public RogueLikeBullethellControl(RogueLikeMode.Room.ChallengeRooms enChallengeID, RogueLikeNoDamageChallange xChallengeBag) { this.enChallengeID = enChallengeID; this.xChallengeBag = xChallengeBag; if (enChallengeID == RogueLikeMode.Room.ChallengeRooms.BulletHell01) { this.v2Source = new Vector2(320f, 60f); this.recMissileTargetArea = new Rectangle(168, 125, 307, 183); } else if (enChallengeID == RogueLikeMode.Room.ChallengeRooms.BulletHell02) { this.v2Source = new Vector2(320f, 60f); this.recMissileTargetArea = new Rectangle(168, 125, 307, 183); } else if (enChallengeID == RogueLikeMode.Room.ChallengeRooms.BulletHell03) { this.v2Source = new Vector2(320f, 60f); this.recMissileTargetArea = new Rectangle(168, 125, 307, 183); } this.xBulletHellMachine = (Program.game._EffectMaster_AddEffect(new SortedAnimated(this.v2Source + new Vector2(0f, 94f), SortedAnimated.SortedAnimatedEffects._Unique_FlyingTemple_BulletHellMachine)) as SortedAnimated); this.rand = new Random(Program.game.xGameSessionData.xRogueLikeSession.xCurrentRoom.iRandSeed); }
public static void AddMoldable(RogueLikeMode.Perks enPerk, int iCost, string sHandle) { RogueLikeMode.PerkInfo.denxMoldables.Add(enPerk, new RogueLikeMode.PerkInfo(enPerk, iCost, sHandle)); }
public PerkInfo(RogueLikeMode.Perks enType, int iCost, string sNameHandle) { this.enPerk = enType; this.sNameHandle = sNameHandle; this.iEssenceCost = iCost; }
private bool ValidNewPosition(Point v2Pos, Point v2SourcePos, RogueLikeMode.Room[,] aiFloor) { if (v2Pos.X < 0 || v2Pos.Y < 0 || v2Pos.X >= this.iFloorWidth || v2Pos.Y >= this.iFloorHeight) { return false; } if (aiFloor[v2Pos.X, v2Pos.Y] != null) { return false; } Point up = new Point(v2Pos.X, v2Pos.Y - 1); Point down = new Point(v2Pos.X, v2Pos.Y + 1); Point right = new Point(v2Pos.X + 1, v2Pos.Y); Point left = new Point(v2Pos.X - 1, v2Pos.Y); return (!(v2SourcePos != up) || up.Y < 0 || aiFloor[up.X, up.Y] == null) && (!(v2SourcePos != down) || down.Y >= this.iFloorWidth || aiFloor[down.X, down.Y] == null) && (!(v2SourcePos != right) || right.X >= this.iFloorWidth || aiFloor[right.X, right.Y] == null) && (!(v2SourcePos != left) || left.X < 0 || aiFloor[left.X, left.Y] == null); }
public void UnequipPerk(RogueLikeMode.Perks enPerk) { if (this.enPerkSlot01 == enPerk) { this.enPerkSlot01 = RogueLikeMode.Perks.None; } if (this.enPerkSlot02 == enPerk) { this.enPerkSlot02 = RogueLikeMode.Perks.None; } if (this.enPerkSlot03 == enPerk) { this.enPerkSlot03 = RogueLikeMode.Perks.None; } }
public bool IsPerkEquipped(RogueLikeMode.Perks enPerk) { return this.enPerkSlot01 == enPerk || this.enPerkSlot02 == enPerk || this.enPerkSlot03 == enPerk; }