Removed some stuff
This commit is contained in:
@@ -1,132 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace ASCII_Showdown {
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class AIMove {
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//you can have it fire a horizontal line of bullets, or fire every third step, or fire a bunch in a straight line
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//give it shooting patterns that it can cycle through based on situation
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List<int> lastDirection = new List<int>(); //0 left, 1 right
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List<int> lastMode = new List<int>(); //last movetype stored in last index
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Random rnd = new Random();
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int type = 0;
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int iterationsOfType = 0;
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bool lineOfSight = true;
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int lastKnownPos = 0;
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public int cX { get; set; }
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public int cY { get; set; }
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public char[,] moveCPU(char[,] grid, int width, int uX, int uY) {
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if (grid[uX, uY - 2] == '█') { //checks if user is hiding
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uX = lastKnownPos;
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lineOfSight = false;
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} else {
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lineOfSight = true;
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}
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type = getAItype(grid, width, uX, uY);
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if (type == 0) {
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return grid;
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} else if (type == 1) { //defensive, retreat and shoot every 8th
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if (iterationsOfType % 8 == 0) {
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grid[cX, cY + 1] = '▼';
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}
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if (iterationsOfType % 4 == 0) {
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if (cX < uX) {
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grid = moveRight(grid, width);
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} else {
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grid = moveLeft(grid, width);
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}
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}
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} else if (type == 2) { //aggressive
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} else if (type == 3) { //try to break walls
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} else if (type == 4) { //try to block off player
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} else if (type == 5) { //retreat and not shoot
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} else if (type == 6) { //blanket shot
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}
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iterationsOfType++;
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/* string lastdir = "";
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for (int i = 0; i < lastDirection.Count; i++) {
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lastdir += lastDirection[i];
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}
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string lastmode = "";
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for (int i = 0; i < lastMode.Count; i++) {
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lastmode += lastMode[i];
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}
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Console.SetCursorPosition(0, 22);
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Console.WriteLine("Last direction: " + lastdir);
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Console.WriteLine("Last mode: " + lastmode);
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Console.WriteLine("Iterations of mode: " + iterationsOfType); */
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return grid;
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}
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private int getAItype(char[,] grid, int width,int uX, int uY) {
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if (lastMode.Count > 1 && lastMode[lastMode.Count - 1] != lastMode[lastMode.Count - 2]) {
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iterationsOfType = 0;
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}
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if (!lineOfSight) {
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wonder(grid, width);
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lastMode.Add(0);
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return 0;
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}
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lastMode.Add(1);
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return 1;
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}
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private char[,] wonder(char[,] grid, int width) {
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if (iterationsOfType % 8 == 0) {
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int shoot = rnd.Next(1, 5);
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int move = rnd.Next(0, 2);
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if (shoot == 1) {
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grid[cX, cY + 1] = '▼';
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}
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if (move == 1) {
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grid = moveLeft(grid, width);
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} else {
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grid = moveRight(grid, width);
