Complain about finals thread

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  • kommisar
    Dark Chancellor
    FFR Simfile Author
    FFR Music Producer
    • Jun 2005
    • 7324

    #46
    Re: Complain about finals thread

    I aced college and graduated quit stressing ya nerds

    Comment

    • MarukuAntoni
      mmmMMMmmm
      • Apr 2007
      • 521

      #47
      Re: Complain about finals thread

      It sucks to have a final for an internet class. You have to hope that your connection doesn't go out during the final. A friend told me an experience in which he accidentally pressed the close button, but fortunately was able to continue. That's why I'll never take an internet class unless I really have to.
      Last edited by MarukuAntoni; 12-8-2010, 07:15 PM.
      IF I CAN CLIMB A TREE, I CAN CLIMB MT EVEREST. IF I CAN DRIVE A CAR, I CAN PILOT A SPACE SHUTTLE. IF I CAN PEE, I CAN BE THE PRESIDENT. IF I CAN POO, I CAN RULE THE WORLD!

      Comment

      • kmay
        Don't forget me
        • Jan 2007
        • 6511

        #48
        Re: Complain about finals thread

        only one im nervous about it pre-calc, but thats no big deal because i could care less

        Comment

        • BethanyBangs
          ~
          • Oct 2010
          • 730

          #49
          Re: Complain about finals thread

          I have a book report due next monday ):
          Finals will be easy this year actually. It's only 3 days and we get out at 11:50 a.m. on those days.
          Wednesday: fashion design, english
          Thursday: culinary, office aide
          Friday: alt. pe, american history
          ~

          Comment

          • DotKritic
            Forum User
            • Jun 2009
            • 2974

            #50
            Re: Complain about finals thread

            Originally posted by BethanyBangs
            I have a book report due next monday ):
            Finals will be easy this year actually. It's only 3 days and we get out at 11:50 a.m. on those days.
            Wednesday: fashion design, english
            Thursday: culinary, office aide
            Friday: alt. pe, american history
            sigh

            I believe this thread is for college students.

            FFR Member Since December 17th, 2004
            Save 50% on Codecademy Plus, Pro, or Pro Student

            Comment

            • Rubin0
              FFR Player
              • Jun 2006
              • 1276

              #51
              Re: Complain about finals thread

              Originally posted by BethanyBangs
              I have a book report due next monday ):
              Finals will be easy this year actually. It's only 3 days and we get out at 11:50 a.m. on those days.
              Wednesday: fashion design, english
              Thursday: culinary, office aide
              Friday: alt. pe, american history
              Do you go to a home economics school...are they training you to be a house wife? No. Seriously.
              The weight of what I say depends on how you feel.

              Comment

              • All_That_Chaz
                Supreme Dictator For Life
                • Apr 2004
                • 5874

                #52
                Re: Complain about finals thread

                Actually yeah I'm confused. No math? No science?
                Back to "Back to Earth"
                Originally posted by FoJaR
                dammit chaz
                Originally posted by FoJaR
                god dammit chaz
                Originally posted by MalReynolds
                I bet when you live in a glass house, the temptation to throw stones is magnified strictly because you're not supposed to.

                Comment

                • BethanyBangs
                  ~
                  • Oct 2010
                  • 730

                  #53
                  Re: Complain about finals thread

                  Originally posted by All_That_Chaz
                  Actually yeah I'm confused. No math? No science?
                  Oh i thought it was for finals in general
                  I took bio and geometry freshman year, chem and algebra 2 my sophomore, and i don't think i'm taking anymore because i don't need to.
                  ~

                  Comment

                  • lumphoboextreme
                    FFR Veteran
                    • Jan 2005
                    • 8592

                    #54
                    Re: Complain about finals thread

                    accounting final sometime next week- won't be hard.
                    business final sometime next week- won't be hard.
                    pysch final already got an A
                    science final sometime next week- going to get raped.

                    Comment

                    • All_That_Chaz
                      Supreme Dictator For Life
                      • Apr 2004
                      • 5874

                      #55
                      Re: Complain about finals thread

                      Originally posted by BethanyBangs
                      Oh i thought it was for finals in general
                      I took bio and geometry freshman year, chem and algebra 2 my sophomore, and i don't think i'm taking anymore because i don't need to.
                      That's very strange to me. I thought it was federal law that schools require four years of each these days. Must be controlled by the state.

                      And it is for finals in general. That guy doesn't know what he's talking about.
                      Back to "Back to Earth"
                      Originally posted by FoJaR
                      dammit chaz
                      Originally posted by FoJaR
                      god dammit chaz
                      Originally posted by MalReynolds
                      I bet when you live in a glass house, the temptation to throw stones is magnified strictly because you're not supposed to.

                      Comment

                      • BethanyBangs
                        ~
                        • Oct 2010
                        • 730

                        #56
                        Re: Complain about finals thread

                        Originally posted by All_That_Chaz
                        That's very strange to me. I thought it was federal law that schools require four years of each these days. Must be controlled by the state.

                        And it is for finals in general. That guy doesn't know what he's talking about.
                        Oh okay. All four years of science and math is required for a csu i believe. But i don't plan on going to sac state or something big, i just want to start off at a community college first.
                        ~

                        Comment

                        • Xandertrax
                          om nom nom
                          FFR Simfile Author
                          • Sep 2005
                          • 1495

                          #57
                          Re: Complain about finals thread

                          Just finished my Microbiology Exam. Blah. 4 hours, not fun. What kind of micro exam has two essays on it?

