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| using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms;
namespace Pacman { public partial class Form1 : Form { Keys _PressedKey = Keys.None; Enemy[] _Enemies = new Enemy[2]; Coin[] _Coins = new Coin[10]; Player _Me = new Player(); Random _Rnd = new Random(); int _FieldHeight = 20; int _FieldWidth = 20; int _CollectedCoins = 0; float _EnemyMovement = 0; float _EnemyFactor = 0.5f; bool _GameOver = false;
Graphics _GFX;
public Form1() { InitializeComponent();
_GFX = this.CreateGraphics(); _GFX.CompositingQuality = System.Drawing.Drawing2D.CompositingQuality.HighQuality; _GFX.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic; _GFX.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality; _GFX.TextRenderingHint = System.Drawing.Text.TextRenderingHint.AntiAlias;
this.StartNewGame(); }
private void StartNewGame() { this._GameOver = false;
for (int i = 0; i < _Enemies.Length; i++) { _Enemies[i] = new Enemy(); _Enemies[i].X = _Rnd.Next(0, _FieldWidth - 1); _Enemies[i].Y = _Rnd.Next(0, _FieldHeight - 1); _Enemies[i].Direction = _Rnd.Next(0, 3) * 90; }
for (int i = 0; i < _Coins.Length; i++) { _Coins[i] = new Coin(); _Coins[i].X = _Rnd.Next(0, _FieldWidth - 1); _Coins[i].Y = _Rnd.Next(0, _FieldHeight - 1); }
_Me.X = _Rnd.Next(0, _FieldWidth - 1); _Me.Y = _Rnd.Next(0, _FieldHeight - 1); _Me.Direction = _Rnd.Next(0, 3) * 90;
this.tmrTick.Start(); }
private void Form1_KeyDown(object sender, KeyEventArgs e) { this._PressedKey = e.KeyCode;
if (e.KeyCode == Keys.Return && this._GameOver) { this._CollectedCoins = 0; this.StartNewGame(); } }
private void Form1_KeyUp(object sender, KeyEventArgs e) { this._PressedKey = Keys.None; }
private void tmrTick_Tick(object sender, EventArgs e) { this.tmrTick.Stop();
switch (this._PressedKey) { case Keys.Up: this._Me.Direction = 0; break;
case Keys.Right: this._Me.Direction = 90; break;
case Keys.Down: this._Me.Direction = 180; break;
case Keys.Left: this._Me.Direction = 270; break;
}
this.ProcessAI();
this.UpdateWorld();
this.UpdateGraphics();
this.CheckWin();
if (this.CheckCollision() == 1) { this.GameOver(); } else { this.tmrTick.Start(); } }
private void GameOver() { string GameOverText = "Game Over !"; string ScoreText = "Your Score: " + this._CollectedCoins.ToString();
Font GameOverFont = new Font(FontFamily.GenericSansSerif, 24); Font ScoreFont = new Font(FontFamily.GenericSansSerif, 14);
Size GameOverSize = TextRenderer.MeasureText(GameOverText, GameOverFont); Size ScoreSize = TextRenderer.MeasureText(ScoreText, ScoreFont);
float GameOverX = (this.Width - GameOverSize.Width) / 2; float ScoreX = (this.Width - ScoreSize.Width) / 2;
float GameOverY = (this.Height - GameOverSize.Height - ScoreSize.Height - 6) / 2; float ScoreY = GameOverY + GameOverSize.Height + 6;
_GFX.DrawString(GameOverText, GameOverFont, Brushes.PowderBlue, GameOverX, GameOverY); _GFX.DrawString(ScoreText, ScoreFont, Brushes.White, ScoreX, ScoreY);
this._GameOver = true; }
private void CheckWin() { foreach (Coin c in this._Coins) { if (!c.Collected) { return; } }
