public Entity(int ID, EntityTypes entityType, bool combatFlag, char symbol, string name, Stats stats, Position currentPosition, Position previousPosition, ConsoleColor color, bool alive, bool show) { initialize(ID, entityType, combatFlag, symbol, name, stats, currentPosition, previousPosition, color, alive, show); moved = true; }
public GenerateDefaultGameFiles() { Player player = new Player(); Monster monster = new Monster(); player.ID = 4324; player.name = "DefaultPlayer"; player.previousPosition.x = 0; player.previousPosition.y = 0; player.stats.attack = 10; player.stats.defense = 5; player.stats.experience = 2; player.stats.health = 50; player.symbol = 'P'; FileManager.savePlayer("PlayerDefaultTemplate.xml", player); monster.ID = 231; monster.name = "DefaultMonster"; monster.currentPosition.x = 2; monster.currentPosition.y = 4; monster.previousPosition.x = 2; monster.previousPosition.y = 3; monster.stats.attack = 2; monster.stats.defense = 1; monster.stats.experience = 0; monster.stats.health = 10; monster.symbol = 'M'; FileManager.saveMonster("MonsterDefaultTemplate.xml", monster); Dictionary<int, Stats> levelStats = new Dictionary<int, Stats>(); Stats stats1 = new Stats(); stats1.attack = 10; stats1.defense = 5; stats1.experience = 0; stats1.health = 50; stats1.level = 1; levelStats.Add(1, stats1); Stats stats2 = new Stats(); stats2.attack = 15; stats2.defense = 7; stats2.experience = 50; stats2.health = 70; stats2.level = 2; levelStats.Add(2, stats2); Stats stats3 = new Stats(); stats3.attack = 19; stats3.defense = 10; stats3.experience = 120; stats3.health = 96; stats3.level = 3; levelStats.Add(3, stats3); Stats stats4 = new Stats(); stats4.attack = 22; stats4.defense = 12; stats4.experience = 200; stats4.health = 112; stats4.level = 4; levelStats.Add(4, stats4); Stats stats5 = new Stats(); stats5.attack = 29; stats5.defense = 16; stats5.experience = 340; stats5.health = 140; stats5.level = 5; levelStats.Add(5, stats5); //TODO: Still need to save the levelStats, but solving how to save //a dictionary or IDictionary is the first thing that needs to be //figured out in order to finally save the xml file. //currently we are only saving the stats as a text file of //a concatinated string in the form key,value.attack,value.defence,etc... FileManager.saveLevelStatsToText("LevelingDefault.txt", levelStats); string[] mapDefault = { @"A╔═══════\════════╗B", @" ║▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒║ ", @" ║▒▒╔═══/═════╗▒▒▒║ ", @" ║▒▒║▒▒▒▒▒▒▒▒▒║▒▒▒║ ", @" ║▒▒╚══╗▒▒▒▒▒▒║▒▒▒║ ", @" /▒▒▒▒▒║▒▒▒▒▒▒║▒▒▒/ ", @" ║▒▒▒▒▒/▒▒▒▒▒▒║▒▒▒║ ", @" ║▒▒▒▒▒╚══════╝▒▒▒║ ", @" ║▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒║ ", @"D╚═══════\════════╝C" }; FileManager.saveTextFile("map.txt", mapDefault); string[] inputText = { "UpArrow,MovePlayerUp", "DownArrow,MovePlayerDown", "LeftArrow,MovePlayerLeft", "RightArrow,MovePlayerRight", "Escape,Escape" }; FileManager.saveTextFile("input.txt", inputText); string[] mapListText = {"map.txt"}; FileManager.saveTextFile("mapList.txt", mapListText); string[] collisionMappingText = { "wall:║,╔,═,╗,╝,╚", "door:\\,/", "floor: ,▒", }; FileManager.saveTextFile("collisionMappings.txt", collisionMappingText); }
public void initialize(int ID, EntityTypes entityType, bool combatFlag, char symbol, string name, Stats stats, Position currentPosition, Position previousPosition, ConsoleColor color, bool alive, bool show) { this.ID = ID; this.entityType = entityType; this.combatFlag = combatFlag; this.name = name; this.stats = stats; this.symbol = symbol; this.currentPosition = currentPosition; this.previousPosition = previousPosition; this.color = color; this.alive = alive; this.show = true; this.inventory = new Inventory(); }
public static Dictionary<int, Stats> loadLevelStats(string fileName) { Dictionary<int, Stats> levelStats = new Dictionary<int,Stats>(); string[] statsStrings = loadTextFile(getPath(PATH_ROOT, PATH_SETTING, fileName)); foreach (string line in statsStrings) { string[] str = line.Split(VALUE_SEPERATOR); Stats stats = new Stats(); stats.attack = Convert.ToInt32(str[1]); stats.defense = Convert.ToInt32(str[2]); stats.experience = Convert.ToInt32(str[3]); stats.health = Convert.ToInt32(str[4]); stats.level = Convert.ToInt32(str[5]); stats.movementSpeed = Convert.ToInt32(str[6]); stats.attackAccuracy = Convert.ToInt32(str[7]); stats.defenseAccuracy = Convert.ToInt32(str[8]); stats.attackSpeed = Convert.ToInt32(str[9]); levelStats.Add(Convert.ToInt32(str[0]), stats); } return levelStats; }