public void Load(Round round) { this.titleText.Text = "Round Scoring Summary"; this.shotsFired.Text = round.ShotsFired.ToString(); this.shotsHit.Text = round.VehiclesHit.ToString(); this.shotsHitScore.Text = (round.VehiclesHit * Scoring.PointsPerVehicleHit).ToString(); float percentage = (float)round.VehiclesHit / (float)round.ShotsFired * 100f; this.shotPercentage.Text = percentage.ToString("#0.00"); this.shotPercentageScore.Text = ((int)percentage * Scoring.PointsPerShotPercent).ToString(); this.kills.Text = round.Kills.ToString(); this.killsScore.Text = (round.Kills * Scoring.PointsPerKill).ToString(); this.hitsTaken.Text= round.HitsTaken.ToString(); this.hitsTakenScore.Text = (round.HitsTaken * (Scoring.PointsPerHitAgainst)).ToString(); this.powerupsHit.Text = round.PowerupsHit.ToString(); this.powerupsHitScore.Text = (round.PowerupsHit * (Scoring.PointsPerPowerupHit)).ToString(); this.projectilesHit.Text = round.ProjectilesHit.ToString(); this.projectilesHitScore.Text = (round.ProjectilesHit * (Scoring.PointsPerProjectileHit)).ToString(); this.enemiesFlipped.Text = round.EnemiesFlippedOver.ToString(); this.enemiesFlippedScore.Text = (round.EnemiesFlippedOver * (Scoring.PointsPerFlippedEnemy)).ToString(); if (round.Pass) { this.bonusScore.Text = Scoring.PointsPerRound.ToString(); } else { this.bonusScore.Text = "0"; } this.totalScore.Text = round.Score.ToString(); }
public Vehicle(PhysicsSimulator simulator, Round round) : base(simulator) { this.flipCheckInterval = 50; this.round = round; this.IsDead = false; this.MaxHitPoints = 100; this.HitPoints = this.MaxHitPoints; this.Geometry = null; this.Initialize(); }
void SetUpRound(Round round) { //round.Wind.Changed += new EventHandler<WindEventArgs>(Wind_Changed); round.UserTank.MaxHitPointsChanged += new EventHandler<HitPointsChangedEventArgs>(UserTank_MaxHitPointsChanged); round.UserTank.RateOfFireBonusChanged += new EventHandler(UserTank_RateOfFireBonusChanged); round.UserTank.DamageBonusChanged += new EventHandler(UserTank_DamageBonusChanged); round.UserTank.AccuracyChanged += new EventHandler<VehicleEventArgs>(UserTank_AccuracyChanged); this.UserTank_MaxHitPointsChanged(null, null); this.game_ScoreChanged(null, null); this.UserTank_RateOfFireBonusChanged(null, null); this.UserTank_DamageBonusChanged(null, null); this.UserTank_AccuracyChanged(null, null); // this.Wind_Changed(null, null); }
public Round GetNextRound() { if (this.currentRound != null) { this.UpdateScore(); } if (this.currentRound == null) { this.currentRound = new Round1(this.simulator, this); } else { this.currentRound = this.currentRound.GetNextRound(); } this.rounds.Add(this.currentRound); this.currentRound.ScoreChanged += new EventHandler<RoundEventArgs>(currentRound_ScoreChanged); this.currentRound.RoundOver += new EventHandler<RoundEventArgs>(currentRound_RoundOver); this.currentRound.PowerupAcquired += new EventHandler<PowerupAcquiredEventArgs>(currentRound_PowerupAcquired); this.player.ApplyAllPowerups(this.currentRound.UserTank); this.computer.ApplyAllPowerups(this.currentRound.Enemies); this.currentRound.UserTank.ResetHitPoints(); if (this.RoundChanged != null) { this.RoundChanged(this, new GameEventArgs(this)); } return this.currentRound; }
public EnemyVehicle(PhysicsSimulator simulator, Round round) : base(simulator, round) { }
public RoundEventArgs(Round round) { this.Round = round; }
void title_Closed(object sender, EventArgs e) { this.viewerCanvas.Children.Remove(sender as RoundTitle); this.round = game.GetNextRound(); if (this.round != null) { this.round.RoundOver += new EventHandler<RoundEventArgs>(round_RoundOver); this.round.PowerupCreated += new EventHandler<PowerupEventArgs>(round_PowerupCreated); this.InitializeRound(); } }