public GameControl(Vector2 WindowSize) { // GState.Game loads the game // GState.Menu loads the menu GameState = Gstate.Menu; MyWumpus = new Wumpus(new Vector2(Room.RoomSize.Center.X - 200, Room.RoomSize.Center.Y - 200), "WumpusFiles\\Wumpus5_Small"); MyTrivia = new Trivia("Chemistry", new Vector2(), "Trivia\\backgroundTrivia"); MyCave = new Cave1("CaveFiles\\MapDataCave1.txt"); MyPlayer = new Player(new Vector2(WindowSize.X / 2, WindowSize.Y / 2), "Player\\Player5", 0, 10, 0, 0, 5f); MyMap = new Map(MyCave.getTotalRooms()); MySound = new Sound(); MyUI = new GUI(); GameDimensions = WindowSize; }
public GameControl(Vector2 WindowSize) { // GState.Game loads the game // GState.Menu loads the menu GameState = Gstate.Menu; MyWumpus = new Wumpus(new Vector2(Room.thisSize.Center.X - 35, Room.thisSize.Center.Y - 35), "Wumpus2_Small"); MyTrivia = new Trivia("Chemistry"); MyCave = new Cave1("C:\\Users\\" + username + "\\Dropbox\\WumpusTest\\WumpusTest\\WumpusTestContent\\CaveFiles\\MapDataCave1.txt"); MyPlayer = new Player(new Vector2(WindowSize.X / 2, WindowSize.Y / 2), "Player\\Player5", 0, 10, 0, 0, 3.5f); MyMap = new Map(MyCave.getTotalChambers()); MySound = new Sound(); MyUI = new GUI(); GameDimensions = WindowSize; }
public GameControl(Vector2 WindowSize) { // GState.Game loads the game // GState.Menu loads the menu GameState = Gstate.Menu; MyPlayer = new Player(new Vector2(WindowSize.X/2, WindowSize.Y/2), "Player\\Player2", 0, 10, 0, 0, 3.5f); MyMap = new Map(); MyWumpus = new Wumpus(Vector2.Zero, "Wumpus2_Small"); MyTrivia = new Trivia("Chemistry"); //UNIVERSAL TEST: MyCave = new Cave1("C:\\Users\\" + username + "\\Dropbox\\WumpusTest\\WumpusTest\\WumpusTestContent\\CaveFiles\\MapDataCave1.txt"); MySound = new Sound(); MyUI = new GUI(); GameDimensions = WindowSize; }
public GameControl(Vector2 WindowSize) { // GState.Game loads the game // GState.Menu loads the menu GameState = Gstate.Menu; MyPlayer = new Player(new Vector2(WindowSize.X / 2, WindowSize.Y / 2), "Player\\Player2", 0, 10, 0, 0, 3.5f); MyMap = new Map(); MyWumpus = new Wumpus(Vector2.Zero, "Wumpus2_Small"); MyTrivia = new Trivia("Chemistry"); //UNIVERSAL TEST: MyCave = new Cave1("C:\\Users\\" + username + "\\Dropbox\\WumpusTest\\WumpusTest\\WumpusTestContent\\CaveFiles\\MapDataCave1.txt"); MySound = new Sound(); MyUI = new GUI(); GameDimensions = WindowSize; }
public Map(int cavenum) { //Sets random starting points for player and hazards //and ensures that player, wumpus, both bats, and bottomlesspits start in different locations //Creates an arraylist of numbers from 1 to 30 //Sets a random index from 0 to the length of the arraylist and uses index to access value in arraylist //Removes value in Arraylist once set to a location num = new ArrayList(); for (int i = 1; i <= 30; i++) { num.Add(i); } batsLocations = new int[2]; bottomlesspitLocations = new int[2]; Random gen = new Random(); int index = gen.Next(0, num.Count); playerLocation = (int)num[index]; initialPlayerLocation = playerLocation; num.RemoveAt(index); index = gen.Next(0, num.Count); wumpusLocation = (int)num[index]; num.RemoveAt(index); index = gen.Next(0, num.Count); batsLocations[0] = (int)num[index]; num.RemoveAt(index); index = gen.Next(0, num.Count); batsLocations[1] = (int)num[index]; num.RemoveAt(index); index = gen.Next(0, num.Count); bottomlesspitLocations[0] = (int)num[index]; num.RemoveAt(index); index = gen.Next(0, num.Count); bottomlesspitLocations[1] = (int)num[index]; num.RemoveAt(index); cave = new Cave(cavenum); wumpus = new Wumpus(); arrayOfRooms = cave.getRoomConnections(); player = new Player(); }
public bool isWumpusInRoom(int user_input) { //This method checks if an arrow //that the user shoots hits the //wumpus. If it does the method //returns true, or the method //returns false bool wumpus = false; //Sets the return variable to valse int[] surroundingRooms = new int[6]; //Creates an array to get surrounding rooms to the player location for (int i = 0; i < surroundingRooms.Length; i++) { surroundingRooms[i] = Math.Abs(arrayOfRooms[playerLocation - 1, i]); //transfers data from connections 2D Array to surroundingRooms } if (wumpusLocation == surroundingRooms[(user_input - 1) % 6]) { wumpus = true; } return(wumpus); }