internal override void Destroy() { base.Destroy(); if (this.GetType() == typeof(Player)) { GameTable.OnGameOver(); } }
private void Timer_Tick(object sender, EventArgs e) { GhostTimer.Interval = new TimeSpan(0, 0, 0, 0, new Random().Next(0, 2000)); if (TickCount >= 3) { TickCount = 0; if (Direction == Direction.Left) { Bullet <Player, Ghost> ghostBullet = new Bullet <Player, Ghost>(this, (int)(this.Coordinates.X - 1), (int)(this.Coordinates.Y), GameTable, this.Direction); } else if (Direction == Direction.Right) { Bullet <Player, Ghost> ghostBullet = new Bullet <Player, Ghost>(this, (int)(this.Coordinates.X + 1), (int)(this.Coordinates.Y), GameTable, this.Direction); } else if (Direction == Direction.Up) { Bullet <Player, Ghost> ghostBullet = new Bullet <Player, Ghost>(this, (int)(this.Coordinates.X), (int)(this.Coordinates.Y - 1), GameTable, this.Direction); } else if (Direction == Direction.Down) { Bullet <Player, Ghost> ghostBullet = new Bullet <Player, Ghost>(this, (int)(this.Coordinates.X), (int)(this.Coordinates.Y + 1), GameTable, this.Direction); } } Bullet <Ghost, Player> BulletToDodge = null; //only if the ghost is not trying to dodge the bullet if (IsBulletCollisionTrajectory(this.Coordinates, out BulletToDodge) == false) { //Find the player and follow him if (Player.Coordinates.X > this.Coordinates.X) { var newCoord = new Point(this.Coordinates.X + 1, this.Coordinates.Y); if (!IsBulletCollisionTrajectory(newCoord)) { this.Direction = Direction.Right; UiContainer.RenderTransform = new RotateTransform(90); this.Coordinates = newCoord; } } else if (Player.Coordinates.X < this.Coordinates.X) { var newCoord = new Point(this.Coordinates.X - 1, this.Coordinates.Y); if (!IsBulletCollisionTrajectory(newCoord)) { this.Direction = Direction.Left; UiContainer.RenderTransform = new RotateTransform(-90); this.Coordinates = newCoord; } } if (Player.Coordinates.Y > this.Coordinates.Y) { var newCoord = new Point(this.Coordinates.X, this.Coordinates.Y + 1); if (!IsBulletCollisionTrajectory(newCoord)) { this.Direction = Direction.Down; UiContainer.RenderTransform = new RotateTransform(180); this.Coordinates = newCoord; } } else if (Player.Coordinates.Y < this.Coordinates.Y) { var newCoord = new Point(this.Coordinates.X, this.Coordinates.Y - 1); if (!IsBulletCollisionTrajectory(newCoord)) { this.Direction = Direction.Up; UiContainer.RenderTransform = new RotateTransform(0); this.Coordinates = newCoord; } } if (this.Coordinates.X == Player.Coordinates.X && this.Coordinates.Y == Player.Coordinates.Y) { GhostTimer.Stop(); GameTable.OnGameOver(); } } else { TryDodgeBullet(BulletToDodge); } AdjustCoordinatesToFitIntoTable(); TickCount++; }