public bool Add_new_record(stats result) { stats[] statBuf = new stats[10]; for (int i = 0; i < 10; i++) { if (result.points > statistic[i].points) { for (int j = 0; j < 10; j++) { statBuf[j] = (stats)statistic[j].Clone(); } statistic[i] = result; if (i != 9) { for (int j = i + 1; j < 10; j++) { statistic[j] = statBuf[j - 1]; } } return(true); } } return(false); }
public Statistics() { statistic = new stats[10]; for (int i = 0; i < 10; i++) { statistic[i] = new stats(); } }
public bool CheckRecord(stats result) { for (int i = 0; i < 10; i++) { if (result.points > statistic[i].points) { return(true); } } return(false); }
public Settings(bool twoPlayer, int difficulty, int pointsPlayer1, int pointsPlayer2, int lifesPlayer1, int lifesPlayer2, int countEnemies, int speedEnemy, int hitPointsEnemy, int level, int pointsForEnemy, int timeSpawn, int pointsForPlayers) { this.twoPlayer = twoPlayer; this.difficulty = difficulty; this.pointsPlayer1 = pointsPlayer1; this.pointsPlayer2 = pointsPlayer2; this.lifesPlayer1 = lifesPlayer1; this.lifesPlayer2 = lifesPlayer2; this.countEnemies = countEnemies; this.speedEnemy = speedEnemy; this.hitPointsEnemy = hitPointsEnemy; this.level = level; this.pointsForEnemy = pointsForEnemy; this.timeSpawn = timeSpawn; this.pointsForPlayers = pointsForPlayers; stats1 = new stats(); stats2 = new stats(); }
//таймер (все логика) private void timer1_Tick(object sender, EventArgs e) { ///////////////////////////////////////////////отрисовка нижней панель int x = 150, y = 760; for (int i = 0; i < setting.lifesPlayer1; i++) { grMemory.DrawImage(heart, x, y, 25, 25); x += 30; } if (setting.twoPlayer) { x = 530; for (int i = 0; i < setting.lifesPlayer2; i++) { grMemory.DrawImage(heart, x, y, 25, 25); x += 30; } } int countDegree = 0; int numBuf; int[] masNum = new int[10]; int bufPoints = setting.pointsPlayer1; x = 255; if (bufPoints == 0) { Numbers.Draw(grMemory, Numbers.ReturnNumPic(0), x, 760); } else { while (bufPoints != 0) { numBuf = bufPoints % 10; masNum[countDegree] = numBuf; bufPoints /= 10; countDegree++; } } for (int i = countDegree - 1; i >= 0; i--) { Numbers.Draw(grMemory, Numbers.ReturnNumPic(masNum[i]), x, 760); x += 30; } if (setting.twoPlayer) { countDegree = 0; bufPoints = setting.pointsPlayer2; x = 633; if (bufPoints == 0) { Numbers.Draw(grMemory, Numbers.ReturnNumPic(0), x, 760); } else { while (bufPoints != 0) { numBuf = bufPoints % 10; masNum[countDegree] = numBuf; bufPoints /= 10; countDegree++; } } for (int i = countDegree - 1; i >= 0; i--) { Numbers.Draw(grMemory, Numbers.ReturnNumPic(masNum[i]), x, 760); x += 30; } } /////////////////////////////////////////////////////спавн ботов if (timeSpawn == 0 && setting.countEnemies >= 0) { Random random = new Random(); bool[] mas = new bool[4] { false, false, false, false }; int num = random.Next(0, 4); for (int i = 0; i < tanks.Count; i++) { for (int j = 0; j < 3; j++) { if (Collisions.check_touch(level.masPointsSpawnEnemy[j, 0], level.masPointsSpawnEnemy[j, 1], tanks[i].x, tanks[i].y)) { mas[j] = true; } } } num = random.Next(0, 4); if (mas[0] == true && mas[1] == true && mas[2] == true) { timeSpawn = setting.timeSpawn; } else { while (mas[num] == true) { num = random.Next(0, 4); } EnemyTank enemy = new EnemyTank(Peace_of_Tanks.Properties.Resources.enemy11, Peace_of_Tanks.Properties.Resources.enemy12, Peace_of_Tanks.Properties.Resources.bulletEnemy, level.masPointsSpawnEnemy[num, 0], level.masPointsSpawnEnemy[num, 1], 2); enemies.Add(enemy); tanks.Add(enemy); MoveEnemy += enemy.Move; timeSpawn = setting.timeSpawn; } } else { timeSpawn--; } //////////////////////////////////////////////проверка столкновений for (int i = 0; i < bullets.Count; i++) //проверка столкновения пуль и ящиков { bool bulletDeath = false; for (int j = 0; j < boxes.Count; j++) { if (!bulletDeath && Collisions.check_touch(this, bullets[i], boxes[j]) == 2) { boxes[j].hitPoint--; if (boxes[j].hitPoint == 0) { Animation anim = new Animation(); anim.message.x = boxes[j].x; anim.message.y = boxes[j].y; anim.message.type = 0; anim.message.delay = 10; DelayEvent += anim.Delay; animations.Add(anim); boxes.RemoveAt(j); } bullets.RemoveAt(i); bulletDeath = true; break; } else if (!bulletDeath && Collisions.check_touch(this, bullets[i], boxes[j]) == 1) { bullets.RemoveAt(i); bulletDeath = true; break; } } //столкновение пуль с ботами for (int j = 0; j < enemies.Count; j++) { if (!bulletDeath && Collisions.check_touch(bullets[i], enemies[j])) { if (bullets[i].who == 1) { setting.pointsPlayer1 += setting.pointsForEnemy; } else if (bullets[i].who == 2) { setting.pointsPlayer2 += setting.pointsForEnemy; } if (bullets[i].who != 0) { enemies[j].hitpoints--; bullets.RemoveAt(i); setting.countEnemies--; bulletDeath = true; break; } } } //столкновение пуль с 1 игроком if (!bulletDeath && firstPlayer && Collisions.check_touch(bullets[i], player1)) { if (bullets[i].who == 2) { setting.pointsPlayer2 += setting.pointsForPlayers; } player1.hitpoints--; bullets.RemoveAt(i); bulletDeath = true; } //столкновение пуль со 2 игроком if (!bulletDeath && secondPlayer && Collisions.check_touch(bullets[i], player2)) { if (bullets[i].who == 1) { setting.pointsPlayer1 += setting.pointsForPlayers; } player2.hitpoints--; bullets.RemoveAt(i); bulletDeath = true; } //движение пули if (!bulletDeath) { bullets[i].Move(); } else { i--; } } //задержка отрисовки анимации (делегат) if (DelayEvent != null) { DelayEvent(); } //движение ботов if (MoveEnemy != null) { for (int i = 0; i < setting.speedEnemy; i++) { MoveEnemy(this, boxes, bullets, tanks); } } ; /////////////////////////////////////// отрисовка for (int i = 0; i < boxes.Count; i++) //отрисовка ящиков { if (!(boxes[i] is Box_Green)) { boxes[i].Draw(grMemory); } } for (int i = 0; i < bullets.Count; i++) //отрисовка пуль { bullets[i].Draw(grMemory); } for (int i = 0; i < enemies.Count; i++) //отрисовка ботов { enemies[i].Draw(grMemory); } if (firstPlayer) { player1.Draw(grMemory); // отрисовка танков игроков } if (secondPlayer) { player2.Draw(grMemory); } for (int i = 0; i < boxes.Count; i++) // отрисовка лесных ящиков, позже отрисовки танков, чтобы танк мог прятаться в лесу { if (boxes[i] is Box_Green) { boxes[i].Draw(grMemory); } } for (int i = 0; i < animations.Count; i++) // отрисовка анимации { animations[i].Draw(grMemory); } ////////////////////////////////////////////////////////////////////////проверка конца игры if ((setting.lifesPlayer1 == 0 && !setting.twoPlayer) || ((setting.lifesPlayer2 == 0 && setting.lifesPlayer1 == 0) && setting.twoPlayer) || setting.countEnemies <= 0) { if (setting.countEnemies <= 0) { pauseGameOver -= 1; } else if (gameoverY <= 350) { grMemory.DrawImage(gameover, gameoverX, gameoverY += 8); } else { grMemory.DrawImage(gameover, gameoverX, gameoverY); pauseGameOver -= 1; } if (pauseGameOver == 0) /////////////// сохранение статистики { stats bufStat = new stats(); bufStat.difficulty = setting.difficulty; bufStat.hearts = setting.lifesPlayer1; if (setting.twoPlayer) { bufStat.mode = 2; } else { bufStat.mode = 1; } bufStat.points = setting.pointsPlayer1; setting.stats1 = bufStat; bufStat = new stats(); bufStat.hearts = setting.lifesPlayer2; bufStat.points = setting.pointsPlayer2; setting.stats2 = bufStat; for (int i = 0; i < enemies.Count; i++) { MoveEnemy -= enemies[i].Move; } enemies.Clear(); boxes.Clear(); tanks.Clear(); bullets.Clear(); PicturePlayer1_.Visible = picturePlayer2_.Visible = false; MovePlayer1 -= player1.Move; MovePlayer2 -= player2.Move; modeMenu = 4; MenuWorking(); return; } } grMain.DrawImage(backgroundMemory, 0, 0); grMemory.DrawImage(backgroundMain, 0, 0); ////////////////////////////////////////////////////////////// логика if (player1.message.pauseSpace > 0) { player1.message.pauseSpace--; // пауза между выстрелами у игроков } if (secondPlayer && player2.message.pauseSpace > 0) { player2.message.pauseSpace--; // } for (int i = 0; i < enemies.Count; i++) //пауза между выстрелами у ботов { enemies[i].message.pauseSpace--; } for (int i = 0; i < 5; i++) // движение танков(внутри проверка на соприкосновения танков) { if (firstPlayer) { MovePlayer1(this, null, player1.message, boxes, tanks); } if (secondPlayer) { MovePlayer2(this, null, player2.message, boxes, tanks); } } { if (firstPlayer) //сообщение кто есть в игре (тольк 1 или 2 игрок, оба, или никого) { EnemyEventArgs.player1X = player1.x; EnemyEventArgs.player1Y = player1.y; EnemyEventArgs.players = 1; } if (secondPlayer) { EnemyEventArgs.player2X = player2.x; EnemyEventArgs.player2Y = player2.y; EnemyEventArgs.players = 2; } if (firstPlayer && secondPlayer) { EnemyEventArgs.player1X = player1.x; EnemyEventArgs.player1Y = player1.y; EnemyEventArgs.player2X = player2.x; EnemyEventArgs.player2Y = player2.y; EnemyEventArgs.players = 3; } else if (firstPlayer == false && secondPlayer == false) { EnemyEventArgs.players = 0; } } for (int i = 0; i < enemies.Count; i++) //уничтожение врагов при хп = 0 { if (enemies[i].hitpoints == 0) { Animation anim = new Animation(); anim.message.x = enemies[i].x; anim.message.y = enemies[i].y; anim.message.type = 1; anim.message.delay = 10; DelayEvent += anim.Delay; animations.Add(anim); MoveEnemy -= enemies[i].Move; tanks.RemoveAt(i + 2); enemies.RemoveAt(i); i--; } } if (secondPlayer && player2.hitpoints == 0) // уничтожение второго игрока { setting.lifesPlayer2--; Animation anim = new Animation(); anim.message.x = player2.x; anim.message.y = player2.y; anim.message.type = 1; anim.message.delay = 10; DelayEvent += anim.Delay; animations.Add(anim); Random RanNum = new Random(); int num = RanNum.Next(0, 4); if (setting.lifesPlayer2 > 0) { player2.x = level.masPointsSpawnPlayers[num, 0]; player2.y = level.masPointsSpawnPlayers[num, 1]; player2.hitpoints = 1; } else { player2.x = player2.y = -50; secondPlayer = false; } } if (firstPlayer && player1.hitpoints == 0) // уничтожение первого игрока { setting.lifesPlayer1--; Animation anim = new Animation(); anim.message.x = player1.x; anim.message.y = player1.y; anim.message.type = 1; anim.message.delay = 10; DelayEvent += anim.Delay; animations.Add(anim); Random RanNum = new Random(); int num = RanNum.Next(0, 4); if (setting.lifesPlayer1 > 0) { player1.x = level.masPointsSpawnPlayers[num, 0]; player1.y = level.masPointsSpawnPlayers[num, 1]; player1.hitpoints = 1; } else { player1.x = player1.y = -50; firstPlayer = false; } } for (int i = 0; i < animations.Count; i++) // уничтожение анимации, если она завершилась (отписка, делегат) { if (animations[i].message.delay <= 0) { DelayEvent -= animations[i].Delay; animations.RemoveAt(i); } } }