Пример #1
0
 /// <summary>
 /// Has the enemy battle the player.
 /// </summary>
 /// <param name="newEnemy">Enemy joining combat</param>
 public static void EnemyJoin(Character newEnemy)
 {
     if (enemy != null && !enemy.Alive)
     {
         enemy = null;
     }
     else if (enemy == null)
     {
         enemy = newEnemy;
     }
 }
Пример #2
0
 /// <summary>
 /// Moves a character down a floor if it exists, otherwise create a new floor.
 /// </summary>
 /// <param name="player">The character to move down a floor.</param>
 public void MovePlayerDownFloor(Character player)
 {
     currentFloor--;
     Floor floorTravelingTo;
     if (currentFloor < 0)
     {
         floorTravelingTo = new Floor(this, viewport, 50 + floorsVisited, 50 + floorsVisited);
         floors.Insert(0,floorTravelingTo);
         floorsVisited++;
         currentFloor = 0;
     }
     else
     {
         floorTravelingTo = floors[currentFloor];
     }
     MovePlayerToFloor(floorTravelingTo.StairsUpLocation, floorTravelingTo, player);
 }
Пример #3
0
        /// <summary>
        /// Performs a round of combat based on player and enemy inputs. 
        /// </summary>
        /// <param name="userInput">Player's input</param>
        /// <param name="enemyInput">Enemy's input</param>
        /// <param name="player">Player</param>
        /// <param name="enemy">Enemy</param>
        /// <returns></returns>
        public string Battle(EInput userInput, EInput enemyInput, Character player, Character enemy)
        {
            output = "";
            if (combat == true)
            {
                BattleAction(userInput, enemyInput, player, enemy);
            }

            if ((player.Health > 0) == true && (enemy.Health > 0) == false)
            {
                player.Health += roll.Next(1, 11);
                output = output + "\nYou win!";
            }
            else if ((player.Health > 0) == false)
                output = output + "\n You have died!";
            return output;
        }
Пример #4
0
 /// <summary>
 /// Removes the chracter from the floor.
 /// </summary>
 /// <param name="character">The chracter to remove.</param>
 public void RemoveCharacter(Character character)
 {
     for (int x = 0; x < characters.GetLength(0); x++)
     {
         for (int y = 0; y < characters.GetLength(1); y++)
         {
             if (characters[x, y] == character)
             {
                 characters[x, y] = null;
                 return;
             }
         }
     }
 }
Пример #5
0
 /// <summary>
 /// Adds the character to the floor at its given corinates if the space is empty.
 /// </summary>
 /// <param name="character">The character to add to the floor.</param>
 public void AddChracter(Character character)
 {
     int characterPositionX = (int)(character.PositionX);
     int characterPositionY = (int)(character.PositionY);
     if (characters[characterPositionX, characterPositionY] == null)
     {
         characters[characterPositionX, characterPositionY] = character;
     }
 }
Пример #6
0
 public int Combat(EInput input, Character defender)
 {
     int output = 0;
        switch (input)
        {
        case EInput.Attack:
            output = Attack();
            if (defender.Defense < output)
            {
                defender.Defense = 0;
                defender.Health -= Math.Max((output - defender.Defense), 0);
            }
            else
                defender.Defense -= output;
            break;
        case EInput.Defend:
            output = Defend();
            break;
        case EInput.Magic:
            output = Magic();
            if (defender.Defense < output)
            {
                defender.Defense = 0;
                defender.Health -= Math.Max((output - defender.Defense), 0);
            }
            else
                defender.Defense -= output;
            break;
        case EInput.Potion:
            output = Potion();
            break;
        }
        return output;
 }
Пример #7
0
 public FinalCombat()
 {
     InitializeComponent();
     dungeon = new Dungeon(map);
     player = new Warrior(dungeon.GetFloor(0).StairsDownLocation.X, dungeon.GetFloor(0).StairsDownLocation.Y+1, 10, 0, 0, 0, 0, 0, Brushes.PowderBlue);
 }
Пример #8
0
        /// <summary>
        /// Checks to see if the player is currently in combat.
        /// </summary>
        private void CombatVisCheck()
        {
            if (enemy != null && player.Health > 0 && enemy.Health > 0)
            {
                CombatVisibility(true);
                FIGHT.Combat = true;
            }
            else
            {
                CombatVisibility(false);
                if (player.Health > 0 && enemy != null)
                {
                    enemy = null;
                    FIGHT.Combat = false;