                          Biochem 9AM tomorrow. Haven't studied much. Whoops.
                          Then Environmental History on Sat. Kinda cool.

                          Comment

                          • esupin
                            FFR Player
                            • Nov 2003
                            • 1756

                            #58
                            Re: Complain about finals thread

                            I'm a TA for a couple of media classes, so I also have to grade 110 5-page papers... wee.

                            http://www.youtube.com/esupin

                            Comment

                            • dore
                              caveman pornstar
                              FFR Simfile Author
                              FFR Music Producer
                              • Feb 2006
                              • 6317

                              #59
                              Re: Complain about finals thread

                              Originally posted by All_That_Chaz
                              That's very strange to me. I thought it was federal law that schools require four years of each these days. Must be controlled by the state.
                              It's all the state. In NC we needed 3 math classes and 3 science minimum to graduate. The only thing you had to take all four years was English. If you want to get into a university, you basically have to take 4 of each, but it's not necessarily required to graduate.
                              http://www.youtube.com/watch?v=IREnpHco9mw

                              Comment

                              • Izzy
                                Snek
                                FFR Simfile Author
                                • Jan 2003
                                • 9195

                                #60
                                Re: Complain about finals thread



                                At least my final game project is coming along nicely. Spiffy looking. It is a multiplayer or singleplayer + AI tron type game.

                                I don't recommend trying to read this horrendous source code.
                                Code:
                                using System;
                                using System.Collections.Generic;
                                using System.Linq;
                                using System.Timers;
                                using Microsoft.Xna.Framework;
                                using Microsoft.Xna.Framework.Audio;
                                using Microsoft.Xna.Framework.Content;
                                using Microsoft.Xna.Framework.GamerServices;
                                using Microsoft.Xna.Framework.Graphics;
                                using Microsoft.Xna.Framework.Input;
                                using Microsoft.Xna.Framework.Media;
                                
                                namespace Cube_Vector
                                {
                                    /// This is the main type for your game
                                    public class cubeVector : Microsoft.Xna.Framework.Game
                                    {
                                
                                        // Game variables
                                        GraphicsDeviceManager graphics;
                                        SpriteBatch spriteBatch;
                                        ContentManager contentManager;
                                        Vector2 zero = new Vector2(0, 0);
                                        static int gameWidth = 1024;
                                        static int gameHeight = 768;
                                        static int tileSize = 16;
                                        string currentState;
                                        static string[] states = new string[] 
                                        { "splash", "menu", "scoreboard", "singleplayer", "multiplayer", "results" };
                                        static string[] directions = new string[]
                                        {"left", "down", "up", "right"};
                                        Timer splashTimer = new Timer(3000);
                                        Timer resultsTimer = new Timer(5000);
                                        Timer gameTimer = new Timer(35);
                                        string winner;
                                        SpriteFont scoreFont;
                                
                                        // Input States
                                        const int MaxInputs = 4;
                                
                                        KeyboardState[] CurrentKeyboardStates;
                                        GamePadState[] CurrentGamePadStates;
                                
                                        KeyboardState[] LastKeyboardStates;
                                        GamePadState[] LastGamePadStates;
                                
                                        bool[] GamePadWasConnected;
                                
                                
                                        // Gameboards
                                        int[,] gameBoard = new int[gameWidth / tileSize, gameHeight / tileSize];
                                        Vector2[,] vectorBoard = new Vector2[gameWidth / tileSize, gameHeight / tileSize];
                                
                                        // Scoreboard
                                        string[] scoreBoard;
                                
                                        // Textures
                                        Texture2D playerOneTile;
                                        Texture2D playerTwoTile;
                                        Texture2D playerThreeTile;
                                        Texture2D playerFourTile;
                                        Texture2D backgroundTile;
                                        Texture2D obstacleTile;
                                        Texture2D splashImage;
                                        Texture2D menuBackground;
                                        Texture2D gameBackground;
                                        Texture2D defaultBackground;
                                
                                        // Player variables
                                        string playerOneDirection;
                                        string playerTwoDirection;
                                        string playerThreeDirection;
                                        string playerFourDirection;
                                        Vector2 playerOnePosition = new Vector2(0, 0);
                                        Vector2 playerTwoPosition = new Vector2(0, 0);
                                        Vector2 playerThreePosition = new Vector2(0, 0);
                                        Vector2 playerFourPosition = new Vector2(0, 0);
                                        bool playerOneAlive;
                                        bool playerTwoAlive;
                                        bool playerThreeAlive;
                                        bool playerFourAlive;
                                
                                        // Colors
                                        Color playerOneColor = new Color(255, 172, 174);
                                        Color playerTwoColor = new Color(195, 234, 255);
                                        Color playerThreeColor = new Color(207, 255, 159);
                                        Color playerFourColor = new Color(255, 242, 132);
                                        Color defaultColor = new Color(158, 118, 92);
                                
                                        // CPU player
                                        string computerDirection;
                                        Vector2 computerPosition = new Vector2(0, 0);
                                        bool computerAlive;
                                
                                
                                        // Game constructor
                                        public cubeVector()
                                        {
                                            graphics = new GraphicsDeviceManager(this);
                                            Content.RootDirectory = "Content";
                                
                                            // Change the game resolution
                                            graphics.PreferredBackBufferWidth = gameWidth;
                                            graphics.PreferredBackBufferHeight = gameHeight;
                                            graphics.ApplyChanges();
                                
