Пример #1
0
 private void defeatEnemy_Tick(object sender, EventArgs e)
 {
     levelUp.Visible     = false;
     defeatEnemy.Enabled = false;
     instance            = null;
     Close();
 }
Пример #2
0
 private void Fight(Enemy enemy)
 {
     player.ResetMoveSpeed();
     player.MoveBack();
     frmBattle = FrmBattle.GetInstance(enemy);
     if (enemy == bossKoolaid)
     {
         frmBattle.SetupForBossBattle();
     }
     frmBattle.Refresh();
     frmBattle.ShowDialog();
     //check if enemies are dead
     if (enemySmiley.Health <= 0 && picEnemySmiley.Visible == true)
     {
         Rectangle rect = new Rectangle(picEnemySmiley.Location, new Size(0, 0));
         enemySmiley.Collider   = new Collider(rect);
         picEnemySmiley.Visible = false;
     }
     else if (enemyCheeto.Health <= 0 && picEnemyCheeto.Visible == true)
     {
         picEnemyCheeto.Visible = false;
     }
     else if (enemyPoisonPacket.Health <= 0 && picEnemyPoisonPacket.Visible == true)
     {
         picEnemyPoisonPacket.Visible = false;
     }
     else if (bossKoolaid.Health <= 0 && picBossKoolAid.Visible == true)
     {
         picBossKoolAid.Visible = false;
     }
 }
Пример #3
0
 public static FrmBattle GetInstance(Enemy enemy)
 {
     if (instance == null)
     {
         instance       = new FrmBattle();
         instance.enemy = enemy;
         instance.Setup();
     }
     return(instance);
 }
Пример #4
0
        private void Fight(Enemy enemy)
        {
            player.ResetMoveSpeed();
            player.MoveBack();
            frmBattle = FrmBattle.GetInstance(enemy);
            frmBattle.Show();

            if (enemy == bossKoolaid)
            {
                frmBattle.SetupForBossBattle();
            }
        }
Пример #5
0
        private void btnAttack_Click(object sender, EventArgs e)
        {
            player.OnAttack(-4);
            if (enemy.Health > 0)
            {
                enemy.OnAttack(-2);
            }

            UpdateHealthBars();
            if (player.Health <= 0 || enemy.Health <= 0)
            {
                instance = null;
                Close();
            }
        }
Пример #6
0
        //hanlde processing for the battle ending to trigger appropriate event based on winner and close out of battle properly
        private void BattleEndSequence(bool playerWon)
        {
            //events need to be removed at end. Else EVERY instance of player and enemy made will acculumalte across battles
            enemy.AttackEvent  -= PlayerDamage;
            player.AttackEvent -= EnemyDamage;

            if (playerWon)
            {
                enemy.HandleLostInBattle();
            }
            else
            {
                player.HandleLostInBattle();
            }

            TriggerTimedTextBoxUpdate((playerWon ? player.CharacterName : enemy.CharacterName) + " won the battle.", baseMillisecondDelay);
            instance = null;
            Close();
        }
Пример #7
0
        private void btnAttack_Click(object sender, EventArgs e)
        {
            //check to see if player has selected a weapon to use
            if (player.hasWeapon && listWeapons.Items.Count > 0 && listWeapons.SelectedItems.Count > 0)
            {
                Items i = player.curWeapons.Find(item => item.Name == listWeapons.SelectedItems[0].Text);
                //  Console.WriteLine(i);
                listWeapons.Items[listWeapons.SelectedIndices[0]].Remove();
                player.hasWeapon = listWeapons.Items.Count <= 0 ? false: true;
                player.OnAttack(-(i.Value));
                player.curWeapons.Remove(i);
            }
            else
            {
                player.OnAttack(-4);
            }
            if (enemy.Health > 0)
            {
                //Armor Bar update
                if (player.totalArmor > 0)
                {
                    player.totalArmor += (int)(enemy.strength * -2);
                    if (player.totalArmor < 0)
                    {
                        //use Observer to attack with new amount
                        enemy.OnAttackafterArmor(player.totalArmor);
                        player.totalArmor = 0;
                    }
                    UpdateArmorBar();
                }
                else
                {
                    enemy.OnAttack(-2);
                    // final boss direct hit, strength reduced
                    if (finalBattle)
                    {
                        Console.WriteLine("Strength Reduced");
                        directHit.Visible          = true;
                        tmrStrengthReduced.Enabled = true;
                        //enemy Health Increased
                        enemy.Health += 3;
                        //strength reduced
                        player.strength -= 0.50;
                        player.strength  = player.strength < 1.5 ? 2 : player.strength;
                    }
                }
            }
            UpdateHealthBars();

            properImages();

            //if (player.Health < 1) { picPlayer.BackgroundImage = global::Fall2020_CSC403_Project.Properties.Resources.peanut; }

            // LEVEL Up - increase strength when enemy is defeated
            if (enemy.Health <= 0 && player.Health > 0)
            {
                Console.WriteLine("Level Up");
                levelUp.Visible     = true;
                defeatEnemy.Enabled = true;
                //strength increased
                player.strength += 0.425;
                if (enemy.personalItem != null)
                {
                    player.Loot(enemy);
                }
            }

            else if (player.Health <= 0 || enemy.Health <= 0)
            {
                instance    = null;
                battleEnded = true;
                Close();
            }
        }