this.StartNewGame(); }
private int CheckCollision() { foreach (Enemy e in this._Enemies) { if (e.X == _Me.X && e.Y == _Me.Y) { return 1; } }
foreach (Coin c in this._Coins) { if (c.X == _Me.X && c.Y == _Me.Y) { c.Collected = true; this._CollectedCoins++; return 2; } }
return 0; }
private void ProcessAI() { this._EnemyMovement += this._EnemyFactor;
foreach (Enemy e in this._Enemies) { int[] OptionsX = new int[] { Math.Abs( e.X - _Me.X ), Math.Abs( e.X - _Me.X + this._FieldWidth ), Math.Abs( e.X - _Me.X - this._FieldWidth ) };
int[] OptionsY = new int[] { Math.Abs( e.Y - _Me.Y ), Math.Abs( e.Y - _Me.Y + this._FieldHeight ), Math.Abs( e.Y - _Me.Y - this._FieldHeight ) };
int ChosenOptionX = OptionsX.Min(); int ChosenOptionY = OptionsY.Min();
int[] Options = new int[] { ChosenOptionX, ChosenOptionY };
int ChosenOption = Options.Max();
if (ChosenOptionX > ChosenOptionY) { if (OptionsX[0] == ChosenOptionX) { if (e.X - _Me.X > 0) { e.Direction = 270; } else { e.Direction = 90; } } else { if (e.X - _Me.X > 0) { e.Direction = 90; } else { e.Direction = 270; } } } else { if (OptionsY[0] == ChosenOptionY) { if (e.Y - _Me.Y > 0) { e.Direction = 0; } else { e.Direction = 180; } } else { if (e.Y - _Me.Y > 0) { e.Direction = 180; } else { e.Direction = 0; } } } } }
private void UpdateWorld() { if (this._EnemyMovement < 1) { } else { this._EnemyMovement--;
foreach (Enemy e in this._Enemies) { switch (e.Direction) { case 0: e.Y = (e.Y + this._FieldHeight - 1) % this._FieldHeight; break;
case 90: e.X = (e.X + 1) % this._FieldWidth; break;
case 180: e.Y = (e.Y + 1) % this._FieldHeight; break;
case 270: e.X = (e.X + this._FieldWidth - 1) % this._FieldWidth; break; } } }
switch (_Me.Direction) { case 0: _Me.Y = (_Me.Y + this._FieldHeight - 1) % this._FieldHeight; break;
case 90: _Me.X = (_Me.X + 1) % this._FieldWidth; break;
case 180: _Me.Y = (_Me.Y + 1) % this._FieldHeight; break;
case 270: _Me.X = (_Me.X + this._FieldWidth - 1) % this._FieldWidth; break; } }
private void UpdateGraphics() { this.Text = "VampireSilence Pacman (Your Score: " + this._CollectedCoins + ")";
_GFX.Clear(Color.Black);
foreach (Enemy e in this._Enemies) { _GFX.DrawPie(new Pen(e.ForeColor), e.X * 24, e.Y * 24, 24, 24, e.Direction + 300, 300); }
foreach (Coin c in this._Coins) { c.Draw(_GFX); }
_GFX.DrawPie(new Pen(this._Me.ForeColor), this._Me.X * 24, this._Me.Y * 24, 24, 24, this._Me.Direction + 300, 300); } }
public class Person { public int X, Y; public Color ForeColor; public int Direction; }
public class Enemy : Person { public Enemy() { this.ForeColor = Color.Yellow; } }
public class Player : Person { public Player() { this.ForeColor = Color.Red; } }
public class Coin { public int X, Y; public bool Collected; bool Site; Random Random = new Random();
public void Draw(Graphics g) { if (!Collected) { Site ^= true;
if (Site) { g.FillEllipse(Brushes.Orange, X * 24 + 8, Y * 24 + 4, 8, 16); } else { g.FillEllipse(Brushes.PaleGoldenrod, X * 24 + 4, Y * 24 + 4, 16, 16); } } else { g.FillEllipse(Brushes.DarkGray, X * 24 + 4, Y * 24 + 4, 16, 16); } } } } |