/** * -----===----- * | back | * | | * * room2 * * | | The room layout as described below * | front | in code (hopefully) * -----===----- * | back | * | | * * room * * | | * | front | * -----===----- */ protected void linkRooms(Room room, Room room2, RoomPlaces roomPlace) { switch (roomPlace) { case RoomPlaces.front: room.back = room2; room2.front = room; break; case RoomPlaces.back: room2.back = room; room.front = room2; break; case RoomPlaces.left: room.left = room2; room2.right = room; break; case RoomPlaces.right: room.right = room2; room2.left = room; break; } }
/** * Sets up the map * TODO: Load externally made maps using the Room concept */ private void initialiseRooms() { Room entrance = new Room ("entrance"); entrance.openArea = true; Room ehallway = new Room ("enemy hallway"); ehallway.items.Add(new SmallHealth()); Room kitchen = new Room ("kitchen"); kitchen.items.Add(new Pistol()); Room ehallway2 = new Room ("enemy hallway"); ehallway2.battle.fleeSteps = 2; ehallway2.battle.enemies.Add(new Vampire()); Room ehallway3 = new Room ("enemy hallway"); Room rhallway1 = new Room("recovery hallway"); Room rhallway2 = new Room("recovery hallway"); Room rhallway3 = new Room("recovery hallway"); Room rhallway4 = new Room("recovery hallway"); Room nhallway = new Room("narrow hallway"); Room nhallway2 = new Room("narrow hallway"); Room dhallway = new Room("dungeon hallway"); Room dhallway2 = new Room("dungeon hallway"); Room dhallway3 = new Room("dungeon hallway"); Room dhallway4 = new Room("dungeon hallway"); Room lhallway = new Room("loot hallway"); Room lhallway2 = new Room("loot hallway"); Room lootroom = new Room("loot room"); linkRooms (entrance, ehallway, RoomPlaces.front); linkRooms (ehallway, ehallway2, RoomPlaces.right); linkRooms (ehallway2, ehallway3, RoomPlaces.right); linkRooms (ehallway, kitchen, RoomPlaces.left); linkRooms (ehallway3, rhallway1, RoomPlaces.front); linkRooms (rhallway1, rhallway2, RoomPlaces.front); linkRooms (rhallway2, rhallway3, RoomPlaces.front); linkRooms (rhallway3, rhallway4, RoomPlaces.front); linkRooms (rhallway4, nhallway, RoomPlaces.left); linkRooms (nhallway, nhallway2, RoomPlaces.left); linkRooms (nhallway2, dhallway, RoomPlaces.front); linkRooms (dhallway, dhallway2, RoomPlaces.front); linkRooms (dhallway2, dhallway3, RoomPlaces.front); linkRooms (dhallway3, dhallway4, RoomPlaces.front); linkRooms (dhallway4, lhallway, RoomPlaces.left); linkRooms (lhallway, lhallway2, RoomPlaces.left); linkRooms (lhallway2, lootroom, RoomPlaces.back); playerone = new Player (entrance); playerone.inventory.Add(new Fists()); }
public Player(Room startingroom) { currentRoom = startingroom; health = 30; money = 0; }