Ejemplo n.º 1
0
        public IObject getDrops(IEnemy enemy)
        {
            Random randomNumber = new Random();
            int    dropNum      = randomNumber.Next(18);

            int[]     rupee       = { 1, 3, 6, 7 };
            int[]     bomb        = { 0, 5, 8 };
            int[]     heart       = { 2, 4, 9 };
            Rectangle enemyRect   = enemy.getDestRect();
            Vector2   position    = new Vector2(enemyRect.X, enemyRect.Y);
            Texture2D itemSprites = sprites["itemset"];
            IObject   drop        = null;


            if (enemy.getHealth() <= 0)
            {
                if (rupee.Contains(dropNum))
                {
                    drop = new RupeeItem(itemSprites, position);
                }
                else if (bomb.Contains(dropNum))
                {
                    drop = new BombItem(itemSprites, position);
                }
                else if (heart.Contains(dropNum))
                {
                    drop = new HeartItem(itemSprites, position);
                }
            }

            return(drop);
        }
Ejemplo n.º 2
0
        public IItem CreateRupeeItem(SpriteBatch spriteBatch, Vector2 startingPos, bool kept, bool resetKept)
        {
            IItem add = new RupeeItem(spriteBatch, textures["rupee"], startingPos, kept, resetKept);

            RoomItems.Instance.AddItem(add);
            return(add);
        }
Ejemplo n.º 3
0
        void addItem(String line)
        {
            String[] split = line.Split(',');
            IObject  item;
            float    x = ((Int32.Parse(split[1]) - 1) * blockBaseDimension * blockSizeMod) + screenX + (2 * blockBaseDimension * blockSizeMod);
            float    y = ((Int32.Parse(split[2]) - 1) * blockBaseDimension * blockSizeMod) + screenY + (2 * blockBaseDimension * blockSizeMod);

            switch (split[0])
            {
            case "bomb":
                item = new BombItem(sprites["itemset"], new Vector2(x, y));
                break;

            case "boomerang":
                item = new BoomerangItem(sprites["itemset"], new Vector2(x, y));
                break;

            case "bow":
                item = new BowItem(sprites["itemset"], new Vector2(x, y));
                break;

            case "clock":
                item = new ClockItem(sprites["itemset"], new Vector2(x, y));
                break;

            case "compass":
                item = new CompassItem(sprites["itemset"], new Vector2(x, y));
                break;

            case "fairy":
                item = new FairyItem(sprites["itemset"], new Vector2(x, y));
                break;

            case "heart":
                item = new HeartItem(sprites["itemset"], new Vector2(x, y));
                break;

            case "key":
                item = new KeyItem(sprites["itemset"], new Vector2(x, y));
                break;

            case "map":
                item = new MapItem(sprites["itemset"], new Vector2(x, y));
                break;

            case "permanentheart":
                item = new PermanentHeartItem(sprites["itemset"], new Vector2(x, y));
                break;

            case "rupee":
                item = new RupeeItem(sprites["itemset"], new Vector2(x, y));
                break;

            case "triforce":
                item = new TriforceItem(sprites["itemset"], new Vector2(x + 24, y + 8));
                break;

            default:
                item = null;
                break;
            }
            Items.Add(item);
        }
Ejemplo n.º 4
0
        public void BuildBlocks(string input)
        {
            if (Room.Id == 13)
            {
                buildblocks13(input); return;
            }
            switch (input)
            {
            //BLOCKS

            case "TILE":
                IBlock tile = new FloorBlock(Position);
                Room.blocks.Add(tile);
                break;

            case "BLOK":
                IBlock blok = new RegularBlock(Position);
                Room.blocks.Add(blok);
                break;

            case "RFSH":
                IBlock rfsh = new Face1Block(Position);
                Room.blocks.Add(rfsh);
                break;

            case "LFSH":
                IBlock lfsh = new Face2Block(Position);
                Room.blocks.Add(lfsh);
                break;

            case "SPOT":
                IBlock spot = new SpottedBlock(Position);
                Room.blocks.Add(spot);
                break;

            case "BLCK":
                IBlock blck = new BlackBlock(Position);
                Room.blocks.Add(blck);
                break;

            case "BRIK":
                IBlock brik = new BrickBlock(Position);
                Room.blocks.Add(brik);
                break;

            case "DARK":
                IBlock dark = new DarkBlueBlock(Position);
                Room.blocks.Add(dark);
                break;

            case "STAR":
                IBlock star = new StairsBlock(Position);
                Room.blocks.Add(star);
                break;

            case "STIP":
                IBlock stip = new StripeBlock(Position);
                Room.blocks.Add(stip);
                break;

            case "MVBK":
                IBlock mvbk = new MovingVertBlock(Position);
                Room.blocks.Add(mvbk);
                break;

            case "MLBK":
                IBlock mlbk = new MovingLeftBlock(Position);
                Room.blocks.Add(mlbk);
                break;

