Exemplo n.º 1
0
 public void destroy_altar(Player pl, Floor fl)
 {
     my_doodad_type = Doodad_Type.Destroyed_Altar;
     passable       = true;
     destroyable    = false;
     name           = "destroyed altar";
     create_minor_undead(pl, fl);
 }
Exemplo n.º 2
0
        public Doodad(Doodad_Type dType, ContentManager cManage, gridCoordinate s_coord, int s_ind,
                      bool stone_doorframe = false)
        {
            my_doodad_type = dType;
            HP             = 0;
            switch (my_doodad_type)
            {
            case Doodad_Type.ArmorSuit:
                my_impassable_texture = cManage.Load <Texture2D>("Enemies/hollowKnight_idle");
                my_passable_texture   = cManage.Load <Texture2D>("Entities/broken_armor");
                name        = "suit of armor";
                passable    = false;
                destroyable = true;
                blocks_los  = false;
                HP          = 22;
                break;

            case Doodad_Type.Destroyed_ArmorSuit:
                my_impassable_texture = cManage.Load <Texture2D>("Entities/broken_armor");
                my_passable_texture   = cManage.Load <Texture2D>("Entities/broken_armor");
                name        = "suit of armor";
                passable    = true;
                destroyable = false;
                blocks_los  = false;
                break;

            case Doodad_Type.CorpsePile:
                my_impassable_texture = cManage.Load <Texture2D>("Background/Doodads/corpsepile");
                my_passable_texture   = my_impassable_texture;
                name        = "corpse pile";
                passable    = true;
                destroyable = false;
                blocks_los  = false;
                break;

            case Doodad_Type.Door:
                if (stone_doorframe)
                {
                    my_impassable_texture = cManage.Load <Texture2D>("Background/Doodads/stonewall_woodendoor");
                    my_passable_texture   = cManage.Load <Texture2D>("Background/Doodads/stonewall_woodendoor_open");
                    my_destroyed_texture  = cManage.Load <Texture2D>("Background/Doodads/stonewall_woodendoor_destroyed");
                }
                else
                {
                    my_impassable_texture = cManage.Load <Texture2D>("Background/Doodads/woodwall_woodendoor");
                    my_passable_texture   = cManage.Load <Texture2D>("Background/Doodads/woodwall_woodendoor_open");
                    my_destroyed_texture  = cManage.Load <Texture2D>("Background/Doodads/woodwall_woodendoor_destroyed");
                }
                name          = "door";
                my_door_state = Door_State.Closed;
                passable      = false;
                destroyable   = true;
                blocks_los    = true;
                HP            = 17;
                break;

            case Doodad_Type.Altar:
                cmgr = cManage;
                my_impassable_texture = cManage.Load <Texture2D>("Background/Doodads/altar");
                my_passable_texture   = cManage.Load <Texture2D>("Background/Doodads/altar_destroyed");
                name        = "altar";
                passable    = false;
                destroyable = false;
                blocks_los  = false;
                break;

            case Doodad_Type.Blood_Splatter:
                my_impassable_texture = cManage.Load <Texture2D>("Background/Doodads/splat");
                my_passable_texture   = my_impassable_texture;
                name        = "blood splatter";
                passable    = true;
                destroyable = false;
                blocks_los  = false;
                break;

            case Doodad_Type.Cage:
                my_impassable_texture = cManage.Load <Texture2D>("Background/Doodads/cage");
                my_passable_texture   = cManage.Load <Texture2D>("Background/Doodads/cage");
                name        = "cage";
                passable    = false;
                destroyable = true;
                blocks_los  = false;
                HP          = 20;
                break;

            case Doodad_Type.Bookshelf:
                my_impassable_texture = cManage.Load <Texture2D>("Background/Doodads/bookshelf");
                my_passable_texture   = cManage.Load <Texture2D>("Background/Doodads/bookshelf_destroyed");
                name        = "bookshelf";
                passable    = false;
                destroyable = true;
                blocks_los  = true;
                HP          = 10;
                break;

            case Doodad_Type.Destroyed_Bookshelf:
                my_passable_texture = cManage.Load <Texture2D>("Background/Doodads/bookshelf_destroyed");
                name        = "bookshelf";
                passable    = true;
                destroyable = false;
                blocks_los  = false;
                break;
            }
            rGen             = new Random();
            index            = s_ind;
            my_grid_coord    = s_coord;
            drawing_position = new Vector2(my_grid_coord.x * 32, my_grid_coord.y * 32);
        }