public void AttackMonsterTest() { RollingDice rollingDice = new RollingDice(); Player player = new Player(2); BattleProcessor battleProcessor = new BattleProcessor(); Monster monster = new Yeti(1); monster.Attack = 100; battleProcessor.MonsterAttack(player, monster); Assert.False(battleProcessor.CheckPlayerAlive(player)); }
private Mob createMob(Vector2 position, MonsterType typeOfMob) { Mob mob = null; if (typeOfMob == MonsterType.Devil) { mob = new Devil(content, position, this.ghostsInRange, this.mobDeathFinish, this.collisionCheck); } else if (typeOfMob == MonsterType.Yeti) { mob = new Yeti(content, position, this.ghostsInRange, this.mobDeathFinish, this.collisionCheck); } return(mob); }
protected override void Awake() { base.Awake(); rotThis = 0.0f; Mesh mesh = transform.Find("open_plain").GetComponent <MeshFilter>().mesh; mesh1 = transform.Find("open_plain"); mesh1.gameObject.SetActive(true); mesh2 = transform.Find("open_cliffs"); mesh2.gameObject.SetActive(false); bounds = mesh.bounds; // X = Width, Z = Height, Y + Length of Cave/ transform.localEulerAngles = new Vector3(270.0f, 180.0f, 0); transform.localPosition = new Vector3(0, 0, 0); endPosition = new Vector3(0.0f, -4.5f, bounds.size.y - 5.0f); deadEnd = transform.Find("cave_facade_deadend").gameObject; caveEntry = transform.Find("cave_facade-baked").gameObject; exitSign = transform.Find("exitsign").gameObject; dExit = transform.Find("CubeExit").gameObject.GetComponent <DodgeExit>(); yetiPos = transform.FindChild("YetiPos").transform; yeti = Instantiate(yeti) as GameObject; yeti.transform.SetParent(transform, false); yeti.transform.position = yetiPos.position; yeti.transform.rotation = yetiPos.rotation; yC = yeti.GetComponent <Yeti> (); redLights = Instantiate(redLights) as GameObject; redLights.transform.SetParent(transform, false); redLights.transform.localPosition = Vector3.zero; redLights.transform.Rotate(Vector3.right, 90f); redLights.transform.localPosition = new Vector3(0, 0, -73.25f); MeshRenderer ren1 = caveEntry.GetComponent <MeshRenderer> (); matLevel1 = ren1.material; }
static void Main(string[] args) { Console.Title = "Dungeon of Tommorrow"; Console.WriteLine("WELCOME TO THE DUNGEON OF TOMORROOOWWW!!!"); //todo create player Weapon sword = new Weapon("Sword of Poop", 35, 45, 75, false); Player player = new Player("Neil", 80, 40, 75, Race.Elf, sword, 75); //todo create do While bool exit = false; do { //todo create a room Console.WriteLine(GetRoom()); //todo create monster Dragon d1 = new Dragon(); Dragon d2 = new Dragon("Undead Dragon", 25, 25, 25, 50, 20, 2, " its bones are melting away", true); Yeti y1 = new Yeti(); HeWhoShallNotBeNamed h1 = new HeWhoShallNotBeNamed(); Gargoyles g1 = new Gargoyles(); Shredder s1 = new Shredder(); Kraken k1 = new Kraken(); Frankenstein f1 = new Frankenstein(); CookieMonster c1 = new CookieMonster(); bool reload = false; Monster[] monsters = { d2, s1, d1, d1, y1, g1, g1, g1, g1, c1, c1, c1, c1, f1, f1, f1, k1, k1, h1, h1, y1, y1, d1, d1, d2, d1 }; Random rand = new Random(); Monster monster = monsters[rand.Next(monsters.Length)]; Console.WriteLine("\n in this room: " + monster.Name); do { //todo menu of choice #region MENU Console.WriteLine( "PLEASE CHOOSE AN ACTION:\n\n" + "\nA) Attack" + "\nR) RUN AWAY" + "\nC) Character Info" + "\nM) monster Info" + "\nX) Exit" + "\nEnter your choice: "); //todo catch the unser input string userChoice = Console.ReadLine().ToUpper(); //todo switch for user choice switch (userChoice) { case "A": // Console.WriteLine("Attack method goes here"); //todo handle if player wins //todo handle if player loses Combat.DoBattle(player, monster); if (monster.Life <= 0) { Console.WriteLine("\n you defrated a {0}", monster.Name); reload = true; } break; case "R": Console.WriteLine("RUN AWAY!!!"); //todo monster gers a free attack //todo load a new room Combat.DoAttack(monster, player); //free attack reload = true; break; case "C": Console.WriteLine("Character info"); //todo add players info to the screen Console.WriteLine(player); break; case "M": Console.WriteLine("monster info"); Console.WriteLine(monster); break; case "X": case "E": Console.WriteLine("ya ninny"); exit = true; break; default: Console.WriteLine("invalid choice. ya ninny!! try again"); break; }//end switch #endregion //todo:address players life if (player.Life <= 0) { Console.WriteLine("uhhh I got some bad news for you...you died\a"); exit = true; } } while (!reload && !exit); } while (!exit); }//end Main()
public Mountain(int id) { Id = id; ImageSource = "/Assets/FieldIcons/mountain.png"; Monster = new Yeti(id); }
public Character GetEnemy(int id) { Character nextChar; switch (id) { //Low level case 100: nextChar = new Bat(); return(nextChar); case 101: nextChar = new Rat(); return(nextChar); case 102: nextChar = new Kobold(); return(nextChar); case 103: nextChar = new Slime(); return(nextChar); case 104: nextChar = new Farmer(); return(nextChar); case 105: nextChar = new Imp(); return(nextChar); case 106: nextChar = new Zombie(); return(nextChar); case 107: nextChar = new Phantom(); return(nextChar); case 108: nextChar = new Goblin(); return(nextChar); case 109: nextChar = new Witch(); return(nextChar); //Mid level case 110: nextChar = new Harpy(); return(nextChar); case 111: nextChar = new Elemental(); return(nextChar); case 112: nextChar = new Nymph(); return(nextChar); case 113: nextChar = new Vampire(); return(nextChar); case 114: nextChar = new Lamia(); return(nextChar); case 115: nextChar = new Qilin(); return(nextChar); case 116: nextChar = new Unicorn(); return(nextChar); case 117: nextChar = new Jinn(); return(nextChar); case 118: nextChar = new Xorn(); return(nextChar); case 119: nextChar = new Antlion(); return(nextChar); //High level case 120: nextChar = new Yeti(); return(nextChar); case 121: nextChar = new Orc(); return(nextChar); case 122: nextChar = new Minotaur(); return(nextChar); case 123: nextChar = new Troll(); return(nextChar); case 124: nextChar = new Cyclop(); return(nextChar); case 125: nextChar = new Drake(); return(nextChar); default: nextChar = new Slime(); return(nextChar); } }