Esempio n. 1
0
        private void CheckAggro()
        {
            int Count = 0;

            foreach (MobComponent thisMob in mobs)
            {
                if (thisMob.alive == true)
                {
                    if (((Math.Abs(thisMob.position[0] - position[0]) + (Math.Abs(thisMob.position[1] - position[1])))) < 6)
                    {
                        targetMob = thisMob;
                        Count    += 1;
                    }
                }
            }
            if (Count > 0)
            {
                Aggro = true;
            }
            else
            {
                Aggro = false;
            }
            if (((Math.Abs(playerposition[0] - position[0]) + (Math.Abs(playerposition[1] - position[1])))) > 5)
            {
                Aggro = false;
            }
        }
Esempio n. 2
0
        public void PopulateMobs()
        {
            int total;

            total = RandomNumber(30, 50);
            for (int i = 0; i <= total; i++)
            {
                MobComponent thisMob;
                int[]        position = new int[2];
                position[0] = RandomNumber(10, 90);
                position[1] = RandomNumber(10, 90);
                switch (iMap[position[0], position[1]])
                {
                case 6:
                case 8:
                case 9:
                case 11:
                case 18:
                case 19:
                case 20:
                case 21:
                case 22:
                case 24:
                case 25:
                case 26:
                case 27:
                case 38:
                case 39:
                case 40:
                case 41:
                case 49:
                case 50:
                case 51:
                case 53:
                case 57:
                case 58:
                case 59:
                case 60:
                case 61:
                case 62:
                case 63:
                case 64:
                case 65:
                case 66:
                case 68:
                case 70:
                case 71:
                case 77:
                case 81:
                    //Not safe to place a mob
                    break;

                default:
                    //Safe to place a mob
                    thisMob        = new MobComponent(Game, position, playerLevel, iMap, false, spriteBatch, sprite);
                    thisMob.sprite = sprite;
                    mobs.Add(thisMob);
                    break;
                }
            }


            for (int y = 0; y < 100; y++)
            {
                for (int x = 0; x < 100; x++)
                {
                    switch (iMap[y, x])
                    {
                    case 67:
                        MobComponent newMob;
                        int[]        newMobPosition = new int[2];
                        //Add a normal mob
                        newMobPosition[0] = x;
                        newMobPosition[1] = y;
                        newMob            = new MobComponent(Game, newMobPosition, playerLevel, iMap, false, spriteBatch, sprite);
                        newMob.sprite     = sprite;
                        mobs.Add(newMob);
                        break;

                    case 80:
                        MobComponent newBoss;
                        int[]        newBossPosition = new int[2];
                        //Add a boss
                        newBossPosition[0] = x;
                        newBossPosition[1] = y - 1;    //Below the tile
                        newBoss            = new MobComponent(Game, newBossPosition, playerLevel, iMap, true, spriteBatch, bossSprite);
                        newBoss.sprite     = bossSprite;
                        mobs.Add(newBoss);
                        break;
                    }
                }
            }
        }