static void Main(string[] args) { Allegro.Init(); using (var display = new Display("NOT SHIT", 1280, 720)) { using (var queue = new EventQueue()) { using (var font = new Font("fonts/DejaVuSansMono.ttf", 16)) { Main(display, queue, font); } } } }
static void Main(Display display, EventQueue queue, Font font) { var grid = new GridDisplay(display, font); Console.WriteLine("grid width = {0}", grid.GridWidth); Console.WriteLine("grid height = {0}", grid.GridHeight); Console.WriteLine("tile width = {0}", grid.TileWidth); Console.WriteLine("tile height = {0}", grid.TileHeight); var level = new Level(grid.GridWidth, grid.GridHeight, 20, 5, 20); // place mobs var fungen = new Fungen(level, grid); var player = fungen.PopulateLevel(); player.GiveThing(new Thing { Kind = ThingKind.Special }); player.GiveThing(Thing.Random()); player.GiveThing(Thing.Random()); while (true) { while (!queue.Empty) { var @event = queue.NextEvent(); if (@event == null) { continue; } var keyEvent = @event as Allegro.KeyboardEvent; if (keyEvent != null && keyEvent.Type == Allegro.EventType.KeyChar) { // always process exit switch (keyEvent.KeyCode) { case 17: // q case 59: // ESC return; } // mode-dependent if (player.HasMessages) { // any key dismisses the current message player.DismissMessage(); if (!player.Alive && !player.HasMessages) { return; } } else { switch (keyEvent.KeyCode) { case 45: // num8 case 84: // up player.Move(Direction.Up); break; case 39: // num2 case 85: // down player.Move(Direction.Down); break; case 41: // num4 case 82: // left player.Move(Direction.Left); break; case 43: // num6 case 83: // right player.Move(Direction.Right); break; case 38: // num1 player.Move(Direction.DownLeft); break; case 40: // num3 player.Move(Direction.DownRight); break; case 44: // num7 player.Move(Direction.UpLeft); break; case 46: player.Move(Direction.UpRight); break; case 4: // 'd' deals 3 damage player.DebugDamage(3); break; case 1: // 's' spawn a mob fungen.PlaceOne(); break; } } Console.WriteLine("keyCode = {0}", keyEvent.KeyCode); } } // map processing grid.Clear(); // 'ai' foreach (var mob in level.AliveMobs()) { mob.MoveRandomly(); } level.Draw(grid); display.Clear(Color.Black); grid.Draw(); // status line var lastY = grid.GridHeight * grid.TileHeight; if (player.HasMessages) { font.Draw(player.CurrentMessage, 0, lastY); font.Draw("[CONT]", (grid.GridWidth * grid.TileWidth) - (grid.TileWidth * "[CONT]".Length), lastY, Color.Green); } else { var status = string.Format("HP: {0}/{1} | Attack: {2} | Defense: {3}", player.Health, player.MaxHealth, player.Attack, player.Defense); var mob = player.LastAttack; if (mob != null && mob.Alive) { status += string.Format(" <<>> {0} | HP: {1}/{2} | Attack: {3} | Defense: {4}", mob.Name, mob.Health, mob.MaxHealth, mob.Attack, mob.Defense); } font.Draw(status, 0, lastY); } display.Flip(); } }