private void _getResouce_Tick(object sender, EventArgs e) { if (!GameHaveWinner) { aiEnergyBar.addEnergy(1); myEnergyBar.addEnergy(1); if (Program.player.level % 7 == 0) { double r = rand.NextDouble(); if (r < 0.01) { aiEnergyBar.addEnergy(9); } else if (r < 0.1) { aiEnergyBar.addEnergy(4); } } fixButtonsLight(); } }
public bool addSword() { if (level < 1) { return(false); } if (energy.getValue() >= Const.EnergyOf(WarriorList.Sword)) { group.add(new Sword(isMe)); energy.addEnergy(-Const.EnergyOf(WarriorList.Sword)); return(true); } return(false); }
public void nextStep() { if (!haveWinner) { int bonus; A.action(); B.action(); //把陣亡的戰士移除//殺敵獎勵 bonus = A.killDeadedWarrior(); BEnergy.addEnergy(bonus); bonus = B.killDeadedWarrior(); AEnergy.addEnergy(bonus); A.show(); B.show(); //have loser? if (A.isLose() || B.isLose()) { haveWinner = true; } } }