Exemplo n.º 1
0
        /// <summary>
        /// Displays the header
        /// </summary>
        private void DisplayHeader()
        {
            // Set the color to red
            BufferEditor.WriteWithColor(0, 0, " ", ConsoleColor.Red);
            BufferEditor.WriteWithColor(0, 5, " ", ConsoleColor.Red);

            // Loop 100 times
            for (int i = 0; i < 100; i++)
            {
                // Write to the buffer
                BufferEditor.Write(i, 0, "-");
                BufferEditor.Write(i, 5, "-");
            }

            // Change the color to blue
            BufferEditor.WriteWithColor(0, 1, " ", ConsoleColor.Blue);

            // Write to the buffer
            BufferEditor.Write(1, 1, "Score:");
            BufferEditor.Write(30, 1, "Level:");
            BufferEditor.Write(47, 1, "Lifes:");

            // Write the numbers to the buffer
            NumberManager.WriteScore(score);
            NumberManager.WriteLevel(level);
            NumberManager.WriteLifes(lifes);
        }
Exemplo n.º 2
0
        /// <summary>
        /// Is called when the level is completed to play animations and initialise the next level
        /// </summary>
        private void LevelCompleted()
        {
            // Create a new timer to be a counter for the animations duration
            Timer counter = new Timer(201);

            // Create a new timer for the blinking animation
            Timer blinker = new Timer(9);

            // Create a new bool
            bool displayScore = false;

            // Clears the buffer
            BufferEditor.ClearBuffer();

            // Loops while the counter is counting
            while (counter.IsCounting())
            {
                // Sets the display score to true or false depending on the counter
                displayScore = !blinker.IsCounting() ? !displayScore : displayScore;

                // If displayScore is true
                if (displayScore)
                {
                    // Write an informational text saying that the level was completed
                    BufferEditor.WriteWithColor(0, 22, " ", ConsoleColor.Yellow);
                    BufferEditor.WriteWithColor(0, 24, " ", ConsoleColor.Yellow);
                    BufferEditor.Delete(36, 22, "L E V E L  C O M P L E T E D!");
                    BufferEditor.Delete(38, 24, "Level bonus 1000 points!");
                    NumberManager.WriteLevel(level);
                }
                else
                {
                    // Delete the previously written text
                    BufferEditor.Write(36, 22, "                             ");
                    BufferEditor.Write(38, 24, "                        ");
                    NumberManager.DeleteLevel();
                }

                // Updates the score
                score += 5;
                NumberManager.WriteScore(score);

                // Updates the header
                DisplayHeader();

                // Display the frame
                BufferEditor.DisplayRender();

                // Wait for 20 miliseconds
                Thread.Sleep(20);
            }

            // Removes the text in the middle of the screen
            BufferEditor.Write(36, 22, "                             ");
            BufferEditor.Write(38, 24, "                        ");

            // Increases the level
            level++;

            // Updates the level number
            NumberManager.WriteLevel(level);

            // Delays for 800 miliseconds
            Thread.Sleep(800);

            // Initializes the next level
            InitNextLevel();
        }
Exemplo n.º 3
0
        /// <summary>
        /// The player lost a life
        /// </summary>
        private void LifeLost()
        {
            // Int with the time ammount the blinking will last
            int timer = (lifes == 0) ? 50 : 150;

            // Create a new timer
            counter = new Timer(timer);

            // How long it takes for each blink
            blinkCounter = new Timer(8);

            // If we wan't to display the lifes
            bool displayLife = true;

            // Decrease the ammount of lifes
            lifes--;

            // Set the life lost to true
            ship.LifeLost = true;

            // Reset the Enemies Move Up
            enemies.ResetMoveUp();

            // Set the ship destroyed true
            enemies.shipDestroyed = true;

            // Add an explosion
            explosions.Add(ship.Coordinates, ExplosionType.LARGE);

            // While the counter is counting
            while (counter.IsCounting())
            {
                // Go through all objects in the collection
                for (int i = 0; i < objectsCollection.Count; i++)
                {
                    // Update them
                    (objectsCollection[i] as GameObject).Update();
                }

                // Delay the thread by a certain ammout of time so the game can be precieved
                Thread.Sleep(BASE_DELAY);

                // If the blink counter has stopped counting
                if (!blinkCounter.IsCounting())
                {
                    // If display life is true
                    if (displayLife)
                    {
                        // Set it to false
                        displayLife = false;

                        // Display the lifes
                        NumberManager.WriteLifes(lifes + 1);
                        BufferEditor.DisplayRender();
                        NumberManager.WriteLifes(lifes + 1);
                    }
                    // Else
                    else
                    {
                        // Set it to true
                        displayLife = true;

                        // Delete the lifes
                        NumberManager.DeleteLifes();
                    }
                }

                // Check for hits
                EnemyDestroyedCheck();
                BarrierHitCheck();

                /// Render the frame ///
                BufferEditor.DisplayRender();
            }

            // Reset the ship values
            ship.Init(level);

            // Set the life lost to false
            ship.LifeLost = false;

            // Set the ship destroyed to false
            enemies.shipDestroyed = false;

            // Display the lifes
            NumberManager.WriteLifes(lifes);
        }