Esempio n. 1
0
        public static EntityReturner CreateHealthPotion()
        {
            List <Components.Component> compList = new List <Components.Component>();

            // set bitwise to 0
            int checker = 0;

            Components.PotionComp potComp = new Components.PotionComp(Types.PotionTypes.Health);
            compList.Add(potComp);
            checker = checker | (int)ComponentTypes.Potion;

            Components.UseableComp useComp = new Components.UseableComp();
            compList.Add(useComp);
            checker = checker | (int)ComponentTypes.Useable;

            Components.RenderComp rendComp = new Components.RenderComp('!', RLNET.RLColor.Yellow);
            compList.Add(rendComp);
            checker = checker | (int)Core.ComponentTypes.Render;

            Components.ItemValueComp valComp = new Components.ItemValueComp(RogueSharp.DiceNotation.Dice.Roll("1d6"));
            compList.Add(valComp);
            checker = checker | (int)Core.ComponentTypes.ItemValue;

            Components.CollectableComp collComp
                = new Components.CollectableComp(1, false, false, Types.ItemTypes.Potion, true);
            compList.Add(collComp);
            checker = checker | (int)Core.ComponentTypes.Collectable;

            EntityReturner er = new EntityReturner(checker, compList);

            return(er);
        }
Esempio n. 2
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        public static EntityReturner CreateTrollClub()
        {
            List <Components.Component> compList = new List <Components.Component>();

            // set bitwise to 0
            int checker = 0;

            Components.WeaponComp weapComp = new Components.WeaponComp("2d6", Types.WeaponDmgTypes.Crushing, false, "Club", 12);
            compList.Add(weapComp);
            checker = checker | (int)ComponentTypes.Weapon;

            Components.UseableComp useComp = new Components.UseableComp();
            compList.Add(useComp);
            checker = checker | (int)ComponentTypes.Useable;

            Components.CollectableComp colComp = new Components.CollectableComp(1, false, false, Types.ItemTypes.Weapon, true);
            compList.Add(colComp);
            checker = checker | (int)ComponentTypes.Collectable;

            Components.ItemValueComp valComp = new Components.ItemValueComp(RogueSharp.DiceNotation.Dice.Roll("1d3"));
            compList.Add(valComp);
            checker = checker | (int)ComponentTypes.ItemValue;

            Components.RenderComp rendComp = new Components.RenderComp('|', Swatch.DbMetal);
            compList.Add(rendComp);
            checker = checker | (int)ComponentTypes.Render;

            EntityReturner er = new EntityReturner(checker, compList);

            return(er);
        }
Esempio n. 3
0
        public static EntityReturner CreateStairs(int xp, int yp, bool isUp)
        {
            List <Components.Component> compList = new List <Components.Component>();

            // set bitwise to 0
            int checker = 0;

            Components.PositionComp positionComp = new Components.PositionComp(xp, yp);
            compList.Add(positionComp);
            checker = checker | (int)Core.ComponentTypes.Position;

            char c = isUp ? '<' : '>';

            Components.RenderComp rendComp = new Components.RenderComp(c, RLNET.RLColor.White);
            compList.Add(rendComp);
            checker = checker | (int)Core.ComponentTypes.Render;

            Components.StairComp stairComp = new Components.StairComp(isUp);
            compList.Add(stairComp);
            checker = checker | (int)Core.ComponentTypes.Stairs;

            Components.UseableComp useComp = new Components.UseableComp();
            compList.Add(useComp);
            checker = checker | (int)Core.ComponentTypes.Useable;

            EntityReturner er = new EntityReturner(checker, compList);

            return(er);
        }