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}
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}
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iterationsOfType++;
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return grid;
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}
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private char[,] moveLeft(char[,] grid, int width) {
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if (cX - 1 > 0) {
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lastDirection.Add(0);
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grid[cX, cY] = ' ';
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cX--;
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grid[cX, cY] = '☻';
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}
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return grid;
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}
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private char[,] moveRight(char[,] grid, int width) {
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if (cX + 1 < width - 1) {
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lastDirection.Add(1);
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grid[cX, cY] = ' ';
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cX++;
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grid[cX, cY] = '☻';
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}
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return grid;
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}
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public void reset() {
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lastDirection.Clear();
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}
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}
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}
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@@ -1,55 +0,0 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProjectGuid>{C3742581-795D-4CC3-A0EE-8CDC818E7ECB}</ProjectGuid>
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<OutputType>Exe</OutputType>
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<RootNamespace>ASCII_Showdown</RootNamespace>
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<AssemblyName>ASCII Showdown</AssemblyName>
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<TargetFrameworkVersion>v4.6.1</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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<AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<PlatformTarget>AnyCPU</PlatformTarget>
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\Debug\</OutputPath>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<PlatformTarget>AnyCPU</PlatformTarget>
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<DebugType>pdbonly</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>bin\Release\</OutputPath>
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<DefineConstants>TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="System" />
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<Reference Include="System.Core" />
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<Reference Include="System.Drawing" />
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<Reference Include="System.Xml.Linq" />
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<Reference Include="System.Data.DataSetExtensions" />
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<Reference Include="Microsoft.CSharp" />
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<Reference Include="System.Data" />
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<Reference Include="System.Net.Http" />
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<Reference Include="System.Xml" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="AIMove.cs" />
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<Compile Include="Draw.cs" />
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<Compile Include="Program.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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</ItemGroup>
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<ItemGroup>
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<None Include="App.config" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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</Project>
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@@ -1,6 +0,0 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<configuration>
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<startup>
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<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.6.1" />
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</startup>
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</configuration>
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@@ -1,119 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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namespace ASCII_Showdown {
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class Draw {
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public int width { get; set; }
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public int height { get; set; }
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public int indent { get; set; }
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public void drawGrid(char[,] grid, int indent) {
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try {
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Console.SetCursorPosition(indent, indent - 3);
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for (int j = 0; j < height; j++) {
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for (int i = 0; i < width; i++) {
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if (grid[i, j] == '☺') {
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Console.ForegroundColor = ConsoleColor.Green;
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} else if (grid[i, j] == '☻') {
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Console.ForegroundColor = ConsoleColor.Red;
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} else {
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Console.ForegroundColor = ConsoleColor.White;
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}
