public bool ShootArrow(PictureBox heroFloor, PictureBox enemyPictureBox, Enum HeroMotionStatus) { bool shootSuccessHit = false; //==Generate The weapon Movement BEGIN==== int hitCounter = 0; Point p = new Point(); if ((Player.PlayerMotionState)HeroMotionStatus == Player.PlayerMotionState.MovingRight) { WeaponPictureFloor.Image = Properties.Resources.arrowPointingRight; p.X = heroFloor.Location.X + 50; p.Y = heroFloor.Location.Y - 5; WeaponPictureFloor.Location = p; WeaponPictureFloor.Refresh(); WeaponPictureFloor.Visible = true; while (p.X < 1100) { p.X += 15; p.Y = p.Y; WeaponPictureFloor.Location = p; bool result = Attack(enemyPictureBox); if (result) { hitCounter++; } } } if ((Player.PlayerMotionState)HeroMotionStatus == Player.PlayerMotionState.MovingLeft) { WeaponPictureFloor.Image = Properties.Resources.arrowPointingLeft; p.X = heroFloor.Location.X + 50; p.Y = heroFloor.Location.Y - 5; WeaponPictureFloor.Location = p; WeaponPictureFloor.Refresh(); WeaponPictureFloor.Visible = true; while (p.X > 50) { p.X -= 15; p.Y = p.Y; WeaponPictureFloor.Location = p; bool result = Attack(enemyPictureBox); if (result) { hitCounter++; } } } WeaponPictureFloor.Image = Properties.Resources.bowFacingDownTranspBknd; p.X = heroFloor.Location.X - 40; p.Y = heroFloor.Location.Y - 10; WeaponPictureFloor.Location = p; WeaponPictureFloor.Refresh(); WeaponPictureFloor.Visible = true; if (hitCounter > 0) { shootSuccessHit = true; } return(shootSuccessHit); //==Generate The weapon Movement END==== }
public bool SwingSword(PictureBox heroFloor, PictureBox enemyPictureBox) { bool swingSuccessHit = false; //==Generate The weapon Movement BEGIN==== int hitCounter = 0; Point p = new Point(); for (int i = 0; i <= 10; i++) { WeaponPictureFloor.Image = Properties.Resources.swordPointingUpRightTranspBknd; WeaponPictureFloor.Refresh(); WeaponPictureFloor.Visible = true; p.X = heroFloor.Location.X + 50; p.Y = heroFloor.Location.Y - 10; WeaponPictureFloor.Location = p; bool result = Attack(enemyPictureBox); if (result) { hitCounter++; } p.X = heroFloor.Location.X + 48; p.Y = heroFloor.Location.Y - 30; WeaponPictureFloor.Location = p; result = Attack(enemyPictureBox); if (result) { hitCounter++; } p.X = heroFloor.Location.X + 25; p.Y = heroFloor.Location.Y - 40; WeaponPictureFloor.Location = p; result = Attack(enemyPictureBox); if (result) { hitCounter++; } p.X = heroFloor.Location.X + 5; p.Y = heroFloor.Location.Y - 40; WeaponPictureFloor.Location = p; result = Attack(enemyPictureBox); if (result) { hitCounter++; } p.X = heroFloor.Location.X - 20; p.Y = heroFloor.Location.Y - 40; WeaponPictureFloor.Location = p; result = Attack(enemyPictureBox); if (result) { hitCounter++; } WeaponPictureFloor.Image = Properties.Resources.swordPointingUpLeftTranspBknd; WeaponPictureFloor.Refresh(); WeaponPictureFloor.Visible = true; p.X = (heroFloor.Location.X - 30); p.Y = (heroFloor.Location.Y - 25); WeaponPictureFloor.Location = p; result = Attack(enemyPictureBox); if (result) { hitCounter++; } p.X = (heroFloor.Location.X - 40); p.Y = (heroFloor.Location.Y - 10); WeaponPictureFloor.Location = p; result = Attack(enemyPictureBox); if (result) { hitCounter++; } } if (hitCounter > 0) { swingSuccessHit = true; } return(swingSuccessHit); //==Generate The weapon Movement END==== }
