Пример #1
0
        public void Run()
        {
            State = PlayerState.WorldMap;
            CW.Clear();
            ViewMap.DrawMap();

            while (true)
            {
                switch (State)
                {
                case PlayerState.WorldMap:
                    if (infoBoardSize < DrawInfoBox.Inputs.Count)
                    {
                        DIB.Draw(2, MapDraw.ViewSize.Y * 2 + 3);
                    }
                    if (movement.CheckMoveMent())
                    {
                        ViewMap.DrawMap();
                    }

                    break;

                case PlayerState.Dungeon:
                    if (infoBoardSize < DrawInfoBox.Inputs.Count)
                    {
                        DIB.Draw(2, MapDraw.ViewSize.Y * 2 + 3);
                    }
                    if (movement.MovementInDungeon())
                    {
                        ViewMap.DrawMap();
                    }
                    break;

                case PlayerState.Store:

                    break;

                case PlayerState.Combat:
                    switch (movement.CombatMenuNavigation())
                    {
                    case CombatMenuReturn.Menu:
                        CD.RedrawAcionMenu();
                        break;

                    case CombatMenuReturn.LogAndStatBlock:
                        CD.ReDrawLog();
                        CD.ReDrawStats();
                        break;

                    case CombatMenuReturn.Log:
                        CD.ReDrawLog();
                        break;

                    case CombatMenuReturn.StatAndMenu:
                        CD.RedrawAcionMenu();
                        CD.ReDrawStats();
                        break;

                    case CombatMenuReturn.All:
                        CD.Draw(new Cord {
                            X = 2, Y = 2
                        });
                        break;
                    }
                    break;

                case PlayerState.Inventory:
                    switch (movement.InventoryNavigation())
                    {
                    case InventoryMenuReturn.DrawInventoryContainer:
                        ID.DrawInventoryContainer();
                        break;

                    case InventoryMenuReturn.Everything:
                        ID.Draw();
                        break;

                    case InventoryMenuReturn.Gold:
                        ID.DrawGold();
                        break;

                    case InventoryMenuReturn.None:
                        //why did I make this?
                        break;

                    case InventoryMenuReturn.TabsAndDrawInventoryContainer:
                        ID.DrawInventoryContainer();
                        ID.DrawTabs();
                        break;
                    }
                    break;
                }
            }
        }