public void initializeGame() { //This is where we populate the array planeLabels Label[] mplaneLabels = { planeLabel1, planeLabel2, planeLabel3 }; planeLabels = mplaneLabels; //This is where we populate the array of FuelTanks ProgressBar[] mfuelTankArray = {fuelTank1, fuelTank2, fuelTank3}; fuelTankArray = mfuelTankArray; //We fill the hangar with the initial amount of planes. This is the total number of planes in the game //derp hangar = fillHangar(totalPlanesInAir + 1, difficulty); //Now we fill airspace, it is the array of airplanes currently in the air airspace = new airplane[totalPlanesInAir]; for (int i = 0; i < totalPlanesInAir; i++) { airspace[i] = null; } fillAirspace(); runway1 = new Runway(Canvas.GetLeft(runwayRect1), Canvas.GetTop(runwayRect1), runwayRect1.Width, runwayRect1.Height, 1, doNotEnter1); runway2 = new Runway(Canvas.GetLeft(runwayRect2), Canvas.GetTop(runwayRect2), runwayRect2.Width, runwayRect2.Height, 2, doNotEnter2); runway3 = new Runway(Canvas.GetLeft(runwayRect3), Canvas.GetTop(runwayRect3), runwayRect3.Width, runwayRect3.Height, 3, doNotEnter3); }
public void Land(Runway landRunway) { landRunway.occupied = true; landRunway.updateTimer(airspace[airspaceIndex].timer); landRunway.redSign.Visibility = Visibility.Visible; highlightPlaneTag(false); score += (int)airspace[airspaceIndex].fuel.Value; scoreNum.Content = score; planeLabels[airspaceIndex].Content = ""; airspace[airspaceIndex] = null; airspaceIndex = -1; capturedPlaneNumber.Content = ""; checkForGameOver(); }
public void checkForLanding(Runway mrunway) { double landerx = Canvas.GetLeft(rightLander) + (rightLander.Width/2); double landery = Canvas.GetTop(rightLander) + (rightLander.Height/2); if (!mrunway.occupied && airspaceIndex != -1) { if (landerx > mrunway.x && landerx < (mrunway.x + mrunway.width) && landery > mrunway.y && landery < (mrunway.y + mrunway.height)) { Land(mrunway); //rightLander.Fill = Brushes.AntiqueWhite; fillAirspace(); } } }