                                            // Start game on splash screen
                                            currentState = states[0];
                                            splashTimer.Start();
                                            splashTimer.Elapsed += new ElapsedEventHandler(splashTimer_Tick);
                                
                                            // Set timer event handlers
                                            gameTimer.Elapsed += new ElapsedEventHandler(gameTimer_Tick);
                                            resultsTimer.Elapsed += new ElapsedEventHandler(resultsTimer_Tick);
                                        }
                                
                                        // Initialize game variables
                                        protected override void Initialize()
                                        {
                                            // Initialize input states
                                            CurrentKeyboardStates = new KeyboardState[MaxInputs];
                                            CurrentGamePadStates = new GamePadState[MaxInputs];
                                
                                            LastKeyboardStates = new KeyboardState[MaxInputs];
                                            LastGamePadStates = new GamePadState[MaxInputs];
                                            GamePadWasConnected = new bool[MaxInputs];
                                
                                            GamePadWasConnected[2] = true;
                                            GamePadWasConnected[3] = true;
                                
                                
                                            // Set starting directions of players
                                            playerOneDirection = directions[1];
                                            playerTwoDirection = directions[2];
                                            playerThreeDirection = directions[0];
                                            playerFourDirection = directions[3];
                                            computerDirection = directions[2];
                                
                                            // Set positions of players
                                            playerOnePosition = new Vector2(0, 0);
                                            playerTwoPosition = new Vector2(gameWidth - tileSize, gameHeight - tileSize);
                                            playerThreePosition = new Vector2(gameWidth - tileSize, 0);
                                            playerFourPosition = new Vector2(0, gameHeight - tileSize);
                                            computerPosition = new Vector2(gameWidth - tileSize, gameHeight - tileSize);
                                
                                            // Set player state
                                            playerOneAlive = true;
                                            playerTwoAlive = true;
                                            playerThreeAlive = true;
                                            playerFourAlive = true;
                                            computerAlive = true;
                                
                                            winner = "undefined";
                                
                                            // Create out game board
                                            generateGameBoard();
                                
                                            base.Initialize();
                                        }
                                        
                                        // Load our images and audio
                                        protected override void LoadContent()
                                        {
                                            contentManager = new ContentManager(this.Services, "Content");
                                            spriteBatch = new SpriteBatch(GraphicsDevice);
                                
                                            // Load our images
                                            playerOneTile = contentManager.Load<Texture2D>("Player1");
                                            playerTwoTile = contentManager.Load<Texture2D>("Player2");
                                            playerThreeTile = contentManager.Load<Texture2D>("Player3");
                                            playerFourTile = contentManager.Load<Texture2D>("Player4");
                                            backgroundTile = contentManager.Load<Texture2D>("Background");
                                            obstacleTile = contentManager.Load<Texture2D>("Obstacle");
                                            splashImage= contentManager.Load<Texture2D>("Splash");
                                            menuBackground = contentManager.Load<Texture2D>("Menu");
                                            gameBackground = contentManager.Load<Texture2D>("GameBackground");
                                            defaultBackground= contentManager.Load<Texture2D>("Grey");
                                
                                            // Load our fonts
                                            scoreFont = contentManager.Load<SpriteFont>("ScoreFont");
                                        }
                                
                                        // Unload our images and audio
                                        protected override void UnloadContent()
                                        {
                                            // TODO: Unload any non ContentManager content here
                                        }
                                
                                        // Manage game logic that will be calculated constantly
                                        protected override void Update(GameTime gameTime)
                                        {
                                
                                            // Update input states
                                            for (int i = 0; i < MaxInputs; i++)
                                            {
                                                LastKeyboardStates[i] = CurrentKeyboardStates[i];
                                                LastGamePadStates[i] = CurrentGamePadStates[i];
                                
                                                CurrentKeyboardStates[i] = Keyboard.GetState((PlayerIndex)i);
                                                CurrentGamePadStates[i] = GamePad.GetState((PlayerIndex)i);
                                
                                                if (CurrentGamePadStates[i].IsConnected)
                                                {
                                                    GamePadWasConnected[i] = true;
                                                }
                                            }
                                            HandleInput();
                                
                                            if (gameOverCheck())
                                            {
                                                winner = winnerCheck();
                                                gameTimer.Stop();
                                                resultsTimer.Start();
                                                currentState = states[5];
                                            }
                                
                                            base.Update(gameTime);
                                        }
                                
                                        // Draw the game 
                                        protected override void Draw(GameTime gameTime)
                                        {
                                            GraphicsDevice.Clear(Color.Black);
                                            // Splash screen draw
                                            if (currentState == states[0])
                                            {
                                                spriteBatch.Begin();
                                                spriteBatch.Draw(splashImage, zero, Color.White);
                                                spriteBatch.End();
                                            }
                                
                                            // Menu screen draw
                                            if (currentState == states[1])
                                            {
                                
                                                spriteBatch.Begin();
                                                spriteBatch.Draw(menuBackground, zero, Color.White);
                                                spriteBatch.End();
                                            }
                                
                                            // Scoreboard screen draw
                                            if (currentState == states[2])
                                            {
                                                spriteBatch.Begin();
                                                spriteBatch.Draw(defaultBackground, zero, Color.White);
                                                spriteBatch.End();
                                            }
                                
