public Queen(ListBox listBox, String name) : base(listBox, name) { this.Name = name; this.ListBox = listBox; weapon = new Bow(); }
public void Character_CanChangeWeaponAtRunTime() { Character character = new King("Johnny"); IWeaponBehaviour newWeapon = new Bow(); character.Weapon = newWeapon; Assert.AreEqual(character.UseWeapon(), newWeapon.UseWeapon()); }
public static IWeaponBehaviour CreateWeapon(string name) { IWeaponBehaviour newWeapon; switch (name) { case "Sword": newWeapon = new Sword(); break; case "Bow": newWeapon = new Bow(); break; case "Dagger": newWeapon = new Dagger(); break; default: newWeapon = null; break; } return(newWeapon); }
public Queen(ListBox BattleBox, string Name) { name = Name; weaponType = new Bow(); battleBox = BattleBox; }
/** * Change weapon button click handler */ private void button1_Click(object sender, EventArgs e) { // Get the checked characters List<int> selectedCharacters = getCheckedItemsInCheckedListBox(weaponCheckedListBox); // check at least one character is selected if (selectedCharacters.Count > 0) { IWeaponBehaviour newWeapon = null; // Get the weapon type if (rdSword.Checked) newWeapon = new Sword(); else if (rdKnife.Checked) newWeapon = new Knife(); else if (rdBow.Checked) newWeapon = new Bow(); else MessageBox.Show("Please select a new weapon for the character(s)"); // If a weapon was selected, change the characters weapon type(s) if (newWeapon != null) { foreach (int charaterIndex in selectedCharacters) { gameManager.ChangeCharactersWeapon(charaterIndex, newWeapon); } // Set change weapon radios back to the default of sword rdSword.Checked = true; } } else { MessageBox.Show("Please select at least one character to change the weapon of"); } }
// We have descended from our parent abstract class, Character. // We use : base to execute the base class' (Character's) code, and give her a weapon. public Queen(ListBox listBox, String myName) : base(listBox, myName) { Weapon = new Bow(); }
public Troll(string name) : base(name) { Weapon = new Bow(); }
//Child of charater class, when instantiated a default weapon is set forht type of charater public Queen(String characterName) : base(characterName) { weapon = new Bow(); }
//Child of charater class, when instantiated a default weapon is set forht type of charater public Troll(String characterName) : base(characterName) { weapon = new Bow(); }
//Constructor public Queen(string name) : base(name) { this.name = name; weapon = new Bow(); }
public Troll(String name) : base(name) { Weapon = new Bow(); }
public Troll(ListBox listBox, String myName) : base(listBox, myName) { Weapon = new Bow(); }
public Troll(string name) : base(name) { base.name = name; weapon = new Bow(); }
public Queen(string name) : base(name) { weapon = new Bow(); declaim = "I am the powerful Queen!"; }
public Queen(string name) : base(name) { base.name = name; weapon = new Bow(); }
public Queen(String name) : base(name) { Weapon = new Bow(); }
private void button1_Click(object sender, EventArgs e) { IWeapon newWeapon = null; if (rdBow.Checked) { newWeapon = new Bow(); } else if (rdSword.Checked) { newWeapon = new Sword(); } else if (rdKnife.Checked) { newWeapon = new Knife(); } if (newWeapon == null) { MessageBox.Show("Please select a new weapon."); } else { foreach (int indexChecked in checkedListBox2.CheckedIndices) { Character c = characterList[indexChecked]; c.ChangeWeapon(newWeapon); } } }