public void dead() { if (this.living == false) { Animate.ControlableEntityPlace(this.Position, Art.Enemy("blankH")); MainClass.PlayerEventSystem.MadeCombatMove -= PlayerEventSystem_MadeCombatMove; } }
public void RenderEntity(int PlusPos = 0) { var StanceName = this.Name; //make it 1 down? if (this.Name == "Player") { if (Moving == true) { StanceName += "Moving"; } if (this.AtkCharged == true) { StanceName += "HammerUp"; } } Animate.ControlableEntityPlace(this.Position + PlusPos, Art.Enemy(StanceName)); }
public void MakeMove() { //clears Planned move if (this.CentredAboveEnemy != 0 && this.OneLineAboveEnemy != 0) { Console.SetCursorPosition(this.CentredAboveEnemy, this.OneLineAboveEnemy); Console.WriteLine($"{new String(' ', this.PlanedMoveChar.Length)}"); } else { //MakeErrorMessage("Enemy indicatior not right"); } //remember player moves then enemy //ADD animations switch (this.PlanedMove.ToLower()) { case "dodge": //this.Dodging = true; System.Diagnostics.Debug.Write("D"); break; case "debuff": //do nothing break; case "move": //this.Position -= 1; not working Animate.ControlableEntityPlace(this.Position, Art.Enemy("blank")); bool spaceInfrontAvalible = true; foreach (Enemy spaceInfrontAvalibleToCheck in MainClass.GameMap.CurrentEnemies) { if (spaceInfrontAvalibleToCheck.Position == this.Position - 1) { spaceInfrontAvalible = false; } } if (MainClass.Player_1.Position != this.Position - 1 && spaceInfrontAvalible) { this.Position -= 1; } else /*System.Diagnostics.Debug.WriteLine("Can't move there player or enemy is there");*/ } { this.RenderEntity(); break;