Пример #1
0
    public void Move(GameModel.DIRECTION pDirection)
    {
        switch (pDirection)
        {
        case GameModel.DIRECTION.North:     // but what do we do??

            if (_currentScene.North != null)
            {
                _currentScene = _currentScene.North;
            }
            break;

        case GameModel.DIRECTION.South:
            if (_currentScene.South != null)
            {
                _currentScene = _currentScene.South;
            }
            break;

        case GameModel.DIRECTION.East:
            if (_currentScene.East != null)
            {
                _currentScene = _currentScene.East;
            }
            break;

        case GameModel.DIRECTION.West:
            if (_currentScene.West != null)
            {
                _currentScene = _currentScene.West;
            }
            break;
        }
    }
Пример #2
0
    public void Move(GameModel.DIRECTION pDirection)              //creating method called move
    {
        switch (pDirection)
        {                               //check direction value that has been set in the gamemodel
        case GameModel.DIRECTION.North: //if the direction north is inputted the code in MoveInDirection will activate
            MoveInDirection(_currentScene.North);
            break;

        case GameModel.DIRECTION.South:                          //if the direction South is inputted the code in MoveInDirection will activate
            MoveInDirection(_currentScene.South);
            break;

        case GameModel.DIRECTION.East:                          //if the direction East is inputted the code in MoveInDirection will activate
            MoveInDirection(_currentScene.East);
            break;

        case GameModel.DIRECTION.West:                         //if the direction West is inputted the code in MoveInDirection will activate
            MoveInDirection(_currentScene.West);
            break;
        }
    }
 private static void GoDirection(Area lcCurrentArea, GameModel.DIRECTION lcDirection)
 {
     lcCurrentArea.Leave();
     GameModel.go(lcDirection);
 }