public void Setup(bool same) { if (!same) //If new map { map = new GameMap(); map.Start(); } endGame = false; //setup wump = new Wumpus(); player = new Player(); bats = new Bat(); wump.room = map.getWump(); player.room = map.getCurrent(); int[] temp = map.getAdjacent(player.room); doors[0] = GameObject.Find("Left Door"); doors[1] = GameObject.Find("Middle Door"); doors[2] = GameObject.Find("Right Door"); for (int i = 0; i < 3; i++) { doors[i].GetComponent <Door>().doorNum = temp[i]; } bats.room = map.getBat(); currentNum.text = "Current Room: " + player.room; //GameObject[] doors = FindObjectsOfType(typeof(Door)) as GameObject[]; for (int i = 0; i < 20; i++) { rooms[i] = GameObject.Find("/Rooms/Room (" + i + ")"); } Warnings(); //check for initial warnings }
public void SetValueB() { Bat bat = new Bat(); bat.SetValueA(); B = bat.A; }
public override void MapLoaded(TeeEngine engine, TiledMap map, MapEventArgs mapEventArgs) { LightShader lightShader = (LightShader)engine.GetPostGameShader("LightShader"); lightShader.Enabled = false; Random random = new Random(); for (int i = 0; i < 50; i++) { int px = (int)Math.Ceiling(random.NextDouble() * engine.Map.pxWidth); int py = (int)Math.Ceiling(random.NextDouble() * engine.Map.pxHeight); Bat bat = new Bat(px, py); Coin coin = new Coin(px, py, 100, (CoinType)random.Next(3)); // Switch between adding bats and coins to the map. if (i % 2 == 0) { engine.AddEntity(bat); } else { engine.AddEntity(coin); } } base.MapLoaded(engine, map, mapEventArgs); }
public void Setup(bool same) { if (!same) //If new map { map = new GameMap(); map.Start(); } endGame = false; //setup wump = new Wumpus(); player = new Player(); bats = new Bat(); wump.room = map.getWump(); player.room = map.getCurrent(); int[] temp = map.getAdjacent(player.room); doors[0] = GameObject.Find("Left Door"); doors[1] = GameObject.Find("Middle Door"); doors[2] = GameObject.Find("Right Door"); for (int i = 0; i < 3; i++) { doors[i].GetComponent<Door>().doorNum = temp[i]; } bats.room = map.getBat(); currentNum.text = "Current Room: " + player.room; //GameObject[] doors = FindObjectsOfType(typeof(Door)) as GameObject[]; for (int i = 0; i < 20; i++) { rooms[i] = GameObject.Find("/Rooms/Room (" + i + ")"); } Warnings(); //check for initial warnings }
/// <summary> /// Moves to the next floor of the dungeon /// </summary> public void NextFloor() { //this.gameObjects.RemoveAll(x => x.IsEnemy); // remove everything except the player /*Bat bat = new Bat(); * * bat.Transform.Position = new Vector2(0, 0); * bat.Load(); * this.AddGameObject(bat);*/ // the enemies to spawn var enemiesSpawning = new int[] { 1, 2 }; var maxEnemiesToSpawn = 3; player.Reset(); Random r = new Random(); for (int i = 0; i < 10; i++) { var rand = r.Next(0, 100); if (rand <= 25) { Bat bat = new Bat(); bat.Transform.Position = new Vector2(r.Next(200, 1000), r.Next(100, 600)); bat.Load(); this.AddGameObject(bat); } } // load the scene again SceneManager.StartingNewCombatScene = true; }
void OnTriggerEnter2D(Collider2D other) { if (!bat && other.tag == "SpawnDetector") { bat = GetComponentInParent <BatSpawner>().Spawn(transform); } }
public void ValidDestinyPosition(Position source, Position destiny) { if (!Bat.piece(source).PossibleMovement(destiny)) { throw new BattlefieldlException("Invalid Destiny Position."); } }
