/// <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> /// Renders all the sprites in the menu /// </summary> public void RenderMenu() { // Display the enemies in the menu // Enemy 1 for (int i = 0; i < Sprites.enemy1String.Length; i++) { BufferEditor.WriteWithColor(0, 10 + i, " ", ConsoleColor.Green); BufferEditor.Write(6, 10 + i, Sprites.enemy1String[i]); BufferEditor.Write(85, 10 + i, Sprites.enemy1String[i]); } // Enemy 2 for (int i = 0; i < Sprites.enemy2String.Length; i++) { BufferEditor.WriteWithColor(0, 17 + i, " ", ConsoleColor.Cyan); BufferEditor.Write(6, 17 + i, Sprites.enemy2String[i]); BufferEditor.Write(85, 17 + i, Sprites.enemy2String[i]); } // Enemy 3 for (int i = 0; i < Sprites.enemy3String.Length; i++) { BufferEditor.WriteWithColor(0, 24 + i, " ", ConsoleColor.Magenta); BufferEditor.Write(6, 24 + i, Sprites.enemy3String[i]); BufferEditor.Write(85, 24 + i, Sprites.enemy3String[i]); } // Enemy 4 for (int i = 0; i < Sprites.enemy4String.Length; i++) { BufferEditor.WriteWithColor(0, 31 + i, " ", ConsoleColor.Blue); BufferEditor.Write(6, 31 + i, Sprites.enemy4String[i]); BufferEditor.Write(85, 31 + i, Sprites.enemy4String[i]); } // Enemy 5 for (int i = 0; i < Sprites.enemy5String.Length; i++) { BufferEditor.WriteWithColor(0, 37 + i, " ", ConsoleColor.DarkGreen); BufferEditor.Write(6, 37 + i, Sprites.enemy5String[i]); BufferEditor.Write(85, 37 + i, Sprites.enemy5String[i]); } // Display Title for (int i = 0; i < Sprites.spaceString.Length; i++) { BufferEditor.WriteWithColor(0, 21 + i, " ", ConsoleColor.Yellow); BufferEditor.Write(21, 21 + i, Sprites.spaceString[i]); BufferEditor.Write(45, 21 + i, Sprites.invadersString[i]); } // Display Buttons for (int i = 0; i < Sprites.playString.Length; i++) { BufferEditor.WriteWithColor(0, 28 + i, " ", ConsoleColor.White); BufferEditor.Write(22, 28 + i, Sprites.playString[i]); BufferEditor.Write(63, 28 + i, Sprites.quitString[i]); } // Display Button Selector for (int i = 0; i < Sprites.selectionString.Length; i++) { BufferEditor.WriteWithColor(0, 33 + i, " ", ConsoleColor.White); // If we have the play button selected if (playSelected) { // Draw the ship bellow the play button BufferEditor.Write(PLAY_X_SELECTION, Y_SELECTION + i, Sprites.selectionString[i]); BufferEditor.Write(QUIT_X_SELECTION, Y_SELECTION + i, " "); } // If we have the quit button selected else if (quitSelected) { // Draw the ship bellow the quit button BufferEditor.Write(QUIT_X_SELECTION, Y_SELECTION + i, Sprites.selectionString[i]); BufferEditor.Write(PLAY_X_SELECTION, Y_SELECTION + i, " "); } } // Tells the double buffer to render the frame BufferEditor.DisplayRender(); // Gets the input from the user GetInput(); }
/// <summary> /// Game Loop Class /// </summary> public void Loop() { // Intantiate a new ship ship = new Ship(level); // Add a ship to the objects collection objectsCollection.Add(ship); // Add the enemies to the objects collection objectsCollection.Add(enemies); // Add the barriers to the objects collection objectsCollection.Add(barriers); // Add the ovni to the objects collection objectsCollection.Add(ovni); // Add the explosions to the objects collection objectsCollection.Add(explosions); // Clear the buffer from the menu render BufferEditor.ClearBuffer(); /// Call a global Start method /// for (int i = 0; i < objectsCollection.Count; i++) { objectsCollection[i].Start(); } // Create a new long start long start; // Create a new long timeToWait int timeToWait; // Calls the get ready animation before the game starts GetReady(); // Loops... do { // The time in ticks at the start of the frame start = DateTime.Now.Ticks / 10000; /// Call a global update method /// for (int i = 0; i < objectsCollection.Count; i++) { objectsCollection[i].Update(); } // Displays the header DisplayHeader(); // Check for hits EnemyDestroyedCheck(); OvniDestroyedCheck(); BarrierHitCheck(); // If there's no enemies left if (enemies.EnemyList.Count == 0) { // Call the level completed method LevelCompleted(); } // Check if the ship was hit if (ShipDestroyedCheck()) { // Call the life lost method LifeLost(); gameOver = lifes == 0; } /// Render the frame /// BufferEditor.DisplayRender(); // Get the delay needed timeToWait = (int)(start + FAME_TIME - DateTime.Now.Ticks / 10000); // Delay the thread by a certain ammout of time so the game can be precieved Thread.Sleep(timeToWait < 0 ? 0 : timeToWait); // While the game is not over } while (!gameOver); // Clears the buffer BufferEditor.ClearBuffer(); }
/// <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(); }
/// <summary> /// The player lost a life /// </summary> private void LifeLost() { // Int with the time ammount the blinking will last int timer = (lifes == 0) ? 50 : 150; // Create a new timer counter = new Timer(timer); // How long it takes for each blink blinkCounter = new Timer(8); // If we wan't to display the lifes bool displayLife = true; // Decrease the ammount of lifes lifes--; // Set the life lost to true ship.LifeLost = true; // Reset the Enemies Move Up enemies.ResetMoveUp(); // Set the ship destroyed true enemies.shipDestroyed = true; // Add an explosion explosions.Add(ship.Coordinates, ExplosionType.LARGE); // While the counter is counting while (counter.IsCounting()) { // Go through all objects in the collection for (int i = 0; i < objectsCollection.Count; i++) { // Update them (objectsCollection[i] as GameObject).Update(); } // Delay the thread by a certain ammout of time so the game can be precieved Thread.Sleep(BASE_DELAY); // If the blink counter has stopped counting if (!blinkCounter.IsCounting()) { // If display life is true if (displayLife) { // Set it to false displayLife = false; // Display the lifes NumberManager.WriteLifes(lifes + 1); BufferEditor.DisplayRender(); NumberManager.WriteLifes(lifes + 1); } // Else else { // Set it to true displayLife = true; // Delete the lifes NumberManager.DeleteLifes(); } } // Check for hits EnemyDestroyedCheck(); BarrierHitCheck(); /// Render the frame /// BufferEditor.DisplayRender(); } // Reset the ship values ship.Init(level); // Set the life lost to false ship.LifeLost = false; // Set the ship destroyed to false enemies.shipDestroyed = false; // Display the lifes NumberManager.WriteLifes(lifes); }