private void btnRun_Click(object sender, EventArgs e) { if (character.Health <= 0) { UpdateStats(); game.ChangeState(GameState.DEAD); lblEndFightMessage.Text = "You Were Defeated!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); FrmGameOver frmGameOver = new FrmGameOver(); frmGameOver.Show(); } if (rand.NextDouble() < 0.25) { lblEndFightMessage.Text = "You Ran Like a Coward!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); } else { doEnemyAttack(); } }
private void btnSimpleAttack_Click(object sender, EventArgs e) { float prevEnemyHealth = enemy.Health; character.SimpleAttack(enemy); float enemyDamage = (float)Math.Round(prevEnemyHealth - enemy.Health); lblEnemyDamage.Text = enemyDamage.ToString(); lblEnemyDamage.Visible = true; tmrEnemyDamage.Enabled = true; if (enemy.Health <= 0) { character.GainXP(enemy.XpDropped); lblEndFightMessage.Text = "You Gained " + Math.Round(enemy.XpDropped) + " xp!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); if (character.ShouldLevelUp) { FrmLevelUp frmLevelUp = new FrmLevelUp(); frmLevelUp.Show(); } } else { float prevPlayerHealth = character.Health; enemy.SimpleAttack(character); float playerDamage = (float)Math.Round(prevPlayerHealth - character.Health); lblPlayerDamage.Text = playerDamage.ToString(); lblPlayerDamage.Visible = true; tmrPlayerDamage.Enabled = true; if (character.Health <= 0) { UpdateStats(); game.ChangeState(GameState.DEAD); lblEndFightMessage.Text = "You Were Defeated!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); FrmGameOver frmGameOver = new FrmGameOver(); frmGameOver.Show(); } else { UpdateStats(); } } }
private void doEnemyAttack() { float prevPlayerHealth = character.Health; enemy.SimpleAttack(character); float playerDamage = (float)Math.Round(prevPlayerHealth - character.Health); lblPlayerDamage.Text = playerDamage.ToString(); lblPlayerDamage.Visible = true; tmrPlayerDamage.Enabled = true; if (character.Health <= 0) { lblPlayerDamage.Visible = false; lblEnemyDamage.Visible = false; // check if player ran out of hearts: if (character.ShouldRespawn() == false) { UpdateStats(); game.ChangeState(GameState.DEAD); lblEndFightMessage.Text = "You Were Defeated!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); FrmGameOver frmGameOver = new FrmGameOver(); frmGameOver.Show(); } else { lblEndFightMessage.Text = "Hearts left: " + character.hearts + ". Respawning!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); //this.Close(); // BYR: I am trying to close old window //Respawn(); // but I can't figure it out how character.RefillHealthAndMana(); character.BackToStart();// This is the method that takes you to the Title screen TLF } } else { UpdateStats(); } }
protected override void combatStuff() { if (enemy.Health <= 0) { game.ChangeState(GameState.WIN); Refresh(); Thread.Sleep(1200); EndFight(); FrmGameOver frmGameOver = new FrmGameOver(); frmGameOver.Show(); } else { if (!upgrade && enemy.Health < 0.5 * enemy.MaxHealth) { upgrade = true; picEnemy.BackgroundImage = Resources.fireBowser; for (int i = 0; i < 3; ++i) { enemy.LevelUp(); } } float prevPlayerHealth = character.Health; enemy.SimpleAttack(character); float playerDamage = (float)Math.Round(prevPlayerHealth - character.Health); lblPlayerDamage.Text = playerDamage.ToString(); lblPlayerDamage.Visible = true; tmrPlayerDamage.Enabled = true; if (character.Health <= 0) { UpdateStats(); game.ChangeState(GameState.DEAD); lblEndFightMessage.Text = "You Were Defeated!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); FrmGameOver frmGameOver = new FrmGameOver(); frmGameOver.Show(); } else { UpdateStats(); } } }
