private static void InitialiseInhab(Inhabitant thing,Room room,AMaterialStats stats) { int trytimes = 0; bool done = false; Coord size = new Coord(3, 3); while (!done && trytimes < 20) { //Random distribution HACK! u can make more distribution types int tryx = MyRandom.Random.Next(0, room.RoomOccupiedGrid.GetLength(0) - size.X); int tryy = MyRandom.Random.Next(0, room.RoomOccupiedGrid.GetLength(1) - size.Y); if (CheckClear(new Coord(tryx, tryy), size,room.RoomOccupiedGrid)) { MakeNotCLear(new Coord(tryx, tryy), size, room.RoomOccupiedGrid); thing.Initialise(size - new Coord(1, 1) , room.Position + (new Vector2(tryx+1.5f, tryy+1.5f)*Globals.SmallGridSize) , room.RoomAmbient.RoomColour, room.RoomAmbient.GlowColour, stats , room.RoomAmbient.RoomTileset); done = true; } trytimes++; } }
public CaveBlock(Game game, Vector2 position, Color color,AMaterialStats stats,bool gtbS,Tileset tset,Color glowcolour) : base(game, position, color, stats,tset,glowcolour) { NeighbourList = new List<CaveBlock>(); GoingtobeSolid = gtbS; krypton = Game.Services.GetService<KryptonEngine>(); _world = Game.Services.GetService<World>(); }
public DestructibleSmallBlock01(Game game, Vector2 position, Color color, AMaterialStats stats,Tileset tset,Color glowcolour) : base(game, position, color,tset, glowcolour) { _stats = stats; HP = _stats.HP; }