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Console.Write(grid[i, j]);
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}
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Console.WriteLine();
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Console.SetCursorPosition(indent, j + indent - 2);
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}
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} catch { }
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}
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public void drawStats(int chealth, int uhealth, int bullets, int walls, bool boost) {
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try {
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int drawX = width + indent + 10;
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Console.SetCursorPosition(drawX, 6);
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Console.ForegroundColor = ConsoleColor.White;
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Console.WriteLine("╔════════════════╗");
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Console.SetCursorPosition(drawX, 7);
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if (chealth > 9) {
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Console.WriteLine("║CPU healh: {0} ║", chealth);
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} else {
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Console.WriteLine("║CPU healh: {0} ║", chealth);
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}
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Console.SetCursorPosition(drawX, 8);
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Console.WriteLine("╚════════════════╝");
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Console.SetCursorPosition(drawX, 14);
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Console.WriteLine("╔════════════════╗");
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Console.SetCursorPosition(drawX, 15);
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if (uhealth > 9) {
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Console.WriteLine("║Health: {0} ║", uhealth);
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} else {
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Console.WriteLine("║Health: {0} ║", uhealth);
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}
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Console.SetCursorPosition(drawX, 16);
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if (bullets > 99) {
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Console.WriteLine("║Bullets: {0} ║", bullets);
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} else if (bullets > 9) {
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Console.WriteLine("║Bullets: {0} ║", bullets);
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} else {
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Console.WriteLine("║Bullets: {0} ║", bullets);
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}
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Console.SetCursorPosition(drawX, 17);
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if (walls > 9) {
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Console.WriteLine("║Walls: {0} ║", walls);
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} else {
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Console.WriteLine("║Walls: {0} ║", walls);
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}
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Console.SetCursorPosition(drawX, 18);
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if (boost) {
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Console.Write("║Boost: ");
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Console.ForegroundColor = ConsoleColor.Green;
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Console.Write("ON");
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Console.ForegroundColor = ConsoleColor.White;
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Console.Write(" ║");
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Console.WriteLine();
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} else {
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Console.Write("║Boost: ");
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Console.ForegroundColor = ConsoleColor.Red;
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Console.Write("OFF");
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Console.ForegroundColor = ConsoleColor.White;
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Console.Write(" ║");
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Console.WriteLine();
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}
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Console.SetCursorPosition(drawX, 19);
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Console.WriteLine("╚════════════════╝");
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} catch { }
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}
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public void updateGrid(char[,] grid, char[,] oldGrid, int indent) {
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try {
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for (int j = 0; j < height; j++) {
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for (int i = 0; i < width; i++) {
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if (grid[i, j] != oldGrid[i, j]) {
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if (grid[i, j] == '☺') {
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Console.ForegroundColor = ConsoleColor.Green;
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} else if (grid[i, j] == '☻') {
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Console.ForegroundColor = ConsoleColor.Red;
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} else {
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Console.ForegroundColor = ConsoleColor.White;
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}
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Console.SetCursorPosition(i + indent, j + indent - 3);
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Console.Write(grid[i, j]);
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}
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}
