Esempio n. 1
0
        public override void Update(float elapsedTime, DynamicGameObject player)
        {
            if (this.IsTempEnergi)
            {
                if (Collectable == 16)
                {
                    vx = Core.Aggregate.Instance.RNG(-5, 5);
                    vy = Core.Aggregate.Instance.RNG(-14, -3);

                    Collectable--;
                }
                else if (Collectable > 0)
                {
                    Collectable--;
                }
                else
                {
                    Collectable--;
                    if (Collectable < -64)
                    {
                        RemoveCount = 5;
                    }
                }
            }
        }
Esempio n. 2
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 // target x and y position in world space, duration hur fort det ska gå
 public CommandMoveTo(DynamicGameObject myObject, float x, float y, float duration = 0.0f)
 {
     TargetPosX    = x;
     TargetPosY    = y;
     TimeSoFar     = 0.0f;
     Duration      = Math.Max(duration, 0.001f);
     this.myObject = myObject;
 }
Esempio n. 3
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 public override bool OnUse(DynamicGameObject myobject)
 {
     if (myobject != null)
     {
         Creature dyn = (Creature)myobject;
         dyn.Health = Math.Min(dyn.Health + 1, dyn.MaxHealth); // Not more then full
     }
     return(true);                                             // remove
 }
Esempio n. 4
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 private void InitializeConcreteCubes(DynamicGameObject concreteCubeTemplate)
 {
     foreach (var cell in Field)
     {
         if (CanPutConcreteCube(cell))
         {
             cell.AddGameElement(concreteCubeTemplate);
         }
     }
 }
Esempio n. 5
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    private void InitializeMap(DynamicGameObject gameFloorTemplate)
    {
        GameObject gameFloor = gameFloorTemplate.Create();
        Single     offsetByX = (Int32)(Width / 2.0);
        Single     offsetByZ = (Int32)(Length / 2.0);

        gameFloor.SetPosition(offsetByX, offsetByZ);
        var floorNetworkSettings = gameFloor.GetComponent <FloorNetworkSettings>();

        floorNetworkSettings.SetScale(Width, Length);
        floorNetworkSettings.UpdateScale();
    }
Esempio n. 6
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        public override void Update(GameTime gameTime)
        {
            toDelete = null;
            foreach (DynamicGameObject dgo in Objects["Monster"]) {
                //if (dgo is Monster) Mouse.SetPosition((int)dgo.Position.X, (int)dgo.Position.Y);
                dgo.Update(gameTime);
                if (((Monster)dgo).Health <= 0) toDelete = dgo;
            }

            if (toDelete != null) {
                Objects["Monster"].Remove(toDelete);
            }
            base.Update(gameTime);
        }
Esempio n. 7
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        public override void OnInteract(DynamicGameObject player = null)
        {
            if (Collected || Collectable > 0)
            {
                return;
            }



            if (item.OnInteract(player))
            {
                // Add item to inventory
                Engine.GiveItem(item);
            }

            Collected = true;
        }
Esempio n. 8
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        public void RemoveDynamicGameObject(DynamicGameObject dynamicGameObject)
        {
            IEnumerator <DynamicGameObject> dynamicEnumerator = _dynamicGameObjects.GetEnumerator();
            bool exists = false;

            while (dynamicEnumerator.MoveNext())
            {
                if (dynamicEnumerator.Current == dynamicGameObject)
                {
                    exists = true;
                }
            }

            if (exists)
            {
                _dynamicGameObjects.Remove(dynamicGameObject);
            }
        }
Esempio n. 9
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 public override bool OnInteract(DynamicGameObject myobject)
 {
     OnUse(myobject);
     return(false); // Absorb
 }
Esempio n. 10
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 public virtual bool OnInteraction(List <DynamicGameObject> vecDynobs, DynamicGameObject target, Enum.NATURE nature)
 {
     return(true);
 }
Esempio n. 11
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 public virtual bool OnInteract(DynamicGameObject myobject)
 {
     return(false);
 }
Esempio n. 12
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 public virtual bool OnUse(DynamicGameObject myobject)
 {
     return(false);
 }
Esempio n. 13
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 public GameMap(Int32 length, Int32 width, DynamicGameObject gameFloorTemplate, DynamicGameObject concreteCubeTemplate)
     : base(length, width, gameFloorTemplate)
 {
     InitializeConcreteCubes(concreteCubeTemplate);
 }
Esempio n. 14
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 public void AddGameElement(DynamicGameObject dynamicElement)
 {
     DynamicGameObjects.Add(dynamicElement);
 }
Esempio n. 15
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 public GameElements(DynamicGameObject element, Int32 elementsCount)
 {
     Element            = element;
     this.elementsCount = elementsCount;
 }
 public SmartMap(Int32 length, Int32 width, DynamicGameObject gameFloorTemplate, DynamicGameObject concreteCubeTemplate)
     : base(length, width, gameFloorTemplate, concreteCubeTemplate)
 {
 }
Esempio n. 17
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 public void AddElement(Int32 indexRow, Int32 indexColumn, DynamicGameObject element)
 {
     GetCell(indexRow, indexColumn).AddGameElement(element);
 }
Esempio n. 18
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 public IEnumerable <CellWithGameObjects> FindAll(DynamicGameObject element)
 {
     return(FindAll(d => d.Equals(element)));
 }
Esempio n. 19
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 public void AddElement(Cell cell, DynamicGameObject element)
 {
     AddElement(cell.IndexRow, cell.IndexColumn, element);
 }
Esempio n. 20
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 public MapWithFloor(Int32 length, Int32 width, DynamicGameObject gameFloorTemplate)
     : base(length, width)
 {
     InitializeMap(gameFloorTemplate);
 }
 public void AddElements <T>(DynamicGameObject element, Int32 elementsCount) where T : BasePlacement, new()
 {
     AddElements(new GameElements <T>(element, elementsCount));
 }