private void btnSimpleAttack_Click(object sender, EventArgs e) { float prevEnemyHealth = enemy.Health; character.SimpleAttack(enemy); float enemyDamage = (float)Math.Round(prevEnemyHealth - enemy.Health); lblEnemyDamage.Text = enemyDamage.ToString(); lblEnemyDamage.Visible = true; tmrEnemyDamage.Enabled = true; if (enemy.Health <= 0) { character.GainXP(enemy.XpDropped); lblEndFightMessage.Text = "You Gained " + Math.Round(enemy.XpDropped) + " xp!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); if (character.ShouldLevelUp) { FrmLevelUp frmLevelUp = new FrmLevelUp(); frmLevelUp.Show(); } } else { doEnemyAttack(); } }
private void btnSimpleAttack_Click(object sender, EventArgs e) { float prevEnemyHealth = enemy.Health; character.SimpleAttack(enemy); float enemyDamage = (float)Math.Round(prevEnemyHealth - enemy.Health); lblEnemyDamage.Text = enemyDamage.ToString(); lblEnemyDamage.Visible = true; tmrEnemyDamage.Enabled = true; if (enemy.Health <= 0) { character.GainXP(enemy.XpDropped); lblEndFightMessage.Text = "You Gained " + Math.Round(enemy.XpDropped) + " xp!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); if (character.ShouldLevelUp) { FrmLevelUp frmLevelUp = new FrmLevelUp(); frmLevelUp.Show(); } } else { float prevPlayerHealth = character.Health; enemy.SimpleAttack(character); float playerDamage = (float)Math.Round(prevPlayerHealth - character.Health); lblPlayerDamage.Text = playerDamage.ToString(); lblPlayerDamage.Visible = true; tmrPlayerDamage.Enabled = true; if (character.Health <= 0) { UpdateStats(); game.ChangeState(GameState.DEAD); lblEndFightMessage.Text = "You Were Defeated!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); FrmGameOver frmGameOver = new FrmGameOver(); frmGameOver.Show(); } else { UpdateStats(); } } }
protected virtual void combatStuff() { if (enemy.Health <= 0) { character.GainXP(enemy.XpDropped, enemy.Level, character.Level); lblEndFightMessage.Text = "You Gained " + Math.Round(enemy.XpDropped * 2.5F) + " xp!"; lblEndFightMessage.Visible = true; character.regenerateHealth(); character.regenerateMana(); Refresh(); Thread.Sleep(1200); EndFight(); if (character.ShouldLevelUp) { FrmLevelUp frmLevelUp = new FrmLevelUp(); frmLevelUp.Show(); } } else { float prevPlayerHealth = character.Health; enemy.EnemyAttack(character); float playerDamage = (float)Math.Round(prevPlayerHealth - character.Health); lblPlayerDamage.Text = playerDamage.ToString(); lblPlayerDamage.Visible = true; tmrPlayerDamage.Enabled = true; if (character.Health <= 0) { UpdateStats(); game.ChangeState(GameState.DEAD); lblEndFightMessage.Text = "You Were Defeated!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); FrmGameOver frmGameOver = new FrmGameOver(); frmGameOver.Show(); } else { UpdateStats(); } } }
private void btnMagicAttack_Click(object sender, EventArgs e) { if (character.Mana < 10) { return; } if (game.SoundOn) { magicAttackSound.Play(); } float prevEnemyHealth = enemy.Health; character.MagicAttack(enemy, character); float enemyDamage = (float)Math.Round(prevEnemyHealth - enemy.Health); lblEnemyDamage.Text = enemyDamage.ToString(); lblEnemyDamage.Visible = true; tmrEnemyDamage.Enabled = true; if (enemy.Health <= 0) { lblEnemyDamage.Visible = false; lblPlayerDamage.Visible = false; character.GainXP(enemy.XpDropped); lblEndFightMessage.Text = "You Gained " + Math.Round(enemy.XpDropped) + " xp!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); if (character.ShouldLevelUp) { FrmLevelUp frmLevelUp = new FrmLevelUp(); frmLevelUp.Show(); } } else { doEnemyAttack(); } }
public void LevelUpcheck() { if (character.ShouldLevelUp) { FrmLevelUp frmLevelUp = new FrmLevelUp(); frmLevelUp.Show(); if (character.Level == 2) { FrmClass f1 = new FrmClass(); f1.Show(); } } if (roll.ShouldLevelUp) { FrmLevelUpRoll frmLevelUprl = new FrmLevelUpRoll(); frmLevelUprl.Show(); } if (rush.ShouldLevelUp) { FrmLevelUpRush frmLevelUpru = new FrmLevelUpRush(); frmLevelUpru.Show(); } }
