private void CheckIsWon(BeforeActionResult actionResult) { if (actionResult.IsGameWone) { this._isGameOn = false; this._isPlayerWon = true; } }
private void UpdateCurrentPlayerPosition(BeforeActionResult actionResult) { if (!actionResult.IsCanMove) { return; } switch (actionResult.Action) { case ActionType.MoveUp: this.Zone.RegisterMovement( this.Player.Position, new Position { Row = this.Player.Position.Row - 1, Column = this.Player.Position.Column }, this._displayer.Display); break; case ActionType.MoveRight: this.Zone.RegisterMovement(this.Player.Position, new Position { Row = this.Player.Position.Row, Column = this.Player.Position.Column + 1 }, this._displayer.Display); break; case ActionType.MoveDown: this.Zone.RegisterMovement(this.Player.Position, new Position { Row = this.Player.Position.Row + 1, Column = this.Player.Position.Column }, this._displayer.Display); break; case ActionType.MoveLeft: this.Zone.RegisterMovement(this.Player.Position, new Position { Row = this.Player.Position.Row, Column = this.Player.Position.Column - 1 }, this._displayer.Display); break; } }
private void UpdateCurrentPayerHP(BeforeActionResult actionResult) { if (!actionResult.IsDamaged) { return; } this.Player.HP -= actionResult.Damage; if (Player.HP < 1) { this._isGameOn = false; this._isPlayerWon = false; } this._displayer.DisplayHP(this.Player.HP); }