/// <summary> /// Spawns a character given the faction, should decide position and random texture /// </summary> /// <param name="type"></param> public Character SpawnCharacter(Faction type) { Character character = null; switch (type) { case Faction.Good: character = new GoodCharacter(mainMan.Rnd.Next(lx, lx + lw), mainMan.Rnd.Next(ly, ly + lh), mainMan.DrawMan.CharacterTextures[Faction.Good], mainMan); break; case Faction.Tribal: character = new TribalCharacter(mainMan.Rnd.Next(rx, rx + rw), mainMan.Rnd.Next(ry, ry + rh), mainMan.DrawMan.CharacterTextures[Faction.Tribal], mainMan); break; case Faction.Rich: character = new RichCharacter(mainMan.Rnd.Next(tx, tx + tw), mainMan.Rnd.Next(ty, ty + th), mainMan.DrawMan.CharacterTextures[Faction.Rich], mainMan); break; case Faction.Thief: character = new ThiefCharacter(mainMan.Rnd.Next(bx, bx + bw), mainMan.Rnd.Next(by, by + bh), mainMan.DrawMan.CharacterTextures[Faction.Thief], mainMan); break; } mainMan.GameMan.Characters.Add(character); return(character); }
public void ReplenishCharacter(Faction type) { Character character = null; //double initialTime = mainMan.GameTime.TotalGameTime.TotalSeconds; //double elapsed = 0; //while(elapsed < respawnTime) //{ // elapsed = (mainMan.GameTime.TotalGameTime.TotalSeconds - initialTime); //} switch (type) { case Faction.Good: if (goodNum > 0 && !mainMan.GameMan.MapMan.Strongholds[0].Captured) { character = new GoodCharacter(mainMan.GameMan.LeftStrong.Center.X, mainMan.GameMan.LeftStrong.Center.Y, mainMan.DrawMan.CharacterTextures[Faction.Good], mainMan); goodNum--; } break; case Faction.Tribal: if (tribalNum > 0 && !mainMan.GameMan.MapMan.Strongholds[1].Captured) { character = new TribalCharacter(mainMan.GameMan.RightStrong.Center.X, mainMan.GameMan.RightStrong.Center.Y, mainMan.DrawMan.CharacterTextures[Faction.Tribal], mainMan); tribalNum--; } break; case Faction.Rich: if (richNum > 0 && !mainMan.GameMan.MapMan.Strongholds[2].Captured) { character = new RichCharacter(mainMan.GameMan.TopStrong.Center.X, mainMan.GameMan.TopStrong.Center.Y, mainMan.DrawMan.CharacterTextures[Faction.Rich], mainMan); richNum--; } break; case Faction.Thief: if (thiefNum > 0 && !mainMan.GameMan.MapMan.Strongholds[3].Captured) { character = new ThiefCharacter(mainMan.GameMan.LowerStrong.Center.X, mainMan.GameMan.LowerStrong.Center.Y, mainMan.DrawMan.CharacterTextures[Faction.Thief], mainMan); thiefNum--; } break; } if (character != null) { mainMan.GameMan.Characters.Add(character); mainMan.GameMan.CharactersDictionary[type].Add(character); } }
public void SpawnPlayer(Faction type) { Character character = null; switch (type) { case Faction.Good: character = new GoodCharacter(mainMan.Rnd.Next(lx, lx + lw), mainMan.Rnd.Next(ly, ly + lh), mainMan.DrawMan.CharacterTextures[Faction.Good], mainMan); break; //add the other types for multiplayer support } Player player = new Player(character, mainMan); mainMan.GameMan.Players.Add(player); mainMan.GameMan.Characters.Add(character); }