public Zombies() { x = 0; y = 0; height = 10; width = 10; vX = 0; vY = 0; alive = false; gun = new Weapons(); }
public Form1() { bluePen = new Pen(Color.Blue); redPen = new Pen(Color.Red); pics = new Pics(); numBunkers = 3; numBunks = numBunkers; grPen = new Pen(Color.Green); rallyPoint = new Point(); TNR = new Font("Times New Roman", 12); InitializeComponent(); numBuildings = 30; buildings = new Zombies[numBuildings]; level = 1; blPen = new Pen(Color.Black, 2); borderX = (int)(pictureBox1.Width * 1.7); borderY = (int)(pictureBox1.Width * 1.7); numTanks = 3; //tanks = new Zombies[numTanks]; text = this.pictureBox1.CreateGraphics(); g = this.pictureBox1.CreateGraphics(); blue = new SolidBrush(Color.Blue); white = new SolidBrush(Color.White); black = new SolidBrush(Color.Black); red = new SolidBrush(Color.Red); green = new SolidBrush(Color.Green); //timer1.Start(); chX = pictureBox1.Width / 2; chY = pictureBox1.Height / 2; screenX = 0; screenY = 0; zoom = 1.0; numZombies = 10; numAllies = 10; bunkers = new Zombies[numBunkers]; Zeds = new Zombies[numZombies]; allies = new Zombies[numAllies]; guns = new Weapons[80]; cannons = new Weapons(); bomb = new Weapons(); for (int i = 0; i < guns.Length; i++) { guns[i] = new Weapons(); } rand = new Random(); createBuildings(); createZombies(numZombies); //createTanks(); createBunkers(); numTargets = numZombies; numFriendlies = numAllies; //g.TranslateTransform(Width / 2, Height / 2); bomb.timeFired = 0; cannons.timeFired = 0; visual.X = pictureBox1.Width; visual.Y = pictureBox1.Height; mortars = new Weapons[numBunkers]; createMortars(); g.TranslateTransform((float)-0.3*borderX, (float)-0.3*borderY); zoom *= 0.7; g.TranslateTransform(400, 200); g.ScaleTransform((float)0.7, (float)0.7); }
private void drawCrossHairs(int x, int y) { x -= 20; y -= 20; text.FillRectangle(black, (float)(((x+25))), (float)((y)), (float)(1), (float)(50.0)); text.FillRectangle(black, (float)((x)), (float)(((y+25))), (float)(50), (float)(1)); text.DrawEllipse(blPen, x+5, y+5, 40, 40); Weapons w = new Weapons(); w.x = x; w.y = y; transformToPlane(w, 0, 0); //w.x = (int)(w.x / zoom); //w.y = (int)(w.y / zoom); //g.FillRectangle(red, (float)(((w.x + 9))), (float)((w.y)), (float)(2.0), (float)(20.0)); //g.FillRectangle(red, (float)((w.x)), (float)(((w.y + 9))), (float)(20), (float)(2)); g.FillEllipse(red, (float)w.x, (float)w.y, 20, 20); //g.FillRectangle(black, (float)(((x + 9) - screenX)), (float)((y - screenY)), (float)(2.0), (float)(20.0)); //g.FillRectangle(black, (float)((x - screenX)), (float)(((y + 9) - screenY)), 20, 2); }
private void createMortars() { for (int i = 0; i < numBunkers; i++) { mortars[i] = new Weapons(); mortars[i].vX = 0; mortars[i].vY = 0; mortars[i].x = (int)bunkers[i].x; mortars[i].y = (int)bunkers[i].y; mortars[i].fired = false; } }
private void checkMortars(Weapons[] sh, Zombies[] tgt, bool enemy) { for (int i = 0; i < sh.Length; i++) { Rectangle shooter = new Rectangle(sh[i].x, sh[i].y, 60, 60); for (int j = 0; j < tgt.Length; j++) { if (tgt[j].alive) { Rectangle target = new Rectangle((int)tgt[j].x, (int)tgt[j].y, (int)tgt[j].width, (int)tgt[j].height); if (shooter.IntersectsWith(target)) { //sh[i].gun.fired = false; tgt[j].alive = false; } } } } }
private void transformToPlane(Weapons W, int offSetX, int offSetY) { Point[] p = new Point[1]; int n = (int)Math.Floor(angle/4) + 1; p[0] = new Point((int)((pictureBox1.Width / 2) - (offSetX)), (int)((pictureBox1.Height / 2) - (offSetY))); g.TransformPoints(System.Drawing.Drawing2D.CoordinateSpace.World, System.Drawing.Drawing2D.CoordinateSpace.Device, p); W.x = p[0].X; W.y = p[0].Y; }
private bool strayRounds(Weapons sh) { Rectangle shooter = new Rectangle((int)sh.x, (int)sh.y, (int)3, (int)3); for (int i = 0; i < numBuildings; i++) { if (buildings[i].alive) { Rectangle target = new Rectangle((int)buildings[i].x, (int)buildings[i].y, (int)buildings[i].width, (int)buildings[i].height); if (shooter.IntersectsWith(target)) { sh.fired = false; return true; } } } return false; }