コード例 #1
0
        /// <summary>
        /// Boss room constructor
        /// </summary>
        /// <param name="finalBoss">Pass in true only if this is the final boss room</param>
        public Room(double level, Player player, bool finalBoss = false)
        {
            //Put the boss in the room
            //  indicies 1-4 should be empty
            enemies = new Enemy[5];
            if (finalBoss == false)
            {
                EnemyType temp = EnemiesDirectory.RANDOM();
                enemies[0] = new Enemy(temp, level * 3, new Point(650, 100), 150, 380, player, temp.HatPosition);
            }
            else
            {
                enemies[0] = new Enemy(EnemiesDirectory.BOSS, level * 3, new Point(650, 100), 150, 380, player, EnemiesDirectory.BOSS.HatPosition);
            }

            enemies[0].Name += " Boss";
            enemies[1]       = null;
            enemies[2]       = null;
            enemies[3]       = null;
            enemies[4]       = null;

            //Give the boss hats
            for (int k = 0; k < level; k++)
            {
                HatsDirectory.GetRandomHat(level * 2).Equip(enemies[0]);
            }

            //A currentAttacker of 5 indicates that all enemies have attacked
            IsVisible       = false;
            currentAttacker = 0;
            description     = "";
        }
コード例 #2
0
ファイル: HatGame.cs プロジェクト: panguino729/HatQuest
 /// <summary>
 /// Initializes content that requires textures or fonts
 /// </summary>
 private void PostInitialize()
 {
     EnemiesDirectory.SetUp();
     RoomsDirectory.ReadRooms("temp");
     HatsDirectory.SetUp();
     menu         = new Menu();
     instructions = new Instructions();
     play         = new Play();
 }
コード例 #3
0
ファイル: RoomLayout.cs プロジェクト: panguino729/HatQuest
 //Properties
 public EnemyType this[int i]
 {
     get
     {
         if (i >= 0 && i < 5)
         {
             if (!enemies[i].IsRandom)
             {
                 return(enemies[i]);
             }
             else
             {
                 return(EnemiesDirectory.RANDOM());
             }
         }
         else
         {
             throw new IndexOutOfRangeException();
         }
     }
 }