public void CreateItemInInventory(Item.ItemType itemType)
 {
     if (itemCount > itemCap - 1)
     {
         return;
     }
     if (itemType == Item.ItemType.FirstAidKit)
     {
         items[itemCount] = new FirstAidKit(0, 0); itemCount = itemCount + 1;
     }
     if (itemType == Item.ItemType.Shield)
     {
         items[itemCount] = new Shield(0, 0); itemCount = itemCount + 1;
     }
     if (itemType == Item.ItemType.BrassKnuckles)
     {
         items[itemCount] = new Weapon(0, 0, itemType); itemCount = itemCount + 1;
     }
     if (itemType == Item.ItemType.BaseballBat)
     {
         items[itemCount] = new Weapon(0, 0, itemType); itemCount = itemCount + 1;
     }
     if (itemType == Item.ItemType.Knife)
     {
         items[itemCount] = new Weapon(0, 0, itemType); itemCount = itemCount + 1;
     }
     if (itemType == Item.ItemType.Machete)
     {
         items[itemCount] = new Weapon(0, 0, itemType); itemCount = itemCount + 1;
     }
     if (itemType == Item.ItemType.Chainsaw)
     {
         items[itemCount] = new Weapon(0, 0, itemType); itemCount = itemCount + 1;
     }
 }
Beispiel #2
0
        private void GiveItem()
        {
            Item newItem;

            switch (itemType)
            {
            case ItemType.Shield:
                newItem = new Shield(0, 0);
                itemManager.AddBoughtItem(newItem);
                newItem.pickedUp = true;
                break;

            case ItemType.FirstAidKit:
                newItem = new FirstAidKit(0, 0);
                itemManager.AddBoughtItem(newItem);
                newItem.pickedUp = true;
                break;

            case ItemType.BaseballBat:
                newItem = new Weapon(0, 0, ItemType.BaseballBat);
                itemManager.AddBoughtItem(newItem);
                newItem.pickedUp = true;
                break;

            case ItemType.BrassKnuckles:
                newItem = new Weapon(0, 0, ItemType.BrassKnuckles);
                itemManager.AddBoughtItem(newItem);
                newItem.pickedUp = true;
                break;

            case ItemType.Chainsaw:
                newItem = new Weapon(0, 0, ItemType.Chainsaw);
                itemManager.AddBoughtItem(newItem);
                newItem.pickedUp = true;
                break;

            case ItemType.Knife:
                newItem = new Weapon(0, 0, ItemType.Knife);
                itemManager.AddBoughtItem(newItem);
                newItem.pickedUp = true;
                break;

            case ItemType.Machete:
                newItem = new Weapon(0, 0, ItemType.Machete);
                itemManager.AddBoughtItem(newItem);
                newItem.pickedUp = true;
                break;

            default:
                newItem = new FirstAidKit(0, 0);
                itemManager.AddBoughtItem(newItem);
                newItem.pickedUp = true;
                break;
            }
            newItem.Bought();
        }
 public void InitItemFromWorldLoc(char[,] world, int X, int Y)
 {
     if (itemCount > itemCap - 1)
     {
         return;
     }
     if (world[X, Y] == Global.firstAidAppearance)
     {
         items[itemCount] = new FirstAidKit(X, Y); itemCount = itemCount + 1;
     }
     if (world[X, Y] == Global.keyAppearance)
     {
         items[itemCount] = new Key(X, Y); itemCount = itemCount + 1;
     }
     if (world[X, Y] == Global.shieldAppearance)
     {
         items[itemCount] = new Shield(X, Y); itemCount = itemCount + 1;
     }
     if (world[X, Y] == Global.valuableAppearance)
     {
         items[itemCount] = new Valuable(X, Y); itemCount = itemCount + 1; valuableCount++;
     }
     //for Different weapon types
     if (world[X, Y] == '1')
     {
         items[itemCount] = new Weapon(X, Y, Item.ItemType.BrassKnuckles); itemCount = itemCount + 1;
     }
     if (world[X, Y] == '2')
     {
         items[itemCount] = new Weapon(X, Y, Item.ItemType.BaseballBat); itemCount = itemCount + 1;
     }
     if (world[X, Y] == '3')
     {
         items[itemCount] = new Weapon(X, Y, Item.ItemType.Knife); itemCount = itemCount + 1;
     }
     if (world[X, Y] == '4')
     {
         items[itemCount] = new Weapon(X, Y, Item.ItemType.Machete); itemCount = itemCount + 1;
     }
     if (world[X, Y] == '5')
     {
         items[itemCount] = new Weapon(X, Y, Item.ItemType.Chainsaw); itemCount = itemCount + 1;
     }
 }