Example #1
0
        //public static void RemoveItemFromBoard(IPositionable item, Board board)
        //{
        //    board.FloorsPos.Add(item.Position);
        //    board.PositionableObjects.Remove((Item)item);
        //}

        /// <summary>
        /// Main game logic goes here ? Am I doing this right ? :D WE NEED AN ENGINE !
        /// </summary>
        public void Start()
        {
            //bool isDead = false;
            BoardFactory factory          = new BoardFactory(new Position(0 + 10, 0 + 2), new Position(80 - 1, 25 - 1));
            Board        board            = factory.GenerateBoard();
            int          boardLevel       = 0;
            int          boardLevelChange = 0;
            var          playedBoards     = new List <Board>();
            var          hero             = Wizard.Instance;

            hero.Name           = "Nathan Rahl";
            hero.Health.Current = 50;
            hero.Mana.Current   = 70;

            while (hero.IsAlive)
            {
                MonsterFactory mFactory = new MonsterFactory(boardLevel);
                mFactory.SpawnMonstersOnBoard(board);
                if (boardLevelChange >= 0)
                {
                    hero.Position = new Position(board.EntryStairPos.X, board.EntryStairPos.Y);
                }
                else
                {
                    hero.Position = new Position(board.ExitStairPos.X, board.ExitStairPos.Y);
                }
                ConsoleRenderer.RenderPlayingScreen(hero, board, boardLevel);

                boardLevelChange = PlayBoard(board, playedBoards, hero, boardLevel, mFactory.MonsterList);
                foreach (var monster in mFactory.MonsterList)
                {
                    board.PositionableObjects.Remove(monster);
                }
                boardLevel += boardLevelChange;
                if (boardLevel == playedBoards.Count)
                {
                    board = factory.GenerateBoard();
                }
                else
                {
                    board = playedBoards[boardLevel];
                }
            }
            //Initialise charaters and items on console!
            // Just testing an array of items ...
            //var items = new List<Item>();
            //items.Add(new HealthPotion(new Position(20, 20)));
            //items.Add(new ManaPotion(new Position(25, 23)));
            //items.Add(new Gold(new Position(30, 15), 91));
            //items.Add(new Gold(new Position(33, 10), 200));
            //items.Add(new Gold(new Position(40, 11), 150));
            //items.Add(new Trinket("Ring", new Position(2,4), 200));
            //items.Add(new Trinket("Horseshoe", new Position(2, 12), 500));
            //items.Add(new Trinket("Crystal", new Position(50, 20), 200));
            //items.Add(new Trinket("Pendant", new Position(40, 5), 200));
            //items.Add(new Trinket("Charm", new Position(10, 20), 200));
            //items.Add(new RogueArmor(new Position(20, 21), 2));
            //items.Add(new WizardArmor(new Position(30, 13), 2));
            //items.Add(new RogueWeapon(new Position(50, 21), 2));
            //items.Add(new RogueWeapon(new Position(50, 22), 3));
            //items.Add(new RogueWeapon(new Position(50, 23), 4));
            //items.Add(new WizardWeapon(new Position(20, 22), 2));
            //items.Add(new HealthPotion("small potion", 10, 0, new Point2D(20, 20), '♥', 100));

            //foreach (var item in board.Items)
            //{
            //    ConsoleRenderer.RenderItem(item);
            //}

            //test the potion


            // var testX = potion.Position.X;
        }
Example #2
0
        public static void Start()
        {
            Console.CursorVisible = false;
            Console.SetWindowSize(130, 50);
            Console.SetBufferSize(130, 50);
            BoardFactory factory = new BoardFactory(new Position(0 + 10, 0 + 2), new Position(80 - 1, 25 - 1));

            while (true)
            {
                Console.BackgroundColor = outsideColour;
                Console.Clear();
                Board board = factory.GenerateBoard();
                Console.CursorVisible  = false;
                Console.OutputEncoding = System.Text.Encoding.Unicode;

                Console.Title = "░░░░ ROGUECLONE ░░░░";

                //foreach (var wall in board.HorizontalWallsPos)
                //{
                //    Console.SetCursorPosition(wall.X, wall.Y);
                //    Console.Write(' ');
                //}
                //foreach (var wall in board.VerticalWallsPos)
                //{
                //    Console.CursorTop = wall.Y;
                //    Console.CursorLeft = wall.X;
                //    Console.Write(' ');
                //}
                //foreach (var corner in board.CornersPos)
                //{
                //    Console.CursorTop = corner.Y;
                //    Console.CursorLeft = corner.X;
                //    Console.Write(' ');
                //}
                Console.BackgroundColor = GlobalConstants.RoomColor.ToConsoleColor();
                var commonWalkableDungeon = board.FloorsPos.Concat(board.CorridorsPos).ToArray();
                for (int i = 0; i < commonWalkableDungeon.Length; i++)
                {
                    Console.SetCursorPosition(commonWalkableDungeon[i].X, commonWalkableDungeon[i].Y);
                    Console.Write(' ');
                }
                //foreach (var door in board.DoorsPos)
                //{
                //    Console.CursorTop = door.Y;
                //    Console.CursorLeft = door.X;
                //    Console.Write(' ');
                //}
                //foreach (var floor in board.FloorsPos)
                //{
                //    Console.CursorTop = floor.Y;
                //    Console.CursorLeft = floor.X;
                //    Console.Write(' ');
                //}
                //foreach (var corridor in board.CorridorsPos)
                //{
                //    Console.CursorTop = corridor.Y;
                //    Console.CursorLeft = corridor.X;
                //    Console.Write(' ');
                //}

                Console.ForegroundColor = Color.Magenta.ToConsoleColor(); // constant?
                foreach (var item in board.PositionableObjects)           ///////////////////////// fix remnant of an item at (0,0)
                {
                    Console.CursorTop  = item.Position.Y;
                    Console.CursorLeft = item.Position.X;
                    Console.Write('?');
                }
                Console.ForegroundColor = Color.Green.ToConsoleColor(); // constant?
                foreach (var pile in board.GoldPositionsPos)
                {
                    Console.CursorTop  = pile.Y;
                    Console.CursorLeft = pile.X;
                    Console.Write('$');
                }
                Console.BackgroundColor = Color.Black.ToConsoleColor();
                Console.ForegroundColor = Color.Red.ToConsoleColor(); // constant?
                Console.SetCursorPosition(board.EntryStairPos.X, board.EntryStairPos.Y);
                Console.Write('≡');
                Console.ForegroundColor = Color.Green.ToConsoleColor();
                Console.SetCursorPosition(board.ExitStairPos.X, board.ExitStairPos.Y);
                Console.Write('≡');
                Console.BackgroundColor = GlobalConstants.RoomColor.ToConsoleColor();
                Console.ForegroundColor = Color.Yellow.ToConsoleColor(); // constant?
                Console.SetCursorPosition(board.ShopKeeperPos.X, board.ShopKeeperPos.Y);
                Console.Write('%');
                Console.ReadKey();
            }
        }