private void btnSimpleAttack_Click(object sender, EventArgs e) { if (lblEndFightMessage.Visible == true) { lblEndFightMessage.Visible = false; } float prevEnemyHealth = boss.Health; weapon.SimpleWeaponAttack(boss); float enemyDamage = (float)Math.Round(prevEnemyHealth - boss.Health); lblEnemyDamage.Text = enemyDamage.ToString(); lblEnemyDamage.Visible = true; tmrEnemyDamage.Enabled = true; //TODO: ZAB SoundPlayer sp = new SoundPlayer(@"Resources\bossmusic.wav"); if (boss.Health <= 0) { character.GainXP(boss.XpDropped); lblEndFightMessage.Text = "You Gained " + Math.Round(boss.XpDropped) + " xp!"; lblEndFightMessage.Visible = true; SoundPlayer bg = new SoundPlayer(@"Resources\victory.wav"); bg.Play(); Refresh(); Thread.Sleep(1200); EndFight(); if (character.ShouldLevelUp) { FrmLevelUp frmLevelUp = new FrmLevelUp(); frmLevelUp.Show(); } } else { float prevPlayerHealth = character.Health; boss.SimpleAttack(character); float playerDamage = (float)Math.Round(prevPlayerHealth - character.Health); lblPlayerDamage.Text = playerDamage.ToString(); lblPlayerDamage.Visible = true; tmrPlayerDamage.Enabled = true; //TODO: ZAB Thread.Sleep(175);//that is .175 of a second , lets the sound play out completely if (character.Health <= 0) { UpdateStats(); game.ChangeState(GameState.DEAD); sp = new SoundPlayer(@"Resources\game_over.wav"); sp.Play(); lblEndFightMessage.Text = "You Were Defeated!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); FrmGameOver frmGameOver = new FrmGameOver(); frmGameOver.Show(); } else { UpdateStats(); } } }
private void btnMagicAttack_Click(object sender, EventArgs e) { float prevEnemyHealth = boss.Health; weapon.ManaWeaponAttack(boss); float enemyDamage = (float)Math.Round(prevEnemyHealth - boss.Health); lblEnemyDamage.Text = enemyDamage.ToString(); lblEnemyDamage.Visible = true; tmrEnemyDamage.Enabled = true; if (character.Mana != 0) { weapon.ManaWeaponAttack(boss); character.Mana -= 10; if (boss.Health <= 0) { character.GainXP(boss.XpDropped); lblEndFightMessage.Text = "You Gained " + Math.Round(boss.XpDropped) + " xp!"; character.Mana = 40; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); if (character.ShouldLevelUp) { FrmLevelUp frmLevelUp = new FrmLevelUp(); frmLevelUp.Show(); } } else { float prevPlayerHealth = character.Health; boss.SimpleAttack(character); float playerDamage = (float)Math.Round(prevPlayerHealth - character.Health); lblPlayerDamage.Text = playerDamage.ToString(); lblPlayerDamage.Visible = true; tmrPlayerDamage.Enabled = true; if (character.Health <= 0) { UpdateStats(); game.ChangeState(GameState.DEAD); lblEndFightMessage.Text = "You Were Defeated!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); FrmGameOver frmGameOver = new FrmGameOver(); frmGameOver.Show(); } else { UpdateStats(); } } } else { lblEndFightMessage.Text = "You have no more mana"; lblEndFightMessage.Visible = true; lblEnemyDamage.Visible = false; }; }
private void btnSimpleAttack_Click(object sender, EventArgs e) { float prevEnemyHealth = enemy.Health; character.SimpleAttack(enemy); float enemyDamage = (float)Math.Round(prevEnemyHealth - enemy.Health); lblEnemyDamage.Text = enemyDamage.ToString(); lblEnemyDamage.Visible = true; tmrEnemyDamage.Enabled = true; if (enemy.Health <= 0) { //Generate a number 0-9 then if that number is > 4 give the player a potion int potion = rand.Next(10); if (potion > 4) { //Set the potioncount higher in the inventory inventory.getPotion(); label10.Text = "You got a potion!!!"; label10.Visible = true; } character.GainXP(enemy.XpDropped); lblEndFightMessage.Text = "You Gained " + Math.Round(enemy.XpDropped) + " xp!