//creates new bullets every time leftButton of the mouse is clicked private void gameCanvas_MouseLeftButtonDown(object sender, MouseButtonEventArgs e) { bullets bullet = new bullets(gameCanvas, thePlayer.temp3, thePlayer.temp4); bullet.setAngle(thePlayer.temp1, thePlayer.temp2, thePlayer.temp3, thePlayer.temp4); fireBullet(bullet); bulletCount += 1; //increase everytime bullets if fired startshooting++; }
private void boundaries(bullets b, letters l) { //if (b.shield.X.Equals(l.shield.X)&& b.shield.Y.Equals(l.shield.Y)) //{ // for (int i=0;i<=getLetter.Length-1;i++) // { // if (l.letter == getLetter[i] && indexLetter == i) // { // } // } // indexLetter++; // bulletCount = 0; // // CountScore(); // theLetters.Remove(l); // gameCanvas.Children.Remove(l.therectPath); // gameCanvas.Children.Remove(l); // theBullets.Remove(b); // gameCanvas.Children.Remove(b.theBullet); // gameCanvas.Children.Remove(b.therectPath); //} if (b.shield.IntersectsWith(l.shield)) { letterOrder++; DisplayLetters(letterOrder, l); indexLetter++; bulletCount = 0; theLetters.Remove(l); gameCanvas.Children.Remove(l.therectPath); gameCanvas.Children.Remove(l); theBullets.Remove(b); gameCanvas.Children.Remove(b.theBullet); gameCanvas.Children.Remove(b.therectPath); } }
private void bulletBoundaries(bullets b) { if (b.shield.X >= gameCanvas.ActualWidth - 10 || b.shield.X <= 1) { theBullets.Remove(b); gameCanvas.Children.Remove(b.theBullet); gameCanvas.Children.Remove(b.therectPath); bulletCount = 0; } else if (b.shield.Y >= gameCanvas.ActualHeight - 10 || b.shield.Y <= 1) { theBullets.Remove(b); gameCanvas.Children.Remove(b.theBullet); gameCanvas.Children.Remove(b.therectPath); bulletCount = 0; } }
private void fireBullet(bullets b) { theBullets.Add(b); }