Example #1
0
 /// <summary>
 /// Creates the stats screen on the right hand side with the characters current stats
 /// There's probably a much better way to do this.
 /// </summary>
 /// <param name="rightBorderX"></param>
 /// <param name="topMargin"></param>
 /// <param name="length"></param>
 /// <param name="height"></param>
 /// <param name="borderClr"></param>
 /// <param name="BGColor"></param>
 /// <param name="hero"></param>
 public void SetStatScreen(int rightBorderX, int topMargin, int length, int height, ConsoleColor borderClr, ConsoleColor BGColor, Attributes hero)
 {
     DrawRectangle(length, height, (rightBorderX + 5), (topMargin), borderClr, BGColor);
     Console.BackgroundColor = BGColor;
     Console.ForegroundColor = ConsoleColor.White;
     Console.SetCursorPosition((rightBorderX + 8), (topMargin + 4));
     Console.Write("Hero Name: " + hero.Name);
     Console.WriteLine();
     UpdateHP();
     Console.WriteLine();
     Console.CursorLeft      = (rightBorderX + 8);
     Console.ForegroundColor = ConsoleColor.Yellow;
     Console.Write("Weapon: " + hero.Weapon);
     Console.WriteLine();
     Console.CursorLeft = (rightBorderX + 8);
     Console.WriteLine();
     Console.CursorLeft = (rightBorderX + 8);
     UpdatePoints();
 }
Example #2
0
        /// <summary>
        /// Check to see if the new coodrdinates the player is moving in
        /// collide with a wall. If so, the player doesn't move beyond the wall.
        /// If not, the player moves 1 space in that direction.
        /// Right now the monster is not used, but I will keep it there for now
        /// in case in the future we need it.
        /// </summary>
        /// <param name="d"></param>
        /// <param name="walls"></param>
        public void move(ConsoleKey d, IList <IList <Obstacles> > walls, int x, int y, IList <Attributes> monster, IList <Item> item,
                         Attributes Hero, ConsoleColor BGColor, IList <IList <Item> > sword, IList <Item> singleShots)
        {
            Console.SetCursorPosition(Hero.X, Hero.Y);
            Console.ForegroundColor = ConsoleColor.Black;
            Console.Write(" ");

            // if (d == Keys.Direction.Down)
            if (d == ConsoleKey.DownArrow)
            {
                Hero.Y     += 1;
                Hero.Symbol = "v";
                //If hero is warrior
                if (Game.character.Color.Equals(ConsoleColor.Blue))
                {
                    foreach (IList <Item> el in sword)
                    {
                        foreach (Item sw in el)
                        {
                            sw.Y += 1;
                        }
                    }
                }
                //If hero is mage or hunter
                if (Game.character.Color.Equals(ConsoleColor.Green) || Game.character.Color.Equals(ConsoleColor.Red))
                {
                    foreach (Item el in singleShots)
                    {
                        el.Y += 1;
                    }
                }
                // Checks collision for down
                if (collision.checkHeroWall(Hero, walls, x, y) || collision.CheckHeroMon(monster, Hero))
                {
                    Hero.Y -= 1;
                    //If hero is warrior
                    if (Game.character.Color.Equals(ConsoleColor.Blue))
                    {
                        foreach (IList <Item> el in sword)
                        {
                            foreach (Item sw in el)
                            {
                                sw.Y -= 1;
                            }
                        }
                    }
                    //If hero is mage or hunter
                    if (Game.character.Color.Equals(ConsoleColor.Green) || Game.character.Color.Equals(ConsoleColor.Red))
                    {
                        foreach (Item el in singleShots)
                        {
                            el.Y -= 1;
                        }
                    }
                }
            }
            // if (d == Keys.Direction.Up)
            if (d == ConsoleKey.UpArrow)
            {
                Hero.Y     -= 1;
                Hero.Symbol = "^";
                // If hero is warrior
                if (Game.character.Color.Equals(ConsoleColor.Blue))
                {
                    foreach (IList <Item> el in sword)
                    {
                        foreach (Item sw in el)
                        {
                            sw.Y -= 1;
                        }
                    }
                }
                // If hero is mage or hunter
                if (Game.character.Color.Equals(ConsoleColor.Green) || Game.character.Color.Equals(ConsoleColor.Red))
                {
                    foreach (Item el in singleShots)
                    {
                        el.Y -= 1;
                    }
                }
                // Checks Collision
                if (collision.checkHeroWall(Hero, walls, x, y) || collision.CheckHeroMon(monster, Hero))
                {
                    Hero.Y += 1;
                    // if hero is warrior
                    if (Game.character.Color.Equals(ConsoleColor.Blue))
                    {
                        foreach (IList <Item> el in sword)
                        {
                            foreach (Item sw in el)
                            {
                                sw.Y += 1;
                            }
                        }
                    }
                    //if hero is mage or hunter
                    if (Game.character.Color.Equals(ConsoleColor.Green) || Game.character.Color.Equals(ConsoleColor.Red))
                    {
                        foreach (Item el in singleShots)
                        {
                            el.Y += 1;
                        }
                    }
                }
            }

