public static Monster GetMonster(int monsterID) { switch (monsterID) { case 1: Monster snake = new Monster("Snake", "Snake.png", 4, 4, 5, 1); AddLootItem(snake, 9001, 25); AddLootItem(snake, 9002, 75); return(snake); case 2: Monster rat = new Models.Monster("Rat", "Rat.png", 5, 5, 5, 1); AddLootItem(rat, 9003, 25); AddLootItem(rat, 9004, 75); return(rat); case 3: Monster giantSpider = new Monster("Giant spider", "GiantSpider.png", 10, 10, 10, 3); AddLootItem(giantSpider, 9005, 25); AddLootItem(giantSpider, 9006, 75); return(giantSpider); default: throw new ArgumentException(string.Format("MonsterType '{0}' does not exist", monsterID)); } }
/// <summary> // Stand up the Page and initiate state /// </summary> /// public BattleMainPage(BattleViewModel viewModel) { InitializeComponent(); BindingContext = _viewModel = viewModel; //Adds consumable items for chars to use _viewModel.BattleEngine.AddItemsToList(); Debug.WriteLine("Items added to list in mainpage: "); foreach (Item item in _viewModel.BattleEngine.ItemPool) { Debug.WriteLine(item.Name); } //initialize button controls //GameStartButton.IsVisible = true; GameNextButton.IsVisible = false; GameOverButton.IsVisible = false; SelectedMonster = null; ableToSelectMonster = false; StartGameSetting(); DrawGameBoardAttackerDefender(); RefreshMonsters(); RefreshCharacters(); }
// Upon selected, the monster is chose for target private async void OnSelectedMonsterSelected(object sender, SelectedItemChangedEventArgs args) { if (ableToSelectMonster) { Debug.WriteLine("able to select monster"); var data = args.SelectedItem as WDown.Models.Monster; SelectedMonster = data; } }
public ActionResult About() { MonsterDB.Models.Monster exampleMonster = new Models.Monster(); exampleMonster.Monster_ID = 1001; exampleMonster.Monster_Name = "Popoporing"; exampleMonster.Monster_HP = 6969; exampleMonster.Monster_Race = "Formless"; exampleMonster.Monster_Property = "Water 2"; ViewBag.Message = "Your application description page."; return(View(exampleMonster)); }
public AboutPage() { InitializeComponent(); BindingContext = _viewModel; // Set the flag for Mock on or off... UseMockDataSource.IsToggled = (MasterDataStore.GetDataStoreMockFlag() == DataStoreEnum.Mock); SetDataSource(UseMockDataSource.IsToggled); // Example of how to add an view to an existing set of XAML. // Give the Xaml layout you want to add the data to a good x:Name, so you can access it. Here "DateRoot" is what I am using. var dateLabel = new Label { Text = DateTime.Now.ToShortDateString(), HorizontalOptions = LayoutOptions.Center, VerticalOptions = LayoutOptions.Center, FontFamily = "Helvetica Neue", FontAttributes = FontAttributes.Bold, FontSize = 12, TextColor = Color.Black, }; DateRoot.Children.Add(dateLabel); // Set debug settings EnableCriticalMissProblems.IsToggled = GameGlobals.EnableCriticalMissProblems; EnableCriticalHitDamage.IsToggled = GameGlobals.EnableCriticalHitDamage; // Turn off the Debug Frame DebugSettingsFrame.IsVisible = false; // Turn off Forced Random Numbers Frame ForcedRandomValuesSettingsFrame.IsVisible = false; // Turn off Database Settings Frame DatabaseSettingsFrame.IsVisible = false; var myTestItem = new Item(); var myTestCharacter = new Models.Character(); var myTestMonster = new Models.Monster(); var myOutputItem = myTestItem.FormatOutput(); var myOutputCharacter = myTestCharacter.FormatOutput(); var myOutputMonster = myTestMonster.FormatOutput(); }
// Handle when the character chooses to rest public async void RestClicked(object sender, EventArgs args) { Debug.WriteLine("current player's HP before heal: " + _viewModel.BattleEngine.PlayerCurrent.RemainingHP); // This part of code is to populate the sound to play // when user clicks button //var player1 = CrossSimpleAudioPlayer.CreateSimpleAudioPlayer(); //string filename1 = "rest.mp3"; //player1.Load(filename1); //player1.Play(); //after the rest button is clicked, we want to disable all other actions other than submit RestButton.IsEnabled = false; UseItemButton.IsEnabled = false; ableToSelectMonster = false; AttackButton.IsEnabled = false; GameNextButton.IsEnabled = true; ItemPool.IsEnabled = false; _viewModel.BattleEngine.ManualTarget = null; SelectedMonster = null; SelectedMonstersView.SelectedItem = null; //change turn type to be rest _viewModel.BattleEngine.TurnType = MoveEnum.Rest; _viewModel.BattleEngine.PlayerCurrent.RemainingHP = _viewModel.BattleEngine.PlayerCurrent.TotalHP; Models.Character character = _viewModel.BattleEngine.CharacterList.FirstOrDefault(x => x.Name == _viewModel.BattleEngine.PlayerCurrent.Name); foreach (Models.Character c in _viewModel.BattleEngine.CharacterList) { if (c == character) { c.CharacterAttribute.CurrentHealth = c.CharacterAttribute.MaxHealth; } } Debug.WriteLine("current player's HP: " + _viewModel.BattleEngine.PlayerCurrent.RemainingHP); DrawGameBoardAttackerDefender(); localMessages = "Character Rested and regained full HP!"; }