            //ENEMIES
            case "BBAT":
                IEntity bat = new BlueBatEnemy(Position);
                Room.enemies.Add(enemyID, bat);
                enemyID++;
                break;

            case "SKLN":
                IEntity skel = new SkeletonEnemy(Position);
                Room.enemies.Add(enemyID, skel);
                enemyID++;
                break;

            case "BOSS":
                IAttack up     = new FireAttack(1);
                IAttack center = new FireAttack(0);
                IAttack down   = new FireAttack(2);
                Room.enemies.Add(enemyID, up);
                enemyID++;
                Room.enemies.Add(enemyID, down);
                enemyID++;
                Room.enemies.Add(enemyID, center);
                enemyID++;
                Room.enemies.Add(enemyID, new FinalBossEnemy(Position, up, center, down));
                enemyID++;
                break;

            case "FIRE":
                IEntity fire = new FireEnemy(Position);
                Room.enemies.Add(enemyID, fire);
                enemyID++;
                break;

            case "GELY":
                IEntity gel = new GelEnemy(Position);
                gel.X = gel.Position.X + FOUR * Global.Var.SCALE;
                gel.Y = gel.Position.Y + FOUR * Global.Var.SCALE;
                Room.enemies.Add(enemyID, gel);
                enemyID++;
                break;

            case "GORY":
                IBoomerang goriyaBoomerang = new BoomerangItem();
                IEntity    goriya          = new GoriyaEnemy(goriyaBoomerang, Position);
                Room.enemyProj.Add(goriyaBoomerang);
                Room.enemies.Add(enemyID, goriya);
                enemyID++;
                break;

            case "HAND":
                IEntity hand = new HandEnemy(Position);
                Room.enemies.Add(enemyID, hand);
                enemyID++;
                break;

            case "OLDM":
                IEntity man = new OldManNPC(Position);
                man.X = man.Position.X + EIGHT * Global.Var.SCALE;
                Room.enemies.Add(enemyID, man);
                enemyID++;
                break;

            case "MNFR":
                IEntity fire1 = new FireEnemy(Position);
                IEntity fire2 = new FireEnemy(Position);
                Room.enemies.Add(enemyID, fire1);
                enemyID++;
                Room.enemies.Add(enemyID, fire2);
                enemyID++;

                IEntity manAndFire = new OldMan_FireEnemy(Position, fire1, fire2);
                manAndFire.X = manAndFire.Position.X + EIGHT * Global.Var.SCALE;
                Room.enemies.Add(enemyID, manAndFire);
                enemyID++;
                break;

            case "SPKE":
                IEntity spike = new SpikeEnemy(Position, spikeNum);
                Room.enemies.Add(enemyID, spike);
                enemyID++;
                spikeNum++;
                if (spikeNum > 4)
                {
                    spikeNum = 1;
                }
                break;


            //ITEMS
            // Probably could use a static bomb and boomerang object now that I think of it.
            case "KEYI":
                IItem key = new KeyItem(Position);
                key.X = key.Position.X + FOUR * Global.Var.SCALE;
                Room.items.Add(key);
                break;

            case "BOWI":
                IItem bow = new BowItem(Position);
                Room.items.Add(bow);
                break;

            case "CLCK":
                IItem clock = new ClockItem(Position);
                Room.items.Add(clock);
                break;

            case "CMPS":
                IItem compass = new CompassItem(Position);
                compass.X = compass.Position.X + TWO * Global.Var.SCALE;
                compass.Y = compass.Position.Y + TWO * Global.Var.SCALE;
                Room.items.Add(compass);
                break;

            case "FARY":
                IItem fairy = new FairyItem(Position);
                Room.items.Add(fairy);
                break;

            case "HCON":
                IItem hcont = new HeartContainerItem(Position);
                hcont.X = hcont.Position.X + ONE * Global.Var.SCALE;
                hcont.Y = hcont.Position.Y + ONE * Global.Var.SCALE;
                Room.items.Add(hcont);
                break;

            case "HART":
                IItem heart = new HeartItem(Position);
                Room.items.Add(heart);
                break;

            case "MAPI":
                IItem map = new MapItem(Position);
                map.X = map.Position.X + FOUR * Global.Var.SCALE;
                Room.items.Add(map);
                break;

            case "RUPE":
                IItem rupee = new RupeeItem(Position);
                Room.items.Add(rupee);
                break;

            case "BOMB":
                IItem bomb = new BombStaticItem(Position);
                Room.items.Add(bomb);
                break;

            case "BMRG":
                IItem boom = new BoomerangStaticItem(Position);
                boom.X = boom.Position.X + BMRG_X_OFFSET * Global.Var.SCALE;
                boom.Y = boom.Position.Y + BMRG_Y_OFFSET * Global.Var.SCALE;
                Room.items.Add(boom);
                break;

            case "BRUP":
                IItem brup = new BlueRupeeItem(Position);
                Room.items.Add(brup);
                break;

            case "TRIF":
                IItem triforce = new TriforceItem(Position);
                triforce.X = triforce.Position.X + ELEVEN * Global.Var.SCALE;
                triforce.Y = triforce.Position.Y + ELEVEN * Global.Var.SCALE;
                Room.items.Add(triforce);
                break;
            }
        }