                    MessageBox.Show("You have won the combat!", "Victory", MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
                }
                else if (enemy != null && enemy.Health > 0)
                {
                    MessageBox.Show("You have died!", "Defeat", MessageBoxButtons.OK, MessageBoxIcon.Error);
                    Close();
                }
            }
        }
Пример #9
0
 /// <summary>
 /// Moves a chracter up a floor, if it exists, otherwise create a new
 /// floor.
 /// </summary>
 /// <param name="player">The chracter to move up the floor.</param>
 public void MovePlayerUpFloor(Character player)
 {
     currentFloor++;
     Floor floorTravelingTo;
     if (currentFloor >= floors.Count)
     {
         floorTravelingTo = new Floor(this, viewport, 50 + floorsVisited, 50 + floorsVisited);
         floors.Add(floorTravelingTo);
         floorsVisited++;
     }
     else
     {
         floorTravelingTo = floors[currentFloor];
     }
     MovePlayerToFloor(floorTravelingTo.StairsDownLocation, floorTravelingTo, player);
 }
Пример #10
0
 /// <summary>
 /// Handles addeing the chracter to the new floor, and sets the positon of the character to the 
 /// location of the stairs.
 /// </summary>
 /// <param name="stairsLocation">The location of the stairs where the player will end up at.</param>
 /// <param name="floorTravelingTo">The new floor the chracter will be on.</param>
 /// <param name="player">The character to move to the new floor.</param>
 private void MovePlayerToFloor(Point stairsLocation, Floor floorTravelingTo, Character player)
 {
     floorTravelingTo.AddChracter(player);
     player.PositionX = stairsLocation.X;
     player.PositionY = stairsLocation.Y + 1;
     RenderDungeon((int)player.PositionX, (int)player.PositionY);
 }
Пример #11
0
        /// <summary>
        /// Executes player and enemy actions.
        /// </summary>
        /// <param name="firstInput">Player action</param>
        /// <param name="secondInput">Enemy action</param>
        /// <param name="first">Player</param>
        /// <param name="second">Enemy</param>
        /// <returns></returns>
        public string BattleAction(EInput firstInput, EInput secondInput, Character first, Character second)
        {
            string whoFirst = "You ";
            string whoSecond = "They ";
            Console.WriteLine(first.Dexterity + "\n" + second.Dexterity);
            if (first.Dexterity > second.Dexterity)
            {
                whoFirst = "They ";
                Console.WriteLine("swap");
                whoSecond = "You ";
            }
            if (first.Health > 0)
            {
                int firstOut = first.Combat(firstInput, second);

                if (firstInput == EInput.Potion)
                    output = output + "\n" + whoFirst + "heal for " + firstOut + ".";
                else if (firstInput == EInput.Defend)
                    output = output + "\n" + whoFirst + "defend for " + firstOut + ".";
                else
                    output = output + "\n" + whoFirst + "deal " + firstOut + " damage.";
            }
            else
                combat = false;

            if (second.Health > 0)
            {
                int secondOut = second.Combat(secondInput, first);

                if (secondInput == EInput.Potion)
                    output = output + "\n" + whoSecond + "heal for " + secondOut + ".";
                else if (secondInput == EInput.Defend)
                    output = output + "\n" + whoSecond + "defend for " + secondOut + ".";
                else
                    output = output + "\n" + whoSecond + "deal " + secondOut + " damage.";
            }
            else
                combat = false;
            return output;
        }