Ejemplo n.º 1
0
        public static Boots CreateRandomBoots()
        {
            Boots boots = new Boots();

            boots.MoveSpeed  = RandomR.Rand.Next(GameManager.Round) + 3;
            boots.GoldCost   = (int)((RandomR.Rand.Next((int)boots.MoveSpeed * 3) * 5) + GameManager.Round * boots.MoveSpeed);
            boots.SpriteName = "0" + (RandomR.Rand.Next(4) + 9).ToString("D2");
            return(boots);
        }
Ejemplo n.º 2
0
        public static Item CreateRandomItem()
        {
            Item           item       = new Item();
            SpriteRenderer spriteRend = item.AddComponent <SpriteRenderer>();

            switch (RandomR.Rand.Next(4))
            {
            // Weapon
            case 0:
                item.TheWeapon    = Weapon.WeaponPrefabs((Weapons)RandomR.Rand.Next(sizeof(Weapons)));
                item.Name         = item.TheWeapon.Name;
                spriteRend.Sprite = Game1.LoadedImages[item.TheWeapon.SpriteName];
                item.ItemType     = ItemTypes.Weapon;
                item.GoldCost     = item.TheWeapon.GoldCost;
                item.Spawn();
                return(item);

            // Armor
            case 1:
                item.TheArmor     = Armor.CreateRandomArmor();
                spriteRend.Sprite = Game1.LoadedImages[item.TheArmor.SpriteName];
                item.ItemType     = ItemTypes.Armor;
                item.GoldCost     = item.TheArmor.GoldCost;
                item.Spawn();
                return(item);

            // Boots
            case 2:
                item.TheBoots     = Boots.CreateRandomBoots();
                spriteRend.Sprite = Game1.LoadedImages[item.TheBoots.SpriteName];
                item.ItemType     = ItemTypes.Boots;
                item.GoldCost     = item.TheBoots.GoldCost;
                item.Spawn();
                return(item);

            // Enemies
            case 3:
                item.MoreEnemies  = RandomR.Rand.Next(6) + 1;
                spriteRend.Sprite = Game1.LoadedImages["01" + (item.MoreEnemies < 3 ? "3" : item.MoreEnemies < 5 ? "4" : "5")];
                item.ItemType     = ItemTypes.Enemy;
                item.GoldCost     = (int)((RandomR.Rand.Next((int)item.MoreEnemies * 4) * 5) + GameManager.Round * item.MoreEnemies * 2) * 3;
                item.Spawn();
                return(item);

            default:
                return(null);
            }
        }