                                            // Singleplayer game darw
                                            if (currentState == states[3])
                                            {
                                                spriteBatch.Begin();
                                                spriteBatch.Draw(gameBackground, zero, Color.White);
                                
                                                for (int i = 0; i < gameWidth / tileSize; i++)
                                                {
                                                    for (int j = 0; j < gameHeight / tileSize; j++)
                                                    {
                                                        if (gameBoard[i, j] == 1)
                                                        {
                                                            if (playerOneAlive)
                                                            {
                                                                spriteBatch.Draw(playerOneTile, vectorBoard[i, j], Color.White);
                                                            }
                                                            else
                                                            {
                                                                spriteBatch.Draw(obstacleTile, vectorBoard[i, j], Color.White);
                                                            }
                                                        }
                                                        if (gameBoard[i, j] == 6)
                                                        {
                                                            if (computerAlive)
                                                            {
                                                                spriteBatch.Draw(playerTwoTile, vectorBoard[i, j], Color.White);
                                                            }
                                                            else
                                                            {
                                                                spriteBatch.Draw(obstacleTile, vectorBoard[i, j], Color.White);
                                                            }
                                                        }
                                                        if (gameBoard[i, j] == 5)
                                                        {
                                                            spriteBatch.Draw(obstacleTile, vectorBoard[i, j], Color.White);
                                                        }
                                                    }
                                                }
                                                spriteBatch.End();
                                            }
                                
                                            // Multiplayer game draw
                                            if (currentState == states[4])
                                            {
                                                spriteBatch.Begin();
                                                spriteBatch.Draw(gameBackground, zero, Color.White);
                                
                                                for (int i = 0; i < gameWidth / tileSize; i++)
                                                {
                                                    for (int j = 0; j < gameHeight / tileSize; j++)
                                                    {
                                                        if (gameBoard[i, j] == 1)
                                                        {
                                                            if (playerOneAlive)
                                                            {
                                                                spriteBatch.Draw(playerOneTile, vectorBoard[i, j], Color.White);
                                                            }
                                                            else
                                                            {
                                                                spriteBatch.Draw(obstacleTile, vectorBoard[i, j], Color.White);
                                                            }
                                                        }
                                                        if (gameBoard[i, j] == 2)
                                                        {
                                                            if (playerTwoAlive)
                                                            {
                                                                spriteBatch.Draw(playerTwoTile, vectorBoard[i, j], Color.White);
                                                            }
                                                            else
                                                            {
                                                                spriteBatch.Draw(obstacleTile, vectorBoard[i, j], Color.White);
                                                            }
                                                        }
                                                        if (gameBoard[i, j] == 3 && GamePadWasConnected[2])
                                                        {
                                                            if (playerThreeAlive)
                                                            {
                                                                spriteBatch.Draw(playerThreeTile, vectorBoard[i, j], Color.White);
                                                            }
                                                            else
                                                            {
                                                                spriteBatch.Draw(obstacleTile, vectorBoard[i, j], Color.White);
                                                            }
                                                        }
                                                        if (gameBoard[i, j] == 4 && GamePadWasConnected[3])
                                                        {
                                                            if (playerFourAlive)
                                                            {
                                                                spriteBatch.Draw(playerFourTile, vectorBoard[i, j], Color.White);
                                                            }
                                                            else
                                                            {
                                                                spriteBatch.Draw(obstacleTile, vectorBoard[i, j], Color.White);
                                                            }
                                                        }
                                                        if (gameBoard[i, j] == 5)
                                                        {
                                                            spriteBatch.Draw(obstacleTile, vectorBoard[i, j], Color.White);
                                                        }
                                                    }
                                                }
                                
                                                spriteBatch.End();
                                            }
                                
                                
                                            // Results screen draw
                                            if (currentState == states[5])
                                            {
                                                string resultsString = winner;
                                                spriteBatch.Begin();
                                                if (winner != "Tie Game")
                                                {
                                                    resultsString = winner + " is the winner";
                                                }
                                                spriteBatch.Draw(menuBackground, zero, Color.White);
                                                Vector2 resultsPosition = new Vector2(gameWidth / 2, gameHeight / 2);
                                                Vector2 resultsOrigin = scoreFont.MeasureString(resultsString) / 2;
                                
                                                if (winner == "Player One")
                                                {
                                                    spriteBatch.DrawString(scoreFont, Convert.ToString(resultsString), resultsPosition,
                                                    playerOneColor, 0, resultsOrigin, 1.0f, SpriteEffects.None, 0.5f);
                                                }
                                                if (winner == "Player Two")
                                                {
                                                    spriteBatch.DrawString(scoreFont, Convert.ToString(resultsString), resultsPosition,
                                                    playerTwoColor, 0, resultsOrigin, 1.0f, SpriteEffects.None, 0.5f);
                                                }
                                                if (winner == "Player Three")
                                                {
                                                    spriteBatch.DrawString(scoreFont, Convert.ToString(resultsString), resultsPosition,
                                                    playerThreeColor, 0, resultsOrigin, 1.0f, SpriteEffects.None, 0.5f);
                                                }
                                                if (winner == "Player Four")
                                                {
                                                    spriteBatch.DrawString(scoreFont, Convert.ToString(resultsString), resultsPosition,
                                                    playerFourColor, 0, resultsOrigin, 1.0f, SpriteEffects.None, 0.5f);
                                                }
                                                if (winner == "Computer")
                                                {
                                                    spriteBatch.DrawString(scoreFont, Convert.ToString(resultsString), resultsPosition,
                                                    playerTwoColor, 0, resultsOrigin, 1.0f, SpriteEffects.None, 0.5f);
                                                }
                                                if (winner == "Tie Game")
                                                {
                                                    spriteBatch.DrawString(scoreFont, Convert.ToString(resultsString), resultsPosition,
                                                    defaultColor, 0, resultsOrigin, 1.0f, SpriteEffects.None, 0.5f);
                                                }
                                
