private void KeyDownHandler(object sender, KeyEventArgs e)
 {
     if (fight.IsSelected)
     {
         //plInteract.moveByKeys(e); //- pohyb klávesnicí
         if (e.Key == Key.Space)
         {
             plInteract.pickWeapon();
         }
     }
 }
예제 #2
0
        public Fight(IEnemy enemy, Player player)
        {
            c = interact.getContext();

            enemyControl             = c.enemyControl;
            c.randomMovemet.Interval = enemy.MovementSpeed;

            c.randomMovemet.Start();

            c.fight.IsEnabled = true;
            interact.show(c.fight);
            c.stats.IsEnabled = false;
            //c.equip.IsEnabled = false;
            c.story.IsEnabled = false;

            interact.collapse(c.stats);
            //interact.collapse(c.equip);
            interact.collapse(c.story);

            c.manaRecovery.Start();
            c.enduranceRecovery.Start();

            c.enemyControl.Width = enemy.enWidth;

            c.en_hp.Maximum = enemy.maxHP;
            c.en_hp.Value   = enemy.maxHP;
            enemy.HP        = enemy.maxHP;

            c.hp.Maximum = player.maxHP;
            c.hp.Value   = player.maxHP;
            player.HP    = player.maxHP;

            c.mana.Maximum = player.manaMax;
            c.mana.Value   = player.manaMax;
            player.Mana    = player.manaMax;

            c.endurance.Maximum = player.enduranceMax;
            c.endurance.Value   = player.enduranceMax;
            player.Endurance    = player.enduranceMax;

            ImageSource enSource = enemy.Img;

            ImageBehavior.SetAnimatedSource(enemyControl, enSource);

            ImageSource plSource = player.skin;

            ImageBehavior.SetAnimatedSource(c.playerControl, plSource);

            interact.hide(c.playerWeapon);

            c.textureBrush.ImageSource = enemy.Background;

            player.won = false;

            PlayerIntercations plI = new PlayerIntercations();

            plI.pickWeapon();
            plI.pickWeapon();
            plI.pickAttack2(true, false);
            interact.hide(c.playerWeapon);
        }