public ActionResult MyPage() { var monster = new Models.Monster(); monster.Name = "poring"; monster.HP = 21; monster.Race = "Formless"; monster.Property = "Water1"; ViewBag.a = 1; ViewBag.b = 2; ViewBag.List = new List <int>() { 1, 2, 3 }; ViewBag.DynamicVariable = "wow such viewbag"; ViewBag.Message = "My new page thing"; return(View(monster)); }
// Handles when user chooses an option and hits submit public async void SubmitClicked(object sender, EventArgs args) { //send the selected monster info into target if (_viewModel.BattleEngine.PlayerCurrent.PlayerType == PlayerTypeEnum.Character) { _viewModel.BattleEngine.ManualTarget = SelectedMonster; } //update xaml front end local message section if (_viewModel.BattleEngine.TurnType == MoveEnum.Rest) { LocalMessageText.Text = localMessages; } else if (_viewModel.BattleEngine.TurnType == MoveEnum.UseItem) { LocalMessageText.Text = localMessages; } else { LocalMessageText.Text = null; } //do the turn _viewModel.RoundNextTurn(); //update front end options after turn taken if (_viewModel.BattleEngine.PlayerCurrent.PlayerType == PlayerTypeEnum.Character) { ItemPool.IsEnabled = true; GameNextButton.IsEnabled = false; AttackButton.IsEnabled = true; RestButton.IsEnabled = true; UseItemButton.IsEnabled = true; } else { ItemPool.IsEnabled = false; GameNextButton.IsEnabled = true; AttackButton.IsEnabled = false; RestButton.IsEnabled = false; UseItemButton.IsEnabled = false; } // Hold the current state var CurrentRoundState = _viewModel.BattleEngine.RoundStateEnum; Debug.WriteLine("Current round state after this turn: " + CurrentRoundState.ToString()); // Draw the Game Board DrawGameBoardAttackerDefender(); RefreshMonsters(); RefreshCharacters(); //used if im using an observable collection //_viewModel.SyncMonsterAndCharacterLists(); //updates current player up in frontend OnPropertyChanged(); //reset all these for next turn ableToSelectMonster = false; SelectedMonster = null; // If the round is over start a new one... if (CurrentRoundState == RoundEnum.NewRound) { Debug.WriteLine("NEW ROUND TRIGGERED"); _viewModel.NewRound(); // Show new round and Round count Debug.WriteLine("New Round :" + _viewModel.BattleEngine.BattleScore.RoundCount); //push up modal monster list page to show new monsters youre fighting ShowModalPageMonsterList(); //StartGameSetting(); // Show name of current player Debug.WriteLine("current player: " + _viewModel.BattleEngine.PlayerCurrent.Name); if (_viewModel.BattleEngine.PlayerCurrent.PlayerType == PlayerTypeEnum.Character) { GameNextButton.IsEnabled = false; AttackButton.IsEnabled = true; RestButton.IsEnabled = true; UseItemButton.IsEnabled = true; ItemPool.IsEnabled = true; } else { GameNextButton.IsEnabled = true; AttackButton.IsEnabled = false; RestButton.IsEnabled = false; UseItemButton.IsEnabled = false; ItemPool.IsEnabled = false; } OnPropertyChanged(); } // Check for Game Over if (CurrentRoundState == RoundEnum.GameOver) { //MessagingCenter.Send(this, "EndBattle"); _viewModel.EndBattle(); Debug.WriteLine("End Battle"); // Output Formatted Results var myResult = _viewModel.BattleEngine.GetResultsOutput(); Debug.Write(myResult); OnPropertyChanged(); // Let the user know the game is over GameMessage("Game Over\n"); // Change to the Game Over Button GameNextButton.IsVisible = false; GameOverButton.IsVisible = true; return; } // Output The Message that happened. GameMessage(_viewModel.BattleEngine.BattleMessages.TurnMessage); Debug.WriteLine("List of characters and HP remaining: "); foreach (Models.Character character in _viewModel.BattleEngine.CharacterList) { Debug.WriteLine("Name : " + character.Name); Debug.WriteLine("HP : " + character.CharacterAttribute.getCurrentHealth() + "/" + character.CharacterAttribute.getMaxHealth()); } Debug.WriteLine("\n"); Debug.WriteLine("List of monsters and HP remaining: "); foreach (Models.Monster monster in _viewModel.BattleEngine.MonsterList) { Debug.WriteLine("Name : " + monster.Name); Debug.WriteLine("HP : " + monster.MonsterAttribute.getCurrentHealth() + "/" + monster.MonsterAttribute.getMaxHealth()); } }
public void Delete(Models.Monster monster) { _monster.Remove(monster); }
public void Update(Models.Monster monster) { _context.Update(monster); }
public void Add(Models.Monster monster) { _monster.Add(monster); }
public bool TryGetMonster(int id, out Models.Monster monster) { monster = _context.Monster.Include(t => t.Moves).FirstOrDefault(t => t.Id == id); return(monster != null); }