Basic Game

i have been trying to make a basic space invaders style game but am having trouble drawing the sprites to the screen. everything is fine until i need to move the sprite based on the input from the joystick i can move the sprite but when i make call to clearscreen and draw the screen flickers. i was wondering if there was a better way to accomplish moving a graphic and redrawing it to the screen.

Thanks in advance,

Chris Foxley-Evans

Use a regular bitmap instead of simple graphics and only flush the updated section. This will help improve speed

This one? :slight_smile: http://wiki.tinyclr.com/index.php?title=GHI_Graphical_Demo

I have spent the day working on this and I have learned a lot but I can not get the ship to move I have changed a bit and now I am lost on how to pick up the joystick movements I can place the ship on the screen and start the shots but no ship movement


using System;
using System.Collections;
using System.Threading;
using Microsoft.SPOT;

//using Microsoft.SPOT.Input;
using Microsoft.SPOT.Presentation;
using Microsoft.SPOT.Presentation.Controls;
using Microsoft.SPOT.Presentation.Media;
using Microsoft.SPOT.Touch;

using Gadgeteer.Networking;
using GT = Gadgeteer;
using GTM = Gadgeteer.Modules;
using Gadgeteer.Modules.GHIElectronics;

namespace SWgameTest2
{
    public partial class Program
    {
        // Reference to the Desktop window
        // Window mainWindow;
        // Image that represents this window
        private Bitmap screen = new Bitmap(SystemMetrics.ScreenWidth, SystemMetrics.ScreenHeight);
        // Game variables
        private DispatcherTimer gameTimer, shotTimer;
        private DateTime shotTime;
        private int shotIndex;
        private int[] shotX = new int[10];
        private int[] shotY = new int[10];
        private int[] shotDir = new int[10];
        private Bitmap shot1 = Resources.GetBitmap(Resources.BitmapResources.shot1);
        private Starfield starfield;
        private Ship ship;
        private ArrayList enemyList = new ArrayList();
        private int cursorXPos;
        private int cursorYPos;
        private uint Width;
        private uint Height;
        //  private int lastYpos;
        //  private int lastXpos;
        // Stops loops from throwing errors on exit
        private bool exiting = false;
        //  private Joystick.JoystickEventHandler joystick_JoystickPressed;
        // This method is run when the mainboard is powered up or reset.   
        void ProgramStarted()
        {
            // jPos = joystick.GetJoystickPostion;
            //   mainWindow = display.WPFWindow;
            //    button.ButtonPressed += new GTM.GHIElectronics.Button.ButtonEventHandler(button_ButtonPressed);
            joystick.JoystickPressed += new GTM.GHIElectronics.Joystick.JoystickEventHandler(joystick_JoystickPressed);
            //  joystick.GetJoystickPostion += new GTM.GHIElectronics.Joystick.Position(joy_Posit);
            Width = display.Width - 7;
            Height = display.Height - 7;
            //    DrawHomeScreen();
           cursorXPos = (int)Width / 1;
          cursorYPos = (int)Height / 1;
            //    lastXpos = -1;
            //    lastYpos = -1;
            //    Timer timedEvent = new Timer(updateJoystick, null, 0, 10);

            //  Canvas canvas = new Canvas();
            //  canvas.Width = SystemMetrics.ScreenWidth;
            //  canvas.Height = SystemMetrics.ScreenHeight;
            // canvas.TouchDown += OnTouchDown;
            // this.Child = canvas;

            starfield = new Starfield();
            ship = new Ship();

            // Set starting position
            ship.X = cursorXPos / 2;
            //  ship.X = this.Width / 2;
          ship.Y = cursorYPos - ship.Height - 5;

            // Add five enemy ships
            int i;
            for (i = 0; i < 5; i++)
            {
                enemyList.Add(new EnemyShip());
            }
            // Clear all shot arrays
            for (i = 0; i < shotY.Length; i++)
            {
                shotX[i] = 0;
                shotY[i] = 0;
                shotDir[i] = 0;
            }

            // Runs the game at about 13 FPS

            gameTimer = new DispatcherTimer();
            gameTimer.Tick += GameLoop;
            gameTimer.Interval = new TimeSpan(0, 0, 0, 0, 75);
            gameTimer.Start();

            // Fires 4 shots a second
            shotTimer = new DispatcherTimer();
            shotTimer.Tick += FireLoop;
            shotTimer.Interval = new TimeSpan(0, 0, 0, 0, 250);
            Debug.Print("Program Started");
        }



        /// <summary>
        /// Set the joystick object and event handlers.
        /// </summary>
        /// <param name="device"></param>
        /// 
       
        
        /// <summary>
        /// Clear the joystick object and event handlers.
        /// </summary>
    //    private void ClearJoystick()
      //  {
     //       if (joystick == null)
       //         return;

         //   joystick = null;
     //   }

        /// <summary>
        /// Main loop that runs the game.
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        public void GameLoop(object sender, EventArgs e)
        {
            if (exiting) return;

            screen.Clear();
            starfield.ToScreen(screen);
            ShotLoop();
            EnemyLoop();
            ShipLoop();
            screen.Flush();
        }

