public PathToPlayer(Player player, IMap map, Texture2D sprite) { _player = player; _map = map; _sprite = sprite; _pathFinder = new PathFinder(map); }
public CombatManager(Player player, List<AggressiveEnemy> aggressiveEnemies) { _player = player; _aggressiveEnemies = aggressiveEnemies; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here _floor = Content.Load<Texture2D>("Floor"); _wall = Content.Load<Texture2D>("Wall"); Cell startingCell = GetRandomEmptyCell(); _player = new Player { X = startingCell.X, Y = startingCell.Y, Sprite = Content.Load<Texture2D>("Player"), // With a 15 armor class if the enemy has no attack bonus // the player will be hit 25% of the time ArmorClass = 15, AttackBonus = 1, // The player will roll 2D4 for damage or 2 x 4 sided Die // We can use the Dice class in RogueSharp for this Damage = Dice.Parse("2d4"), // The player can take 50 points of damage before dying Health = 50, Name = "Mr. Rogue" }; UpdatePlayerFieldOfView(); Global.Camera.CenterOn(startingCell); /* ADDAGRRESSIVENEMIES(10) <--- MAGIC NUMBER *** *** REPLACE THIS LATER TO BE A NUMBER DEPENDENT ON *** *** THE PLAYER LEVEL AND DUNGEON DEPTH LEVEL *** */ AddAggressiveEnemies(10); Global.CombatManager = new CombatManager(_player, _aggressiveEnemies); Global.GameState = GameStates.PlayerTurn; }