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}
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} catch { }
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}
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public void updateStats(int chealth, int uhealth, int bullets, int walls, bool boost) {
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int drawX = width + indent + 10;
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}
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}
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}
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@@ -1,389 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Threading;
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namespace ASCII_Showdown {
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class Program {
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static void Main(string[] args) {
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Console.OutputEncoding = Encoding.UTF8;
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Console.CursorVisible = false;
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Program start = new Program();
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start.initializeGame();
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Console.ReadKey();
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}
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//Dictionary<Point, char> dic = new Dictionary<Point, char>();
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Random rnd = new Random();
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Draw draw = new Draw();
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AIMove ai = new AIMove();
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int uhealth = 10, chealth = 30, bullets = 500, walls = 20;
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bool boost = false;
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int boostime = 100, cooldown = 200, boostimeon = 0, cooldowntime = 200;
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int width = 40;
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int height = 20;
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int indent = 5;
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int uX;
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int uY;
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public int cX;
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public int cY;
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int WINNER = 0;
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char[,] grid;
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char[,] oldGrid;
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static readonly string defaultGrid =
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"████████████████████████████████████████" + // █: wall
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"█ ☻ █" + // ☻: cpu
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"█ █" + // ☺: user
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"█ █" + // ▲: user's bullet
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"█ █" + // ▼: cpu's bullet
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"█ █" + //boomerang(array): boomerang
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"█ █" + //wall(array): user's wall
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"█ █" +
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"█ █" +
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"█ █" +
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"█ █" +
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"█ █" +
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"█ █" +
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"█ █" +
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"█ █" +
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"█ █" +
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"█ █" +
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"█ █" +
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"█ ☺ █" +
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"████████████████████████████████████████";
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private void initializeGame() {
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Console.Clear();
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Console.SetWindowSize(80, 30);
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ai.reset();
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draw.width = width;
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draw.height = height;
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draw.indent = indent;
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grid = new char[width, height];
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bool boost = false;
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grid = stringToArray(defaultGrid);
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for (int i = 0; i < width; i++) {
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for (int j = 0; j < height; j++) {
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if (grid[i, j] == '☺') {
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uX = i;
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uY = j;
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} else if (grid[i, j] == '☻') {
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cX = i;
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cY = j;
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}
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}
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}
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Console.WriteLine("The game has successfully loaded!");
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Console.WriteLine("To play:");
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Console.WriteLine("W or up arrow to shoot");
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Console.WriteLine("A or left arrow to move left");
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Console.WriteLine("D or right arrow to move right");
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Console.WriteLine("O to use your boost powerup this will only last for 5 seconds with a 10 second cooldown");
