コード例 #1
0
ファイル: Form1_Menu.cs プロジェクト: Fezzzi/Pacman_Ultimater
 private void Menu_HighScore1P()
 {
     if (Score != 0)
     {
         GameOverLabel.Text      = "GAME OVER";
         GameOverLabel.ForeColor = Color.Red;
         GameOverLabel.Location  = new Point(52, 33);
         ScoreLabel.Text         = "Your Score";
         ScoreNum.Text           = Score.ToString();
     }
     else
     {
         ScoreLabel.Text    = "";
         ScoreNum.Text      = "";
         GameOverLabel.Text = "";
     }
     if (HighScore == -1)
     {
         //In case the HighScore is not loaded yet (value is -1) do so
         HighScoreClass hscr = new HighScoreClass();
         HighScore = hscr.LoadHighScore();
     }
     HighScoreLabel.Text      = "Highest Score";
     HighScoreLabel.ForeColor = Color.Yellow;
     HighScoreNum.ForeColor   = Color.Yellow;
     HighScoreNum.Text        = HighScore.ToString();
 }
コード例 #2
0
        /// <summary>
        /// Procedure serving simply for initialization of variables at the map load up
        /// and displaying loading screen.
        /// </summary>
        /// <param name="loading">Control of loading label.</param>
        /// <param name="levelLabel">Control of level label.</param>
        /// <param name="color">From file loaded color.</param>
        private void LoadingAndInit(Label loading, Label levelLabel, Color color)
        {
            if (Level == 0)
            {
                defSize        = this.Size;
                this.AutoSize  = false;
                this.Size      = new Size((FieldSizeInColumns + 1) * TileSizeInPxs, (FieldSizeInRows + 8) * TileSizeInPxs);
                g              = this.CreateGraphics();
                extraLifeGiven = false; //has the player received extra life at 10000pts?
                Score          = 0;     //p1 score
                Score2         = 0;     //p2 score
                SoundTick      = 0;     //used for sound players to take turns
                for (int i = 0; i < SoundPlayersCount; i++)
                {
                    SoundPlayers[i] = new WMPLib.WindowsMediaPlayer();
                }

                CollectedDots = 0;
                Lives         = 3;
                Level++;
            }

            this.Controls.Clear();
            loading.Anchor   = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom)));
            loading.AutoSize = true;
            loading.Visible  = true;
            PlaceLabel(loading, "Loading...", Color.Yellow, new Point(90, 159), new Font("Ravie", 30F, FontStyle.Bold));
            levelLabel.Anchor   = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom)));
            levelLabel.AutoSize = true;
            levelLabel.Visible  = true;
            PlaceLabel(levelLabel, "- Level " + Level.ToString() + " -", Color.Red, new Point(120, 350), new Font("Ravie", 20F, FontStyle.Bold));
            Refresh();

            keyPressed1   = false; //has player 1 pressed a valid button?
            keyPressed2   = false; //has player 2 pressed a valid button?
            GhostsEaten   = 0;     //number of ghost eaten by pacman during pacman"s excitement
            keyCountdown1 = 0;
            keyCountdown2 = 0;
            killed        = false;
            Ticks         = 0;                                     // Counts tick to enable power pellets flashing and ghost flashing at the end of pac's excitement.
            FreeGhost     = 1;                                     // Number of active ghosts moving through the map.
            GhostRelease  = Player2 ? 130 / 3 : (260 - Level) / 3; // Timer for ghost releasing - decreasing with level.
            EatEmTimer    = 0;                                     //timer for pacman's excitement
            PacLives      = new PictureBox[MaxLives];
            for (int i = 0; i < MaxLives; i++)
            {
                PacLives[i] = new PictureBox();
            }

            // Yet empty fields of the array would redraw over top right corner of the map.
            // This way it draw empty tile on pacman's initial position tile which is empty by definiton.
            for (int i = 0; i < RDPSize; i++)
            {
                redrawPellets[i] = new Point(pacmanInitialY, pacmanInitialX);
            }

            if (HighScore == -1)
            {
                HighScoreClass hscr = new HighScoreClass();
                HighScore = hscr.LoadHighScore();
            }
        }