            //if (d == Keys.Direction.Left)
            if (d == ConsoleKey.LeftArrow)
            {
                Hero.X     -= 1;
                Hero.Symbol = "<";
                // if hero is warrior
                if (Game.character.Color.Equals(ConsoleColor.Blue))
                {
                    foreach (IList <Item> el in sword)
                    {
                        foreach (Item sw in el)
                        {
                            sw.X -= 1;
                        }
                    }
                }
                // if hero is mage or hunter
                if (Game.character.Color.Equals(ConsoleColor.Green) || Game.character.Color.Equals(ConsoleColor.Red))
                {
                    foreach (Item el in singleShots)
                    {
                        el.X -= 1;
                    }
                }
                if (collision.checkHeroWall(Hero, walls, x, y) || collision.CheckHeroMon(monster, Hero))
                {
                    Hero.X += 1;
                    // if hero is warrior
                    if (Game.character.Color.Equals(ConsoleColor.Blue))
                    {
                        foreach (IList <Item> el in sword)
                        {
                            foreach (Item sw in el)
                            {
                                sw.X += 1;
                            }
                        }
                    }
                    // if hero is mage or hunter
                    if (Game.character.Color.Equals(ConsoleColor.Green) || Game.character.Color.Equals(ConsoleColor.Red))
                    {
                        foreach (Item el in singleShots)
                        {
                            el.X += 1;
                        }
                    }
                }
            }
            //if (d == Keys.Direction.Right)
            if (d == ConsoleKey.RightArrow)
            {
                Hero.X     += 1;
                Hero.Symbol = ">";
                // if hero is warrior
                if (Game.character.Color.Equals(ConsoleColor.Blue))
                {
                    foreach (IList <Item> el in sword)
                    {
                        foreach (Item sw in el)
                        {
                            sw.X += 1;
                        }
                    }
                }
                // if hero is mage or hunter
                if (Game.character.Color.Equals(ConsoleColor.Green) || Game.character.Color.Equals(ConsoleColor.Red))
                {
                    foreach (Item el in singleShots)
                    {
                        el.X += 1;
                    }
                }
                if (collision.checkHeroWall(Hero, walls, x, y) || collision.CheckHeroMon(monster, Hero))
                {
                    Hero.X -= 1;
                    //if hero is warrior
                    if (Game.character.Color.Equals(ConsoleColor.Blue))
                    {
                        foreach (IList <Item> el in sword)
                        {
                            foreach (Item sw in el)
                            {
                                sw.X -= 1;
                            }
                        }
                    }
                    // if hero is mage or hunter
                    if (Game.character.Color.Equals(ConsoleColor.Green) || Game.character.Color.Equals(ConsoleColor.Red))
                    {
                        foreach (Item el in singleShots)
                        {
                            el.X -= 1;
                        }
                    }
                }
            }
            if (collision.checkHeroItem(Hero, item))
            {
                Game game = new Game();
                game.PlaySounds("Coin.wav", 75);
                Game.points += 2;
                Display.UpdatePoints();
            }

            DrawHero(Hero, BGColor);
        }