public void Start() { leftWall = new Wall(1, Constant.pnlH / 2, 2, Constant.pnlH - 4); topWall = new Wall(Constant.pnlW / 2, 1, Constant.pnlW - 4, 2); rightWall = new Wall(Constant.pnlW - 1, Constant.pnlH / 2, 2, Constant.pnlH - 4); bat = new Bat(); ball = new Ball(); { double i = 4, j = 4; while (true) { bricks.Add(new Brick(i + Brick.Width / 2, j + Brick.Height / 2)); i += Brick.Width + 2; if (i >= Constant.pnlW) { i = 4; j += Brick.Height + 2; if (j >= Constant.pnlH - 200) { break; } } } } Physic.Init(); GameControl.Start(); }
void OnCollisionEnter(Collision collision) { //if hit by bat Bat bat = collision.gameObject.GetComponentInParent <Bat>(); if (bat) { //save start position previousPosition = transform.position; //and start coroutine if (addPoints_Coroutine != null) { StopCoroutine(addPoints_Coroutine); } addPoints_Coroutine = StartCoroutine(AddPoints_Coroutine()); } //if not hit bat else { //stop coroutine because reached the destination if (addPoints_Coroutine != null) { StopCoroutine(addPoints_Coroutine); } } }
private void Awake() { player = GameObject.FindGameObjectWithTag("Player"); meleeAttack = player.GetComponent <MeleeAttack>(); bat = GetComponentInParent <Bat>(); rb = GetComponentInParent <Rigidbody2D>(); }
public void spawnBat() { GameObject newBat = Instantiate(bat, new Vector2(transform.position.x, transform.position.y), Quaternion.identity); Bat batScript = newBat.GetComponent <Bat>(); batScript.facingRight = facingRight; }
Monster CreateRandomMonster(Vector2 location) { Monster monster = null; if (Game1.isDarkOut() && CanHazMonster(Settings.Monsters.Bat)) { monster = new Bat(new Vector2()); } else if (Game1.isDarkOut() && CanHazMonster(Settings.Monsters.Ghost)) { monster = new Ghost(new Vector2()); } else if (CanHazMonster(Settings.Monsters.BigSlime)) { monster = new BigSlime(new Vector2(), GetSlimeLevel()); } else if (CanHazMonster(Settings.Monsters.Grub)) { monster = new Grub(new Vector2(), true); } else if (CanHazMonster(Settings.Monsters.Fly)) { monster = new Fly(new Vector2(), true); } else if (CanHazMonster(Settings.Monsters.Brute)) { monster = new ShadowBrute(new Vector2()); } else if (CanHazMonster(Settings.Monsters.Golem)) { monster = new RockGolem(new Vector2(), deepWoods.GetCombatLevel()); } else if (CanHazMonster(Settings.Monsters.RockCrab)) { monster = new RockCrab(new Vector2(), GetRockCrabType()); } else { foreach (var modMonster in DeepWoodsAPI.ToShuffledList(ModEntry.GetAPI().Monsters)) { if (modMonster.Item1(deepWoods, location)) { monster = modMonster.Item2(); break; } } if (monster == null) { monster = new GreenSlime(new Vector2(), GetSlimeLevel()); } } if (deepWoods.level.Value >= Settings.Level.MinLevelForBuffedMonsters && !this.random.CheckChance(Settings.Monsters.ChanceForUnbuffedMonster)) { BuffMonster(monster); } return(monster); }
void Awake() { // Set up the references. jumpTimer = jumpTimerMax; player = GameObject.FindGameObjectWithTag("Player").transform; playerHealth = player.GetComponent <PlayerStats> (); enemy = GetComponent <Bat> (); }
void Start() { script = GetComponentInParent <Bat>(); script.OnAttack.AddListener(Attacking); anim = GetComponent <Animator>(); anim.speed = 2.55f; speed = anim.speed; }
public void Die() { Destroy(gameObject); GameObject bat_black = GameObject.Find("bat_black"); Bat bat = bat_black.GetComponent <Bat>(); bat.SpawnBall(); }
