private void button1_Click(object sender, System.EventArgs e) { this.Hide(); if (!DeveloperModeEnabled) { using (var game = new GalagaGame()) { ((System.Windows.Forms.Form)FromHandle(game.Window.Handle)).Icon = new System.Drawing.Icon("Content\\Graphics\\PlayerShipIcon_002.ico"); game.Run(); newHighScoreMenu1.Show(); currHighScore = new HighScore("NA", game.playerScore, game.playerShip.PlayerLevel); } } else { using (var devGame = new GalagaGame(true)) { ((System.Windows.Forms.Form)FromHandle(devGame.Window.Handle)).Icon = new System.Drawing.Icon("Content\\Graphics\\PlayerShipIcon_002.ico"); devGame.Run(); } } this.Show(); }
public override void Initialize(Texture2D texture, Vector2 position, GalagaGame game, GameTime gameTime = null) { Parent = game; Texture = texture; MovingRight = (EnemyRand.Next(0, 2) == 0) ? true : false; // 50/50 of starting moving right or left //MovingRight = true; MovingForward = false; ForwardCounter = 0; // Set the starting position of the player around the middle of the screen and to the back Position = position; // Set the enemy to be active Active = true; // Speed in which the EnemyShip moves side to side StrafeSpeed = 3; // Speed in which EnemyShip moves up and down LateralSpeed = 4; // How often enemies can shoot ReloadSpeed = 50f; // How fast their bullets move forward BulletSpeed = 10; // Is the Enemy currently Reloading? Reloading = false; // The actual Timespan of how long it takes for the enemy to Reload ReloadTime = TimeSpan.FromSeconds(60f / ReloadSpeed * StartingEnemyLevel); try { LastFire = gameTime.TotalGameTime; // Setting to the time of instance creation } catch (NullReferenceException ex) { Console.Error.WriteLine($"An instance of EnemyShip was not passed the gameTime: {ex}"); LastFire = TimeSpan.Zero; } ChanceToFire = StartingEnemyLevel * 20; // Level 1 has 20 percent chance to shoot, level 5 always shoots }