public Buff(Texture2D texture, Controller controller, int maxTurns) { this.texture = texture; this.maxTurns = maxTurns; this.controller = controller; turns = this.maxTurns; }
public Ray(Controller controller, Point origin, Vector2 direction, int viewDistance) { this.origin = origin; this.direction = direction; this.direction.Normalize(); this.controller = controller; this.viewDistance = viewDistance; }
public Room(Controller controller, Map map, Point cornerLeftUp, Point cornerRightDown) { this.controller = controller; this.map = map; cornerNW = cornerLeftUp; cornerSE = cornerRightDown; width = cornerSE.X - cornerNW.X; height = cornerSE.Y - cornerNW.Y; }
public Player(Controller controller) { this.controller = controller; state = Keyboard.GetState(); position = new Point(0, 0); health = maxHealth; delay = maxDelay; map = controller.map; }
public Map(Controller controller, int floorSize) { this.controller = controller; this.floorSize = floorSize; GenerateEmptyFloor(); mapString = ArrayToString(mapArray); mouse = Mouse.GetState(); }
public Camera(Controller controller, Point position, int tileSize) { this.controller = controller; this.tileSize = tileSize; this.position = position; this.graphics = controller.graphics; map = controller.map; scale = map.scale; maxTilesX = (int)Math.Ceiling(((float)graphics.PreferredBackBufferWidth / ((float)tileSize * scale))); maxTilesY = (int)Math.Ceiling(((float)graphics.PreferredBackBufferHeight / ((float)tileSize * scale))); }
public Enemy(Controller controller, Point position, EnemyType enemyType) { this.position = position; this.controller = controller; switch (enemyType) //ADDENEMY { case EnemyType.Skeleton: { texture = ContentManager.tSkeleton; damage = 2; maxHealth = 10; viewDistance = 4; expValue = 5; dropRate = 8; break; } case EnemyType.Bat: { texture = ContentManager.tBat; damage = 1; maxHealth = 8; viewDistance = 6; dropRate = 6; expValue = 3; break; } } //DIFFICULTY SCALING int scale = (int)(controller.level / 3); maxHealth += scale; damage += scale; expValue += scale; health = maxHealth; if (CanSeePlayer()) { asleep = false; } }
public Inventory(Controller controller) { this.controller = controller; player = controller.player; }
public Gameplay(GraphicsDeviceManager graphics) { this.graphics = graphics; controller = new Controller(graphics); }
public Item(Controller controller, Point position, Map.Element baseElem) { this.controller = controller; this.position = position; this.baseElem = baseElem; Rarity rarity = RollRarity(); int random; switch (rarity) { case Rarity.Common: random = controller.random.Next(commonArray.Length); itemType = commonArray[random]; break; case Rarity.Uncommon: random = controller.random.Next(uncommonArray.Length); itemType = uncommonArray[random]; break; case Rarity.Rare: random = controller.random.Next(rareArray.Length); itemType = rareArray[random]; break; } switch (itemType)//ADDITEM { case ItemType.Potion: { texture = ContentManager.tPotion; itemCat = ItemCat.Consumable; break; } case ItemType.HealingPotion: { texture = ContentManager.tHealingPotion; itemCat = ItemCat.Consumable; break; } case ItemType.PotionRed: { texture = ContentManager.tPotionRed; itemCat = ItemCat.Consumable; break; } case ItemType.BigSword: { texture = ContentManager.tBigSword; itemCat = ItemCat.Weapon; damageStat = 5; break; } case ItemType.Shield: { texture = ContentManager.tShield; itemCat = ItemCat.Armor; defenseStat = 1; break; } case ItemType.PlateArmor: { texture = ContentManager.tPlateArmor; itemCat = ItemCat.Armor; defenseStat = 4; break; } case ItemType.BrokenSword: { texture = ContentManager.tBrokenSword; itemCat = ItemCat.Weapon; damageStat = 2; break; } } if (itemCat == ItemCat.Armor || itemCat == ItemCat.Weapon) { if (controller.random.Next(BONUSCHANCE) == BONUSCHANCE - 1) { if (damageStat > 0) { bonusStat = controller.random.Next(damageStat) + 1; damageStat += bonusStat; } if (defenseStat > 0) { bonusStat = controller.random.Next(defenseStat) + 1; defenseStat += bonusStat; } } } }