static void InitMap(ref Map map) { // Add locations with their coordinates to this list. RiksRuin rik = new RiksRuin("Rik's Mountian"); map.AddLocation(rik, 1, 1); Forrest forrest = new Forrest("Forrest"); map.AddLocation(forrest, 2, 1); MainRoad mainroad = new MainRoad("Main Road"); map.AddLocation(mainroad, 3, 1); map.AddLocation(mainroad, 4, 1); map.AddLocation(mainroad, 6, 1); Bridge bridge = new Bridge("Bridge"); map.AddLocation(bridge, 5, 1); CastleGate CastleGate = new CastleGate("Castle Gate"); map.AddLocation(CastleGate, 7, 1); Castle castle = new Castle("Castle"); map.AddLocation(castle, 9, 1); InnerCastleRoad innercastleroad = new InnerCastleRoad("Inner Castle Road"); map.AddLocation(innercastleroad, 8, 1); House House = new House("House"); map.AddLocation(House, 3, 2); }
static void InitMap(ref Map map) { // Add locations with their coordinates to this list. Forrest forrest = new Forrest("Black Forrest"); map.AddLocation(forrest, 0, 2); Cliff cliff = new Cliff("Rockface"); map.AddLocation(cliff, 0, 3); Church church = new Church("Old Chapel"); map.AddLocation(church, 1, 2); Swamp swamp = new Swamp("Bog"); map.AddLocation(swamp, 0, 1); }
static void InitMap(ref Map map) { // Add locations with their coordinates to this list. Home home = new Home("Home"); map.AddLocation(home, 0, 2); University uni = new University("University"); map.AddLocation(uni, 0, 3); MotherHome motherHome = new MotherHome("Mother home"); map.AddLocation(motherHome, 0, 1); Airport airport = new Airport("Airport"); map.AddLocation(airport, 1, 2); }
static void InitMap(ref Map map) { // Add locations with their coordinates to this list. Home home = new Home("Home"); map.AddLocation(home, 0, 2); University university = new University("University"); map.AddLocation(university, 0, 3); Church church = new Church("Old Chapel"); map.AddLocation(church, 1, 2); Swamp swamp = new Swamp("Bog"); map.AddLocation(swamp, 0, 1); }
static void InitMap(ref Map map) { // Add locations with their coordinates to this list. Forest forest = new Forest("Black Forest"); map.AddLocation(forest, 3, 2); map.AddLocation(forest, 4, 2); map.AddLocation(forest, 1, 4); Cliff cliff = new Cliff("Rockface"); map.AddLocation(cliff, 1, 5); Church church = new Church("Old Chapel"); map.AddLocation(church, 3, 4); Swamp swamp = new Swamp("Bog"); map.AddLocation(swamp, 4, 1); Town town = new Town("Skyrim"); map.AddLocation(town, 2, 2); Ravine ravine = new Ravine("High pass"); map.AddLocation(ravine, 1, 2); Lake lake = new Lake(""); map.AddLocation(lake, 0, 2); Tomb tomb = new Tomb(""); map.AddLocation(tomb, 4, 3); Road road = new Road(""); map.AddLocation(road, 2, 1); map.AddLocation(road, 2, 0); map.AddLocation(road, 2, 3); map.AddLocation(road, 2, 4); Castle castle = new Castle(""); map.AddLocation(castle, 1, 0); CastleArmory castleArmory = new CastleArmory(""); map.AddLocation(castleArmory, 0, 0); TombHall tombHall = new TombHall(""); map.AddLocation(tombHall, 5, 3); map.AddLocation(tombHall, 8, 1); TombHall1 tombHall1 = new TombHall1(""); map.AddLocation(tombHall1, 7, 5); map.AddLocation(tombHall1, 9, 2); TombHall2 tombHall2 = new TombHall2(""); map.AddLocation(tombHall2, 7, 2); map.AddLocation(tombHall2, 9, 3); TombRoom tombRoom = new TombRoom(""); map.AddLocation(tombRoom, 6, 3); map.AddLocation(tombRoom, 6, 5); map.AddLocation(tombRoom, 6, 1); map.AddLocation(tombRoom, 10, 3); TombRoom1 tombRoom1 = new TombRoom1(""); map.AddLocation(tombRoom1, 5, 4); map.AddLocation(tombRoom1, 7, 4); map.AddLocation(tombRoom1, 7, 1); TombRoom2 tombRoom2 = new TombRoom2(""); map.AddLocation(tombRoom2, 5, 5); map.AddLocation(tombRoom2, 6, 2); map.AddLocation(tombRoom2, 9, 1); TombTreasure tombTreasure = new TombTreasure(""); map.AddLocation(tombTreasure, 11, 3); }