        /// <summary>
        /// Moves enemy ships.
        /// </summary>
        public void EnemyLoop()
        {
            EnemyShip enemy;
            int i;
            for (i = 0; i < enemyList.Count; i++)
            {
                enemy = (EnemyShip)enemyList[i];
                enemy.LastXY(enemy.X, enemy.Y);
                enemy.Y += enemy.SpeedY * enemy.DirY;

                if (enemy.Y > this.Height)
                    enemy.Random();

                enemy.ToScreen(screen);
            }
        }

        /// <summary>
        /// Moves the player's ship.
        /// </summary>
        public void ShipLoop()
        {
            ship.LastXY(ship.X, ship.Y);

            if (ship.DirX != 0)
            {
                int newX = ship.X + (ship.SpeedX * ship.DirX);
                if (newX >= 0 && newX <= cursorXPos)
                    ship.X += ship.SpeedX * ship.DirX;
            }

            if (ship.DirY != 0)
            {
                int newY = ship.Y + (ship.SpeedY * ship.DirY);
                if (newY >= 0 && newY <= cursorYPos)
                    ship.Y += ship.SpeedY * ship.DirY;
            }

            ship.ToScreen(screen);
        }

        /// <summary>
        /// Moves shots and checks for collisions with enemy ships.
        /// </summary>
        public void ShotLoop()
        {
            EnemyShip enemy;
            int i, j;

            for (i = 0; i < shotY.Length; i++)
            {
                if (shotDir[i] != 0)
                {
                    int lastShotY = shotY[i];
                    shotY[i] += 10 * shotDir[i];
                    screen.DrawImage(shotX[i], shotY[i], shot1, 0, 0, shot1.Width, shot1.Height);

                    // Did we hit an enemy?
                    for (j = 0; j < enemyList.Count; j++)
                    {
                        enemy = (EnemyShip)enemyList[j];

                        // Check the current position
                        if (shotX[i] > enemy.X - 14 && shotX[i] < enemy.X + 14 && shotY[i] > enemy.Y - 15 && shotY[i] < enemy.Y + 15)
                        {
                            shotDir[i] = 0;
                            enemy.Random();
                            break;
                        }
                        // Check the previous position
                        else if (shotX[i] > enemy.X - 14 && shotX[i] < enemy.X + 14 && lastShotY > enemy.Y - 15 && lastShotY < enemy.Y + 15)
                        {
                            shotDir[i] = 0;
                            enemy.Random();
                            break;
                        }
                    }

                    // Are we off screen?
                    if (shotY[i] < 0 || shotY[i] > this.Height)
                        shotDir[i] = 0;
                }
            }
        }

        /// <summary>
        /// Continuous loop that adds shots.
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void FireLoop(object sender, EventArgs e)
        {
            if (exiting) return;

            AddShot(ship, -1);
        }

        /// <summary>
        /// Handles the onboard button up events.
        /// </summary>
        /// <param name="e"></param>
        //   protected override void OnButtonUp(ButtonEventArgs e)
        // {
        // Stop all directional movement
        //   ship.DirX = ship.DirY = 0;

        // Stop the shot timer
        // if (shotTimer.IsEnabled)
        //   shotTimer.Stop();
        // }

        /// <summary>
        /// Add a shot.
        /// </summary>
        /// <param name="ship"></param>
        /// <param name="dir"></param>
        public void AddShot(Ship ship, int dir)
        {
            shotX[shotIndex] = ship.X;
            shotY[shotIndex] = ship.Y;
            shotDir[shotIndex] = dir;
            shotIndex++;
            if (shotIndex > shotY.Length - 1) shotIndex = 0;
        }

        /// <summary>
        /// Handles the joystick button down events.
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="state"></param>
        private void joystick_JoystickPressed(Joystick sender, Joystick.JoystickState state)
        {
            // switch ((int)state.Eq)
            // {
            // Trigger pulled
            //   case 0:
            // First shot before the timer takes effect
            if (DateTime.Now >= shotTime.AddMilliseconds(250))
            {
                AddShot(ship, -1);
                shotTime = DateTime.Now;
            }
            shotTimer.Start();

            // break;
        }


        /// <summary>
        /// Handles the joystick button up events.
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="args"></param>
    
        //    private void joystick_JoystickPressed(Joystick sender, Joystick.JoystickState state);
        //    {
        // switch ((int)args.ChangedButton)
        //    {
        // Stop the shot timer
        //   case 0:
        //         if  (shotTimer.IsEnabled);
        //   }
        //  shotTimer.Stop();
        //}
        //   break;
        // }
        // }


        /// <summary>
        /// Handles the joystick x and y movement events.
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="state"></param>
        /// 

        private void joy_Posit(Joystick sender, Joystick.Position state)
        {

            //      if (ship == null) return;

            int x = cursorXPos;
            int y = cursorYPos;
            if (x < -18)
            {
                ship.SpeedX = 1 + ((x * -1) / 32);
                ship.DirX = -1;
            }
            else if (x > 22)
            {
                ship.SpeedX = 1 + (x / 32);
                ship.DirX = 1;
            }
            else
            {
                ship.SpeedX = 6;
                ship.DirX = 0;
            }

            if (x > 22)
            {
                ship.SpeedY = 1 + (x / 32);
                ship.DirY = 1;
            }
            else if (x < -18)
            {
                ship.SpeedY = 1 + ((x * -1) / 32);
                ship.DirY = -1;
            }
            else
            {
                ship.SpeedY = 1;
                ship.DirY = 0;
            }
        }


    }

}

This is a cool demo but sleep is calling