public Player(Vector2 position) : base(position, "Player", gender) { Instance = this; Inventory.Add(new HealthPotion()); Inventory.Add(new HealthPotion()); Inventory.Add(new HealthPotion()); Inventory.Add(new HealthPotion()); Inventory.Add(new Poison()); Inventory.Add(new Poison()); Inventory.Add(new Poison()); Inventory.Add(new Lightstone()); }
public override void InitScene() { Dark = TRandom.Chance(0.2f); Builder builder = new Builder(); CellSpawner.ObliterateWorld(); TimGame.Objects.World.Builder.RoomTemplate template = builder.Build(100, 0.2f, 4, 7, 0.6f, 5, 0.3f, 0.6f, 2); List<GroundTile> tiles = new List<GroundTile>(); foreach(Vector2 tilePos in template.tiles) { GroundTile tile = (GroundTile)MakeSceneObject(new GroundTile(PathfindConstants.GridToWorld(tilePos))); tiles.Add(tile); } foreach(GroundTile tile in tiles) { tile.MakeWall(); } foreach (Vector2 chestPos in template.chests) { MakeSceneObject(new Chest(PathfindConstants.GridToWorld(chestPos))); } foreach (Vector2 enemy in template.enemies) { MakeSceneObject(new Enemy(PathfindConstants.GridToWorld(enemy))); } Console.WriteLine("Tiles: " + template.tiles.Count); if (player == null) player = (Player)MakeSceneObject(new Player(new Vector2(0, -20))); else { player.destroyed = false; WorldObject.AllObjects.Add(player); player.transform.Position = new Vector2(0, -20); player = (Player)MakeSceneObject(player); } MakeSceneObject(new Portal(tiles[tiles.Count - 1].transform.Position)); }