1].BackColor = Color.Transparent;
                        }
                    }
                }
                else if (_keyPressedIsLeft == true)
                {
                    if (_2DlevelMap[_yBulletPositionMap, _xCounterPositionMinusMap] != '.' || _2DlevelEntity[_yBulletPositionMap, _xCounterPositionMinusMap] != _zero)
                    {
                        _bulletCollide = true;
                    }
                    else
                    {
                        _bulletSectionMap[_yBulletPositionMap, _xCounterPositionMinusMap] = 'B';
                        if (_xCounterPositionMinus == -1)
                        {
                            _bulletCollide = true;
                        }
                        else if (_xCounterPositionMinus == 0)
                        {
                            MainGame._pbxGridMain[_yBulletPosition, _xCounterPositionMinus].BackColor = Color.Transparent;
                            _bulletCollide = true;
                        }
                        else
                        {
                            MainGame._pbxGridMain[_yBulletPosition, _xCounterPositionMinus].BackColor = Color.WhiteSmoke;
                        }
                        if (_bulletCounter > 1)
                        {
                            MainGame._pbxGridMain[_yBulletPosition, _xCounterPositionMinus + 1].BackColor = Color.Transparent;
                        }
                    }
                }
                else if (_keyPressedIsDown == true)
                {
                    if (_2DlevelMap[_yCounterPositionPlusMap, _xBulletPositionMap] != '.' || _2DlevelEntity[_yCounterPositionPlusMap, _xBulletPositionMap] != _zero)
                    {
                        _bulletCollide = true;
                    }
                    else
                    {
                        _bulletSectionMap[_yCounterPositionPlusMap, _xBulletPositionMap] = 'B';
                        if (_yCounterPositionPlus == 14)
                        {
                            _bulletCollide = true;
                        }
                        else if (_yCounterPositionPlus == 13)
                        {
                            MainGame._pbxGridMain[_yCounterPositionPlus, _xBulletPosition].BackColor = Color.Transparent;
                            _bulletCollide = true;
                        }
                        else
                        {
                            MainGame._pbxGridMain[_yCounterPositionPlus, _xBulletPosition].BackColor = Color.WhiteSmoke;
                        }

                        if (_bulletCounter > 1)
                        {
                            MainGame._pbxGridMain[_yCounterPositionPlus - 1, _xBulletPosition].BackColor = Color.Transparent;
                        }
                    }
                }
                _bulletCounter++;
            }
            else if (_bulletCounter == 4)
            {
                if (_keyPressedIsUp == true)
                {
                    _keyPressedIsUp = false;
                    _attack         = false;
                    MainGame._pbxGridMain[_yCounterPositionMinus + 1, _xBulletPosition].BackColor = Color.Transparent;
                }
                else if (_keyPressedIsRight == true)
                {
                    _keyPressedIsRight = false;
                    _attack            = false;
                    MainGame._pbxGridMain[_yBulletPosition, _xCounterPositionPlus - 1].BackColor = Color.Transparent;
                }
                else if (_keyPressedIsLeft == true)
                {
                    _keyPressedIsLeft = false;
                    _attack           = false;
                    MainGame._pbxGridMain[_yBulletPosition, _xCounterPositionMinus + 1].BackColor = Color.Transparent;
                }
                else if (_keyPressedIsDown == true)
                {
                    _keyPressedIsDown = false;
                    _attack           = false;
                    MainGame._pbxGridMain[_yCounterPositionPlus - 1, _xBulletPosition].BackColor = Color.Transparent;
                }
                _bulletCollide          = false;
                _bulletCounter          = 1;
                MainGame._enemyCollided = _enemyCollide.EnemyCollide();
                Array.Clear(_bulletSectionMap, 0, _bulletSectionMap.Length);
                _bulletShot = true;
            }
            if (_bulletCollide == true)
            {
                if (_keyPressedIsUp == true)
                {
                    _keyPressedIsUp = false;
                    _attack         = false;
                    if (_yCounterPositionMinus == -1)
                    {
                    }
                    else if (_yCounterPositionMinus == 0)
                    {
                        MainGame._pbxGridMain[_yCounterPositionMinus + 1, _xBulletPosition].BackColor = Color.Transparent;
                    }
                    else
                    {
                        MainGame._pbxGridMain[_yCounterPositionMinus + 1, _xBulletPosition].BackColor = Color.Transparent;
                    }
                }
                else if (_keyPressedIsRight == true)
                {
                    _keyPressedIsRight = false;
                    _attack            = false;
                    if (_xCounterPositionPlus == 22)
                    {
                    }
                    else if (_xCounterPositionPlus == 19)
                    {
                        MainGame._pbxGridMain[_yBulletPosition, _xCounterPositionPlus - 1].BackColor = Color.Transparent;
                    }
                    else
                    {
                        MainGame._pbxGridMain[_yBulletPosition, _xCounterPositionPlus - 1].BackColor = Color.Transparent;
                    }
                }
                else if (_keyPressedIsLeft == true)
                {
                    _keyPressedIsLeft = false;
                    _attack           = false;
                    if (_xCounterPositionMinus == -1)
                    {
                    }
                    else if (_xCounterPositionMinus == 0)
                    {
                        MainGame._pbxGridMain[_yBulletPosition, _xCounterPositionMinus + 1].BackColor = Color.Transparent;
                    }
                    else
                    {
                        MainGame._pbxGridMain[_yBulletPosition, _xCounterPositionMinus + 1].BackColor = Color.Transparent;
                    }
                }
                else if (_keyPressedIsDown == true)
                {
                    _keyPressedIsDown = false;
                    _attack           = false;
                    if (_yCounterPositionPlus == 14)
                    {
                    }
                    else if (_yCounterPositionPlus == 14)
                    {
                        MainGame._pbxGridMain[_yCounterPositionPlus - 1, _xBulletPosition].BackColor = Color.Transparent;
                    }
                    else
                    {
                        MainGame._pbxGridMain[_yCounterPositionPlus - 1, _xBulletPosition].BackColor = Color.Transparent;
                    }
                }
                MainGame._enemyCollided = _enemyCollide.EnemyCollide();
                Array.Clear(_bulletSectionMap, 0, _bulletSectionMap.Length);
                _bulletCollide = false;
                _bulletCounter = 1;
                _bulletShot    = true;
            }
            return(_bulletShot);
        }