private void TestingActions(object sender, TestingDeviceEventArgs e) { switch (e.Action) { case TestingDeviceActions.ToggleGodMode: if (TestingDevice.godModeIsEnabled) { EnableGodMode(); } else { DisableGodMode(); } break; case TestingDeviceActions.ToggleCollision: break; case TestingDeviceActions.AddItem: UpdateInventory(e.Param as Entity); if (e.Param is Item) { GameManager.WriteSubtext(0, "1 " + ((Item)e.Param).Name + " has been added."); } UpdateInventory(null); GameManager.Legend.DrawInventory(); break; case TestingDeviceActions.WinGame: break; case TestingDeviceActions.KillAllEnemies: break; case TestingDeviceActions.ClearAllItems: break; case TestingDeviceActions.ClearAllEntities: break; default: break; } }
static void TestingActions(object sender, TestingDeviceEventArgs e) { switch (e.Action) { case TestingDeviceActions.ToggleGodMode: if (TestingDevice.godModeIsEnabled) { WriteSubtext(0, "god mode is enabled."); } else { WriteSubtext(0, "god mode is disabled."); } break; case TestingDeviceActions.ToggleCollision: if (TestingDevice.collisionIsEnabled) { WriteSubtext(0, "collision is enabled."); } else { WriteSubtext(0, "collision is disabled."); } break; case TestingDeviceActions.AddItem: break; case TestingDeviceActions.WinGame: hero.Health = 10; mapCounter = 10; break; case TestingDeviceActions.LoadNextLevel: GenerateNextLevel(); break; case TestingDeviceActions.KillAllEnemies: Entities.RemoveAll(T => T is Enemy); ShowNewScreen(); WriteSubtext(0, "removed all enemies."); break; case TestingDeviceActions.ClearAllItems: Entities.RemoveAll(T => T is Item); ShowNewScreen(); WriteSubtext(0, "removed all items."); break; case TestingDeviceActions.ClearAllEntities: Entities.RemoveAll(T => T is Enemy); Entities.RemoveAll(T => T is Item); ShowNewScreen(); WriteSubtext(0, "removed all entities."); break; default: break; } }