示例#1
0
        public Equip()
        {
            c = interact.getContext();

            c.randomMovemet.Stop();
            c.fight.IsEnabled = false;
            interact.collapse(c.fight);
        }
        public StoryManagement()
        {
            c = interact.getContext();

            lastStatsImproved = c.lastIm;

            player = c.p;
        }
示例#3
0
 public PlayerAttack(Player p)
 {
     c             = interact.getContext();
     playerWeapon  = c.playerWeapon;
     playerControl = c.playerControl;
     fight_canvas  = c.fight_canvas;
     plProjectiles = c.plProjectiles;
     pl            = p;
 }
        public EnemyAttack(IEnemy en)
        {
            c = interact.getContext();

            enemyProjectile = c.enemyProjectile;
            fight_canvas    = c.fight_canvas;
            enemyControl    = c.enemyControl;

            enemy = en;
        }
示例#5
0
        public Inception(Player pl)
        {
            c = interact.getContext();

            player = pl;

            interact.hide(c.story);
            //interact.hide(c.equip);
            interact.hide(c.stats);
            interact.hide(c.fight);
        }
示例#6
0
        public playerPrFlight(bool firFR, int current, int frL)
        {
            c = interact.getContext();
            i = current;

            firingL = frL;

            firedFromRight = firFR;
            plProjectiles  = c.plProjectiles;

            Random r     = new Random();
            int    speed = r.Next(2, 15);

            flightTimer.Tick    += new EventHandler(projectileMovementFc);
            flightTimer.Interval = new TimeSpan(0, 0, 0, 0, speed);
        }
示例#7
0
        public Stats() //nastavení obsahu editace statů - nedokončené
        {
            c = interact.getContext();

            c.randomMovemet.Stop();
            c.fightTimer.Stop();
            c.fight.IsEnabled = false;
            interact.collapse(c.fight);

            setImg(c.closeIc, c.p.Weapon.icon);
            setImg(c.rangedIc, c.p.RangedWeapon.icon);
            setImg(c.shieldIc, c.p.Shield.icon);

            c.hpText.Text       = c.p.maxHP.ToString();
            c.critText.Text     = c.p.CritChance.ToString();
            c.strenghtText.Text = c.p.Strenght.ToString();

            c.xp.Content = c.p.XP.ToString();

            checkXP();
        }
示例#8
0
        public Fight(IEnemy enemy, Player player)
        {
            c = interact.getContext();

            enemyControl             = c.enemyControl;
            c.randomMovemet.Interval = enemy.MovementSpeed;

            c.randomMovemet.Start();

            c.fight.IsEnabled = true;
            interact.show(c.fight);
            c.stats.IsEnabled = false;
            //c.equip.IsEnabled = false;
            c.story.IsEnabled = false;

            interact.collapse(c.stats);
            //interact.collapse(c.equip);
            interact.collapse(c.story);

            c.manaRecovery.Start();
            c.enduranceRecovery.Start();

            c.enemyControl.Width = enemy.enWidth;

            c.en_hp.Maximum = enemy.maxHP;
            c.en_hp.Value   = enemy.maxHP;
            enemy.HP        = enemy.maxHP;

            c.hp.Maximum = player.maxHP;
            c.hp.Value   = player.maxHP;
            player.HP    = player.maxHP;

            c.mana.Maximum = player.manaMax;
            c.mana.Value   = player.manaMax;
            player.Mana    = player.manaMax;

            c.endurance.Maximum = player.enduranceMax;
            c.endurance.Value   = player.enduranceMax;
            player.Endurance    = player.enduranceMax;

            ImageSource enSource = enemy.Img;

            ImageBehavior.SetAnimatedSource(enemyControl, enSource);

            ImageSource plSource = player.skin;

            ImageBehavior.SetAnimatedSource(c.playerControl, plSource);

            interact.hide(c.playerWeapon);

            c.textureBrush.ImageSource = enemy.Background;

            player.won = false;

            PlayerIntercations plI = new PlayerIntercations();

            plI.pickWeapon();
            plI.pickWeapon();
            plI.pickAttack2(true, false);
            interact.hide(c.playerWeapon);
        }