/// <summary> /// Write the bullet to the buffer /// </summary> private void Write() { // Write to the buffer BufferEditor.Delete(coordinates.X, coordinates.Y, bullet.ToString()); BufferEditor.WriteWithColor(0, coordinates.Y, " ", ConsoleColor.White); }
/// <summary> /// Moves the enemy based on it's current direction /// </summary> private void Move() { // If the enemy is to move down if (IncreaseY) { // Clear the area above the enemy BufferEditor.WriteWithColor(0, coordinates.Y, " ", ConsoleColor.Black); BufferEditor.Delete(coordinates.X, coordinates.Y, " "); // Moves the enemy down coordinates.Y++; // Reset the `IncreaseY` back to false IncreaseY = false; } // Else else { // If the movement type is left if (MovementType == MoveType.LEFT) { // Move the enemy left coordinates.X--; } // Else if the movement type is right else if (MovementType == MoveType.RIGHT) { // Move the enemy right coordinates.X++; } } }
/// <summary> /// Deletes the enemy from the buffer /// </summary> public void Delete() { // Go through all the strings in the sprite for (int i = 0; i < SPRITE_HEIGTH; i++) { // Write to the current buffer an empty string BufferEditor.Delete(coordinates.X, coordinates.Y + i, " "); } }
/// <summary> /// Writes the barriers to the buffer /// </summary> public void Write() { // Set the color to green BufferEditor.SetColor(ConsoleColor.Green); for (int i = 0; i < BARRIER_HEIGHT; i++) { BufferEditor.Delete(coordinates.X, coordinates.Y + i - 1, sprite[i]); } }
public void Delete() { // Go through the ship sprite array for (int i = 0; i < sprite.Length; i++) { // Write each string to the buffer BufferEditor.Delete(coordinates.X, coordinates.Y + i, " "); BufferEditor.WriteWithColor(0, coordinates.Y + i, " ", ConsoleColor.Black); } }
/// <summary> /// Moves all enemies down /// </summary> public void MoveDown() { // If the animation timer has finished counting if (!animationTimer.IsCounting()) { // Change the sprite to animate the enemy firstSprite = !firstSprite; } // If the moveDownTimer is not counting if (!moveDownTimer.IsCounting()) { //Increase the steps by 1 moveDownSteps++; // If the moveDowSteps is greater than the `MOVE_DOWN_STEPS` returns if (moveDownSteps > MOVE_DOWN_STEPS) { return; } // Create a new vector2 Vector2 coordinate; // Goes through every enemy in the Enemy List foreach (Enemy enemy in EnemyList) { // Save the enemy coordinate to a more convinient variable coordinate = enemy.Coordinates; // Set the enemy to not move enemy.CanMove = false; // Update the enemy sprite enemy.FirstSprite = firstSprite; // Increase the enemy Y enemy.YIncreasse(); // If the enemy Y coordinate is greater than the `TOP_START_ROW` if (coordinate.Y > TOP_START_ROW) { // Delete the top line of the enemy BufferEditor.Delete(coordinate.X, coordinate.Y, " "); // Update the enemy enemy.Update(); } } } }
/// <summary> /// Writes the enemy sprite to the buffer /// </summary> private void WriteToBuffer() { // Select the correct sprite to render currentSprite = FirstSprite ? sprite1 : sprite2; // Go through the array of strings for (int i = 0; i < currentSprite.Length; i++) { // Write a string to the buffer BufferEditor.WriteWithColor(0, coordinates.Y + i, " ", myColor); // Write each string to the buffer BufferEditor.Delete(coordinates.X, coordinates.Y + i, currentSprite[i]); } }
/// <summary> /// Get Ready method to animate the begining of the game or level /// </summary> private void GetReady() { // Create a new timer counter Timer counter = new Timer(160); // Create a new timer to blink the text Timer blinker = new Timer(9); // Create a new bool to display the text bool displayText = true; // While the counter is counting while (counter.IsCounting()) { // Updates the header DisplayHeader(); // Sets the `displayText` to true or false displayText = !blinker.IsCounting() ? !displayText : displayText; // If the displayText is true if (displayText) { // Set a color and write to the buffer BufferEditor.WriteWithColor(0, 50, " ", ConsoleColor.Yellow); BufferEditor.Write(45, 50, "Get Ready!"); } // Else... else { // Delete from the buffer BufferEditor.Delete(45, 50, " "); } // Move the enemies down enemies.MoveDown(); /// Render the frame /// BufferEditor.DisplayRender(); // Delay the loop Thread.Sleep(BASE_DELAY); } // Delete the text again BufferEditor.Write(45, 50, " "); }
