/// <summary> /// /// </summary> /// <param name="adjRoom"></param> /// <param name="d"></param> /// <returns>True if batted.</returns> public bool moveTo(Room adjRoom, Direction d) { MoveWumpus(false); //adjacentRoom.LoadContent(theContentManager); // Call map to see if the room in given direction is hazardous. //roomType AdjacentRoomType = MyMap.getPlayerInRoomWith(MyRoom); //MyMap.GiveWarnings(chamber); //updateGold(adjRoom); MyPlayer.setTurns(MyPlayer.getTurns() + 1); // If is pitted: if (isRoomPitted(adjRoom)) { EncounterPit(); } // If it contains Wumpus: if (adjRoom.Equals(new Room(MyMap.getWumpusRoom()))) { EncounterWumpus(); } // If is batted (=D) if (isRoomBatted(adjRoom)) { adjRoom = EncounterBat(); } // Actually move to the room. MyMap.setPlayerRoom(adjRoom); MyMap.moves++; MyPlayer.setTurns(MyMap.moves); // Move Wumpus around // Returns player to center: ////MyPlayer.Position = new Vector2(RoomSize.Center.X, RoomSize.Center.Y); // OR, more realistically, the opposite side: MyPlayer.Position = getEntryLocationFrom((Direction)((((int)d + 1) % 4) + 1), MyPlayer.Position); return(isRoomBatted(adjRoom)); }