//game loop tick public void GameLoop_Tick(object sender, EventArgs e) { //check timer eTime = timeWatch.ElapsedMilliseconds; // MOVE - Looks like Joe is moving if (rightArrowDown) { foreach (character ai in aiList) { ai.Move("left", 2); } foreach (character chasm in chasmList) { chasm.Move("left", 2); } } if (spaceDown) { // create a laser that moves towards the ai since always right if (bulletcounter > 10) { bullets = new character(bBrush, playerX, playerY + 15, 15, 5, 0); bulletList.Add(bullets); bulletcounter = 0; playershootsound.Play(); } } // decide if the ai should shoot back if (attackcounter > 50 && aiList[0].x <= 750) { bullets = new character(bBrush, aiList[0].x, aiList[0].y + 15, 15, 5, 0); aiBList.Add(bullets); attackcounter = 0; } // shoot and remove bullets made by the player if (bulletList.Count > 0) { // Move the bullets until they are off screen foreach (character bullets in bulletList) { bullets.Shoot("right", 9); if (bullets.x > this.Width) { bulletList.Remove(bullets); break; } } } // shoot and remove the bullets made by the ai if (aiBList.Count > 0) { enemyshootsound.Play(); // Move the bullets until they are off screen foreach (character bullets in aiBList) { bullets.Shoot("left", 5); if (bullets.x < 0) { aiBList.Remove(bullets); break; } } } // Make the ai boys moves slower towards the player every tick foreach (character ai in aiList) { ai.Move("left", 1); } // COLLISION - between objects in game Rectangle playerRec = new Rectangle(joe.x, joe.y, joe.width, joe.length); // ai checks collisions with player foreach (character ai in aiList) { Rectangle aiRec = new Rectangle(ai.x, ai.y, ai.width, ai.length); // player collison if (playerRec.IntersectsWith(aiRec)) { if (hitcontrol > 50) { score = score - 100; joe.health--; hitcontrol = 0; } break; } } // bullet collison creates rectangles for the bullets and checks against ai foreach (character bullets in bulletList) { Rectangle bRec = new Rectangle(bullets.x, bullets.y, 4, 20); foreach (character ai in aiList) { Rectangle aiRec = new Rectangle(ai.x, ai.y, 30, 40); if (aiRec.IntersectsWith(bRec)) { enemydeadsound.Play(); ai.health--; score = score + 25; removecontrol++; break; } } } // ai bullet collison with player foreach (character bullets in aiBList) { Rectangle bRec = new Rectangle(bullets.x, bullets.y, 4, 20); if (playerRec.IntersectsWith(bRec)) { // playerdeadsound.Play(); joe.health--; score = score - 50; airemovecontrol++; break; } } // see if joe dies if (joe.health <= 0) { GameOver go = new GameOver(); GameLoop.Enabled = false; Form f = this.FindForm(); f.Controls.Remove(this); go.Location = new Point((f.Width - go.Width) / 2, (f.Height - go.Height) / 2); //add game over screen f.Controls.Add(go); } //checking to see if ai needs to get hit foreach (character ai in aiList) { if (ai.health <= 0) { aiList.Remove(ai); break; } } //pause screen escdown if (escDown) { GameLoop.Stop(); rightArrowDown = false; spaceDown = false; escDown = false; DialogResult result = PauseForm.Show(); if (result == DialogResult.Cancel) { GameLoop.Enabled = true; } else if (result == DialogResult.Abort) { Application.Exit(); } } // jumping code if (upArrowDown) { if (presscontrol > 55) { playerjumpsound.Play(); jumpcounter = 1; presscontrol = 0; } } // if jumpcounter should be used, use it if (jumpcounter > 0) { joe.Jump(3, 0); jumpcounter++; if (jumpcounter >= 20) { jumpcounter = 0; downcounter = 1; joe.Jump(0, 0); } } // if downcounter should be use, use it if (downcounter > 0) { joe.Jump(0, 3); downcounter++; if (downcounter >= 20) { jumpcounter = 0; downcounter = 0; joe.Jump(0, 0); } } // do see if the bullet should be removed if (removecontrol > 0) { bulletList.Remove(bullets); removecontrol = 0; } if (airemovecontrol > 0) { aiBList.Remove(bullets); airemovecontrol = 0; } // find the current time for the timer tTime = (sTime - eTime) / 1000; //add every tick for shot and press timing bulletcounter++; attackcounter++; presscontrol++; hitcontrol++; // get random number //Redraw the screen Refresh(); }
//creating the dialog result to show the pauseForm public static DialogResult Show() { pauseForm = new PauseForm(); pauseForm.ShowDialog(); return(buttonResult); }