                                                spriteBatch.End();
                                            }
                                
                                            base.Draw(gameTime);
                                        }
                                
                                        // Handles the input of all players
                                        protected void HandleInput()
                                        {
                                
                                            // Splash screen input
                                            if (currentState == states[0])
                                            {
                                                if (IsNewButtonPress(Buttons.Start, 1) || IsNewKeyPress(Keys.Space, 1))
                                                {
                                                    currentState = states[1];
                                                    splashTimer.Stop();
                                                }
                                            }
                                
                                            // Menu screen input
                                            if (currentState == states[1])
                                            {
                                                if (IsNewButtonPress(Buttons.DPadDown, 1) || IsNewKeyPress(Keys.F1, 1))
                                                {
                                                    currentState = states[3];
                                                    gameTimer.Start();
                                                }
                                                if (IsNewButtonPress(Buttons.DPadUp, 1) || IsNewKeyPress(Keys.F2, 1))
                                                {
                                                    currentState = states[4];
                                                    gameTimer.Start();
                                                }
                                            }
                                
                                            // Scoreboard screen input
                                            if (currentState == states[2])
                                            {
                                
                                            }
                                
                                            // Singleplayer game input
                                            if (currentState == states[3])
                                            {
                                                // Player one input
                                                if (IsNewButtonPress(Buttons.LeftThumbstickLeft, 0) || IsNewKeyPress(Keys.A, 1)){
                                                    if (playerOneDirection != directions[3]){playerOneDirection = directions[0];}}
                                                if (IsNewButtonPress(Buttons.LeftThumbstickDown, 0) || IsNewKeyPress(Keys.S, 1)){
                                                    if (playerOneDirection != directions[2]){playerOneDirection = directions[1];}}
                                                if (IsNewButtonPress(Buttons.LeftThumbstickUp, 0) || IsNewKeyPress(Keys.W, 1)){
                                                    if (playerOneDirection != directions[1]){playerOneDirection = directions[2];}}
                                                if (IsNewButtonPress(Buttons.LeftThumbstickRight, 0) || IsNewKeyPress(Keys.D, 1)){
                                                    if (playerOneDirection != directions[0]){playerOneDirection = directions[3];}}
                                            }
                                
                                            // Multiplayer game input
                                            if (currentState == states[4])
                                            {
                                                // Player one input
                                                if (IsNewButtonPress(Buttons.LeftThumbstickLeft, 0) || IsNewKeyPress(Keys.A, 1)){
                                                    if (playerOneDirection != directions[3]){playerOneDirection = directions[0];}}
                                                if (IsNewButtonPress(Buttons.LeftThumbstickDown, 0) || IsNewKeyPress(Keys.S, 1)){
                                                    if (playerOneDirection != directions[2]){playerOneDirection = directions[1];}}
                                                if (IsNewButtonPress(Buttons.LeftThumbstickUp, 0) || IsNewKeyPress(Keys.W, 1)){
                                                    if (playerOneDirection != directions[1]){playerOneDirection = directions[2];}}
                                                if (IsNewButtonPress(Buttons.LeftThumbstickRight, 0) || IsNewKeyPress(Keys.D, 1)){
                                                    if (playerOneDirection != directions[0]){playerOneDirection = directions[3];}}
                                
                                                // Player two input
                                                if (IsNewButtonPress(Buttons.LeftThumbstickLeft, 1) || IsNewKeyPress(Keys.F, 1)){
                                                    if (playerTwoDirection != directions[3]){playerTwoDirection = directions[0];}}
                                                if (IsNewButtonPress(Buttons.LeftThumbstickDown, 1) || IsNewKeyPress(Keys.G, 1)){
                                                    if (playerTwoDirection != directions[2]){playerTwoDirection = directions[1];}}
                                                if (IsNewButtonPress(Buttons.LeftThumbstickUp, 1) || IsNewKeyPress(Keys.T, 1)){
                                                    if (playerTwoDirection != directions[1]){playerTwoDirection = directions[2];}}
                                                if (IsNewButtonPress(Buttons.LeftThumbstickRight, 1) || IsNewKeyPress(Keys.H, 1)){
                                                    if (playerTwoDirection != directions[0]){playerTwoDirection = directions[3];}}
                                
                                                // Player three input
                                                if (IsNewButtonPress(Buttons.LeftThumbstickLeft, 2) || IsNewKeyPress(Keys.J, 2)){
                                                    if (playerThreeDirection != directions[3]){playerThreeDirection = directions[0];}}
                                                if (IsNewButtonPress(Buttons.LeftThumbstickDown, 2) || IsNewKeyPress(Keys.K, 2)){
                                                    if (playerThreeDirection != directions[2]){playerThreeDirection = directions[1];}}
                                                if (IsNewButtonPress(Buttons.LeftThumbstickUp, 2) || IsNewKeyPress(Keys.I, 2)){
                                                    if (playerThreeDirection != directions[1]){playerThreeDirection = directions[2];}}
                                                if (IsNewButtonPress(Buttons.LeftThumbstickRight, 2) || IsNewKeyPress(Keys.L, 2)){
                                                    if (playerThreeDirection != directions[0]){playerThreeDirection = directions[3];}}
                                