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Console.WriteLine("P to place a wall this will only be able to survive 4 enemy or freindly shots before breaking");
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Console.WriteLine("Press any key to continue...");
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Console.ReadKey();
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Console.Clear();
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draw.drawGrid(grid, indent);
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draw.drawStats(chealth, uhealth, bullets, walls, boost);
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gameLoop();
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}
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private void gameLoop() {
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while (WINNER == 0) {
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oldGrid = getOldGrid(grid);
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if (boost) {
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boostimeon++;
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if (boostimeon == boostime) {
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boost = false;
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boostimeon = 0;
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cooldown = 0;
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}
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} else if (cooldown < cooldowntime) {
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cooldown++;
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}
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List<ConsoleKeyInfo> keys = new List<ConsoleKeyInfo>();
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while (Console.KeyAvailable) {
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var key = Console.ReadKey(true);
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keys.Add(key);
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}
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moveColideandStuff();
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ai.cX = cX;
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ai.cY = cY;
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grid = ai.moveCPU(grid, width, uX, uY);
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cX = ai.cX;
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cY = ai.cY;
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keyPressed(keys);
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//game logic calls
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if (bullets == 0 || uhealth == 0) {
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WINNER = 2;
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break;
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} else if (chealth == 0) {
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WINNER = 1;
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break;
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}
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CheckAndResetWindowSize();
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draw.updateGrid(grid, oldGrid, indent);
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draw.drawStats(chealth, uhealth, bullets, walls, boost);
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Thread.Sleep(50);
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}
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uhealth = 10;
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chealth = 40;
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bullets = 500;
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walls = 20;
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WINNER = 0;
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if (WINNER == 1) {
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Console.Clear();
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Console.WriteLine("You win!");
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Console.WriteLine("Press any key to continue");
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Console.ReadKey();
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initializeGame();
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} else {
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Console.Clear();
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Console.WriteLine("You loose :(");
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Console.WriteLine("Press any key to continue");
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Console.ReadKey();
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initializeGame();
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}
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}
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private void keyPressed(List<ConsoleKeyInfo> keys) {
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try {
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if (keys.Count >= 1) {
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var key = keys[keys.Count - 1];
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switch (key.KeyChar) {
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case 'W':
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case 'w':
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if (boost) {
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grid[uX - 1, uY - 1] = '▲';
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grid[uX, uY - 1] = '▲';
|
||||
grid[uX + 1, uY - 1] = '▲';
|
||||
bullets += -3;
|
||||
} else {
|
||||
grid[uX, uY - 1] = '▲';
|
||||
bullets--;
|
||||
}
|
||||
break;
|
||||
case 'D':
|
||||
case 'd':
|
||||
if (uX + 1 < width - 1) {
|
||||
grid[uX, uY] = ' ';
|
||||
grid[uX + 1, uY] = '☺';
|
||||
uX++;
|
||||
}
|
||||
break;
|
||||
case 'A':
|
||||
case 'a':
|
||||
if (uX - 1 > 0) {
|
||||
grid[uX, uY] = ' ';
|
||||
grid[uX - 1, uY] = '☺';
|
||||
uX--;
|
||||
}
|
||||
break;
|
||||
case 'P':
|
||||
case 'p':
|
||||
if (walls > 0 && grid[uX, uY - 2] != '█') {
|
||||
grid[uX, uY - 2] = '█';
|
||||
walls--;
|
||||
}
|
||||
break;
|
||||
case 'O':
|
||||
case 'o':
|
||||
if (boost) {
|
||||
boost = false;
|
||||
boostimeon = 0;
|
||||
} else if (!boost && cooldown == cooldowntime) {
|
||||
cooldown = 0;
|
||||
boost = true;
|
||||
}
