private ItemOnFloor GenerateItem(EItemType itemType) { ItemOnFloor item = null; switch (itemType) { case EItemType.PARCHMENT: item = new ItemOnFloor(Content.Load <Texture2D>("Images/Parchment"), itemType); break; case EItemType.KEY_1: item = new ItemOnFloor(Content.Load <Texture2D>("Images/Key1"), itemType); break; case EItemType.KEY_2: item = new ItemOnFloor(Content.Load <Texture2D>("Images/Key2"), itemType); break; default: break; } if (item != null) { item.Position = map.GetRandomFreePosition(0, map.Width - 1, 0, map.Height - 1); item.IsActive = false; return(item); } return(null); }
void InitGame() { if (listEntities != null) { listEntities.Clear(); } if (uiItems != null) { foreach (var item in uiItems) { item.IsActive = false; } } currentItemType = EItemType.NONE; // init the player position with the one in the map player.Position = map.PlayerPosition; player.AnimState = Player.EAnimState.WALK_DOWN; npc = new Sprite(Content.Load <Texture2D>("Images/Npc")); npc.Position = map.NpcPosition; npc.IsActive = false; ItemOnFloor parchment = GenerateItem(EItemType.PARCHMENT); listEntities.Add(parchment); parchment.IsActive = false; listEntities.Add(npc); listEntities.Add(player); victoryText.IsActive = false; bWin = false; map.EnableDarkMode = true; }