示例#1
0
        //this is the create method, the reason i call it create tile instead of create() is because it was easier for me to understand when using it
        private Tile CreateTile(TileType tiletype)
        {
            int randomX = roll.Next(0, WidthOfGameMap);
            int randomY = roll.Next(0, HeightOfGameMap);

            while (gameMap[randomX, randomY] is Obstacle || gameMap[randomX, randomY] is character || gameMap[randomX, randomY] is ItemClass)
            {
                randomX = roll.Next(0, WidthOfGameMap);
                randomY = roll.Next(0, HeightOfGameMap);
            }
            if (tiletype == TileType.Hero)
            {
                playerCharacter = new HeroClass(randomX, randomY, 100);//player hp assigned here!
                return(playerCharacter);
            }
            else if (tiletype == TileType.Enemy)
            {
                int temp = roll.Next(1, 3);
                if (temp == 1)
                {
                    return(new GoblinClass(randomX, randomY));
                }
                else
                {
                    return(new MageClass(randomX, randomY));
                }
            }
            //this spawns the gold with the game
            else
            {
                return(new GoldClass(randomX, randomY));
            }
        }
示例#2
0
        private Tile CreateTile(TileType tiletype)
        {
            int randomisePositionX = roll.Next(0, WidthOfGameMap);
            int randomisePositionY = roll.Next(0, HeightOfGameMap);

            while (gameMap[randomisePositionX, randomisePositionY] is Obstacle || gameMap[randomisePositionX, randomisePositionY] is character)
            {
                randomisePositionX = roll.Next(0, WidthOfGameMap);
                randomisePositionY = roll.Next(0, HeightOfGameMap);
            }
            if (tiletype == TileType.Hero)
            {
                playerCharacter = new HeroClass(randomisePositionX, randomisePositionY, 20);//player hp assigned here!
                return(playerCharacter);
            }

            else
            {
                return(new GoblinClass(randomisePositionX, randomisePositionY));
            }
        }