public void ProcessGraphics() { ClearFrame(); PlayerEntity player = MasterEntityManager.GetPlayer() as PlayerEntity; if (player != null) { RenderMap(ref player); RenderHud(ref player); } }
public void ProcessGame() { InputCommand command = MasterInputManager.PopCommand(); PlayerEntity player = MasterEntityManager.GetPlayer() as PlayerEntity; if (player == null) { Console.WriteLine("Player is NULL"); Environment.Exit(0); } if (command == InputCommand.Unknown) { //If there are no commands to process don't do anything return; } if (command == InputCommand.RestartGame) { Console.WriteLine("Lets go!"); ResetGame(ref player); } if (command == InputCommand.ExitGame) { Console.WriteLine("Thank you for playing"); Environment.Exit(0); } if (!player.isAlive()) { MasterGameState = GameState.Ended; return; } Point currentPosition = player.Position; MoveEntities(ref player, command); UpdateTiles(currentPosition, player.Position); UpdateDamage(ref player); }
public void ProcessGame() { InputCommand command = MasterInputManager.PopCommand(); PlayerEntity player = MasterEntityManager.GetPlayer() as PlayerEntity; if (player == null) { Console.WriteLine("Player is NULL"); Environment.Exit(0); } if (command == InputCommand.Unknown) { //If there are no commands to process don't do anything return; } if (command == InputCommand.RestartGameSameMap) { if (MasterWorldManager.GetCurrentMap() == null) { MasterWorldManager.Initialize(); } else { ResetGame(ref player); } MasterGameState = GameState.Running; } if (command == InputCommand.RestartGameDifferentMap) { MasterWorldManager.Initialize(); player.Reset(); MasterGameState = GameState.Running; } if (command == InputCommand.ExitGame) { MasterGameState = GameState.Ended; Console.Clear(); Console.WriteLine("Thank you for playing!"); Thread.Sleep(2000); Environment.Exit(0); } if (!player.isAlive()) { MasterGameState = GameState.Ended; return; } if (MasterGameState == GameState.Running) { Point currentPosition = player.Position; MoveEntities(player, command); UpdateTiles(currentPosition, player.Position); UpdateDamage(player); if (ReadyForPlayerTransition(currentPosition)) { TransitionMap(player); } } }