private void Awake() { panel = FindObjectOfType <Panel>(); rigidbody = GetComponent <Rigidbody2D>(); //animator = GetComponent<Animator>(); sprite = GetComponentInChildren <SpriteRenderer>(); balls = Resources.Load <Balls>("Ball"); bat = Resources.Load <Bat>("Bat"); }
private void Attack() { Vector3 position = transform.position; position.x += 1F * (sprite.flipX ? -1.0F : 1.0F); Bat newbat = Instantiate(bat, position, bat.transform.rotation) as Bat; newbat.Parent = gameObject; }
public override bool[,] PossiblesMovements() { bool[,] mat = new bool[Bat.Line, Bat.Collum]; Position position = new Position(0, 0); //NO position.SetValues(position.Line - 1, position.Collum - 1); while (Bat.ValidPosition(position) && CanMove(position)) { mat[position.Line, position.Collum] = true; if (Bat.piece(position) != null && Bat.piece(position).color != color) { break; } position.SetValues(position.Line - 1, position.Collum - 1); } //NE position.SetValues(position.Line - 1, position.Collum + 1); while (Bat.ValidPosition(position) && CanMove(position)) { mat[position.Line, position.Collum] = true; if (Bat.piece(position) != null && Bat.piece(position).color != color) { break; } position.SetValues(position.Line - 1, position.Collum + 1); } //SE position.SetValues(position.Line + 1, position.Collum + 1); while (Bat.ValidPosition(position) && CanMove(position)) { mat[position.Line, position.Collum] = true; if (Bat.piece(position) != null && Bat.piece(position).color != color) { break; } position.SetValues(position.Line + 1, position.Collum + 1); } //SO position.SetValues(position.Line + 1, position.Collum - 1); while (Bat.ValidPosition(position) && CanMove(position)) { mat[position.Line, position.Collum] = true; if (Bat.piece(position) != null && Bat.piece(position).color != color) { break; } position.SetValues(position.Line + 1, position.Collum - 1); } return(mat); }
public override bool[,] PossiblesMovements() { bool[,] mat = new bool[Bat.Line, Bat.Collum]; Position position = new Position(0, 0); position.SetValues(position.Line - 1, position.Collum - 2); if (Bat.ValidPosition(position) && CanMove(position)) { mat[position.Line, position.Collum] = true; } position.SetValues(position.Line - 2, position.Collum - 1); if (Bat.ValidPosition(position) && CanMove(position)) { mat[position.Line, position.Collum] = true; } position.SetValues(position.Line - 2, position.Collum + 1); if (Bat.ValidPosition(position) && CanMove(position)) { mat[position.Line, position.Collum] = true; } position.SetValues(position.Line - 1, position.Collum + 2); if (Bat.ValidPosition(position) && CanMove(position)) { mat[position.Line, position.Collum] = true; } position.SetValues(position.Line + 1, position.Collum + 2); if (Bat.ValidPosition(position) && CanMove(position)) { mat[position.Line, position.Collum] = true; } position.SetValues(position.Line + 2, position.Collum + 1); if (Bat.ValidPosition(position) && CanMove(position)) { mat[position.Line, position.Collum] = true; } position.SetValues(position.Line + 2, position.Collum - 1); if (Bat.ValidPosition(position) && CanMove(position)) { mat[position.Line, position.Collum] = true; } position.SetValues(position.Line + 1, position.Collum - 2); if (Bat.ValidPosition(position) && CanMove(position)) { mat[position.Line, position.Collum] = true; } return(mat); }
