public MoveTowardsPlayerArgs(float X, float Y, int[][] fl, EntityManager man) { PlayerX = X; PlayerY = Y; floor = fl; manager = man; }
public static void inspect(EntityManager manager) { Entity entity = manager.getAliveMobAt(Position); if (entity != null) { // do display mob info } List<Entity> entities = manager.floorItems[Position]; if (entities != null && entities.Count > 0) { // do display floor items } }
public int[][] createDungeon() { torchList = new List<Entity>(); roomList = new List<Rectangle>(); manager = new EntityManager(); // initialize size of dungeon array and sets everything to unvisited (0) floor = new int[dwidth][]; for (int a = 0; a < floor.Length; a++) { floor[a] = new int[dheight]; } for (int x = 0; x < floor.Length; x++) { for (int y = 0; y < floor[x].Length; y++) { floor[x][y] = 0; } } // start with single node then recursively split into areas until done Node wholeDungeon = new Node(1, 1, dwidth - 2, dheight - 2); wholeDungeon.split(floor); // now add rooms roomList = wholeDungeon.addRooms(floor); // now connect the rooms wholeDungeon.connectRooms(floor); // now draw walls paintWalls(); // now add doors addDoors(); // now add torches addTorches(); // now add stairs up and down addStairs(); // add mobs addMobs(); return floor; }