public void Equip(Game.WeaponName weaponName) { foreach (Weapon w in this.Inventory) { if (w.Name == weaponName) fEquippedWeapon = w; } }
public void Attack(Game.Direction direction, Random random) { if (fEquippedWeapon == null) return; else { fEquippedWeapon.Attack(direction, random); if (fEquippedWeapon is IPotion) // might need to make sure some gui stuff gets done after this. fEquippedWeapon = null; } }
public void PickUpWeapon(Weapon weaponToPickUp) { Inventory.Add(weaponToPickUp); weaponToPickUp.BePickedUp(); if (Inventory.Count == 1) this.Equip(weaponToPickUp.Name); }
public void NewLevel() { fLevel++; switch (fLevel) { case 1: Bat = new Bat(this.Boundaries, fRandom); fEnemies = new List<Enemy> { Bat }; Enemies = fEnemies; var Sword = new Sword(this.Boundaries, fRandom); WeaponInRoom = Sword; break; case 2: Ghost = new Ghost(this.Boundaries, fRandom); fEnemies = new List<Enemy> { Ghost }; Enemies = fEnemies; var PotionBlue = new PotionBlue(this.Boundaries, fRandom); WeaponInRoom = PotionBlue; break; case 3: Bat = new Bat(this.Boundaries, fRandom); Ghost = new Ghost(this.Boundaries, fRandom); fEnemies = new List<Enemy> { Bat, Ghost }; Enemies = fEnemies; break; } }