public void CanOverrideMethods() { //IsNocturnal is defined in the Mammal class //Both Batty and Doggo have the property, //but it's set to different values b/c both have overriden it BuildAZoo.Classes.Lactating.Mammal.Mammal2Leg.Bat Batty = new Bat(); BuildAZoo.Classes.Lactating.Mammal.Mammal4Leg.Dog Doggo = new Dog(); Assert.NotEqual(Batty.IsNocturnal, Doggo.IsNocturnal); }
public void Update(float elapsed) { _intervalTimer += elapsed; if (_isOn == false || _intervalTimer < SpawnInterval || !EnemySpawnList.Any()) return; _intervalTimer = 0; Bat enemy = new Bat(EnemySpawnList[_rnd.Next(0, EnemySpawnList.Count - 1)], Bloodbender.ptr.player); Bloodbender.ptr.listGraphicObj.Add(enemy); }
protected void Init(Bat prefab) { for (int i = 0; i < _capacity; i++) { Bat spawned = Instantiate(prefab, transform); spawned.Dying += OnSpawnedDyed; spawned.gameObject.SetActive(false); _pool.Add(spawned); } }
public void _on_Timer_timeout() { Bat bat = packedBatObject.Instance() as Bat; Node batLayer = GetNode("/root/World/YSort"); batLayer.AddChild(bat); bat.GlobalPosition = this.GlobalPosition; bat.setHomePosition(bat.GlobalPosition); timer.Start(spawnTimer); }
void CreateBat(Bat batPrefab) { //create and set start position Bat bat = Instantiate(batPrefab, transform.position, Quaternion.identity); bat.GetComponent <Rigidbody>().position = transform.position; //set current bat batsToSwing = bat; }
public static LivingBeing InitializeBat(Map m, Vector2 v) { var b = new Bat(m.Game, v); RegisterActions(b); m.fullBoard.Add(b); b.IsUserControlled = false; return(b); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here batLeft = new Bat(10,10,1,Content.Load<Texture2D>("bat")); batRight = new Bat(760, 10, 2, Content.Load<Texture2D>("bat")); ball = new Ball(400, 240, 150, 175, Content.Load<Texture2D>("ball"), Content.Load<SpriteFont>("Font")); }
public Piece ExecuteMovement(Position source, Position destiny) { Piece piece = Bat.RemovePiece(source); piece.ToIncreaseMovement(); Piece capturedPiece = Bat.RemovePiece(destiny); Bat.PuttPiece(piece, destiny); if (capturedPiece != null) { captureds.Add(capturedPiece); } //Especia play Little Roque if (piece is King && destiny.Collum == source.Collum + 2) { Position sourceT = new Position(source.Line, source.Collum + 3); Position destinyT = new Position(source.Line, source.Collum + 1); Piece T = Bat.RemovePiece(sourceT); T.ToIncreaseMovement(); Bat.PuttPiece(T, destinyT); } //Especial Play Big Roque if (piece is King && destiny.Collum == source.Collum - 2) { Position sourceT = new Position(source.Line, source.Collum - 4); Position destinyT = new Position(source.Line, source.Collum - 1); Piece T = Bat.RemovePiece(sourceT); T.ToIncreaseMovement(); Bat.PuttPiece(T, destinyT); } //Especial Play En Passant if (piece is Pawn) { if (source.Collum != destiny.Collum && capturedPiece == null) { Position posP; if (piece.color == Color.White) { posP = new Position(destiny.Line + 1, destiny.Collum); } else { posP = new Position(destiny.Line - 1, destiny.Collum); } capturedPiece = Bat.RemovePiece(posP); captureds.Add(capturedPiece); } } return(capturedPiece); }