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); //Once the fight ends (but before levelling up) reset the characters strength and def stats (in case postions were used.) character.ResetStrDef(); if (character.ShouldLevelUp) { FrmLevelUp frmLevelUp = new FrmLevelUp(); frmLevelUp.Show(); } } else { float prevPlayerHealth = character.Health; enemy.SimpleAttack(character); float playerDamage = (float)Math.Round(prevPlayerHealth - character.Health); lblPlayerDamage.Text = playerDamage.ToString(); lblPlayerDamage.Visible = true; tmrPlayerDamage.Enabled = true; if (character.Health <= 0) { UpdateStats(); character.ResetStrDef(); game.ChangeState(GameState.DEAD); lblEndFightMessage.Text = "You Were Defeated!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); FrmGameOver frmGameOver = new FrmGameOver(); frmGameOver.Show(); } else { UpdateStats(); } } }
private void btnSimpleAttack_Click(object sender, EventArgs e) { // make swing noise sp.Play(); float prevEnemyHealth = boss.Health; character.SimpleAttack(boss); float enemyDamage = (float)Math.Round(prevEnemyHealth - boss.Health); lblEnemyDamage.Text = enemyDamage.ToString(); lblEnemyDamage.Visible = true; tmrEnemyDamage.Enabled = true; if (boss.Health <= 0) { character.GainXP(boss.XpDropped); lblEndFightMessage.Text = "You Gained " + Math.Round(boss.XpDropped) + " xp!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); if (character.ShouldLevelUp) { FrmLevelUp frmLevelUp = new FrmLevelUp(); frmLevelUp.Show(); } Refresh(); Thread.Sleep(1200); DialogResult result = MessageBox.Show("Congratulations on beating the boss!\n You are about to enter a 'coin frenzy' period.\n" + "You will have 60 seconds to collect as many coins as possible . . . in the DARK! Good LUCK!", "Announcement", MessageBoxButtons.OK); if (result == DialogResult.OK) { FrmCoinFrenzy frmCF = new FrmCoinFrenzy(); frmCF.Show(); } } else { float prevPlayerHealth = character.Health; boss.SimpleAttack(character); float playerDamage = (float)Math.Round(prevPlayerHealth - character.Health); lblPlayerDamage.Text = playerDamage.ToString(); lblPlayerDamage.Visible = true; tmrPlayerDamage.Enabled = true; if (character.Health <= 0) { UpdateStats(); game.ChangeState(GameState.DEAD); lblEndFightMessage.Text = "You Were Defeated!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); FrmGameOver frmGameOver = new FrmGameOver(); frmGameOver.Show(); } else { UpdateStats(); } } }
private void btnSimpleAttack_Click(object sender, EventArgs e) { // make swing noise sp.Play(); float prevEnemyHealth = enemy.Health; character.SimpleAttack(enemy); float enemyDamage = (float)Math.Round(prevEnemyHealth - enemy.Health); lblEnemyDamage.Text = enemyDamage.ToString(); lblEnemyDamage.Visible = true; tmrEnemyDamage.Enabled = true; if (enemy.Health <= 0) { character.GainXP(enemy.XpDropped); lblEndFightMessage.Text = "You Gained " + Math.Round(enemy.XpDropped) + " xp!"; lblEndFightMessage.Visible = true; Refresh(); Thread.Sleep(1200); EndFight(); if (character.ShouldLevelUp) { FrmLevelUp frmLevelUp = new FrmLevelUp(); frmLevelUp.Show(); } if (character.DidDrop() == true & character.HasWeapon == false) { FrmDrop frmDrop = new FrmDrop(); frmDrop.Show(); frmDrop.Refresh(); Thread.Sleep(3000); frmDrop.sp.Stop(); frmDrop.Hide(); character.HasWeapon = true; } if (enemy.CoinDropped > 0) { FrmReward frmReward = new FrmReward(); frmReward.Amt = enemy.CoinDropped; character.GetMoney(enemy.CoinDropped); frmReward.Show(); } } else { float prevPlayerHealth = character.Health; enemy.SimpleAttack(character); float playerDamage = (float)Math.Round(prevPlayerHealth - character.Health); lblPlayerDamage.Text = playerDamage.ToString(); lblPlayerDamage.Visible = true; tmrPlayerDamage.Enabled = true; if (character.Health <= 0) { UpdateStats(); game.ChangeState(GameState.DEAD); lblEndFightMessage.Text = "You Were Defeated!"; lblEndFightMessage.Visible = true; character.HasWeapon = false; Refresh(); Thread.Sleep(1200); EndFight(); FrmGameOver frmGameOver = new FrmGameOver(); frmGameOver.Show(); } else { UpdateStats(); } } }