                                                // Player four input
                                                if (IsNewButtonPress(Buttons.LeftThumbstickLeft, 3) || IsNewKeyPress(Keys.NumPad1, 3)){
                                                    if (playerFourDirection != directions[3]){playerFourDirection = directions[0];}}
                                                if (IsNewButtonPress(Buttons.LeftThumbstickDown, 3) || IsNewKeyPress(Keys.NumPad2, 3)){
                                                    if (playerFourDirection != directions[2]){playerFourDirection = directions[1];}}
                                                if (IsNewButtonPress(Buttons.LeftThumbstickUp, 3) || IsNewKeyPress(Keys.NumPad5, 3)){
                                                    if (playerFourDirection != directions[1]){playerFourDirection = directions[2];}}
                                                if (IsNewButtonPress(Buttons.LeftThumbstickRight, 3) || IsNewKeyPress(Keys.NumPad3, 3)){
                                                    if (playerFourDirection != directions[0]){playerFourDirection = directions[3];}}
                                            }
                                
                                
                                            // Results screen input
                                            if (currentState == states[5])
                                            {
                                                if (IsNewButtonPress(Buttons.A, 1) || IsNewButtonPress(Buttons.Start, 1) ||  IsNewKeyPress(Keys.Space, 1))
                                                {
                                                    resultsTimer.Stop();
                                                    Initialize();
                                                    currentState = states[1];
                                                }
                                            }
                                        }
                                
                                        // Timer for the splash screen
                                        private void splashTimer_Tick(object sender, EventArgs e)
                                        {
                                            currentState = states[1];
                                            splashTimer.Stop();
                                        }
                                
                                        // Updates the game board every tick
                                        private void gameTimer_Tick(object sender, EventArgs e)
                                        {
                                
                                            // Singleplayer game input
                                            if (currentState == states[3])
                                            {
                                                if(playerOneAlive)
                                                {
                                                    int x1 = Convert.ToInt32(playerOnePosition.X / tileSize);
                                                    int y1 = Convert.ToInt32(playerOnePosition.Y / tileSize);
                                                    gameBoard[x1, y1] = 1;
                                
                                                    if (playerOneDirection == directions[0]){if (!((x1 - 1) * tileSize < 0)){
                                                            if (!collisionCheck(x1 - 1, y1)) { playerOnePosition = vectorBoard[x1 - 1, y1]; }
                                                            else { playerOneAlive = false; }}else{playerOneAlive = false;}}
                                                    if (playerOneDirection == directions[1]){if (!((y1 + 1) * tileSize > gameHeight - tileSize)){
                                                            if (!collisionCheck(x1, y1 + 1)) { playerOnePosition = vectorBoard[x1, y1 + 1]; }
                                                            else { playerOneAlive = false; }}else{playerOneAlive = false;}}
                                                    if (playerOneDirection == directions[2]){if (!((y1 - 1) * tileSize < 0)){
                                                            if (!collisionCheck(x1, y1 - 1)) { playerOnePosition = vectorBoard[x1, y1 - 1]; }
                                                            else { playerOneAlive = false; }}else{playerOneAlive = false;}}
                                                    if (playerOneDirection == directions[3]){if (!((x1 + 1) * tileSize > gameWidth - tileSize)){
                                                            if (!collisionCheck(x1 + 1, y1)) { playerOnePosition = vectorBoard[x1 + 1, y1]; }
                                                            else { playerOneAlive = false; }}else{playerOneAlive = false;}}
                                                }
                                                if (computerAlive)
                                                {
                                                    int x2 = Convert.ToInt32(computerPosition.X / tileSize);
                                                    int y2 = Convert.ToInt32(computerPosition.Y / tileSize);
                                                    gameBoard[x2, y2] = 6;
                                
                                                    if (computerDirection == directions[0]){if (!((x2 - 1) * tileSize < 0)){
                                                            if (!collisionCheck(x2 - 1, y2)) { computerPosition = vectorBoard[x2 - 1, y2]; }
                                                            else { computerAlive = false; }}else{computerAlive = false;}}
                                                    if (computerDirection == directions[1]){if (!((y2 + 1) * tileSize > gameHeight - tileSize)){
                                                            if (!collisionCheck(x2, y2 + 1)) { computerPosition = vectorBoard[x2, y2 + 1]; }
                                                            else { computerAlive = false; }}else{computerAlive = false;}}
                                                    if (computerDirection == directions[2]){if (!((y2 - 1) * tileSize < 0)){
                                                            if (!collisionCheck(x2, y2 - 1)) { computerPosition = vectorBoard[x2, y2 - 1]; }
                                                            else { computerAlive = false; }}else{computerAlive = false;}}
                                                    if (computerDirection == directions[3]){if (!((x2 + 1) * tileSize > gameWidth - tileSize)){
                                                            if (!collisionCheck(x2 + 1, y2)) { computerPosition = vectorBoard[x2 + 1, y2]; }
                                                            else { computerAlive = false; }}else{computerAlive = false;}}
                                                }
                                            }
                                