public void Add(GameObject _object, Vector3 _position, Quaternion _rotation, bool _isHost, float _angle) { Bat bat = new Bat(); bat = PhotonNetwork.Instantiate(_object.name, _position, _rotation).AddComponent <Bat>() as Bat; bat.Init(_isHost, _angle); #region EVENT_LISTENER_ADD_Bat bat.GetComponent <Bat>().EVENT_REMOVE += Remove; #endregion EVENT_LISTENER_ADD_Bat listOfObjetFactories.Add(bat); }
void OnCollisionEnter2D() { BonusSpawn(); Destroy(gameObject); GameManagerScript.Cur_Bricks--; GameManagerScript.Score += 1; GameObject bat_black = GameObject.Find("bat_black"); Bat bat = bat_black.GetComponent <Bat>(); bat.ballForce += 1; }
// Use this for initialization void Start() { for (int i = 0; i < BatsCount; i++) { GameObject currentBat = Instantiate(BatPrefab); Bat currentBatScript = currentBat.GetComponent <Bat> (); currentBatScript.BatSpeed = BatSpeed; currentBat.transform.parent = this.gameObject.transform; CurrentsBats.Add(currentBat); } }
public void DisableSuperSkill() { isUsingSuperFlight = false; isUsingSuperSpeed = false; isUsingSuperTime = false; // Remove the superskill trail TrailRenderer trailRenderer = gameObject.GetComponentInChildren <TrailRenderer>(); trailRenderer.enabled = false; // Reset gravity to its orignal value gameObject.GetComponent <Rigidbody2D>().gravityScale = oriGravityScale; PteraMover.DeactivateTimeFreeze(); CaveFlamePit.DeactivateTimeFreeze(); Fireball.DeactivateTimeFreeze(); DestroyByTime.DeactivateTimeFreeze(); LaserBeam.DeactivateTimeFreeze(); Saw.DeactivateTimeFreeze(); LaserTurret.DeactivateTimeFreeze(); Bat.DeactivateTimeFreeze(); SwingingBoulder[] sb = FindObjectsOfType <SwingingBoulder>(); sb[0].DeactivateTimeFreeze(); sb[1].DeactivateTimeFreeze(); sb[2].DeactivateTimeFreeze(); sb[3].DeactivateTimeFreeze(); sb[4].DeactivateTimeFreeze(); sb[5].DeactivateTimeFreeze(); sb[6].DeactivateTimeFreeze(); RockController.DeactivateTimeFreeze(); Turret.DeactivateTimeFreeze(); PlayerController[] players = FindObjectsOfType <PlayerController>(); foreach (PlayerController p in players) { p.timeFreezeActivated = false; p.GetComponent <Rigidbody2D>().isKinematic = false; p.anim.enabled = true; } GameObject[] FXs = GameObject.FindGameObjectsWithTag("FX"); foreach (GameObject fx in FXs) { fx.GetComponent <ParticleSystem>().Play(); } Arrow.DeactivateTimeFreeze(); Puma.DeactivateTimeFreeze(); Piranha.DeactivateTimeFreeze(); Cobra.DeactivateTimeFreeze(); Saw.DeactivateTimeFreeze(); Banana.DeactivateTimeFreeze(); BananaSpawn[] bs = FindObjectsOfType <BananaSpawn>(); bs[0].DeactivateTimeFreeze(); bs[1].DeactivateTimeFreeze(); bs[2].DeactivateTimeFreeze(); }
private void OnEnable() { if (Instance != null && Instance != this) { Destroy(this.gameObject); } else { Instance = this; } }
public void testHasOccupantType() { Wumpus wumpus = new Wumpus("Wumpy", rooms[0]); Bat bat = new Bat("Batty", rooms[4] ); Player player1 = new Player("Marie", rooms[1]); foreach (Room room in rooms) { if (room.hasOccupantType(EntityType.wumpus)) Console.WriteLine("Room " + room.id + " has a wumpus"); if (room.hasOccupantType(EntityType.bat)) Console.WriteLine("Room " + room.id + " has a bat"); if (room.hasOccupantType(EntityType.pit)) Console.WriteLine("Room " + room.id + " has a pit"); if (room.hasOccupantType(EntityType.player)) Console.WriteLine("Room " + room.id + " has a player"); if (room.hasOccupantType(EntityType.arrow)) Console.WriteLine("Room " + room.id + " has an arrow"); } }
