Ejemplo n.º 1
0
        public static void CheckPosition(Adventurer adventurer, Universe universe)
        {
            //checks for current quest and if you complete the quest or not
            Check.CheckPlayerQuest(universe, adventurer);

            //Checks what map you are on and then Draws the correct entities to the screen
            Check.CheckPlayerPosition(universe, adventurer);

            //checks whether to draw house stuff or not
            if (!adventurer.InaHouse)
            {
                DisplayMapObjects(adventurer, universe);
            }
            else if (adventurer.InaHouse)
            {
                foreach (var house in universe.HouseList)
                {
                    if (house.PlayerInside)
                    {
                        DisplayMap.DisplayHouseInside(universe);
                        Check.CheckNPCMap(universe, adventurer.InHouseName);
                        DisplayMap.DisplayNPC(universe);
                        Check.CheckAndDisplayItemMap(universe, adventurer);
                        //Handles all objects in the "rooms"

                        //NEW IDEA, Hows bout thats annoying and no
                        Check.CheckandDisplayRoomObjects(universe, adventurer);
                    }
                }
            }
        }
Ejemplo n.º 2
0
        public static void DisplayMapObjects(Adventurer adventurer, Universe universe)
        {
            switch (adventurer.MapLocation)
            {
            case Humanoid.Location.MainWorld:
                Check.CheckNPCMap(universe, Humanoid.Location.MainWorld);
                DisplayMap.DisplayTowns(universe, adventurer);
                Check.CheckForFoiliage(universe, adventurer);
                Check.CheckAndDisplayItemMap(universe, adventurer);
                break;

            case Humanoid.Location.TutTown:
                Check.CheckNPCMap(universe, Humanoid.Location.TutTown);
                DisplayMap.DisplayNPC(universe);
                DisplayMap.DisplayHouses(universe, adventurer);
                Check.CheckForFoiliage(universe, adventurer);
                Check.CheckAndDisplayItemMap(universe, adventurer);

                break;

            case Humanoid.Location.CherryGrove:
                Check.CheckNPCMap(universe, Humanoid.Location.CherryGrove);
                DisplayMap.DisplayNPC(universe);
                DisplayMap.DisplayHouses(universe, adventurer);
                Check.CheckForFoiliage(universe, adventurer);
                Check.CheckAndDisplayItemMap(universe, adventurer);
                break;

            case Humanoid.Location.Cave:
                Check.CheckNPCMap(universe, Humanoid.Location.Cave);
                DisplayMap.DisplayNPC(universe);
                Check.CheckAndDisplayItemMap(universe, adventurer);
                Check.CheckandDisplayCaveEnemies(universe);
                break;

            default:
                break;
            }
        }