public void AddContent(UserControlledSprite player) { if (location == new Point(26, 26)) { //Victory String content = " Contratiations, brav warriar. You have proofed yourself a true" + Environment.NewLine + " hero. Not manny could have fought there way thrugh this dank," + Environment.NewLine + " dangerous dungeon and livved too tell the tail. You're exploits" + Environment.NewLine + " will be told thrugh the anals of history. Bards will sing of" + Environment.NewLine + " your glourius deeds. Thou you still have not found an exit," + Environment.NewLine + " no that you're efforts were not in vane. There is a piece" + Environment.NewLine + " of chalk on the ground where you may right your name. If you" + Environment.NewLine + " are lucky, someone will see it someday and be like \"whoa, this" + Environment.NewLine + " dude made it all the way through.\" and then all that cool stuff" + Environment.NewLine + " I said earlier about the bards and your exploits will probably" + Environment.NewLine + " happen." + Environment.NewLine + " Thank you for playing Dank!" + Environment.NewLine + " Press Enter to Exit Game"; Game1.WON = true; UI.ShowDialogue(content, 13, 70); } else { player.Difficulty = difficulty; if (items.Count > 0)//Items in room { List <Item> tItems = new List <Item>(items); foreach (Item i in tItems) { if (player.AddItem(i)) { items.Remove(i); } else { UI.ShowMessage("Inventory Full"); return; } } } } }
protected override void LoadContent() { audioEngine = new AudioEngine(@"Content\Audio\GameAudio.xgs"); waveBank = new WaveBank(audioEngine, @"Content\Audio\Wave Bank.xwb"); soundBank = new SoundBank(audioEngine, @"Content\Audio\Sound Bank.xsb"); wFont = Game.Content.Load <SpriteFont>(@"Images/font"); UI.SetupUI(Game.Content.Load <Texture2D>(@"Images/windowbg"), Game.Content.Load <Texture2D>(@"Images/windowfg"), Game.Content.Load <Texture2D>(@"Images/selection"), wFont); #region ITEMS //**ITEM CREATION** **ITEM CREATION** **ITEM CREATION** Item item; item = new Item(Game.Content.Load <Texture2D>(@"Images/chest")); item.Name = "Potion"; item.Value = 10; item.Effect = 5; item.Uses = 3; item.Description = "Restores 5 health"; ItemList.Add(item.Name, item); item = new Item(Game.Content.Load <Texture2D>(@"Images/chest")); item.Name = "Energy Potion"; item.Description = "Restores 5 Rotation Energy"; item.Value = 20; item.Effect = 5; item.Uses = 2; ItemList.Add(item.Name, item); item = new Item(Game.Content.Load <Texture2D>(@"Images/chest")); item.Name = "Elixir of Strength"; item.Description = "Increase Strength for 5 turns"; item.Value = 50; item.Effect = 5; item.Buff = new Buff("strength", 5, 5); item.Uses = 1; ItemList.Add(item.Name, item); item = new Item(Game.Content.Load <Texture2D>(@"Images/chest")); item.Name = "Stoneskin Potion"; item.Description = "Increase Defense for 5 turns"; item.Value = 50; item.Effect = 5; item.Buff = new Buff("defense", 5, 5); item.Uses = 1; ItemList.Add(item.Name, item); //**END ITEM CREATION** **END ITEM CREATION** **END ITEM CREATION** #endregion spriteBatch = new SpriteBatch(Game.GraphicsDevice); camera = new Camera(Game.Window.ClientBounds); battleBG = Game.Content.Load <Texture2D>(@"Images/battleBG"); font = Game.Content.Load <SpriteFont>(@"Images/font"); rotFont = Game.Content.Load <SpriteFont>(@"Images/font"); gameOver = Game.Content.Load <SpriteFont>(@"Images/gameover"); floor = new Floor(); int itemCheck; Vector2 enemyStart; for (int i = 0; i <= 26; i++) { for (int j = 0; j <= 26; j++) { floor[i, j] = new Room(Game.Content.Load <Texture2D>(@"Images/dungeonrooms"), new Point(400, 400), .75f, new Vector2(i * 300, j * 