Exemplo n.º 1
0
        protected override void Handle(ProgramData data)
        {
            Entity          stairsEntity    = null;
            StairsComponent stairsComponent = null;

            foreach (var entity in Entities.With <StairsComponent>())
            {
                stairsComponent = entity.Get <StairsComponent>();

                if (entity.X == data.GameData.Player.X && entity.Y == data.GameData.Player.Y)
                {
                    stairsEntity = entity;
                    break;
                }
            }

            if (stairsEntity != null)
            {
                data.GameData.DungeonLevel = data.GameData.DungeonLevel.GoToFloor(stairsComponent.ToFloor, data.GameData.Player, data.GameData.MessageLog);
                data.GameData.SetEntities(data.GameData.DungeonLevel.Entities);
                data.FovRecompute = true;
                data.DefaultConsole.Clear();
            }
            else
            {
                data.GameData.MessageLog.AddMessage("There are no stairs here.", Color.Yellow);
            }
        }
Exemplo n.º 2
0
        public static Entity CreateStairsEntity()
        {
            var e = CreateEntity(Guid.NewGuid().ToString(), "jump point");

            e.AddComponent(DisplayComponent.Create(_texJumpPointPath, "The jump point to the next sector.", true, ITEM_Z_INDEX));
            e.AddComponent(StairsComponent.Create());

            return(e);
        }
Exemplo n.º 3
0
        public void MakeMap(int maxRooms, int minRoomSize, int maxRoomSize, int mapWidth, int mapHeight, Entity player, List <Entity> entities)
        {
            var   rooms      = new List <Rectangle>();
            Point lastCenter = new Point(0, 0);

            if (!entities.Contains(player))
            {
                entities.Add(player);
            }

            for (int i = 0; i < maxRooms; i++)
            {
                var width   = Rng.Next(minRoomSize, maxRoomSize + 1);
                var height  = Rng.Next(minRoomSize, maxRoomSize + 1);
                var x       = Rng.Next(mapWidth - width);
                var y       = Rng.Next(mapHeight - height);
                var newRoom = new Rectangle(x, y, width, height);

                if (rooms.Any(room => newRoom.Intersects(room)))
                {
                    continue;
                }

                CreateRoom(newRoom);
                var newCenter = newRoom.Center;
                lastCenter.Set(newCenter);

                if (rooms.Count == 0)
                {
                    player.X = newCenter.X;
                    player.Y = newCenter.Y;

                    if (DungeonLevel > 1)
                    {
                        var upStairsComponent = new StairsComponent {
                            ToFloor = DungeonLevel - 1
                        };
                        var upStairs = new Entity
                        {
                            X           = lastCenter.X,
                            Y           = lastCenter.Y,
                            Character   = '<',
                            Color       = Color.White,
                            Name        = $"Stairs to Level {upStairsComponent.ToFloor}",
                            RenderOrder = RenderOrder.Stairs
                        };
                        upStairs.Add(upStairsComponent);
                        entities.Add(upStairs);
                    }
                }
                else
                {
                    var prevCenter = rooms[rooms.Count - 1].Center;

                    if (Rng.Next(2) == 1)
                    {
                        CreateHorizontalTunnel(prevCenter.X, newCenter.X, prevCenter.Y);
                        CreateVerticalTunnel(prevCenter.Y, newCenter.Y, newCenter.X);
                    }
                    else
                    {
                        CreateVerticalTunnel(prevCenter.Y, newCenter.Y, prevCenter.X);
                        CreateHorizontalTunnel(prevCenter.X, newCenter.X, newCenter.Y);
                    }
                }

                PlaceEntities(newRoom, entities);
                rooms.Add(newRoom);
            }

            var downStairsComponent = new StairsComponent {
                ToFloor = DungeonLevel + 1
            };
            var downStairs = new Entity
            {
                X           = lastCenter.X,
                Y           = lastCenter.Y,
                Character   = '>',
                Color       = Color.White,
                Name        = $"Stairs to Level {downStairsComponent.ToFloor}",
                RenderOrder = RenderOrder.Stairs
            };

            downStairs.Add(downStairsComponent);
            entities.Add(downStairs);
        }