public Tourch(Direction setDirection, Microsoft.Xna.Framework.Color setColor, int filck, float strength) { directionFacing = setDirection; flickerWait = filck; intensity = strength; color = setColor; }
public Tourch(Direction setDirection, Microsoft.Xna.Framework.Color setColor) { directionFacing = setDirection; flickerWait = 8; intensity = 1; color = setColor; }
public Chair(Direction whereToFace) { isSolid = false; directionFacing = whereToFace; directionFacing = directionFacing.Rotate(true); directionFacing = directionFacing.Rotate(true); }
public HiddenPassage(HiddenPassage exitPosition, Direction directionToFace) { isSolid = true; isVisiable = false; other = exitPosition; other.other = this; directionFacing = directionToFace; }
/// <summary> /// Attacks the current target based on its attack /// </summary> protected void Attack(Direction d, bool turnable = true) { if (IsAggro) { target.TakeDamage(attack, this); if (element != null) { target.DealElementalDamage(element, (1 + Engine.Engine.currentLevel.DungeonLevel / 3)); } } if (turnable) { eSprite.Direction = d; } }
/// <summary> /// Moves a single square based on a Direction /// </summary> /// <param name="d">Direction</param> /// <param name="level">The current level</param> public void Move(Direction d, Level level) { if (IsAggro) { level.Move(this, d); } d = GetCorrectDirection(d); eSprite.Direction = d; }
public Direction GetCorrectDirection(Direction d) { if (d == Direction.DOWN) { d = Direction.LEFT; } else if (d == Direction.UP) { d = Direction.RIGHT; } else if (d == Direction.LEFT) { d = Direction.UP; } else if (d == Direction.RIGHT) { d = Direction.DOWN; } return d; }
public Door(Direction setDirection) { isSolid = true; isOpen = false; directionFacing = setDirection; }
public HiddenPassage(Direction directionToFace) { isSolid = true; isVisiable = false; directionFacing = directionToFace; }
public Switch(List<IInteractable> actingOnTargets, Direction directionToFace) { active = false; isSolid = false; isPassable = false; directionFacing = directionToFace; targets = actingOnTargets; }
public Switch(IInteractable actingOn, Direction directionToFace) { active = false; isSolid = false; isPassable = false; directionFacing = directionToFace; targets = new List<IInteractable>(); targets.Add(actingOn); }