public void Setup(bool same) { if (!same) //If new map { map = new GameMap(); map.Start(); } endGame = false; //setup wump = new Wumpus(); player = new Player(); bats = new Bat(); wump.room = map.getWump(); player.room = map.getCurrent(); bats.room = map.getBat(); for (int i = 0; i < 20; i++) { rooms[i] = GameObject.Find("Room (" + i + ")"); rooms[i].GetComponent<Room>().player = false; } Warnings(); //check for initial warnings rooms[player.room].GetComponent<Room>().player = true; //show player room }
public Game1() { graphics = new GraphicsDeviceManager(this); content = new ContentManager(Services); //graphics.SynchronizeWithVerticalRetrace = false; gameState = new GameState(); //Create the bat Sprites - they need the keyboard controls and the gameplay area limits _player1 = new Bat(30, Keys.Q, Keys.A, 0, Window.ClientBounds.Height); //use this line for a second human player //_player2 = new Bat( ClientSize.Width - 30 - Bat.Width, Keys.P, Keys.L, 0, ClientSize.Height); //use this line for a computer player _player2 = new Bat(Window.ClientBounds.Width - 30 - Bat.Width, 0, Window.ClientBounds.Height); //Create the ball sprite. It needs the gameplay area limits and references to the bats to be able to check for collisions _ball = new Ball(0, Window.ClientBounds.Width, 0, Window.ClientBounds.Height, _player1, _player2, gameState); //Connect the AI player with the ball _player2.Ball = _ball; }
private int CheckHitLocation(Bat bat) { int block = 0; if (ball.GetPosition().Y < bat.GetPosition().Y + bat.GetSize().Height / 20) block = 1; else if (ball.GetPosition().Y < bat.GetPosition().Y + bat.GetSize().Height / 10 * 2) block = 2; else if (ball.GetPosition().Y < bat.GetPosition().Y + bat.GetSize().Height / 10 * 3) block = 3; else if (ball.GetPosition().Y < bat.GetPosition().Y + bat.GetSize().Height / 10 * 4) block = 4; else if (ball.GetPosition().Y < bat.GetPosition().Y + bat.GetSize().Height / 10 * 5) block = 5; else if (ball.GetPosition().Y < bat.GetPosition().Y + bat.GetSize().Height / 10 * 6) block = 6; else if (ball.GetPosition().Y < bat.GetPosition().Y + bat.GetSize().Height / 10 * 7) block = 7; else if (ball.GetPosition().Y < bat.GetPosition().Y + bat.GetSize().Height / 10 * 8) block = 8; else if (ball.GetPosition().Y < bat.GetPosition().Y + bat.GetSize().Height / 20 * 19) block = 9; else block = 10; return block; }
private void SetUpSingle() { rightBat = new AIBat(Content, new Vector2(screenWidth, screenHeight), false); leftBat = new Bat(Content, new Vector2(screenWidth, screenHeight), true); }
void Start() { body = GetComponent<Bat>(); walkTimer = Random.Range (0, 3.0f); }
public void SetBat(Bat bat) { bat.Init(new Bat.BatCallback(OnBallInPlay)); }
void Start() { hazard_cap = 2; wumpusCave = new Cave(); player = new Player("Hunter"); wumpus = new Wumpus("Wumpy"); bats = new List<Bat>(hazard_cap); pits = new List<Pit>(hazard_cap); //init bats & pits for (int i = 0; i < hazard_cap; i++ ){ Bat bat = new Bat(i.ToString()); bats.Add(bat); Pit pit = new Pit(i); pits.Add(pit); } positions = new int[6]; setup(1); //assign player references to controllers //*I don't like it but I run into Object reference not set to an instance errors otherwise.. inputController = GetComponent<InputController>(); guiController = GameObject.Find("Canvas").GetComponent<GUIController>(); imgController = GetComponent<ImagePlaneController>(); inputController.player = player; guiController.player = player; guiController.gameState = STATE; //assign Room prefabs to a room DAO Transform Rooms = GameObject.Find("WumpusCave/Rooms").GetComponent<Transform>(); UnityEngine.Debug.Log(Rooms.childCount); for(int i = 0; i < Rooms.childCount; i++) Rooms.GetChild(i).GetComponent<RoomBehavior>().room = wumpusCave.rooms[i]; }
