public void Interact(Player p) { if (interaction != null) { interaction.PropAction(p); } }
public ZombieState(Zombie aZombie, Player nPlayer, Map aMap) { zombie = aZombie; player = nPlayer; rand = new Random(zombie.ThisID); iMap = aMap; }
/// <summary> /// Puts zombies everywhere. /// </summary> /// <param name="numOfZombies">Number of zombies you want put.</param> /// <param name="p">The player, needed for zombie AI.</param> public static void PutZombiesEverywhere(int numOfZombies, Player p) { bool zomPlaced = false; Random r = new Random(); for (int i = 0; i < Math.Abs(numOfZombies); i++) { zomPlaced = false; while (zomPlaced == false) { int x = r.Next(map.Width); int y = r.Next(map.Height); if (map.GetBlockAt(x, y).Passable) { zomPlaced = true; map.AddObjectAt(EntityFactory.CreateZombie(p), x, y); } } } }
public WanderState(Zombie aZombie, Player nPlayer) : base(aZombie, nPlayer) { graphic = new Sprite("zombie_wander_bmp"); }
protected void LoadData() { player = new Player("player_bmp"); player.AddSkill(new Skill(SkillNames.MEDICAL_SKILL)); player.Inventory.Add(ItemFactory.CreateDefaultItem()); player.Inventory.Add(ItemFactory.CreateDefaultItem()); player.Inventory.Add(ItemFactory.CreateDefaultItem()); player.Inventory.Add(ItemFactory.CreateBandage(player)); player.Inventory.Add(ItemFactory.CreateBandage(player)); Weapon sword2 = WeaponFactory.CreateSword(); sword2.Name = "OTHER Sword"; player.Inventory.Add(sword2); player.Inventory.Add(WeaponFactory.CreateSword()); map = new Map(30, 30); map.AddObjectAt(player, 5, 5); Zombie lZack = new Zombie(player, map); map.AddObjectAt(lZack, 10, 10); Room lRoom = new Room(new Coord(8, 8), 5, 5, MapGenObject.Direction.SOUTH); lRoom.Construct(map); Door d = new Door("door_closed_bmp"); d.Interaction = new UseDoorPAbility(d); map.GetBlockAt(5, 10).AddObject(d); ToggleSwitch lSwitch = new ToggleSwitch(); lSwitch.ConnectedProp = d; lSwitch.OnGraphic = new Sprite("toggle_off"); lSwitch.OffGraphic = new Sprite("toggle_on"); map.AddObjectAt(lSwitch, 7, 7); camera = new Camera(player, Game.VISBLE_MAP_WIDTH, Game.VISBLE_MAP_HEIGHT, map); Item item = new Item("item_bmp"); map.GetBlockAt(3, 3).AddObject(item); }
public HuntState(Zombie aZombie, Player nPlayer) : base(aZombie, nPlayer) { graphic = new Sprite("zombie_hunt_bmp"); }
public ZombieState(Zombie aZombie, Player nPlayer) { zombie = aZombie; player = nPlayer; rand = new Random(zombie.ThisID); }