private void EnemyEvolvingAnimation(object type) //moves enemy out of the screen, and insert the evolved enemy back { battleInstance.Pause(); teleportInstance.Play(); //play teleport sound effect int dt = 0; bool outOfScreen = false; float originalY = enemy.Position.Y; Stopwatch stopWatch = new Stopwatch(); while (!outOfScreen) { stopWatch.Start(); Thread.Sleep(50); //sleep here because we don't what this while loop to blow up stopWatch.Stop(); //TimeSpan ts = stopWatch.Elapsed; dt += stopWatch.Elapsed.Milliseconds; //System.Diagnostics.Debug.WriteLine(stopWatch.Elapsed.Milliseconds.ToString()); //System.Diagnostics.Debug.WriteLine(dt.ToString()); if (dt > 140) { dt = 0; enemy.Position = new Vector2(enemy.Position.X, enemy.Position.Y - 10.0f); } if (enemy.Position.Y < -50.00f) { outOfScreen = true; } } bool onPosition = false; enemy = EnemyFactory.CreateEnemy((EnemyType)type, enemy.Position); enemyTexture = this.Content.Load <Texture2D>(enemy.Name); //enemy.Name corresponds to the image's name while (!onPosition) { stopWatch.Start(); Thread.Sleep(50); //sleep here because we don't what this while loop to blow up stopWatch.Stop(); //TimeSpan ts = stopWatch.Elapsed; dt += stopWatch.Elapsed.Milliseconds; //System.Diagnostics.Debug.WriteLine(stopWatch.Elapsed.Milliseconds.ToString()); //System.Diagnostics.Debug.WriteLine(dt.ToString()); if (dt > 140) { dt = 0; enemy.Position = new Vector2(enemy.Position.X, enemy.Position.Y + 10.0f); } if (enemy.Position.Y > originalY - 0.1f) { onPosition = true; } } enemy.Level = inheritedLevel + 24; pause = false; teleportInstance.Stop(); battleInstance.Resume(); }
public Game1() //set up stuff { //needless to say... graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; ////////////////////////////////////// Window.Title = "Pikachu's Adventure"; // our title graphics.IsFullScreen = false; graphics.PreferredBackBufferWidth = 800; // set this value to the desired width of your window graphics.PreferredBackBufferHeight = 600; // set this value to the desired height of your window graphics.ApplyChanges(); //apply IsMouseVisible = true; //see the cursor pause = false; //Allocate the game objects pikachu = new Pikachu(50.0f, -50.0f); enemy = EnemyFactory.CreateEnemy(EnemyType.Gastly, new Vector2(700.00f, -50.00f)); //We use the factory design pattern to create a enemy rareCandy = new RareCandy(); //allocate the soundEffect objects soundEffects = new List <SoundEffect>(); }