void Start() { batScript = GetComponent<Bat>(); }
// Use this for initialization void Start() { layer = Camera.main.GetComponent<GUILayer>(); ballScript = gameBall.GetComponent<Ball>(); batScript = batObj.GetComponent<Bat>(); //Debug.Log("Screen Resolution " + Screen.width + " " + Screen.height); }
// set info,map,player,enemy public void NewLevel(int level) { switch (level) { case 1: { InfoBox.Info("\n\n***** Welcome to Level 1 ***** \n" +"The bats move randomly,\n" +" and would attack you when they get nearby.\n" +"Press '2' to get your Bow and clear them all!"); map=new Map(); Player.weaponGet[2] = true; player=new Player(); player.SetPlace(map); player.weapon = new BareHand(); cntEnemy=5; enemy=new Enemy[cntEnemy]; for (int i=0;i<cntEnemy;++i) { enemy[i]=new Bat(); enemy[i].SetPlace(map); } break; } case 2: { InfoBox.Info("\n\n***** Welcome to Level 2 ***** \n" + "You've got a new Sword\n" + " which is very powerful !\n" + "Well... Just enjoy it!"); map = new Map(); // Player.weaponGet[1] = true; player = new Player(); player.SetPlace(map); player.ChangeWeapon(1); cntEnemy = 20; enemy = new Enemy[cntEnemy]; for (int i = 0; i < cntEnemy; ++i) { enemy[i] = new Bat(); enemy[i].SetPlace(map); } break; } case 3: { InfoBox.Info("\n\n***** Welcome to Level 3 ***** \n" + "Cautious!\n" + "The Ghoul looks hungry..\n" + "Are you brave enough to face them ?!"); map = new Map(); player = new Player(); player.SetPlace(map); player.ChangeWeapon(1); cntEnemy = 10; enemy = new Enemy[cntEnemy]; int i; for (i = 0; i < 2; ++i) { enemy[i] = new Ghoul(); enemy[i].SetPlace(map); } for (; i < cntEnemy; ++i) { enemy[i] = new Bat(); enemy[i].SetPlace(map); } break; } case 4: { InfoBox.Info("\n\n***** Welcome to Level 4 ***** \n" + "More Ghouls..\n" + "But you've got a Mace!\n" + "Clear everything nearby!"); map = new Map(); // Player.weaponGet[3] = true; player = new Player(); player.SetPlace(map); player.ChangeWeapon(3); cntEnemy = 15; enemy = new Enemy[cntEnemy]; int i; for (i = 0; i < 4; ++i) { enemy[i] = new Ghoul(); enemy[i].SetPlace(map); } for (; i < cntEnemy; ++i) { enemy[i] = new Bat(); enemy[i].SetPlace(map); } break; } case 5: { InfoBox.Info("\n\n***** Welcome to Level 5 ***** \n" + "What's that?\n" + "A wonderful Shield!\n" + "It'd defend the bats perfectly! "); map = new Map(); // Player.weaponGet[4] = true; player = new Player(); player.SetPlace(map); player.ChangeWeapon(4); cntEnemy = 20; enemy = new Enemy[cntEnemy]; int i; for (i = 0; i < 5; ++i) { enemy[i] = new Ghoul(); enemy[i].SetPlace(map); } for (; i < cntEnemy; ++i) { enemy[i] = new Bat(); enemy[i].SetPlace(map); } break; } } // map.Show(); }
public void testBatMove() { Bat bat = new Bat("Batty", rooms[0]); bat.movePlayer(player, rooms); }
public void testSense() { Wumpus wumpus = new Wumpus("Wumpy", rooms[1]); //put him in a room next to player Bat bat = new Bat("Batty", rooms[4]); player.sense(); }