//If the player is able to move to the desired cell, // return true. Otherwise, return false such as if // the player tries to move to an invalid cell public bool MovePlayer(Core.Direction direction) { int x = Game.Player.X; int y = Game.Player.Y; switch (direction) { case Core.Direction.Up: { y = Game.Player.Y - 1; break; } case Core.Direction.Down: { y = Game.Player.Y + 1; break; } case Core.Direction.Left: { x = Game.Player.X - 1; break; } case Core.Direction.Right: { x = Game.Player.X + 1; break; } default: return(false); } if (Game.DungeonMap.SetActorPosition(Game.Player, x, y)) { return(true); } Monster monster = Game.DungeonMap.GetMonsterAt(x, y); if (monster != null) { Attack(Game.Player, monster); return(true); } return(false); }
public PlayerDigging(Core.DiggingStatus status, int x, sbyte y, int z, Core.Direction face) { this._Status = status; this._X = x; this._Y = y; this._Z = z; this._Face = face; }
public PlayerBlockPlacement(int x, sbyte y, int z, Core.Direction direction, short blockid, sbyte amount, short damage) { this._X = x; this._Y = y; this._Z = z; this._Direction = direction; this._BlockId = blockid; this._Amount = amount; this._Damage = damage; }