                                            // Multiplayer game input
                                            if (currentState == states[4])
                                            {
                                                // Player one
                                                if(playerOneAlive)
                                                {
                                                    int x1 = Convert.ToInt32(playerOnePosition.X / tileSize);
                                                    int y1 = Convert.ToInt32(playerOnePosition.Y / tileSize);
                                                    gameBoard[x1, y1] = 1;
                                
                                                    if (playerOneDirection == directions[0]){if (!((x1 - 1) * tileSize < 0)){
                                                            if (!collisionCheck(x1 - 1, y1)) { playerOnePosition = vectorBoard[x1 - 1, y1]; }
                                                            else { playerOneAlive = false; }}else{playerOneAlive = false;}}
                                                    if (playerOneDirection == directions[1]){if (!((y1 + 1) * tileSize > gameHeight - tileSize)){
                                                            if (!collisionCheck(x1, y1 + 1)) { playerOnePosition = vectorBoard[x1, y1 + 1]; }
                                                            else { playerOneAlive = false; }}else{playerOneAlive = false;}}
                                                    if (playerOneDirection == directions[2]){if (!((y1 - 1) * tileSize < 0)){
                                                            if (!collisionCheck(x1, y1 - 1)) { playerOnePosition = vectorBoard[x1, y1 - 1]; }
                                                            else { playerOneAlive = false; }}else{playerOneAlive = false;}}
                                                    if (playerOneDirection == directions[3]){if (!((x1 + 1) * tileSize > gameWidth - tileSize)){
                                                            if (!collisionCheck(x1 + 1, y1)) { playerOnePosition = vectorBoard[x1 + 1, y1]; }
                                                            else { playerOneAlive = false; }}else{playerOneAlive = false;}}
                                                }
                                
                                                // Player two
                                                int x2 = Convert.ToInt32(playerTwoPosition.X / tileSize);
                                                int y2 = Convert.ToInt32(playerTwoPosition.Y / tileSize);
                                                gameBoard[x2, y2] = 2;
                                
                                                    if (playerTwoDirection == directions[0]){if (!((x2 - 1) * tileSize < 0)){
                                                            if (!collisionCheck(x2 - 1, y2)) { playerTwoPosition = vectorBoard[x2 - 1, y2]; }
                                                            else { playerTwoAlive = false; }}else{playerTwoAlive = false;}}
                                                    if (playerTwoDirection == directions[1]){if (!((y2 + 1) * tileSize > gameHeight - tileSize)){
                                                            if (!collisionCheck(x2, y2 + 1)) { playerTwoPosition = vectorBoard[x2, y2 + 1]; }
                                                            else { playerTwoAlive = false; }}else{playerTwoAlive = false;}}
                                                    if (playerTwoDirection == directions[2]){if (!((y2 - 1) * tileSize < 0)){
                                                            if (!collisionCheck(x2, y2 - 1)) { playerTwoPosition = vectorBoard[x2, y2 - 1]; }
                                                            else { playerTwoAlive = false; }}else{playerTwoAlive = false;}}
                                                    if (playerTwoDirection == directions[3]){if (!((x2 + 1) * tileSize > gameWidth - tileSize)){
                                                            if (!collisionCheck(x2 + 1, y2)) { playerTwoPosition = vectorBoard[x2 + 1, y2]; }
                                                            else { playerTwoAlive = false; }}else{playerTwoAlive = false;}}
                                                // Player three
                                                if (GamePadWasConnected[2])
                                                {
                                                    int x3 = Convert.ToInt32(playerThreePosition.X / tileSize);
                                                    int y3 = Convert.ToInt32(playerThreePosition.Y / tileSize);
                                                    gameBoard[x3, y3] = 3;
                                                    if (playerThreeDirection == directions[0]){if (!((x3 - 1) * tileSize < 0)){
                                                            if (!collisionCheck(x3 - 1, y3)) { playerThreePosition = vectorBoard[x3 - 1, y3]; }
                                                            else { playerThreeAlive = false; }}else{playerThreeAlive = false;}}
                                                    if (playerThreeDirection == directions[1]){if (!((y3 + 1) * tileSize > gameHeight - tileSize)){
                                                            if (!collisionCheck(x3, y3 + 1)) { playerThreePosition = vectorBoard[x3, y3 + 1]; }
                                                            else { playerThreeAlive = false; }}else{playerThreeAlive = false;}}
                                                    if (playerThreeDirection == directions[2]){if (!((y3 - 1) * tileSize < 0)){
                                                            if (!collisionCheck(x3, y3 - 1)) { playerThreePosition = vectorBoard[x3, y3 - 1]; }
                                                            else { playerThreeAlive = false; }}else{playerThreeAlive = false;}}
                                                    if (playerThreeDirection == directions[3]){if (!((x3 + 1) * tileSize > gameWidth - tileSize)){
                                                            if (!collisionCheck(x3 + 1, y3)) { playerThreePosition = vectorBoard[x3 + 1, y3]; }
                                                            else { playerThreeAlive = false; }}else{playerThreeAlive = false;}}
                                
                                                }
                                
                                                // Player four
                                                if (GamePadWasConnected[3])
                                                {
                                                    int x4 = Convert.ToInt32(playerFourPosition.X / tileSize);
                                                    int y4 = Convert.ToInt32(playerFourPosition.Y / tileSize);
                                                    gameBoard[x4, y4] = 4;
                                
