/// <summary> /// Gets frmItem or frmMonster when hero moves down /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void BtnDown_Click(object sender, RoutedEventArgs e) { if (Game.Map.MoveHero(Actor.Direction.Down)) { Window wind = null; if (Game.Map.CurrentLocation.HasItem) { if (Game.Map.CurrentLocation.Item.GetType() == typeof(Door)) { wind = new frmGameOver(); } else { wind = new frmItem(); } } else if (Game.Map.CurrentLocation.HasMonster) { wind = new frmMonster(); } if (wind != null) { wind.ShowDialog(); } } ShowContent(); AssignGameState(); }
/// <summary> /// making the move button which make hero to enable in map /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void btnMove_Click(object sender, RoutedEventArgs e) { Button btn = (Button)sender; Actor.Direction dir = (Actor.Direction)btn.Tag; bool needToAct = Game.Map.MoveAdventurer(dir); if (needToAct) { Window wnd = null; if (Game.Map.CurrentLocation.HasItem) { wnd = new frmItem(); } // checking wether the hero current location has door if (Game.Map.CurrentLocation.Item is Door) { Game.State = Game.GameState.Won; wnd = new frmGameOver(); } else if (Game.Map.CurrentLocation.HasMonster) { wnd = new frmMonster(); } else { // do nothing } if (wnd != null) { wnd.ShowDialog(); } } DrawMap(); updateDetail(); }