public override void Update()
    {
        Screen.AppendChar(9, gameObject.transform.position, ' ');

        if (AllowMovement)
        {
            //Screen.ClearLayer(8);
            //Screen.AppendString(8, new Vector2(0, 0), $"Debug (combat): Time left: {TimeInSecondsToClose}");
            if (TimeInSecondsToClose <= 0f)
            {
                DestroyMe = true;
            }
            if (Input.GetKeyDown(ConsoleKey.LeftArrow))
            {
                if (!Screen.IsColliding(6, gameObject.transform.position + (Vector2.left * Time.deltaTime * speed)))
                {
                    gameObject.transform.translate(Vector2.left * Time.deltaTime * speed);
                }
            }
            if (Input.GetKeyDown(ConsoleKey.UpArrow))
            {
                if (!Screen.IsColliding(6, gameObject.transform.position + (Vector2.up * Time.deltaTime * speed * 2f)))
                {
                    gameObject.transform.translate(Vector2.up * Time.deltaTime * speed * 2f);
                }
            }
            if (Input.GetKeyDown(ConsoleKey.RightArrow))
            {
                if (!Screen.IsColliding(6, gameObject.transform.position + (Vector2.right * Time.deltaTime * speed)))
                {
                    gameObject.transform.translate(Vector2.right * Time.deltaTime * speed);
                }
            }

            if (!Screen.IsColliding(6, gameObject.transform.position + (Vector2.down * Time.deltaTime * (speed / 2))))
            {
                gameObject.transform.translate(Vector2.down * Time.deltaTime * (speed / 2));
            }

            TimeInSecondsToClose -= Time.deltaTime / 10;
        }
        if (Visible)
        {
            Screen.AppendChar(9, gameObject.transform.position, '♥', ConsoleColor.Red);
        }
    }
Exemple #2
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        void EffectSlowtype(string text, sbyte modifier)
        {
            int speed = 50;

            switch (modifier)
            {
            case 1: speed = 200; break;

            case 2: speed = 100; break;

            case 3: speed = 50; break;

            case 4: speed = 25; break;

            case 5: speed = 10; break;
            }
            char[] chars = text.ToCharArray();

            for (int i = 0; i < chars.Length; i++)
            {
                //Console.Beep(200, 250);
                Thread.Sleep(speed);
                if (chars[i] == tagOpener)
                {
                    string workerString = text.Substring(i + 1, text.Length - 1 - i);
                    int    closeTag     = workerString.IndexOf(tagCloser);
                    workerString = workerString.Substring(0, closeTag);
                    sbyte type = -1, subtype = -1;
                    if (workerString.Contains(tagEquals) || workerString.Contains(tagClosure))
                    {
                        for (sbyte i2 = 0; i2 < nestedtags.Length; i2++)
                        {
                            if (workerString.StartsWith(nestedtags[i2][0]))
                            {
                                type = i2;
                                for (sbyte i3 = 0; i3 < nestedtags[i2].Length; i3++)
                                {
                                    if (workerString.EndsWith(nestedtags[i2][i3]))
                                    {
                                        subtype = i3;
                                    }
                                }
                                break;
                            }
                            else if (workerString.StartsWith($"{tagClosure}{nestedtags[i2][0]}"))
                            {
                                type    = i2;
                                subtype = -1;
                                break;
                            }
                        }
                    }
                    if (type > -1)
                    {
                        SubtypeTextEffects(type, subtype);
                        i += closeTag + 2;
                    }
                }
                // Check if the character was new line and reset CursorLeft to our defined location
                byte Char = Convert.ToByte(chars[i]);
                if (Char == 0x0A || Char == 0x0D)
                {
                    currentPoint.Y++;
                    currentPoint.X     = DefaultTextLeft;
                    Console.CursorLeft = DefaultTextLeft;
                    continue;
                }
                ;
                Screen.AppendChar((int)Screen.ScreenLayer.UIText2, new Vector2(currentPoint.X, currentPoint.Y), chars[i], cc);
                currentPoint.X++;
            }
        }
 public override void OnDelete()
 {
     Screen.AppendChar(9, gameObject.transform.position, ' ');
     Screen.ClearLayer(8);
 }
 public override void Awake()
 {
     gameObject.transform.position = new Vector2(Screen.Width / 2 - 1, Screen.Height - 10);
     Screen.AppendChar(9, gameObject.transform.position, '♥', ConsoleColor.Red);
 }