Exemplo n.º 1
0
        private void movement_Tick(object sender, EventArgs e)
        {
            // laser movement
            for (int i = 0; i < laser_list.Count; i++)
            {
                Shot s = new Shot();
                s.graphic = laser_list[i].graphic;
                s.x = laser_list[i].x;
                s.y = laser_list[i].y - laser_speed;
                laser_list.RemoveAt(i);
                laser_list.Insert(i, s);

            }

            // asteroid movement
            for (int i = 0; i < asteroid_list.Count; i++)
            {
                Asteroid a = new Asteroid();
                a.graphic = asteroid_list[i].graphic;
                a.x = asteroid_list[i].x;
                a.y = asteroid_list[i].y + asteroid_list[i].speed;
                a.speed = asteroid_list[i].speed;
                a.type = asteroid_list[i].type;
                a.hp = asteroid_list[i].hp;
                a.size = asteroid_list[i].size;
                asteroid_list.RemoveAt(i);
                asteroid_list.Insert(i, a);
            }

            // detect collisions
            // asteroid with ground
            for (int i = 0; i < asteroid_list.Count; i++)
            {
                Asteroid cur_asteroid = asteroid_list[i];

                // COLLISION WITH SHIP
                if ((cur_asteroid.y > (800 - cur_asteroid.size - 100)) && (Math.Abs(cur_asteroid.x - spaceship.Location.X) < 50))
                {
                    // reduce lives
                    numLives = 0;
                    Debug.WriteLine("GAME OVER");
                    // remove all lasers and asteroids
                    asteroid_list.Clear();
                    laser_list.Clear();
                    // disable timers
                    movement_timer.Stop();
                    spawn_timer.Stop();
                    level_timer.Stop();
                    movement_timer.Enabled = false;
                    spawn_timer.Enabled = false;
                    level_timer.Enabled = false;
                    // display game over message
                    countdown_label.Text = "Game Over";
                    countdown_label.Show();
                    // set boolean
                    GameOver = true;
                    lives.Text = "Lives: 0";
                }

                // COLLISION WITH FLOOR
                if (cur_asteroid.y > (800 - cur_asteroid.size))
                {
                    // reduce # lives
                    Debug.WriteLine("LIFE LOST");
                    numLives--;
                    String lives_text = "Lives: " + numLives.ToString();
                    lives.Text = lives_text;
                    // remove graphic
                    asteroid_list.RemoveAt(i);
                    // end game if # lives == 0
                    if (numLives == 0)
                    {
                        Debug.WriteLine("GAME OVER");
                        // remove all lasers and asteroids
                        asteroid_list.Clear();
                        laser_list.Clear();
                        // disable timers
                        movement_timer.Stop();
                        spawn_timer.Stop();
                        level_timer.Stop();
                        movement_timer.Enabled = false;
                        spawn_timer.Enabled = false;
                        level_timer.Enabled = false;
                        // display game over message
                        countdown_label.Text = "Game Over";
                        countdown_label.Show();
                        // set boolean
                        GameOver = true;

                    }
                }

                // COLLISION WITH LASER
                for (int j = 0; j < laser_list.Count; j++)
                {
                    Shot cur_laser = laser_list[j];
                    if ((Math.Abs(cur_asteroid.y - cur_laser.y) < cur_asteroid.size) && (Math.Abs(cur_asteroid.x - cur_laser.x) < cur_asteroid.size))
                    {
                        // decrement asteroid HP
                        cur_asteroid.hp = cur_asteroid.hp - 1;
                        Debug.WriteLine(cur_asteroid.hp);
                        // remove laser
                        laser_list.RemoveAt(j);
                        // increase points & redo label
                        points = points + point_increment;
                        String score_text = "Score: " + points.ToString();
                        score.Text = score_text;
                        // reinsert asteroid
                        if (cur_asteroid.hp != 0)
                        {
                            asteroid_list.RemoveAt(i);
                            asteroid_list.Insert(i, cur_asteroid);
                        }
                        else
                        {
                            asteroid_list.RemoveAt(i);
                        }
                    }
                }

            }

            // redraw objects
            this.Invalidate();
        }
Exemplo n.º 2
0
 private void Asteroids_KeyPress(object sender, KeyPressEventArgs e)
 {
     if (e.KeyChar == ' ' && !Shooting && !GameOver)
     {
         // shoot
         Shooting = true;
         System.Drawing.SolidBrush myBrush = new System.Drawing.SolidBrush(System.Drawing.Color.HotPink);
         System.Drawing.Graphics laser;
         laser = this.CreateGraphics();
         laser.FillRectangle(myBrush, new Rectangle(this.spaceship.Location.X + 23, this.spaceship.Location.Y - 15, laser_size, laser_size));
         myBrush.Dispose();
         Shot shot = new Shot();
         shot.graphic = laser;
         shot.x = this.spaceship.Location.X + 23;
         shot.y = this.spaceship.Location.Y - 15;
         laser_list.Add(shot);
     }
 }