Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- private void FrmMain_KeyDown(object sender, KeyEventArgs e)
- {
- //If the player can move / if he's not in the "between level" cooldown.
- if (canMove)
- {
- nextLevel = true;
- //Keys Conditions.
- #region S-KEY
- //if the "s" Key is pressed and if the player is not at the table limit.
- if (e.KeyCode == Keys.S && playerPosY < tableDimension - 1)
- {
- GameTable[playerPosX, playerPosY].BackgroundImage = Properties.Resources.charDown;
- //if the player move with a crate or a crate on a hole.
- if (GameTable[playerPosX, playerPosY + 1].Text == "crate" || GameTable[playerPosX, playerPosY + 1].Text == "crate-hole")
- {
- //if the case after the crate/crate on a hole is empty.
- if (GameTable[playerPosX, playerPosY + 2].Text == "empty" || GameTable[playerPosX, playerPosY + 2].Text == "hole")
- {
- if (GameTable[playerPosX, playerPosY + 2].Text == "empty")
- {
- GameTable[playerPosX, playerPosY + 2].BackgroundImage = Properties.Resources.crate;
- GameTable[playerPosX, playerPosY + 2].Text = "crate";
- }
- if (GameTable[playerPosX, playerPosY + 2].Text == "hole")
- {
- GameTable[playerPosX, playerPosY + 2].BackgroundImage = Properties.Resources.crate_hole;
- GameTable[playerPosX, playerPosY + 2].Text = "crate-hole";
- }
- //switch the player position, was it empty or was it a hole.
- switch (GameTable[playerPosX, playerPosY].Text)
- {
- case "empty":
- GameTable[playerPosX, playerPosY].BackgroundImage = Properties.Resources.empty;
- GameTable[playerPosX, playerPosY].Text = "empty";
- break;
- case "hole":
- GameTable[playerPosX, playerPosY].BackgroundImage = Properties.Resources.hole;
- GameTable[playerPosX, playerPosY].Text = "hole";
- break;
- }
- //if you move a crate on a hole, the case where it was becames a hole.
- if (GameTable[playerPosX, playerPosY + 1].Text == "crate-hole")
- {
- GameTable[playerPosX, playerPosY + 1].Text = "hole";
- }
- else
- {
- GameTable[playerPosX, playerPosY + 1].Text = "empty";
- }
- playerPosY++;
- //The new player position
- GameTable[playerPosX, playerPosY].BackgroundImage = Properties.Resources.charDown;
- }
- }
- if (GameTable[playerPosX, playerPosY + 1].Text == "hole")
- {
- switch (GameTable[playerPosX, playerPosY].Text)
- {
- case "empty":
- GameTable[playerPosX, playerPosY].BackgroundImage = Properties.Resources.empty;
- GameTable[playerPosX, playerPosY].Text = "empty";
- break;
- case "hole":
- GameTable[playerPosX, playerPosY].BackgroundImage = Properties.Resources.hole;
- GameTable[playerPosX, playerPosY].Text = "hole";
- break;
- }
- playerPosY++;
- //The new player position
- GameTable[playerPosX, playerPosY].BackgroundImage = Properties.Resources.charDown;
- }
- else if (GameTable[playerPosX, playerPosY + 1].Text == "empty")
- {
- switch (GameTable[playerPosX, playerPosY].Text)
- {
- case "empty":
- GameTable[playerPosX, playerPosY].BackgroundImage = Properties.Resources.empty;
- GameTable[playerPosX, playerPosY].Text = "empty";
- break;
- case "hole":
- GameTable[playerPosX, playerPosY].BackgroundImage = Properties.Resources.hole;
- GameTable[playerPosX, playerPosY].Text = "hole";
- break;
- }
- //The previous player position is getting blank again
- playerPosY++;
- //The new player position
- GameTable[playerPosX, playerPosY].BackgroundImage = Properties.Resources.charDown;
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement