private void frmAdvancedProgrammingExtras2_Load(object sender, EventArgs e) { picHeroBullet.Visible = false; picEnemyBullet0.Visible = false; picEnemyBullet1.Visible = false; picEnemyBullet2.Visible = false; picEnemyBullet3.Visible = false; picEnemyBullet4.Visible = false; picEnemyBullet5.Visible = false; tmrEnemies.Enabled = true; tmrHero.Enabled = true; tmrEnemyFireDelay.Enabled = true; tmrEnemyBullets.Enabled = true; tmrHeroBullet.Enabled = true; tmrEnemyBullets.Interval = 1; tmrEnemies.Interval = 1; tmrEnemyFireDelay.Interval = 1000; tmrHero.Interval = 1; tmrHeroBullet.Interval = 1; enemies = new ShooterGameObject[6]; enemyBullets = new ShooterGameObject[6]; planets = new ShooterGameObject[3]; walls = new ShooterGameObject[4]; hero = new ShooterGameObject(picHero, 5, Directions.STOP); bullet = new ShooterGameObject(picHeroBullet, 5, Directions.UP); enemies[0] = new ShooterGameObject(picEnemy0, 1, Directions.LEFT); enemies[1] = new ShooterGameObject(picEnemy1, 1, Directions.LEFT); enemies[2] = new ShooterGameObject(picEnemy2, 1, Directions.LEFT); enemies[3] = new ShooterGameObject(picEnemy3, 1, Directions.LEFT); enemies[4] = new ShooterGameObject(picEnemy4, 1, Directions.LEFT); enemies[5] = new ShooterGameObject(picEnemy5, 1, Directions.LEFT); enemyBullets[0] = new ShooterGameObject(picEnemyBullet0, 3, Directions.DOWN); enemyBullets[1] = new ShooterGameObject(picEnemyBullet1, 3, Directions.DOWN); enemyBullets[2] = new ShooterGameObject(picEnemyBullet2, 3, Directions.DOWN); enemyBullets[3] = new ShooterGameObject(picEnemyBullet3, 3, Directions.DOWN); enemyBullets[4] = new ShooterGameObject(picEnemyBullet4, 3, Directions.DOWN); enemyBullets[5] = new ShooterGameObject(picEnemyBullet5, 3, Directions.DOWN); planets[0] = new ShooterGameObject(picPlanet0, 0, Directions.STOP); planets[1] = new ShooterGameObject(picPlanet1, 0, Directions.STOP); planets[2] = new ShooterGameObject(picPlanet2, 0, Directions.STOP); walls[0] = new ShooterGameObject(picWall0, 0, Directions.STOP); walls[1] = new ShooterGameObject(picWall1, 0, Directions.STOP); walls[2] = new ShooterGameObject(picWall2, 0, Directions.STOP); walls[3] = new ShooterGameObject(picWall3, 0, Directions.STOP); }
public void bounceOff(ShooterGameObject target) { if (direction == Directions.LEFT) { direction = Directions.RIGHT; } else if (direction == Directions.RIGHT) { direction = Directions.LEFT; } else if (direction == Directions.UP) { direction = Directions.DOWN; } else if (direction == Directions.DOWN) { direction = Directions.UP; } }
public void stickTo(ShooterGameObject target) { if (direction == Directions.LEFT) { left = target.right + 1; } else if (direction == Directions.RIGHT) { left = target.left - width - 1; } else if (direction == Directions.UP) { top = target.bottom + 1; } else if (direction == Directions.DOWN) { top = target.top - height - 1; } }
public bool isColliding(ShooterGameObject target) { if (((this.left >= target.left && this.left <= target.right) || (this.right >= target.left && this.right <= target.right)) && ((this.top >= target.top && this.top <= target.bottom) || (this.bottom >= target.top && this.bottom <= target.bottom))) { return(true); } else if (((target.left >= this.left && target.left <= this.right) || (target.right >= this.left && target.right <= this.right)) && ((target.top >= this.top && target.top <= this.bottom) || (target.bottom >= this.top && target.bottom <= this.bottom))) { return(true); } else { return(false); } }
public void centerOn(ShooterGameObject target) { left = target.middleX - (width / 2); top = target.middleY - (height / 2); recalculate(); }