public override void Use(GameCharacter character) { //We can adjust the values to achieve a better balance. AH character.GetAttributes()._health += 50.0; //Test text AddMessage("The potion healed 50 health!"); }
internal void HandleCharacterDeath(GameCharacter deadPlayer) { try { _Characters.Remove(deadPlayer); } catch { } }
public GameEngine() { _Maps = new List <Map>(); _messaging = new Messaging(); GameCharacter.SetMessaging(_messaging); Party.SetMessaging(_messaging); GameItem.SetMessaging(_messaging); // create the maps for (int i = 0; i < noLevels; ++i) { _Maps.Add(new Map(CSCD349Project.Properties.Resources.level0)); } }
public override void Use(GameCharacter character) { character.GetAttributes()._energy += 20; AddMessage("The potion restored 20 energy points!"); }
public bool removePlayer(GameCharacter character) { return(_Characters.Remove(character)); }
public int AddPlayer(GameCharacter newCharacter) { _characters.Add(newCharacter); return(_characters.Count); }
public int AddCharacter(GameCharacter character) { _Characters.Add(character); return(_Characters.Count); }