private void btnRun_Click(object sender, EventArgs e) { // if not boss allow normal run if (enemytype != "boss") { if (rand.NextDouble() < 0.25) { lblEndFightMessage.Text = "You Ran Like a Coward!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); } else { enemy.SimpleAttack(character); if (character.Health <= 0) { UpdateStats(); game.ChangeState(GameState.DEAD); lblEndFightMessage.Text = "You Were Defeated!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); FrmGameOver frmGameOver = new FrmGameOver(); frmGameOver.Show(); } else { UpdateStats(); } } } // if boss fight then do not allow run else { lblEndFightMessage.Text = "You Can't Run From This!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); lblEndFightMessage.Visible = false; Refresh(); } }
protected virtual void combatStuff() { if (enemy.Health <= 0) { character.GainXP(enemy.XpDropped, enemy.Level, character.Level); lblEndFightMessage.Text = "You Gained " + Math.Round(enemy.XpDropped * 2.5F) + " xp!"; lblEndFightMessage.Visible = true; character.regenerateHealth(); character.regenerateMana(); Refresh(); Thread.Sleep(1200); EndFight(); if (character.ShouldLevelUp) { FrmLevelUp frmLevelUp = new FrmLevelUp(); frmLevelUp.Show(); } } else { float prevPlayerHealth = character.Health; enemy.EnemyAttack(character); float playerDamage = (float)Math.Round(prevPlayerHealth - character.Health); lblPlayerDamage.Text = playerDamage.ToString(); lblPlayerDamage.Visible = true; tmrPlayerDamage.Enabled = true; if (character.Health <= 0) { UpdateStats(); game.ChangeState(GameState.DEAD); lblEndFightMessage.Text = "You Were Defeated!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); FrmGameOver frmGameOver = new FrmGameOver(); frmGameOver.Show(); } else { UpdateStats(); } } }
private void btnRun_Click(object sender, EventArgs e) { if (rand.NextDouble() < 0.25) { lblEndFightMessage.Text = "You Ran Like a Coward!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); } else { float prevPlayerHealth = character.Health; enemy.SimpleAttack(character); float playerDamage = (float)Math.Round(prevPlayerHealth - character.Health); lblPlayerDamage.ForeColor = Color.Red; lblPlayerDamage.Text = playerDamage.ToString(); lblPlayerDamage.Visible = true; tmrPlayerDamage.Enabled = true; if (character.Health <= 0) { if (character.undead) { UpdateStats(); character.Health = character.MaxHealth; } else { UpdateStats(); game.ChangeState(GameState.DEAD); lblEndFightMessage.Text = "You Were Defeated!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); FrmGameOver frmGameOver = new FrmGameOver(); frmGameOver.Show(); } } } UpdateStats(); }
private void doEnemyAttack() { float prevPlayerHealth = character.Health; enemy.SimpleAttack(character); float playerDamage = (float)Math.Round(prevPlayerHealth - character.Health); lblPlayerDamage.Text = playerDamage.ToString(); lblPlayerDamage.Visible = true; tmrPlayerDamage.Enabled = true; if (character.Health <= 0) { // check if player ran out of hearts: if (character.ShouldRespawn() == false) { UpdateStats(); game.ChangeState(GameState.DEAD); lblEndFightMessage.Text = "You Were Defeated!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); FrmGameOver frmGameOver = new FrmGameOver(); frmGameOver.Show(); } else { lblEndFightMessage.Text = "Hearts left: " + character.hearts + ". Respawning!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); character.RefillHealthAndMana(); character.BackToStart(); } } else { UpdateStats(); } }
private void btnRun_Click(object sender, EventArgs e) { SoundPlayer sp = new SoundPlayer(@"Resources\bossmusic.wav"); boss.SimpleAttack(character); UpdateStats(); lblEndFightMessage.Text = "You can't run from the boss!"; lblEndFightMessage.Visible = true; if (character.Health <= 0) { UpdateStats(); game.ChangeState(GameState.DEAD); sp.Play(); lblEndFightMessage.Text = "You Were Defeated!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); FrmGameOver frmGameOver = new FrmGameOver(); frmGameOver.Show(); } }
