public ItemTrapdoor(Game game, Inventory inventory)
     : base(game, inventory, "Trapdoor")
 {
     Price = 250;
     Usable = true;
     Uses = 3;
     Image = Resources.IconTrapdoor;
 }
Exemple #2
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        private void InitializeGameTiles()
        {
            List<Tile> orbsToSet = new List<Tile>();

            Inventory lastInventory = new Inventory(this);
            if (Reset == false)
            {
                lastInventory = Player.Inventory;
            }
            Terrain terrain = TerrainManager.NewTerrain(SizeX, SizeY);

            terrain.GetRandomTile(Tile.TileType.TileFloor).Type = Tile.TileType.TileStart;
            terrain.GetRandomTile(Tile.TileType.TileFloor).Type = Tile.TileType.TileEnd;

            int playerX = 0;
            int playerY = 0;

            foreach (Tile tempTile in terrain.Tiles)
            {
                switch (tempTile.Type)
                {
                    case Tile.TileType.TileFloor:
                        EntityManager[tempTile.X, tempTile.Y, 2] = new EntityFloor(this);
                        break;
                    case Tile.TileType.TileTrapdoor:
                        EntityManager[tempTile.X, tempTile.Y, 2] = new EntityTrapdoor(this);
                        break;
                    case Tile.TileType.TilePit:
                        EntityManager[tempTile.X, tempTile.Y, 2] = new EntityPit(this);
                        break;
                    case Tile.TileType.TileWall:
                        EntityManager[tempTile.X, tempTile.Y, 2] = new EntityWall(this);
                        break;
                    case Tile.TileType.TileBrokenwall:
                        EntityManager[tempTile.X, tempTile.Y, 2] = new EntityBrokenWall(this);
                        break;
                    case Tile.TileType.TileShop:
                        EntityManager[tempTile.X, tempTile.Y, 2] = new EntityShop(this);
                        break;
                    case Tile.TileType.TileRoach:
                        EntityManager[tempTile.X, tempTile.Y, 2] = new EntityFloor(this);
                        EntityManager[tempTile.X, tempTile.Y, 0] = new EntityRoach(this);
                        break;
                    case Tile.TileType.TileRoachqueen:
                        EntityManager[tempTile.X, tempTile.Y, 2] = new EntityFloor(this);
                        if (tempTile.Flags.Contains("spawns roach queens"))
                        {
                            EntityManager[tempTile.X, tempTile.Y, 0] = new EntityRoachQueen(this,
                                ESpawnable.EsRoachQueen);
                        }
                        else
                        {
                            EntityManager[tempTile.X, tempTile.Y, 0] = new EntityRoachQueen(this);
                        }
                        break;
                    case Tile.TileType.TileEvileye:
                        EntityManager[tempTile.X, tempTile.Y, 2] = new EntityFloor(this);
                        EntityManager[tempTile.X, tempTile.Y, 0] = new EntityEvilEye(this);
                        break;
                    case Tile.TileType.TileEvileyesentry:
                        EntityManager[tempTile.X, tempTile.Y, 2] = new EntityFloor(this);
                        EntityManager[tempTile.X, tempTile.Y, 0] = new EntityEvilEyeSentry(this);
                        break;
                    case Tile.TileType.TileGelbaby:
                        EntityManager[tempTile.X, tempTile.Y, 2] = new EntityFloor(this);
                        EntityManager[tempTile.X, tempTile.Y, 0] = new EntityGelBaby(this);
                        break;
                    case Tile.TileType.TileWraithwing:
                        EntityManager[tempTile.X, tempTile.Y, 2] = new EntityFloor(this);
                        EntityManager[tempTile.X, tempTile.Y, 0] = new EntityWraithwing(this);
                        break;
                    case Tile.TileType.TileZombie:
                        EntityManager[tempTile.X, tempTile.Y, 2] = new EntityFloor(this);
                        EntityManager[tempTile.X, tempTile.Y, 0] = new EntityZombie(this);
                        break;
                    case Tile.TileType.TileBrainYellow:
                        EntityManager[tempTile.X, tempTile.Y, 2] = new EntityFloor(this);
                        EntityManager[tempTile.X, tempTile.Y, 0] = new EntityBrainYellow(this);
                        break;
                    case Tile.TileType.TileStart:
                        EntityManager[tempTile.X, tempTile.Y, 2] = new EntityFloor(this);
                        playerX = tempTile.X;
                        playerY = tempTile.Y;
                        break;
                    case Tile.TileType.TileEnd:
                        EntityManager[tempTile.X, tempTile.Y, 2] = new EntityExit(this);
                        break;
                    case Tile.TileType.TileClosedDoor:
                        EntityManager[tempTile.X, tempTile.Y, 2] = new EntityClosedDoor(this);
                        break;
                    case Tile.TileType.TileOrb:
                        EntityManager[tempTile.X, tempTile.Y, 2] = new EntityPressurePlate(this);
                        orbsToSet.Add(tempTile);
                        break;
                }

                if (tempTile.Flags.Contains("orthosquare"))
                    EntityManager[tempTile.X, tempTile.Y, 1] = new EntityOrthoSquare(this);
            }

