Beispiel #1
0
        public void ZufallslevelGenerieren(Spiel spiel, Random zufall)
        {
            int Münze        = zufall.Next(1, 4);
            int ZufallsLeben = zufall.Next(10, 20);

            if (Münze == 1)
            {
                Feind = new List <Die_Suche.Feind>()
                {
                    new Fledermaus(this, new Point(724, 181)),
                    new Geist(this, new Point(425, 183), ZufallsLeben),
                    new Ghul(this, new Point(571, 130), 10)
                };
                WaffeInRaum = new RoterTrank(this, new Point(771, 130));
            }
            if (Münze == 2)
            {
                Feind = new List <Die_Suche.Feind>()
                {
                    new Fledermaus(this, new Point(724, 181)),
                    new Ghul(this, new Point(571, 130), ZufallsLeben),
                    new Wizard(this, new Point(824, 182))
                };
                WaffeInRaum = new RoterTrank(this, new Point(771, 130));
            }
            if (Münze == 3)
            {
                Feind = new List <Die_Suche.Feind>()
                {
                    new Fledermaus2(this, new Point(571, 231)),
                    new Ghul(this, new Point(571, 130), ZufallsLeben),
                    new Fledermaus(this, new Point(724, 231))
                };
                WaffeInRaum = new RoterTrank(this, new Point(771, 130));
            }
            if (Münze == 4)
            {
                Feind = new List <Die_Suche.Feind>()
                {
                    new Geist(this, new Point(425, 183), ZufallsLeben),
                    new Ghul(this, new Point(571, 130), ZufallsLeben),
                    new Fledermaus(this, new Point(724, 231)),
                    new Fledermaus2(this, new Point(571, 231))
                };
                WaffeInRaum = new BlauerTrank(this, new Point(326, 285));
            }
        }
Beispiel #2
0
        public void NeuesLevel(Spiel spiel, Random zufall)
        {
            level++;
            switch (level)
            {
            case 1:
                Feind = new List <Feind>()
                {
                    new Fledermaus(this, new Point(724, 231))
                };
                WaffeInRaum = new Sword(this, new Point(224, 80));
                break;

            case 2:
                Feind = new List <Feind>()
                {
                    new Geist(this, new Point(425, 183), 8)
                };
                WaffeInRaum = new RoterTrank(this, new Point(326, 285));
                break;

            case 3:
                Feind = new List <Feind>()
                {
                    new Ghul(this, new Point(571, 130), 10)
                };
                WaffeInRaum = new Bogen(this, new Point(425, 80));
                break;

            case 4:
                Feind = new List <Feind>()
                {
                    new Geist(this, new Point(425, 183), 8),
                    new Fledermaus(this, new Point(724, 231))
                };

                if (SpielerInventarPrüfen("Bogen"))
                {
                    WaffeInRaum = new BlauerTrank(this, new Point(326, 285));
                }
                else
                {
                    WaffeInRaum = new Bogen(this, new Point(425, 80));
                }
                break;

            case 5:
                Feind = new List <Feind>()
                {
                    new Fledermaus(this, new Point(724, 231)),
                    new Ghul(this, new Point(571, 130), 10)
                };
                WaffeInRaum = new RoterTrank(this, new Point(771, 130));
                break;

            case 6:
                Feind = new List <Feind>()
                {
                    new Geist(this, new Point(425, 183), 8),
                    new Ghul(this, new Point(571, 130), 10)
                };
                WaffeInRaum = new Keule(this, new Point(522, 283));
                break;

            case 7:
                Feind = new List <Feind>()
                {
                    new Fledermaus(this, new Point(724, 181)),
                    new Geist(this, new Point(425, 183), 8),
                    new Ghul(this, new Point(571, 130), 10)
                };
                WaffeInRaum = new BlauerTrank(this, new Point(326, 285));
                break;

            case 8:
                Feind = new List <Feind>()
                {
                    new Goblin(this, new Point(670, 80), 15),
                    new Geist(this, new Point(425, 183), 8),
                    new Ghul(this, new Point(571, 130), 10)
                };
                WaffeInRaum    = new RoterTrank(this, new Point(771, 130));
                SchmiedeInRaum = new Die_Suche.Schmiede(this, new Point(124, 80));
                break;

            case 9:
                Feind = new List <Feind>()
                {
                    new Wizard(this, new Point(824, 182))
                };
                WaffeInRaum = new RoterTrank(this, new Point(771, 130));
                break;

            case 20:
                SchmiedeInRaum = new Die_Suche.Schmiede(this, new Point(124, 80));
                ZufallslevelGenerieren(spiel, zufall);
                break;

            case 30:
                SchmiedeInRaum = new Die_Suche.Schmiede(this, new Point(124, 80));
                ZufallslevelGenerieren(spiel, zufall);
                break;

            case 40:
                SchmiedeInRaum = new Die_Suche.Schmiede(this, new Point(124, 80));
                ZufallslevelGenerieren(spiel, zufall);
                break;

            default:
                ZufallslevelGenerieren(spiel, zufall);
                break;
            }
        }