private void DrawFullGame() { Console.Clear(); Console.ResetColor(); // Loop through all tiles and draw items for (int x = 0; x < levelWidth; x++) { for (int y = 0; y < levelHeight; y++) { Point pos = new Point(x, y); Tile tile = level.Map[x, y]; if (tile.HasMonster) { // Has monster - draw monster Blitter.Add(pos, tile.Monster); } else if (tile.HasItems && !tile.HasMonster) { // Has item, no monster - draw item Blitter.Add(pos, tile.Item); } else { // Just draw the floor tile Blitter.Add(pos, tile); } } } // Draw player last Blitter.Add(player.Position, player); }
private void AskForCommand() { ConsoleKeyInfo keyInfo = Console.ReadKey(true); Tile occupiedTile = null; Tile oldTile = level.Map[player.Position.X, player.Position.Y]; Point affectedTilePos = new Point(); Point oldPos = player.Position; MoveInfo moveResult = MoveInfo.Success; switch (keyInfo.Key) { case ConsoleKey.UpArrow: case ConsoleKey.NumPad8: moveResult = player.TryToMove(Direction.North, level.Map); if (moveResult == MoveInfo.Occupied) { occupiedTile = level.Map[player.Position.X, player.Position.Y - 1]; affectedTilePos = new Point(player.Position.X, player.Position.Y - 1); } break; case ConsoleKey.DownArrow: case ConsoleKey.NumPad2: moveResult = player.TryToMove(Direction.South, level.Map); if (moveResult == MoveInfo.Occupied) { occupiedTile = level.Map[player.Position.X, player.Position.Y + 1]; affectedTilePos = new Point(player.Position.X, player.Position.Y + 1); } break; case ConsoleKey.LeftArrow: case ConsoleKey.NumPad4: moveResult = player.TryToMove(Direction.West, level.Map); if (moveResult == MoveInfo.Occupied) { occupiedTile = level.Map[player.Position.X - 1, player.Position.Y]; affectedTilePos = new Point(player.Position.X - 1, player.Position.Y); } break; case ConsoleKey.RightArrow: case ConsoleKey.NumPad6: moveResult = player.TryToMove(Direction.East, level.Map); if (moveResult == MoveInfo.Occupied) { occupiedTile = level.Map[player.Position.X + 1, player.Position.Y]; affectedTilePos = new Point(player.Position.X + 1, player.Position.Y); } break; case ConsoleKey.P: PickupItem(); break; } // Bonk if we walk into a wall if (moveResult == MoveInfo.BlockedByWall) { statusQueue.Add("Bonk!"); } // Move succeeded, add blit for tile we moved from else if (moveResult == MoveInfo.Success) { // Blit old tile and new player position Blitter.Add(new Blixel(oldPos, oldTile)); Blitter.Add(player.Position, player); } // Fight if we encountered a monster else if (occupiedTile?.Monster != null) { Monster monster = occupiedTile.Monster; int healthLeft = player.Fight(monster); if (healthLeft >= 1) { statusQueue.Add($"Attacked {monster.Name} for {player.AttackValue} damage! It has {monster.Health} hp left."); // Monster fights back monster.Fight(player); } else { // Monster is dead statusQueue.Add($"{monster.Name} falls over dead!"); monster.Kill(); // Add corpse to backpack player.Inventory.Add(monster); // Remove from creature list // TODO: remove creature list from game creatures.Remove(monster); // Remove from tile if (occupiedTile != null) { occupiedTile.Monster = null; } // Blit floor on the tile Blitter.Add(new Blixel(affectedTilePos, occupiedTile)); } // Check player state if (player.Health <= 0 && monster != null) { statusQueue.Add($"You have been slain by a {monster.Name}... Rest in pieces."); Console.ReadKey(); } } }