private void btnRun_Click(object sender, EventArgs e) { if (rand.NextDouble() < 0.05) { lblEndFightMessage.Text = "You Somehow Managed To Escape!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); } else { // perform enemy turn float prevPlayerHealth = character.Health; boss.SimpleAttack(character); float playerDamage = (float)Math.Round(prevPlayerHealth - character.Health); lblPlayerDamage.Text = playerDamage.ToString(); lblPlayerDamage.Visible = true; tmrPlayerDamage.Enabled = true; if (character.Health <= 0) { UpdateStats(); game.ChangeState(GameState.DEAD); lblEndFightMessage.Text = "You Were Defeated!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); FrmGameOver frmGameOver = new FrmGameOver(); frmGameOver.Show(); } else { UpdateStats(); } } }
private void btnSimpleAttack_Click(object sender, EventArgs e) { // make swing noise sp.Play(); float prevEnemyHealth = enemy.Health; character.SimpleAttack(enemy); float enemyDamage = (float)Math.Round(prevEnemyHealth - enemy.Health); lblEnemyDamage.Text = enemyDamage.ToString(); lblEnemyDamage.Visible = true; tmrEnemyDamage.Enabled = true; if (enemy.Health <= 0) { character.GainXP(enemy.XpDropped); lblEndFightMessage.Text = "You Gained " + Math.Round(enemy.XpDropped) + " xp!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); if (character.ShouldLevelUp) { FrmLevelUp frmLevelUp = new FrmLevelUp(); frmLevelUp.Show(); } if (character.DidDrop() == true & character.HasWeapon == false) { FrmDrop frmDrop = new FrmDrop(); frmDrop.Show(); frmDrop.Refresh(); Thread.Sleep(3000); frmDrop.sp.Stop(); frmDrop.Hide(); character.HasWeapon = true; } if (enemy.CoinDropped > 0) { FrmReward frmReward = new FrmReward(); frmReward.Amt = enemy.CoinDropped; character.GetMoney(enemy.CoinDropped); frmReward.Show(); } } else { float prevPlayerHealth = character.Health; enemy.SimpleAttack(character); float playerDamage = (float)Math.Round(prevPlayerHealth - character.Health); lblPlayerDamage.Text = playerDamage.ToString(); lblPlayerDamage.Visible = true; tmrPlayerDamage.Enabled = true; if (character.Health <= 0) { UpdateStats(); game.ChangeState(GameState.DEAD); lblEndFightMessage.Text = "You Were Defeated!"; lblEndFightMessage.Visible = true; character.HasWeapon = false; Refresh(); Thread.Sleep(1200); EndFight(); FrmGameOver frmGameOver = new FrmGameOver(); frmGameOver.Show(); } else { UpdateStats(); } } }
private void btnSimpleAttack_Click(object sender, EventArgs e) { if (lblEndFightMessage.Visible == true) { lblEndFightMessage.Visible = false; } float prevEnemyHealth = boss.Health; weapon.SimpleWeaponAttack(boss); float enemyDamage = (float)Math.Round(prevEnemyHealth - boss.Health); lblEnemyDamage.Text = enemyDamage.ToString(); lblEnemyDamage.Visible = true; tmrEnemyDamage.Enabled = true; //TODO: ZAB SoundPlayer sp = new SoundPlayer(@"Resources\bossmusic.wav"); if (boss.Health <= 0) { character.GainXP(boss.XpDropped); lblEndFightMessage.Text = "You Gained " + Math.Round(boss.XpDropped) + " xp!"; lblEndFightMessage.Visible = true; SoundPlayer bg = new SoundPlayer(@"Resources\victory.wav"); bg.Play(); Refresh(); Thread.Sleep(1200); EndFight(); if (character.ShouldLevelUp) { FrmLevelUp frmLevelUp = new FrmLevelUp(); frmLevelUp.Show(); } } else { float prevPlayerHealth = character.Health; boss.SimpleAttack(character); float playerDamage = (float)Math.Round(prevPlayerHealth - character.Health); lblPlayerDamage.Text = playerDamage.ToString(); lblPlayerDamage.Visible = true; tmrPlayerDamage.Enabled = true; //TODO: ZAB Thread.Sleep(175);//that is .175 of a second , lets the sound play out completely if (character.Health <= 0) { UpdateStats(); game.ChangeState(GameState.DEAD); sp = new SoundPlayer(@"Resources\game_over.wav"); sp.Play(); lblEndFightMessage.Text = "You Were Defeated!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); FrmGameOver frmGameOver = new FrmGameOver(); frmGameOver.Show(); } else { UpdateStats(); } } }
