Пример #1
0
 private void towerSalvo(Tower tower)
 {
     if (tower.health != 0 && gameParams.health != 0)
     {
         gameParams.health = gameParams.health - 10;
         if (gameParams.health <= 0)
         {
             gameParams.health = 0;
             if (defeat == false)
             {
                 Defeat wind = new Defeat(this);
                 defeat         = true;
                 this.IsEnabled = false;
                 wind.Show();
             }
         }
     }
 }
Пример #2
0
        void timerTick2(object sender, EventArgs e)
        {
            if (tanksAliveCounter != 0)
            {
                tankShootIterator++;
                EnemyTank tempTank = new EnemyTank(this, 0);

                if (tankShootIterator == tankShootTime)
                {
                    tankShootIterator = 0;
                    tempTank          = enemyTanksToShoot();
                    // Debug.WriteLine("x = " + temp.xGridPosition.ToString() + " y = " + temp.yGridPosition.ToString());
                    //Debug.WriteLine("------------------------------------------");

                    if (enemyShootStateHolder == (int)enemyTankShellState.initState)
                    {
                        enemyShootsList.Add(new Rectangle());

                        enemyShootsList[enemyShootCount].Height = 5;
                        enemyShootsList[enemyShootCount].Width  = 4;
                        enemyShootsList[enemyShootCount].Fill   = new SolidColorBrush(Colors.Red);
                        enemyShootStateHolder = (int)enemyTankShellState.shootState;
                        enemyShootX           = tempTank.xGridPosition * 60 + 38;
                        enemyShootY           = tempTank.yGridPosition * 60 + 60;
                        this.obstacleCanvas.Children.Add(enemyShootsList[enemyShootCount]);
                        Canvas.SetTop(enemyShootsList[enemyShootCount], enemyShootY);
                        Canvas.SetLeft(enemyShootsList[enemyShootCount], enemyShootX);

                        enemyShootCount++;
                    }
                }

                if (enemyShootStateHolder == (int)enemyTankShellState.shootState)
                {
                    enemyShootY += ammoVelocity;
                    this.obstacleCanvas.Children.Remove(enemyShootsList[enemyShootCount - 1]);
                    this.obstacleCanvas.Children.Add(enemyShootsList[enemyShootCount - 1]);
                    Canvas.SetTop(enemyShootsList[enemyShootCount - 1], enemyShootY);
                    Canvas.SetLeft(enemyShootsList[enemyShootCount - 1], enemyShootX);
                    if (enemyShootY == enemyShootRange)
                    {
                        enemyShootStateHolder = (int)enemyTankShellState.hitState;
                    }
                }
                if (enemyShootStateHolder == (int)enemyTankShellState.hitState)
                {
                    if (isHerePlayerTank(enemyShootX))
                    {
                        if (gameParams.health - enemyTankDamage > 0)
                        {
                            gameParams.health -= enemyTankDamage;
                        }
                        else
                        {
                            gameParams.health = 0;
                            if (defeat == false)
                            {
                                defeat = true;
                                Defeat wind = new Defeat(this);
                                this.IsEnabled = false;
                                wind.Show();
                            }
                        }
                    }
                    enemyShootStateHolder = (int)enemyTankShellState.initState;
                    this.obstacleCanvas.Children.Remove(enemyShootsList[enemyShootCount - 1]);
                }
            }
        }