public bool SwingMaze(PictureBox heroFloor, PictureBox enemyPictureBox) { bool swingSuccessHit = false; //==Generate The weapon Movement BEGIN==== int hitCounter = 0; Point p = new Point(); for (int i = 0; i <= 10; i++) { WeaponPictureFloor.Image = Properties.Resources.FlailPointingRightTranspBkgr; WeaponPictureFloor.Width = 100; WeaponPictureFloor.Height = 50; p.X = heroFloor.Location.X + 50; p.Y = heroFloor.Location.Y - 10; WeaponPictureFloor.Location = p; WeaponPictureFloor.Refresh(); WeaponPictureFloor.Visible = true; bool result = Attack(enemyPictureBox); if (result) { hitCounter++; } WeaponPictureFloor.Image = Properties.Resources.FlailPointingAngleRightTranspBackgr; WeaponPictureFloor.Width = 96; WeaponPictureFloor.Height = 86; p.X = heroFloor.Location.X + 48; p.Y = heroFloor.Location.Y - 60; WeaponPictureFloor.Location = p; WeaponPictureFloor.Refresh(); WeaponPictureFloor.Visible = true; result = Attack(enemyPictureBox); if (result) { hitCounter++; } p.X = heroFloor.Location.X + 55; p.Y = heroFloor.Location.Y - 80; WeaponPictureFloor.Location = p; WeaponPictureFloor.Refresh(); result = Attack(enemyPictureBox); if (result) { hitCounter++; } WeaponPictureFloor.Image = Properties.Resources.FlailPointingUpTranspBkgr; WeaponPictureFloor.Width = 44; WeaponPictureFloor.Height = 98; p.X = heroFloor.Location.X + 10; p.Y = heroFloor.Location.Y - 80; WeaponPictureFloor.Location = p; WeaponPictureFloor.Refresh(); WeaponPictureFloor.Visible = true; result = Attack(enemyPictureBox); if (result) { hitCounter++; } WeaponPictureFloor.Image = Properties.Resources.FlailPointingAngleLeftTranspBackgr; WeaponPictureFloor.Width = 88; WeaponPictureFloor.Height = 98; p.X = heroFloor.Location.X - 75; p.Y = heroFloor.Location.Y - 70; WeaponPictureFloor.Location = p; WeaponPictureFloor.Refresh(); WeaponPictureFloor.Visible = true; result = Attack(enemyPictureBox); if (result) { hitCounter++; } p.X = (heroFloor.Location.X - 85); p.Y = (heroFloor.Location.Y - 75); WeaponPictureFloor.Refresh(); WeaponPictureFloor.Location = p; result = Attack(enemyPictureBox); if (result) { hitCounter++; } WeaponPictureFloor.Image = Properties.Resources.FlailPointingLeftTranspBkgr; WeaponPictureFloor.Width = 100; WeaponPictureFloor.Height = 50; p.X = (heroFloor.Location.X - 115); p.Y = (heroFloor.Location.Y - 20); WeaponPictureFloor.Location = p; WeaponPictureFloor.Refresh(); WeaponPictureFloor.Visible = true; result = Attack(enemyPictureBox); if (result) { hitCounter++; } WeaponPictureFloor.Image = Properties.Resources.mace; WeaponPictureFloor.Width = 50; WeaponPictureFloor.Height = 50; p.X = (heroFloor.Location.X + 40); p.Y = (heroFloor.Location.Y - 30); WeaponPictureFloor.Location = p; WeaponPictureFloor.Refresh(); WeaponPictureFloor.Visible = true; } if (hitCounter > 0) { swingSuccessHit = true; } return(swingSuccessHit); //==Generate The weapon Movement END==== }