private void btnMagicAttack_Click(object sender, EventArgs e) { float prevEnemyHealth = boss.Health; weapon.ManaWeaponAttack(boss); float enemyDamage = (float)Math.Round(prevEnemyHealth - boss.Health); lblEnemyDamage.Text = enemyDamage.ToString(); lblEnemyDamage.Visible = true; tmrEnemyDamage.Enabled = true; if (character.Mana != 0) { weapon.ManaWeaponAttack(boss); character.Mana -= 10; if (boss.Health <= 0) { character.GainXP(boss.XpDropped); lblEndFightMessage.Text = "You Gained " + Math.Round(boss.XpDropped) + " xp!"; character.Mana = 40; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); if (character.ShouldLevelUp) { FrmLevelUp frmLevelUp = new FrmLevelUp(); frmLevelUp.Show(); } } else { float prevPlayerHealth = character.Health; boss.SimpleAttack(character); float playerDamage = (float)Math.Round(prevPlayerHealth - character.Health); lblPlayerDamage.Text = playerDamage.ToString(); lblPlayerDamage.Visible = true; tmrPlayerDamage.Enabled = true; if (character.Health <= 0) { UpdateStats(); game.ChangeState(GameState.DEAD); lblEndFightMessage.Text = "You Were Defeated!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); FrmGameOver frmGameOver = new FrmGameOver(); frmGameOver.Show(); } else { UpdateStats(); } } } else { lblEndFightMessage.Text = "You have no more mana"; lblEndFightMessage.Visible = true; lblEnemyDamage.Visible = false; }; }
private void btnMagicAttack_Click(object sender, EventArgs e) { MidFightlabel.Text = ""; MakeMagicSoundEffect(); _counter = 0; tmrAnimation.Enabled = true; tmrAnimation.Start(); if (Game.GetGame().Character.Mana >= 5) { //Form2 f2 = new Form2(); //f2.Show(); float prevEnemyHealth = enemy.Health; character.MagicAttack(enemy); float enemyDamage = (float)Math.Round(prevEnemyHealth - enemy.Health); lblEnemyDamage.Text = enemyDamage.ToString(); lblEnemyDamage.Visible = true; tmrEnemyDamage.Enabled = true; if (enemy.Health <= 0) { float X = enemy.XpDropped; character.GainXP(X); roll.GainXP(X); rush.GainXP(X); character.GainGb(enemy.GbDropped); character.GainPt(enemy.PtDropped); lblEndFightMessage.Text = "You Gained " + Math.Round(enemy.XpDropped) + " xp and" + Math.Round(enemy.GbDropped) + " gb and" + Math.Round(enemy.PtDropped) + "Pt!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); LevelUpcheck(); } else { float prevPlayerHealth = character.Health; enemy.SimpleAttack(character); float playerDamage = (float)Math.Round(prevPlayerHealth - character.Health); lblPlayerDamage.ForeColor = Color.Red; lblPlayerDamage.Text = playerDamage.ToString(); lblPlayerDamage.Visible = true; tmrPlayerDamage.Enabled = true; if (character.Health <= 0) { if (character.undead) { UpdateStats(); character.Health = character.MaxHealth; } else { UpdateStats(); game.ChangeState(GameState.DEAD); lblEndFightMessage.Text = "You Were Defeated!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); FrmGameOver frmGameOver = new FrmGameOver(); frmGameOver.Show(); } } else { UpdateStats(); MagAtk(roll, enemy); MagAtk(rush, enemy); MidFightlabel.Text += " Damage dealt by party = " + Math.Round(PartyDamage); MidFightlabel.Visible = true; } } } }
private void btnSimpleAttack_Click(object sender, EventArgs e) { float prevEnemyHealth = enemy.Health; character.SimpleAttack(enemy); float enemyDamage = (float)Math.Round(prevEnemyHealth - enemy.Health); lblEnemyDamage.Text = enemyDamage.ToString(); lblEnemyDamage.Visible = true; tmrEnemyDamage.Enabled = true; if (enemy.Health <= 0) { //Generate a number 0-9 then if that number is > 4 give the player a potion int potion = rand.Next(10); if (potion > 4) { //Set the potioncount higher in the inventory inventory.getPotion(); label10.Text = "You got a potion!!!"; label10.Visible = true; } character.GainXP(enemy.XpDropped); lblEndFightMessage.Text = "You Gained " + Math.Round(enemy.XpDropped) + " xp!