Esempio n. 1
0
        /// <summary>
        /// Find the center of the first room that we created and place the Player there
        /// </summary>
        private void PlacePlayer()
        {
            Player player = Game.Player;

            if (player == null)
            {
                player = new Player();
            }

            player.X = _map.Rooms[0].Center.X;
            player.Y = _map.Rooms[0].Center.Y;

            _map.AddPlayer(player);
        }
Esempio n. 2
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        private void PlacePlayer()
        {
            Player player = Player.GetInstance();

            player.X = _map.Rooms[0].Center.X;
            player.Y = _map.Rooms[0].Center.Y;
            _map.AddPlayer(player);
        }
        private void PlacePlayer()
        {
            Player player = ActorGenerator.CreatePlayer();

            player.X = _map.Rooms[0].Center.X;
            player.Y = _map.Rooms[0].Center.Y;

            _map.AddPlayer(player);
        }
    void PlacePlayer()
    {
        Player player = ActorGenerator.CreatePlayer();

        player.X = _map.Rooms[0].Center.X;
        player.Y = _map.Rooms[0].Center.Y;
        player.go.transform.position = new Vector2(player.X, player.Y);

        _map.AddPlayer(player);
    }
Esempio n. 5
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        // Placing player on the level
        private void PlacePlayer()
        {
            Player player = Game.Player;

            if (player == null)
            {
                player = new Player();
            }
            player.X = map.Rooms.First()[map.Rooms.First().Count / 2].X;
            player.Y = map.Rooms.First()[map.Rooms.First().Count / 2].Y;
            map.AddPlayer(player);
        }
Esempio n. 6
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    /// <summary>
    /// Generate a new map that places rooms randomly.
    /// </summary>
    /// <returns></returns>
    //public DungeonMap CreateMap()
    //{
    //    map.Initialize(width, height);                                                  // Set the properties of all cells to false

    //    for (int r = 0; r < maxRooms; r++)                                              // Try to place as many rooms as the specified maxRooms
    //    {
    //        int roomWidth = Game.Random.Next(roomMinSize, roomMaxSize);                 // Determine the size and position of the room randomly
    //        int roomHeight = Game.Random.Next(roomMinSize, roomMaxSize);
    //        int roomXPosition = Game.Random.Next(0, width - roomWidth - 1);
    //        int roomYPosition = Game.Random.Next(0, height - roomHeight - 1);

    //        var newRoom = new Rectangle(roomXPosition, roomYPosition, roomWidth, roomHeight);// All of our rooms can be represented as Rectangles
    //        bool newRoomIntersects = map.Rooms.Any(room => newRoom.Intersects(room));   // Check to see if the room rectangle intersects with any other rooms

    //        if (!newRoomIntersects)                                                     // As long as it doesn't intersect add it to the list of rooms
    //        {
    //            map.Rooms.Add(newRoom);
    //        }
    //    }

    //    for (int r = 1; r < map.Rooms.Count; r++)                                       // Iterate through each room that was generated
    //    {                                                                               // Don't do anything with the first room, so start at r = 1 instead of r = 0
    //        int previousRoomCenterX = map.Rooms[r - 1].Center.X;                        // For all remaing rooms get the center of the room and the previous room
    //        int previousRoomCenterY = map.Rooms[r - 1].Center.Y;
    //        int currentRoomCenterX = map.Rooms[r].Center.X;
    //        int currentRoomCenterY = map.Rooms[r].Center.Y;

    //        if (Game.Random.Next(1, 2) == 1)                                            // Give a 50/50 chance of which 'L' shaped connecting hallway to tunnel out
    //        {
    //            CreateHorizontalTunnel(previousRoomCenterX, currentRoomCenterX, previousRoomCenterY);
    //            CreateVerticalTunnel(previousRoomCenterY, currentRoomCenterY, currentRoomCenterX);
    //        }
    //        else
    //        {
    //            CreateVerticalTunnel(previousRoomCenterY, currentRoomCenterY, previousRoomCenterX);
    //            CreateHorizontalTunnel(previousRoomCenterX, currentRoomCenterX, currentRoomCenterY);
    //        }
    //    }