            EntityManager[playerX, playerY, 0] = new EntityPlayer(this) {PreviousX = playerX, PreviousY = playerY};

            for (int iY = -3; iY < 4; iY++)
            {
                for (int iX = -3; iX < 4; iX++)
                {
                    if (EntityManager.IsOutOfBoundaries(playerX + iX, playerY + iY)) continue;
                    if ((EntityManager[playerX + iX, playerY + iY, 0] is EntityPlayer) ||
                        (EntityManager[playerX + iX, playerY + iY, 0] is EntitySword)) continue;
                    EntityManager[playerX + iX, playerY + iY, 0] = new EntityNull(this);
                    if (((iX != -3 && iX != 3) && iY != -3) && iY != 3) continue;
                    if (EntityManager[playerX + iX, playerY + iY, 2] is EntityFloor)
                    {
                        EntityManager[playerX + iX, playerY + iY, 2] = new EntityBrokenWall(this);
                    }
                }
            }

            Player = (EntityPlayer) EntityManager[playerX, playerY, 0];
            List<int> dir = Helper.DirectionToInt(Player.Direction);
            EntitySword s = new EntitySword(this, Player);
            EntityManager[Player.X + dir[0], Player.Y + dir[1], Player.Z] = s;
            Player.Sword = (EntitySword)EntityManager[Player.X + dir[0], Player.Y + dir[1], Player.Z];
            Player.Name = Helper.INIParser.GetSetting("Game", "PlayerName");

            for (int iY = 0; iY < EntityManager.SizeY; iY++)
            {
                for (int iX = 0; iX < EntityManager.SizeX; iX++)
                {
                    if (EntityManager[iX, iY, 0] is IEiKillable && !(EntityManager[iX, iY, 0] is IEiIgnoreEnemyCount))
                        EnemyCountStart++;

                    if (!(EntityManager[iX, iY, 2] is EntityExit)) continue;
                    List<Entity> adjacents = EntityManager[iX, iY, 2].GetAdjacentEntities(2);

                    foreach (Entity e in adjacents)
                    {
                        if(!(e is IEiWalkableUpon) && !(e is IEiDoor))
                        EntityManager[e.X, e.Y, 2] = new EntityFloor(this);
                    }
                }
            }

            EnemyCount = EnemyCountStart;

            if (Reset)
            {
                ResetInventory();
                Reset = false;
            }
            else
            {
                Player.Inventory = lastInventory;
            }

            foreach (Tile t in orbsToSet)
            {
                EntityPressurePlate pressurePlate = (EntityPressurePlate) EntityManager[t.X, t.Y, 2];
                IEiDoor ecd = (IEiDoor)EntityManager[t.OrbFlagX, t.OrbFlagY, 2];
                pressurePlate.DoorX = ecd.X;
                pressurePlate.DoorY = ecd.Y;
            }

            SFMLGame.SpawnParticles(Player.X * SFMLGame.TileSize + 7, Player.Y * SFMLGame.TileSize + 7,
                Resources.ParticleGel, 60);
            SFMLGame.SpawnParticles(Player.X * SFMLGame.TileSize + 7, Player.Y * SFMLGame.TileSize + 7,
            Resources.ParticleBomb, 60);
        }
 public ItemThrowingKnife(Game game, Inventory inventory)
     : base(game, inventory, "T. Knife")
 {
     Price = 120;
     Usable = true;
     Uses = 2;
     Image = Resources.IconThrowingKnife;
 }
 public Item(Game game, Inventory inventory, string name)
 {
     Inventory = inventory;
     Game = game;
     Name = name;
 }
 public ItemPrism(Game game, Inventory inventory)
     : base(game, inventory, "Prism")
 {
     Price = 900;
     Usable = true;
     Uses = 1;
     Image = Resources.IconPrism;
 }
 public ItemShield(Game game, Inventory inventory)
     : base(game, inventory, "Shield")
 {
     Price = 900;
     Usable = false;
     Image = Resources.IconShield;
     Uses = 1;
 }
 public ItemPickAxe(Game game, Inventory inventory)
     : base(game, inventory, "Pickaxe")
 {
     Price = 250;
     Usable = true;
     Uses = 3;
     Image = Resources.IconPickAxe;
 }
 public ItemNull(Game game, Inventory inventory)
     : base(game, inventory, "Nothing")
 {
     Price = 0;
     Usable = true;
     Image = Resources.IconNull;
 }
 public ItemMimicPotion(Game game, Inventory inventory)
     : base(game, inventory, "Mimic p.")
 {
     Price = 420;
     Usable = true;
     Uses = 1;
     Image = Resources.IconMimicPotion;
 }
Exemple #10
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 public ItemHandBomb(Game game, Inventory inventory)
     : base(game, inventory, "Handbomb")
 {
     Price = 500;
     Usable = true;
     Uses = 1;
     Image = Resources.IconHandBomb;
 }
 public EntityPlayer(Game mGame)
     : base(mGame, "Player")
 {
     Inventory = new Inventory(Game);
 }