/// <summary> /// Moves the enemies up /// </summary> public void MoveUp() { // If the moveSpeed timer is not counting and the move steps is counting if (!moveUpSpeed.IsCounting() && moveUpSteps.IsCounting()) { // Create a new int `min` int min = 60; // Create a new coordinate Vector2 coordinate; // Go through every enemy in the enemies list for (int i = 0; i < EnemyList.Count; i++) { // Save it's coordinates coordinate = EnemyList[i].Coordinates; // If the min is bigger than the coordinate Y if (min > coordinate.Y) { // Set the min to be equal to the coordinate Y min = coordinate.Y; } } // If min is bigger than the minimum Y value if (min > Y_MIN) { // Go through every enemy on the enemies list for (int i = 0; i < EnemyList.Count; i++) { // Save it's coordinates coordinate = EnemyList[i].Coordinates; // Delete the under part of the enemy BufferEditor.Delete(coordinate.X, coordinate.Y + 2, " "); // Decrease the enemy Y value EnemyList[i].DecreaseY(); } } } }
/// <summary> /// Deletes the number from the buffer /// </summary> /// <param name="format">Used to know how many numbers will represent the value</param> /// <param name="x">The X position to write the numbers</param> private static void Delete(int format, int x) { // Create a new int `xOffset` int xOffset = 0; // Loops the ammount of numbers for (int i = 0; i <= format; i++) { // Loops the ammount of rows for (int j = 0; j < NUMBER_ROWS; j++) { // Deletes the number from the buffer BufferEditor.Delete(x + xOffset, j + 2, " "); } // Increase the x offset by 2 xOffset += 2; } }
/// <summary> /// Delete the bullet from the buffer /// </summary> public void Delete() { // Write the bullet to the buffer BufferEditor.Delete(coordinates.X, coordinates.Y, " "); }
/// <summary> /// Deletes the Ovni from the buffer /// </summary> private void Delete() { // Delete the ovni from the buffer BufferEditor.Delete(coordinates.X, coordinates.Y, " "); BufferEditor.Delete(coordinates.X, coordinates.Y + 1, " "); }
/// <summary> /// Is called when the level is completed to play animations and initialise the next level /// </summary> private void LevelCompleted() { // Create a new timer to be a counter for the animations duration Timer counter = new Timer(201); // Create a new timer for the blinking animation Timer blinker = new Timer(9); // Create a new bool bool displayScore = false; // Clears the buffer BufferEditor.ClearBuffer(); // Loops while the counter is counting while (counter.IsCounting()) { // Sets the display score to true or false depending on the counter displayScore = !blinker.IsCounting() ? !displayScore : displayScore; // If displayScore is true if (displayScore) { // Write an informational text saying that the level was completed BufferEditor.WriteWithColor(0, 22, " ", ConsoleColor.Yellow); BufferEditor.WriteWithColor(0, 24, " ", ConsoleColor.Yellow); BufferEditor.Delete(36, 22, "L E V E L C O M P L E T E D!"); BufferEditor.Delete(38, 24, "Level bonus 1000 points!"); NumberManager.WriteLevel(level); } else { // Delete the previously written text BufferEditor.Write(36, 22, " "); BufferEditor.Write(38, 24, " "); NumberManager.DeleteLevel(); } // Updates the score score += 5; NumberManager.WriteScore(score); // Updates the header DisplayHeader(); // Display the frame BufferEditor.DisplayRender(); // Wait for 20 miliseconds Thread.Sleep(20); } // Removes the text in the middle of the screen BufferEditor.Write(36, 22, " "); BufferEditor.Write(38, 24, " "); // Increases the level level++; // Updates the level number NumberManager.WriteLevel(level); // Delays for 800 miliseconds Thread.Sleep(800); // Initializes the next level InitNextLevel(); }