Add project files.
This commit is contained in:
25
Spaceshooter.sln
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25
Spaceshooter.sln
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Version 17
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VisualStudioVersion = 17.14.36408.4 d17.14
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Spaceshooter", "Spaceshooter\Spaceshooter.csproj", "{FCD2D4AE-6F52-4D83-9E1A-81ADC16ACB1F}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{FCD2D4AE-6F52-4D83-9E1A-81ADC16ACB1F}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{FCD2D4AE-6F52-4D83-9E1A-81ADC16ACB1F}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{FCD2D4AE-6F52-4D83-9E1A-81ADC16ACB1F}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{FCD2D4AE-6F52-4D83-9E1A-81ADC16ACB1F}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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GlobalSection(ExtensibilityGlobals) = postSolution
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SolutionGuid = {1612866E-5110-4D81-8894-1E3C87D915B7}
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EndGlobalSection
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EndGlobal
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73
Spaceshooter/Form1.Designer.cs
generated
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73
Spaceshooter/Form1.Designer.cs
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namespace Spaceshooter
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{
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partial class Form1
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{
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/// <summary>
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/// Required designer variable.
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/// </summary>
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private System.ComponentModel.IContainer components = null;
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/// <summary>
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/// Clean up any resources being used.
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/// </summary>
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/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
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protected override void Dispose(bool disposing)
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{
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if (disposing && (components != null))
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{
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components.Dispose();
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}
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base.Dispose(disposing);
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}
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#region Windows Form Designer generated code
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/// <summary>
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/// Required method for Designer support - do not modify
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/// the contents of this method with the code editor.
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/// </summary>
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private void InitializeComponent()
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{
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components = new System.ComponentModel.Container();
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player = new PictureBox();
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gameTimer = new System.Windows.Forms.Timer(components);
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((System.ComponentModel.ISupportInitialize)player).BeginInit();
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SuspendLayout();
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//
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// player
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//
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player.BackColor = Color.OrangeRed;
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player.Location = new Point(33, 135);
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player.Name = "player";
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player.Size = new Size(100, 50);
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player.TabIndex = 0;
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player.TabStop = false;
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player.Click += player_Click;
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//
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// gameTimer
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//
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gameTimer.Enabled = true;
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gameTimer.Interval = 20;
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gameTimer.Tick += gameTimer_Tick;
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//
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// Form1
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//
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AutoScaleDimensions = new SizeF(7F, 15F);
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AutoScaleMode = AutoScaleMode.Font;
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ClientSize = new Size(800, 450);
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Controls.Add(player);
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Name = "Form1";
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Text = "Form1";
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Load += Form1_Load;
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KeyDown += Form1_KeyDown;
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KeyUp += Form1_KeyUp;
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((System.ComponentModel.ISupportInitialize)player).EndInit();
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ResumeLayout(false);
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}
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#endregion
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private PictureBox player;
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private System.Windows.Forms.Timer gameTimer;
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}
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}
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141
Spaceshooter/Form1.cs
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141
Spaceshooter/Form1.cs
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using System.Drawing.Imaging;
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using System.Xaml.Permissions;
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namespace Spaceshooter
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{
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public partial class Form1 : Form
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{
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bool goUp, goDown;
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int playerSpeed = 10;
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int spawnSpeed = 10;
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int bulletSpeed = 15;
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int enemySpeed = 8;
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int score = 0;
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Random rand = new Random();
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public Form1()
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{
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InitializeComponent();
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}
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private void player_Click(object sender, EventArgs e)
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{
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}
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private void gameTimer_Tick(object sender, EventArgs e)
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{
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if (goUp && player.Top > 0)
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{
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player.Top -= playerSpeed;
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}
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if (goDown && player.Top + player.Height < this.ClientSize.Height)
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{
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player.Top += playerSpeed;
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}
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for (int i = this.Controls.Count - 1; i >= 0; i--)
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{
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Control x = this.Controls[i];
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if (x is PictureBox && (string)x.Tag == "bullet")
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{
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x.Left += bulletSpeed;
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if (x.Left > this.ClientSize.Width)
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{
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this.Controls.Remove(x);
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x.Dispose();
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}
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}
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if (x is PictureBox && (string)x.Tag == "enemy")
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{
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x.Left -= enemySpeed;
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if (x.Bounds.IntersectsWith(player.Bounds))
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{
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gameTimer.Stop();
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MessageBox.Show("Game Over! Po<50>ng " + score);
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Application.Restart();
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}
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if (x.Left + this.ClientSize.Width < 0)
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{
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this.Controls.Remove(x);
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x.Dispose();
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}
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}
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}
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if (rand.Next(1, 101) <= spawnSpeed)
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{
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MakeEnemy();
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}
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}
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private void Shoot()
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{
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PictureBox bullet = new PictureBox();
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bullet.Width = 10;
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bullet.Height = 5;
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bullet.BackColor = Color.Red;
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bullet.Tag = "bullet";
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bullet.Left = player.Left + player.Width;
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bullet.Top = player.Top + player.Height / 2 - bullet.Height / 2;
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this.Controls.Add(bullet);
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bullet.BringToFront();
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}
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private void MakeEnemy()
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{
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PictureBox enemy = new PictureBox();
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enemy.Width = 30;
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enemy.Height = 30;
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enemy.BackColor = Color.Green;