    //    foreach (Rectangle room in map.Rooms)                                           // Iterate through each room that we wanted placed call CreateRoom to make it
    //    {
    //        CreateRoom(room);
    //        CreateDoors(room);
    //    }

    //    CreateStairs();
    //    PlacePlayer(game);
    //    PlaceMonsters();

    //    return map;
    //}

    /// <summary>
    /// Find the center of the first room that we created and place the Player there.
    /// </summary>
    private void PlacePlayer(Game game)
    {
        Player player = game.Player;

        if (player == null)
        {
            player      = new Player(game);
            player.Name = GameData.Data.PlayerName;

            if (GameData.Data.CurrentLevel == 0 && GameData.Data.LastLevel <= GameData.Data.CurrentLevel)
            {
                player.Health = player.Health + (int)(GameData.Data.Difficulty / 2);
                player.Attack = player.Attack + (int)(GameData.Data.Difficulty / 2);
            }
            else
            {
                player.Health     = GameData.Data.PlayerHealth;
                player.MaxHealth  = GameData.Data.PlayerMaxHealth;
                player.Attack     = GameData.Data.PlayerAttack;
                player.Moves      = GameData.Data.PlayerMoves;
                player.ItemsFound = GameData.Data.ItemsFound;
            }
        }

        if (GameData.Data.LastLevel > GameData.Data.CurrentLevel)
        {
            Rectangle stairArea = new Rectangle(map.StairsDown.X - 2, map.StairsDown.Y - 2, 5, 5);

            map.SetIsWalkable(map.StairsDown.X, map.StairsDown.Y, false);
            Point p = map.GetRandomWalkableLocationInRoom(stairArea);
            map.SetIsWalkable(map.StairsDown.X, map.StairsDown.Y, true);

            player.X = p.X;
            player.Y = p.Y;
        }
        else
        {
            Rectangle stairArea = new Rectangle(map.StairsUp.X - 2, map.StairsUp.Y - 2, 5, 5);

            map.SetIsWalkable(map.StairsUp.X, map.StairsUp.Y, false);
            Point p = map.GetRandomWalkableLocationInRoom(stairArea);
            map.SetIsWalkable(map.StairsUp.X, map.StairsUp.Y, true);

            player.X = p.X;
            player.Y = p.Y;
        }

        playerXsegment = player.X / MapSegment.SegmentCellWidthHeight;
        playerYsegment = player.Y / MapSegment.SegmentCellWidthHeight;

        map.AddPlayer(player);
    }
Esempio n. 7
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        private void PlacePlayer()
        {
            Player player = MainScreen.GameController.Player;

            if (player == null)
            {
                player = new Player();
            }

            player.X = _map.Rooms[0].Center.X;
            player.Y = _map.Rooms[0].Center.Y;

            _map.AddPlayer(player);
        }
Esempio n. 8
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        //This method places player on a valid tile, which is on the first room created
        private void PlacePlayer()
        {
            //Add a method to not place a player into a room with monsters
            Player player = Game.Player;

            if (player == null)
            {
                player = new Player();
            }

            player.X = _map.Rooms[0].Center.X;
            player.Y = _map.Rooms[0].Center.Y;

            _map.AddPlayer(player);
        }
Esempio n. 9
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        //Place the player inside the first room generated
        private void PlacePlayer()
        {
            //Stores the game's player as a player variable
            Player player = Game.Player;

            //If the player doesn't exist, create one
            if (player == null)
            {
                player = new Player();
            }

            //Place the player inside the center of the first
            //      room generated
            player.X = room.Rooms[0].Center.X;
            player.Y = room.Rooms[0].Center.Y;

            //Add the new player to the map
            room.AddPlayer(player);
        }