|
||||
break;
|
||||
}
|
||||
switch (key.Key) {
|
||||
case ConsoleKey.UpArrow:
|
||||
if (boost) {
|
||||
grid[uX - 1, uY - 1] = '▲';
|
||||
grid[uX, uY - 1] = '▲';
|
||||
grid[uX + 1, uY - 1] = '▲';
|
||||
bullets += -3;
|
||||
} else {
|
||||
grid[uX, uY - 1] = '▲';
|
||||
bullets--;
|
||||
}
|
||||
break;
|
||||
case ConsoleKey.RightArrow:
|
||||
if (uX + 1 < width - 1) {
|
||||
grid[uX, uY] = ' ';
|
||||
grid[uX + 1, uY] = '☺';
|
||||
uX++;
|
||||
}
|
||||
break;
|
||||
case ConsoleKey.LeftArrow:
|
||||
if (uX - 1 > 0) {
|
||||
grid[uX, uY] = ' ';
|
||||
grid[uX - 1, uY] = '☺';
|
||||
uX--;
|
||||
}
|
||||
break;
|
||||
case ConsoleKey.Spacebar:
|
||||
if (boost) {
|
||||
grid[uX - 1, uY - 1] = '▲';
|
||||
grid[uX, uY - 1] = '▲';
|
||||
grid[uX + 1, uY - 1] = '▲';
|
||||
bullets += -3;
|
||||
} else {
|
||||
grid[uX, uY - 1] = '▲';
|
||||
bullets--;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
} catch { }
|
||||
}
|
||||
|
||||
private void moveColideandStuff() {
|
||||
for (int i = 0; i < width; i++) {
|
||||
for (int j = 0; j < height; j++) {
|
||||
if (grid[i, j] == '▲') { //if the target is a user bullet
|
||||
if (j > 1) { //if the target is not on a border
|
||||
if (grid[i, j - 1] == '█' && j > 1) { //if the target has hit a wall which isnt the border, damage wall
|
||||
grid[i, j] = ' ';
|
||||
grid[i, j - 1] = '▓';
|
||||
} else if (grid[i, j - 1] == '▓') { //wall dameging
|
||||
grid[i, j] = ' ';
|
||||
grid[i, j - 1] = '▒';
|
||||
} else if (grid[i, j - 1] == '▒') {
|
||||
grid[i, j] = ' ';
|
||||
grid[i, j - 1] = '░';
|
||||
} else if (grid[i, j - 1] == '░') {
|
||||
grid[i, j] = ' ';
|
||||
grid[i, j - 1] = '*';
|
||||
} else if (grid[i, j - 1] == '☻') { //if the target has hit the CPU
|
||||
chealth--;
|
||||
grid[i, j] = ' ';
|
||||
flashScreenEnemyHit();
|
||||
} else { //if else, move forward
|
||||
grid[i, j] = ' ';
|
||||
grid[i, j - 1] = '▲';
|
||||
}
|
||||
} else { //if the target is on a wall, destroy it
|
||||
grid[i, j] = ' ';
|
||||
}
|
||||
} else if (grid[i, j] == '▼') { //if the target is a CPU bullet
|
||||
if (j < height - 2) { //if the target is not on a lower border
|
||||
if (grid[i, j + 1] == '█' && j > 1) { //if the target has hit a wall which isnt the border, damage wall
|
||||
grid[i, j] = ' ';
|
||||
grid[i, j + 1] = '▓';
|
||||
} else if (grid[i, j + 1] == '▓') { //wall dameging
|
||||
grid[i, j] = ' ';
|
||||
grid[i, j + 1] = '▒';
|
||||
} else if (grid[i, j + 1] == '▒') {
|
||||
grid[i, j] = ' ';
|
||||
grid[i, j + 1] = '░';
|
||||
} else if (grid[i, j + 1] == '░') {
|
||||
grid[i, j] = ' ';
|
||||
grid[i, j + 1] = '*';
|
||||
} else if (grid[i, j + 1] == '☺') { //if the target has hit the user
|
||||
uhealth--;
|
||||
grid[i, j] = ' ';
|
||||
flashScreenPlayerHit();
|
||||
} else { //if else, move forward
|
||||
grid[i, j] = ' ';
|
||||
grid[i, j + 1] = 'v';
|
||||
}
|
||||
} else { //if the target is on a wall, destroy it
|
||||
grid[i, j] = ' ';
|
||||
}
|
||||
} else if (grid[i, j] == '*') { //if its an explosion, delete it
|
||||
grid[i, j] = ' ';
|
||||
}
|
||||
}
|
||||
}
|
||||
for (int i = 0; i < width; i++) {
|
||||
for (int j = 0; j < height; j++) {
|
||||
if (grid[i, j] == 'v') {
|
||||
grid[i, j] = '▼';
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private char[,] stringToArray(string toload) {
|
||||
for (int i = 0; i < height; i++) {
|
||||
for (int j = 0; j < width; j++) {
|
||||
grid[j, i] = toload[i * width + j];
|
||||
}
|
||||
}
|
||||
return grid;
|
||||
}
|
||||
|
||||
private char[,] getOldGrid(char[,] currentGrid) {
|
||||
char[,] oldGrid = new char[width, height];
|
||||
for (int i = 0; i < width; i++) {
|
||||
for (int j = 0; j < height; j++) {
|
||||
oldGrid[i, j] = currentGrid[i, j];
|
||||
}
|
||||
}
|
||||
return oldGrid;
|
||||
}
|
||||
|
||||
private void flashScreenEnemyHit() {
|
||||
Console.Clear();
|
||||
Console.BackgroundColor = ConsoleColor.Red;
|
||||
Console.Clear();
|
||||
Console.BackgroundColor = ConsoleColor.Black;
|
||||
Console.Clear();
|
||||
draw.drawGrid(grid, indent);
|
||||
draw.drawStats(chealth, uhealth, bullets, walls, boost);
|
||||
}
|
||||
|
||||
private void flashScreenPlayerHit() {
|
||||
Console.Clear();
|
||||
Console.BackgroundColor = ConsoleColor.Green;
|
||||
Console.Clear();
|
||||
Console.BackgroundColor = ConsoleColor.Black;
|
||||
Console.Clear();
|
||||
draw.drawGrid(grid, indent);
|
||||
draw.drawStats(chealth, uhealth, bullets, walls, boost);
|
||||
}
|
||||
|
||||
private void CheckAndResetWindowSize() {
|
||||
try {
|
||||
if (Console.WindowWidth != 80 || Console.WindowHeight != 30) {
|
||||
Console.SetWindowSize(80, 30);
|
||||
Console.Clear();
|
||||
draw.drawGrid(grid, indent);
|
||||
draw.drawStats(chealth, uhealth, bullets, walls, boost);
|
||||
}
|
||||
} catch { }
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,36 +0,0 @@
|
||||
using System.Reflection;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
// General Information about an assembly is controlled through the following
|
||||
// set of attributes. Change these attribute values to modify the information
|
||||
// associated with an assembly.
|
||||
[assembly: AssemblyTitle("ASCII Showdown")]
|
||||
[assembly: AssemblyDescription("")]
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyCompany("")]
|
||||
[assembly: AssemblyProduct("ASCII Showdown")]
|
||||
[assembly: AssemblyCopyright("Copyright © 2018")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
|
||||
|
||||
// Setting ComVisible to false makes the types in this assembly not visible
|
||||
// to COM components. If you need to access a type in this assembly from
|
||||
// COM, set the ComVisible attribute to true on that type.
|
||||
[assembly: ComVisible(false)]
|
||||
|
||||
// The following GUID is for the ID of the typelib if this project is exposed to COM
|
||||
[assembly: Guid("c3742581-795d-4cc3-a0ee-8cdc818e7ecb")]
|
||||
|
||||
// Version information for an assembly consists of the following four values:
|
||||
//
|
||||
// Major Version
|
||||
// Minor Version
|
||||
// Build Number
|
||||
// Revision
|
||||
//
|
||||
// You can specify all the values or you can default the Build and Revision Numbers
|
||||
// by using the '*' as shown below:
|
||||
// [assembly: AssemblyVersion("1.0.*")]
|
||||
[assembly: AssemblyVersion("1.0.0.0")]
|
||||
[assembly: AssemblyFileVersion("1.0.0.0")]
|
||||
Reference in New Issue
Block a user