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); //Once the fight ends (but before levelling up) reset the characters strength and def stats (in case postions were used.) character.ResetStrDef(); if (character.ShouldLevelUp) { FrmLevelUp frmLevelUp = new FrmLevelUp(); frmLevelUp.Show(); } } else { float prevPlayerHealth = character.Health; enemy.SimpleAttack(character); float playerDamage = (float)Math.Round(prevPlayerHealth - character.Health); lblPlayerDamage.Text = playerDamage.ToString(); lblPlayerDamage.Visible = true; tmrPlayerDamage.Enabled = true; if (character.Health <= 0) { UpdateStats(); character.ResetStrDef(); game.ChangeState(GameState.DEAD); lblEndFightMessage.Text = "You Were Defeated!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); FrmGameOver frmGameOver = new FrmGameOver(); frmGameOver.Show(); } else { UpdateStats(); } } }
private void FrmMap_KeyDown(object sender, KeyEventArgs e) { MoveDir dir = MoveDir.NO_MOVE; switch (e.KeyCode) { case Keys.Left: dir = MoveDir.LEFT; break; case Keys.Right: dir = MoveDir.RIGHT; break; case Keys.Up: dir = MoveDir.UP; break; case Keys.Down: dir = MoveDir.DOWN; break; case Keys.I: FrmInventory frmInventory = new FrmInventory(); frmInventory.Show(); break; } if (dir != MoveDir.NO_MOVE) { character.Move(dir); if (game.State == GameState.FIGHTING) { FrmArena frmArena = new FrmArena(); frmArena.Show(); } if (game.State == GameState.BOSSFIGHT) { FrmBossFight frmBossFight = new FrmBossFight(); character.inventory.AddWeapon(Killer); frmBossFight.Show(); } if (game.State == GameState.NEXT_LEVEL) { //TODO:ZAB this.level_on += 1; game.ChangeState(GameState.LOADING); // needs character so he moves on level 2 and more string loadmap = "Resources/level" + level_on.ToString() + ".txt"; CharWeaponList = character.inventory.ReturnWeaponList(); character = map.LoadMap(loadmap, grpMap, str => Resources.ResourceManager.GetObject(str) as Bitmap); character.inventory.SetWeaponList(CharWeaponList); if (level_on == 2) { character.inventory.AddWeapon(Crawler); } if (level_on == 3) { character.inventory.AddWeapon(Destroyer); } Width = grpMap.Width + 25; Height = grpMap.Height + 50; //moves chararter back to start of level character.BackToStart(); //code below resets the character to level 1 //game.SetCharacter(character); } if (game.State == GameState.DEAD) { //TODO : ZAB game.ChangeState(GameState.DEAD); FrmGameOver frmGameOver = new FrmGameOver(); frmGameOver.Show(); } } }
private void btnSimpleAttack_Click(object sender, EventArgs e) { // make swing noise sp.Play(); float prevEnemyHealth = boss.Health; character.SimpleAttack(boss); float enemyDamage = (float)Math.Round(prevEnemyHealth - boss.Health); lblEnemyDamage.Text = enemyDamage.ToString(); lblEnemyDamage.Visible = true; tmrEnemyDamage.Enabled = true; if (boss.Health <= 0) { character.GainXP(boss.XpDropped); lblEndFightMessage.Text = "You Gained " + Math.Round(boss.XpDropped) + " xp!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); if (character.ShouldLevelUp) { FrmLevelUp frmLevelUp = new FrmLevelUp(); frmLevelUp.Show(); } Refresh(); Thread.Sleep(1200); DialogResult result = MessageBox.Show("Congratulations on beating the boss!\n You are about to enter a 'coin frenzy' period.\n" + "You will have 60 seconds to collect as many coins as possible . . . in the DARK! Good LUCK!", "Announcement", MessageBoxButtons.OK); if (result == DialogResult.OK) { FrmCoinFrenzy frmCF = new FrmCoinFrenzy(); frmCF.Show(); } } else { float prevPlayerHealth = character.Health; boss.SimpleAttack(character); float playerDamage = (float)Math.Round(prevPlayerHealth - character.Health); lblPlayerDamage.Text = playerDamage.ToString(); lblPlayerDamage.Visible = true; tmrPlayerDamage.Enabled = true; if (character.Health <= 0) { UpdateStats(); game.ChangeState(GameState.DEAD); lblEndFightMessage.Text = "You Were Defeated!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); FrmGameOver frmGameOver = new FrmGameOver(); frmGameOver.Show(); } else { UpdateStats(); } } }