300), rand, i, j); if ((i != 0 && j != 0) || (i != 26 && j != 26)) { itemCheck = rand.Next(15); if (itemCheck == 1) { floor[i, j].AddContent(ItemList.Get("Energy Potion")); } if (itemCheck == 2) { floor[i, j].AddContent(ItemList.Get("Potion")); } itemCheck = rand.Next(100); if (i > 8 || j > 8) { if (itemCheck == 1) { floor[i, j].AddContent(ItemList.Get("Stoneskin Potion")); } if (itemCheck == 2) { floor[i, j].AddContent(ItemList.Get("Elixir of Strength")); } } } } } player = new UserControlledSprite(Game.Content.Load <Texture2D>(@"Images/herowalk"), Vector2.Zero); player.Animations.AddAnimation("idle", 0, 140, 23, 35, 1, 0.3f); player.Animations.AddAnimation("walkleft", 0, 0, 23, 35, 6, 0.15f); player.Animations.AddAnimation("walkright", 0, 35, 23, 35, 6, 0.15f); player.Animations.AddAnimation("walkdown", 0, 70, 23, 35, 6, 0.15f); player.Animations.AddAnimation("walkup", 0, 105, 23, 35, 6, 0.15f); player.Animations.AddAnimation("fight", 0, 180, 68, 36, 3, 0.15f); player.Animations.AddAnimation("victory", 0, 217, 26, 35, 7, 0.15f); player.Animations.Scale = 2f; floor[0, 0].AddContent(player); player.CurrentRoom = floor[0, 0]; for (int i = 0; i < 100; i++) { enemyStart = new Vector2(rand.Next(1, 27), rand.Next(1, 27)); enemies.Add(new ChaserSprite(Game.Content.Load <Texture2D>(@"Images/player"), enemyStart)); if (floor[enemyStart.X, enemyStart.Y].AddContent(enemies[i])) { enemies[i].Animations.AddAnimation("idle", 60, 0, 20, 33, 3, 0.3f); enemies[i].Animations.Scale = 2f; enemies[i].index = i; setDifficulty(enemies[i]); } else { enemies.Remove(enemies[i]); i--; } } for (int i = 100; i < 200; i++) { enemyStart = new Vector2(rand.Next(1, 27), rand.Next(1, 27)); enemies.Add(new AutomatedSprite(Game.Content.Load <Texture2D>(@"Images/rabite"), enemyStart)); if (floor[enemyStart.X, enemyStart.Y].AddContent(enemies[i])) { enemies[i].Animations.AddAnimation("idle", 0, 0, 30, 41, 11, 0.1f); enemies[i].Animations.Scale = 2f; setDifficulty(enemies[i]); } else { enemies.Remove(enemies[i]); i--; } } for (int i = 200; i < 300; i++) { enemyStart = new Vector2(rand.Next(1, 27), rand.Next(1, 27)); enemies.Add(new WraithChaserSprite(Game.Content.Load <Texture2D>(@"Images/ghost"), enemyStart)); if (floor[enemyStart.X, enemyStart.Y].AddContent(enemies[i])) { enemies[i].Animations.AddAnimation("idle", 0, 0, 16, 30, 7, 0.1f); enemies[i].Animations.AddAnimation("walkup", 0, 120, 16, 30, 5, 0.1f); enemies[i].Animations.AddAnimation("walkright", 0, 60, 16, 30, 5, 0.1f); enemies[i].Animations.AddAnimation("walkdown", 0, 30, 16, 30, 5, 0.1f); enemies[i].Animations.AddAnimation("walkleft", 0, 90, 16, 30, 5, 0.1f); enemies[i].Animations.Scale = 2f; setDifficulty(enemies[i]); } else { enemies.Remove(enemies[i]); i--; } } floor[1, 0].AddContent(ItemList.Get("Energy Potion")); floor[1, 0].AddContent(ItemList.Get("Potion")); //enemyStart = new Point(3, 3); //enemies.Add(new WraithChaserSprite(Game.Content.Load<Texture2D>(@"Images/player"), enemyStart)); //enemies[0].Animations.AddAnimation("idle", 60, 0, 20, 33, 3, 0.3f); //enemies[0].Animations.Scale = 2f; //floor[enemyStart.X, enemyStart.Y].AddContent(enemies[0]); Game1.Volume = .3f; Game1.SEVolume = 1f; String content = "Welcome to Dank. Actually, it's not really a very welcoming place." + Environment.NewLine + "It's full of monsters that get more difficult the deeper you delve," + Environment.NewLine + "but delve deep you must! For your salvation lies in the bottom-" + Environment.NewLine + "right room. You may rotate your own room or those adjacent to it." + Environment.NewLine + "Press H for a list of the game's controls."; UI.ShowDialogue(content, 5, 70); }