private void setLocationWarningMessage(GameSessionViewModel gsm, GameSessionView gsv) { if (gsm.GameMap.CurrentLocation.MultiAttackLocation == true) { gsv.mapWindow.WarningDisplay.Text = "Dangerous area!"; } else if (gsm.GameMap.CurrentLocation.BossFightRoom) { gsv.mapWindow.WarningDisplay.Text = "[BOSS] Location-Freeze!"; } else if (gsm.GameMap.CurrentLocation.MultiAttackLocation == false) { gsv.mapWindow.WarningDisplay.Text = "Moderate Area!"; } }
public void SelectedEnemySetter(int selected, GameSessionView gsv) { EnemySelected = true; foreach (Enemy E in CurrentEnemies) { E.refreshAllEnemiesPositions(); if (E.listPlacement == selected) { CurrentFightingEnemyID = E.ID; CurrentFightingEnemyListPlacement = E.listPlacement; Player.currentlyAttacking = E; SelectingEnemy = E; if (E.SelectedToFight == false) { E.AttackingPlayer = true; E.startAttackingPlayer(); gsv.EnemyPicture.Source = E.PictureSource; E.SelectedToFight = true; EnemyDamage = E.BaseAttack; EnemyName = E.Name; EnemyHealth = E.Health; EnemyLevel = E.Level; gsv.EnemyHealthDisplay.Visibility = System.Windows.Visibility.Visible; gsv.EnemyHealthDisplay.Maximum = E.MaxHealth; gsv.EnemyHealthDisplay.Value = E.Health; gsv.EnemyHealthDisplay.Minimum = 0; } else { E.SelectedToFight = true; } } else if (E.listPlacement != selected) { if (E.listPlacement != selected && E.SelectedToFight == true) { E.SelectedToFight = false; E.AttackingPlayer = false; E.stopAttackingPlayer(); } else { E.SelectedToFight = false; } } } }
public void SelectedEnemySetter(int selected, GameSessionView gsv) { /* * for (int i = 0; i < CurrentEnemies.Count; i++) * { * if (CurrentLocation.MultiAttackLocation == false) * { * if (CurrentEnemies[i].SelectedToFight == false) * { * CurrentEnemies[i].stopAttackingPlayer(); * gsv.DialogueBox.Text = "Stopped attacking player"; * } * } * else if (CurrentLocation.MultiAttackLocation == true) * { * if (CurrentEnemies[i].SelectedToFight == false) * { * CurrentEnemies[i].stopAttackingPlayer(); * CurrentEnemies[i].startAttackingPlayer(); * } * } * }*/ EnemySelected = true; // // Most likely where the stacked damage problem is occuring // for (int i = 0; i < CurrentEnemies.Count; i++) { CurrentEnemies[i].refreshAllEnemiesPositions(); if (CurrentEnemies[i].listPlacement == selected) { CurrentFightingEnemyID = CurrentEnemies[i].ID; CurrentFightingEnemyListPlacement = CurrentEnemies[i].listPlacement; Player.currentlyAttacking = CurrentEnemies[i]; SelectingEnemy = CurrentEnemies[i]; if (CurrentEnemies[i].SelectedToFight == false) { CurrentEnemies[i].AttackingPlayer = true; CurrentEnemies[i].startAttackingPlayer(); gsv.EnemyPicture.Source = CurrentEnemies[i].PictureSource; gsv.enemyStatsWindow.EnemyStatsPicture.Source = CurrentEnemies[i].PictureSource; CurrentEnemies[i].SelectedToFight = true; EnemyDamage = CurrentEnemies[i].BaseAttack; EnemyName = CurrentEnemies[i].Name; EnemyHealth = CurrentEnemies[i].Health; EnemyLevel = CurrentEnemies[i].Level; gsv.EnemyHealthDisplay.Visibility = System.Windows.Visibility.Visible; gsv.enemyStatsWindow.EnemyStatsPicture.Visibility = System.Windows.Visibility.Visible; gsv.EnemyHealthDisplay.Maximum = CurrentEnemies[i].MaxHealth; gsv.EnemyHealthDisplay.Value = CurrentEnemies[i].Health; gsv.EnemyHealthDisplay.Minimum = 0; } else { CurrentEnemies[i].SelectedToFight = true; } } else if (CurrentEnemies[i].listPlacement != selected) { if (CurrentEnemies[i].listPlacement != selected && CurrentEnemies[i].SelectedToFight == true) { CurrentEnemies[i].SelectedToFight = false; CurrentEnemies[i].AttackingPlayer = false; CurrentEnemies[i].stopAttackingPlayer(); } else { CurrentEnemies[i].SelectedToFight = false; } } } }