                                                    if (playerFourDirection == directions[0]){if (!((x4 - 1) * tileSize < 0)){
                                                            if (!collisionCheck(x4 - 1, y4)) { playerFourPosition = vectorBoard[x4 - 1, y4]; }
                                                            else { playerFourAlive = false; }}else{playerFourAlive = false;}}
                                                    if (playerFourDirection == directions[1]){if (!((y4 + 1) * tileSize > gameHeight - tileSize)){
                                                            if (!collisionCheck(x4, y4 + 1)) { playerFourPosition = vectorBoard[x4, y4 + 1]; }
                                                            else { playerFourAlive = false; }}else{playerFourAlive = false;}}
                                                    if (playerFourDirection == directions[2]){if (!((y4 - 1) * tileSize < 0)){
                                                            if (!collisionCheck(x4, y4 - 1)) { playerFourPosition = vectorBoard[x4, y4 - 1]; }
                                                            else { playerFourAlive = false; }}else{playerFourAlive = false;}}
                                                    if (playerFourDirection == directions[3]){if (!((x4 + 1) * tileSize > gameWidth - tileSize)){
                                                            if (!collisionCheck(x4 + 1, y4)) { playerFourPosition = vectorBoard[x4 + 1, y4]; }
                                                            else { playerFourAlive = false; }}else{playerFourAlive = false;}}
                                                }
                                            }
                                        }
                                
                                        // Timer for the score screen
                                        private void resultsTimer_Tick(object sender, EventArgs e)
                                        {
                                            resultsTimer.Stop();
                                            Initialize();
                                            currentState = states[1];
                                        }
                                
                                        // Generates the game board
                                        private void generateGameBoard()
                                        {
                                            for (int i = 0; i < gameWidth / tileSize; i++)
                                            {
                                                for (int j = 0; j < gameHeight / tileSize; j++)
                                                {
                                                    //Change to read from text file
                                                    gameBoard[i, j] = 0;
                                                    vectorBoard[i, j] = new Vector2(i * tileSize, j * tileSize);
                                                }
                                            }
                                        }
                                
                                        // Checks to see if a collision will take place
                                        private bool collisionCheck(int x, int y)
                                        {
                                            if (gameBoard[x, y] == 0)
                                            {
                                                return false;
                                            }
                                            else
                                            {
                                                return true;
                                            }
                                        }
                                
                                        // Check to see if the game should end
                                        public bool gameOverCheck()
                                        {
                                            int playersRemaining;
                                            if (currentState == states[3])
                                            {
                                                playersRemaining = 2;
                                                if (!playerOneAlive)
                                                {
                                                    playersRemaining--;
                                                }
                                                if (!computerAlive)
                                                {
                                                    playersRemaining--;
                                                }
                                
                                                if (playersRemaining <= 1)
                                                {
                                                    return true;
                                                }
                                            }
                                            if (currentState == states[4])
                                            {
                                                playersRemaining = 2;
                                                if (GamePadWasConnected[2])
                                                {
                                                    playersRemaining = 3;
                                                }
                                                if (GamePadWasConnected[3])
                                                {
                                                    playersRemaining = 4;
                                                }
                                
                                                if (!playerOneAlive)
                                                {
                                                    playersRemaining--;
                                                }
                                
                                                if (!playerTwoAlive)
                                                {
                                                    playersRemaining--;
                                                }
                                
                                                if (!playerThreeAlive && GamePadWasConnected[2])
                                                {
                                                    playersRemaining--;
                                                }
                                
                                                if (!playerFourAlive && GamePadWasConnected[3])
                                                {
                                                    playersRemaining--;
                                                }
                                
                                                if (playersRemaining <= 1)
                                                {
                                                    return true;
                                                }
                                
                                            }
                                
                                            return false;
                                        }
                                
                                        // Check to see who the winner of the game is
                                        public string winnerCheck()
                                        {
                                            if (currentState == states[3])
                                            {
                                                if (playerOneAlive)
                                                {
                                                    return "Player One";
                                                }
                                                else if (computerAlive)
                                                {
                                                    return "Computer";
                                                }
                                                else
                                                {
                                                    return "Tie Game";
                                                }
                                            }
                                
                                            if (currentState == states[4])
                                            {
                                                if (playerOneAlive)
                                                {
                                                    return "Player One";
                                                }
                                                else if (playerTwoAlive)
                                                {
                                                    return "Player Two";
                                                }
                                                else if (playerThreeAlive)
                                                {
                                                    return "Player Three";
                                                }
                                                else if (playerFourAlive)
                                                {
                                                    return "Player Four";
                                                }
                                                else
                                                {
                                                    return "Tie Game";
                                                }
                                            }
                                
                                            return "undefined";
                                        }
                                
                                        // Checks if a key is a new key press
                                        public bool IsNewKeyPress(Keys key, int player)
                                        {
                                            int i = player;
                                            if (CurrentKeyboardStates[i].IsKeyDown(key) && LastKeyboardStates[i].IsKeyUp(key))
                                            {
                                                return true;
                                            }
                                            else
                                            {
                                                return false;
                                            }
                                        }
                                
                                        // Checks if a button is a new button press
                                        public bool IsNewButtonPress(Buttons button, int player)
                                        {
                                            int i = player;
                                            if (CurrentGamePadStates[i].IsButtonDown(button) &&
                                                        LastGamePadStates[i].IsButtonUp(button))
                                            {
                                                return true;
                                            }
                                            else
                                            {
                                                return false;
                                            }
                                        }
                                
                                
                                    }
                                }
                                Last edited by Izzy; 12-8-2010, 11:45 PM.

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