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enemy.Tag = "Enemy";
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enemy.Left = player.Left + 1000;
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enemy.Top = rand.Next(0, (this.ClientSize.Height - enemy.Height));
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this.Controls.Add(enemy);
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enemy.BringToFront();
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}
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private void Form1_KeyDown(object sender, KeyEventArgs e)
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{
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if (e.KeyCode == Keys.Up || e.KeyCode == Keys.W)
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{
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goUp = true;
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}
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if (e.KeyCode == Keys.Down || e.KeyCode == Keys.S)
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{
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goDown = true;
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}
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if (e.KeyCode == Keys.Space)
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{
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Shoot();
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}
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}
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private void Form1_KeyUp(object sender, KeyEventArgs e)
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{
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if (e.KeyCode == Keys.Up || e.KeyCode == Keys.W)
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{
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goUp = false;
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}
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if (e.KeyCode == Keys.Down || e.KeyCode == Keys.S)
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{
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goDown = false;
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}
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}
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private void Form1_Load(object sender, EventArgs e)
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{
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}
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}
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}
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123
Spaceshooter/Form1.resx
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123
Spaceshooter/Form1.resx
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@@ -0,0 +1,123 @@
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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Version 2.0
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The primary goals of this format is to allow a simple XML format
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that is mostly human readable. The generation and parsing of the
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various data types are done through the TypeConverter classes
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associated with the data types.
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Example:
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... ado.net/XML headers & schema ...
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<resheader name="resmimetype">text/microsoft-resx</resheader>
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<resheader name="version">2.0</resheader>
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<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
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<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
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<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
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<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
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<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
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<value>[base64 mime encoded serialized .NET Framework object]</value>
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</data>
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<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
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<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
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<comment>This is a comment</comment>
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</data>
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There are any number of "resheader" rows that contain simple
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name/value pairs.
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Each data row contains a name, and value. The row also contains a
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type or mimetype. Type corresponds to a .NET class that support
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text/value conversion through the TypeConverter architecture.
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Classes that don't support this are serialized and stored with the
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mimetype set.
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The mimetype is used for serialized objects, and tells the
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ResXResourceReader how to depersist the object. This is currently not
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extensible. For a given mimetype the value must be set accordingly:
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Note - application/x-microsoft.net.object.binary.base64 is the format
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that the ResXResourceWriter will generate, however the reader can
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read any of the formats listed below.
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mimetype: application/x-microsoft.net.object.binary.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.soap.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.bytearray.base64
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value : The object must be serialized into a byte array
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: using a System.ComponentModel.TypeConverter
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: and then encoded with base64 encoding.
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-->
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<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
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<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
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<xsd:element name="root" msdata:IsDataSet="true">
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<xsd:complexType>
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<xsd:choice maxOccurs="unbounded">
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<xsd:element name="metadata">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" />
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</xsd:sequence>
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<xsd:attribute name="name" use="required" type="xsd:string" />
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<xsd:attribute name="type" type="xsd:string" />
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<xsd:attribute name="mimetype" type="xsd:string" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="assembly">
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<xsd:complexType>
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<xsd:attribute name="alias" type="xsd:string" />
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<xsd:attribute name="name" type="xsd:string" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="data">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
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<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
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<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="resheader">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" use="required" />
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</xsd:complexType>
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</xsd:element>
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</xsd:choice>
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</xsd:complexType>
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</xsd:element>
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</xsd:schema>
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<resheader name="resmimetype">
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<value>text/microsoft-resx</value>
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</resheader>
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<resheader name="version">
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<value>2.0</value>
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</resheader>
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<resheader name="reader">
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<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</resheader>
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<resheader name="writer">
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<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</resheader>
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<metadata name="gameTimer.TrayLocation" type="System.Drawing.Point, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a">
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<value>17, 17</value>
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</metadata>
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</root>
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17
Spaceshooter/Program.cs
Normal file
17
Spaceshooter/Program.cs
Normal file
@@ -0,0 +1,17 @@
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namespace Spaceshooter
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{
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internal static class Program
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{
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/// <summary>
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/// The main entry point for the application.
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/// </summary>
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[STAThread]
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static void Main()
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{
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// To customize application configuration such as set high DPI settings or default font,
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// see https://aka.ms/applicationconfiguration.
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ApplicationConfiguration.Initialize();
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Application.Run(new Form1());
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}
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}
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}
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11
Spaceshooter/Spaceshooter.csproj
Normal file
11
Spaceshooter/Spaceshooter.csproj
Normal file
@@ -0,0 +1,11 @@
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<Project Sdk="Microsoft.NET.Sdk">
|
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<PropertyGroup>
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<OutputType>WinExe</OutputType>
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<TargetFramework>net8.0-windows</TargetFramework>
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<Nullable>enable</Nullable>
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<UseWindowsForms>true</UseWindowsForms>
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<ImplicitUsings>enable</ImplicitUsings>
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</PropertyGroup>
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</Project>
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Reference in New Issue
Block a user