Exemple #1
0
 public UpgradeGUI(FormState state)
 {
     _state = state;
     InitializeComponent();
 }
Exemple #2
0
 public MoveGUI(FormState state)
 {
     _state = state;
     InitializeComponent();
 }
Exemple #3
0
 public ShopRoom(FormState state)
 {
     _state       = state;
     vendorDialog = new List <string[]>();
     InitializeComponent();
 }
Exemple #4
0
 public MinionGUI(FormState state)
 {
     _state = state;
     mm     = new MinionManager(state.Random);
     InitializeComponent();
 }
Exemple #5
0
 public WishlistGUI(FormState state)
 {
     _state = state;
     InitializeComponent();
 }
 public CraftArmorGUI(FormState state)
 {
     _state   = state;
     rbuttons = new List <RadioButton>();
     InitializeComponent();
 }
 public WelcomeScreen(FormState state)
 {
     _state = state;
     InitializeComponent();
 }
Exemple #8
0
 public string GetWeaponResult(string name, int dmg, FormState state, Enemy target) => _ah.UseWeaponPlayer(name, dmg, state, target);
Exemple #9
0
 public string GetSkillResult(string name, FormState state, Skill skill, Enemy target) => _ah.UseSkillPlayer(name, skill, state, target);
Exemple #10
0
        private void MasterForm_Load(object sender, EventArgs e)
        {
            Visible = false;

            var state = new FormState();

            state.Location = Location;
            state.Type     = FTypes.WELCOME_SCREEN;
            state.Random   = new Random();
            state.Music    = new MusicManager();
            state.Save     = new SaveManager();
            state.SManager = new SkillManager();
            state.AManager = new ArmorManager();

            Form current = new Form();

            while (state.Type != FTypes.CLOSE)
            {
                switch (state.Type)
                {
                case FTypes.WELCOME_SCREEN:
                    current = new WelcomeScreen(state);
                    break;

                case FTypes.CHARACTER_SELECT:
                    current = new CharacterSelect(state);
                    break;

                case FTypes.LOAD_SCREEN:
                    current = new LoadScreen(state);
                    break;

                case FTypes.MOVE:
                    current = new MoveGUI(state);
                    break;

                case FTypes.INVENTORY:
                    current = new Inventory(state);
                    break;

                case FTypes.SHOP_ROOM:
                    current = new ShopRoom(state);
                    break;

                case FTypes.CRAFTING_ARMOR:
                    current = new CraftArmorGUI(state);
                    break;

                case FTypes.SELECT_DUNGEON:
                    current = new SelectDungeon(state);
                    break;

                case FTypes.DUNGEON_GUI:
                    current = new DungeonGUI(state);
                    break;

                case FTypes.DUNGEON_BOSS:
                    current = new DungeonGUIBoss(state);
                    break;

                case FTypes.UPGRADE_SKILLS:
                    current = new UpgradeGUI(state);
                    break;

                case FTypes.MELD:
                    current = new MeldGUI(state);
                    break;

                case FTypes.EXCHANGE:
                    current = new MatExchangeGUI(state);
                    break;

                case FTypes.MINIONS:
                    current = new MinionGUI(state);
                    break;
                }

                try
                {
                    ShowForm(current, state);
                }
                catch (StackOverflowException) { }
            }

            Close();
        }
Exemple #11
0
 private void ShowForm(Form form, FormState state)
 {
     form.StartPosition = FormStartPosition.Manual;
     form.Location      = state.Location;
     form.ShowDialog();
 }