public Equip() { c = interact.getContext(); c.randomMovemet.Stop(); c.fight.IsEnabled = false; interact.collapse(c.fight); }
private void nextStage() { interact.collapse(c.man); interact.collapse(c.man2); interact.collapse(c.bear); interact.collapse(c.introl_label1); interact.collapse(c.introl_label2); interact.show(c.intro_label3); interact.show(c.newName); interact.show(c.setName); }
public Stats() //nastavení obsahu editace statů - nedokončené { c = interact.getContext(); c.randomMovemet.Stop(); c.fightTimer.Stop(); c.fight.IsEnabled = false; interact.collapse(c.fight); setImg(c.closeIc, c.p.Weapon.icon); setImg(c.rangedIc, c.p.RangedWeapon.icon); setImg(c.shieldIc, c.p.Shield.icon); c.hpText.Text = c.p.maxHP.ToString(); c.critText.Text = c.p.CritChance.ToString(); c.strenghtText.Text = c.p.Strenght.ToString(); c.xp.Content = c.p.XP.ToString(); checkXP(); }
public Fight(IEnemy enemy, Player player) { c = interact.getContext(); enemyControl = c.enemyControl; c.randomMovemet.Interval = enemy.MovementSpeed; c.randomMovemet.Start(); c.fight.IsEnabled = true; interact.show(c.fight); c.stats.IsEnabled = false; //c.equip.IsEnabled = false; c.story.IsEnabled = false; interact.collapse(c.stats); //interact.collapse(c.equip); interact.collapse(c.story); c.manaRecovery.Start(); c.enduranceRecovery.Start(); c.enemyControl.Width = enemy.enWidth; c.en_hp.Maximum = enemy.maxHP; c.en_hp.Value = enemy.maxHP; enemy.HP = enemy.maxHP; c.hp.Maximum = player.maxHP; c.hp.Value = player.maxHP; player.HP = player.maxHP; c.mana.Maximum = player.manaMax; c.mana.Value = player.manaMax; player.Mana = player.manaMax; c.endurance.Maximum = player.enduranceMax; c.endurance.Value = player.enduranceMax; player.Endurance = player.enduranceMax; ImageSource enSource = enemy.Img; ImageBehavior.SetAnimatedSource(enemyControl, enSource); ImageSource plSource = player.skin; ImageBehavior.SetAnimatedSource(c.playerControl, plSource); interact.hide(c.playerWeapon); c.textureBrush.ImageSource = enemy.Background; player.won = false; PlayerIntercations plI = new PlayerIntercations(); plI.pickWeapon(); plI.pickWeapon(); plI.pickAttack2(true, false); interact.hide(c.playerWeapon); }
public void gimmeStory() // určí příběh podle lvl { switch (player.LVL) { case 1: c.enemy = new Zombie(); storyBuilder( "You are now in wastelands.", "In the distance you see a small zombie.", ""); break; case 2: c.enemy = new ZombieInSuit(); if (player.won) { addStats(100, 40, 60, 5, 3, 4, player.Weapon, player.items[3], player.Shield, 1); } storyBuilder( "You are now still in wastelands.", "In the distance you see slightly bigger zombie that looks like a bussinessman with flesh hanging of him.", "new shiny iron bow"); break; case 3: c.enemy = new Blob(); if (player.won) { addStats(300, 90, 120, 6, 3, 6, player.items[0], player.RangedWeapon, player.items[5], 2); } storyBuilder( "You are now in swamp.", "You see blob emerging from a puddle. Be aware of toutching him his slime is very poisonous you wont survive contact with him for very long.", "iron sword and knights shield"); break; case 4: c.enemy = new Spider(); if (player.won) { if (lastStatsImproved < player.LVL) { player.speed += 4; } addStats(600, 90, 120, 7, 3, 6, player.items[1], player.RangedWeapon, player.items[6], 5); } storyBuilder( "You are now in cave complex.", "You see big spider.", "Knights sword and Mythycal shield"); break; case 5: c.enemy = new Dragon(); if (player.won) { addStats(1200, 90, 120, 7, 3, 6, player.items[2], player.items[4], player.items[6], 10); } storyBuilder( "You've gotten out of the cave back on to the light and you see dragons castle.", "And there is enormous dragon", "Poseidons Trident and Mythycal bow"); break; case 6: c.storyText.Text = "You won the game!"; c.storyText.FontSize = 40; interact.collapse(c.start_fight); break; } }