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); }
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); }