private void AddAggressiveEnemies(int numberOfEnemies) { for (int i = 0; i < numberOfEnemies; i++) { Cell enemyCell = GetRandomEmptyCell(); var pathFromAggressiveEnemy = new PathToPlayer(_player, _map, Content.Load <Texture2D>("White")); pathFromAggressiveEnemy.CreateFrom(enemyCell.X, enemyCell.Y); var enemy = new AggressiveEnemy(_map, pathFromAggressiveEnemy) { X = enemyCell.X, Y = enemyCell.Y, Sprite = Content.Load <Texture2D>("Hound"), ArmorClass = 10, AttackBonus = 0, Damage = Dice.Parse("d3"), Health = 10, Name = "Hunting Hound" }; _aggressiveEnemies.Add(enemy); } }
public void Update() { if (!_isAwareOfPlayer) { if (_map.IsInFov(X, Y)) { _isAwareOfPlayer = true; } } if (_isAwareOfPlayer) { _path.CreateFrom(X, Y); if (Global.CombatManager.IsPlayerAt(_path.FirstCell.X, _path.FirstCell.Y)) { Global.CombatManager.Attack(this, Global.CombatManager.FigureAt(_path.FirstCell.X, _path.FirstCell.Y)); } else { X = _path.FirstCell.X; Y = _path.FirstCell.Y; } } }
private void AddAggressiveEnemies( int numberOfEnemies ) { for ( int i = 0; i < numberOfEnemies; i++ ) { Cell enemyCell = GetRandomEmptyCell(); var pathFromAggressiveEnemy = new PathToPlayer( _player, _map, Content.Load<Texture2D>( "White" ) ); pathFromAggressiveEnemy.CreateFrom( enemyCell.X, enemyCell.Y ); var enemy = new AggressiveEnemy("Hunting Hound", 5,5,5,5,5,5,5, _map, pathFromAggressiveEnemy ) { X = enemyCell.X, Y = enemyCell.Y, Sprite = Content.Load<Texture2D>( "Skeleton" ), ArmorClass = 10, AttackBonus = 0, Damage = new Dice( new List<IDie> { new Die( Global.Random, 3 ) } ), Health = 10 }; _aggressiveEnemies.Add( enemy ); } }