static void InitMap(ref Map map) { // Add locations with their coordinates to this list. Forest forest = new Forest("Woodhearth"); map.AddLocation(forest, 3, 2); map.AddLocation(forest, 4, 2); map.AddLocation(forest, 1, 4); Cliff cliff = new Cliff("The Hanger"); map.AddLocation(cliff, 1, 5); Church church = new Church("Church of Stendarr"); map.AddLocation(church, 3, 4); Swamp swamp = new Swamp("Bog"); map.AddLocation(swamp, 4, 1); Town town = new Town("Mana"); map.AddLocation(town, 2, 2); Ravine ravine = new Ravine("High pass"); map.AddLocation(ravine, 1, 2); Lake lake = new Lake("Black Lake"); map.AddLocation(lake, 0, 2); Tomb tomb = new Tomb("Dunbarrow"); map.AddLocation(tomb, 4, 3); Road road = new Road("Road"); map.AddLocation(road, 2, 1); map.AddLocation(road, 2, 0); map.AddLocation(road, 2, 3); map.AddLocation(road, 2, 4); Castle castle = new Castle("Dragonstar"); map.AddLocation(castle, 1, 0); CastleArmory castleArmory = new CastleArmory("Dragonstar armory"); map.AddLocation(castleArmory, 0, 0); TombHall tombHall = new TombHall("Tombhall1"); map.AddLocation(tombHall, 5, 3); map.AddLocation(tombHall, 8, 1); TombHall1 tombHall1 = new TombHall1("Tombhall2"); map.AddLocation(tombHall1, 7, 5); map.AddLocation(tombHall1, 9, 2); TombHall2 tombHall2 = new TombHall2("Tombhall3"); map.AddLocation(tombHall2, 7, 2); map.AddLocation(tombHall2, 9, 3); TombRoom tombRoom = new TombRoom("Tombroom1"); map.AddLocation(tombRoom, 6, 3); TombRoom1 tombRoom1 = new TombRoom1("Tombroom2"); map.AddLocation(tombRoom1, 5, 4); map.AddLocation(tombRoom1, 7, 4); map.AddLocation(tombRoom1, 7, 1); TombRoom2 tombRoom2 = new TombRoom2("Tombroom3"); map.AddLocation(tombRoom2, 5, 5); map.AddLocation(tombRoom2, 6, 2); map.AddLocation(tombRoom2, 9, 1); TombRoom3 tombroom3 = new TombRoom3("Tombroom4"); map.AddLocation(tombRoom, 6, 5); map.AddLocation(tombRoom, 6, 1); map.AddLocation(tombRoom, 10, 3); TombTreasure tombTreasure = new TombTreasure("TombTreasureRoom"); map.AddLocation(tombTreasure, 11, 3); TombTreasure1 tombTreasure1 = new TombTreasure1("TombTreasureRoom1"); map.AddLocation(tombTreasure1, 12, 3); }
public void AddLocations(ref Map map, int x, int y) { for (int i = 0; i < this.width; i++) { for (int j = 0; j < this.height; j++) { Blockade[] blockades = new Blockade[4]; // North Wall if (this.blockades[i, j, 0] != null) { blockades[0] = this.blockades[i, j, 0]; } else if (j == 0 && isEnclosed) { blockades[0] = new Wall("wall", true, 0); } else { blockades[0] = new None("none", false, 0); } // East Wall if (this.blockades[i, j, 1] != null) { blockades[1] = this.blockades[i, j, 1]; } else if (i == width - 1 && isEnclosed) { blockades[1] = new Wall("wall", true, 1); } else { blockades[1] = new None("none", false, 1); } // South if (this.blockades[i, j, 2] != null) { blockades[2] = this.blockades[i, j, 2]; } else if (j == this.height - 1 && isEnclosed) { blockades[2] = new Wall("wall", true, 2); } else { blockades[2] = new None("none", false, 2); } // West if (this.blockades[i, j, 3] != null) { blockades[3] = this.blockades[i, j, 3]; } else if (i == 0 && isEnclosed) { blockades[3] = new Wall("wall", true, 3); } else { blockades[3] = new None("none", false, 3); } Location location = new TempleRoom(this.name, blockades, discription); if (this.items[i, j] != null) { location.GetItems().Add(this.items[i, j].GetName(), this.items[i, j]); } if (this.actors[i, j] != null) { location.SetEnemy(actors[i, j]); } map.AddLocation(location, i + x, j + y); } } }
static void InitMap(ref Map map) { map.AddLocation(new StartRoom("Start room"), 2, 0); map.AddLocation(new StartRoomBoxes("Start room boxes"), 1, 0); map.AddLocation(new StartRoomShelf("Start room shelf"), 3, 0); map.AddLocation(new StartRoomDoor("Start room door"), 2, 1); }
static void InitMap(ref Map map) { // Add locations with their coordinates to this list. Fort ravenfort = new Fort("Raven Fort"); River river = new River("Waters"); Plains grasslands = new Plains("Grass Lands"); Forrest forrest = new Forrest("Black Forrest"); Bridge bridge = new Bridge("Old wooden Bridge"); Church church = new Church("Old Chapel"); Abandoned_Town Town = new Abandoned_Town("Ruined City"); //0 map.AddLocation(grasslands, 0, 0); map.AddLocation(ravenfort, 0, 1); map.AddLocation(grasslands, 0, 2); map.AddLocation(river, 0, 3); map.AddLocation(forrest, 0, 4); map.AddLocation(forrest, 0, 5); //1 map.AddLocation(grasslands, 1, 0); map.AddLocation(grasslands, 1, 1); map.AddLocation(grasslands, 1, 2); map.AddLocation(bridge, 1, 3); map.AddLocation(forrest, 1, 4); map.AddLocation(forrest, 1, 5); //2 map.AddLocation(grasslands, 2, 0); map.AddLocation(grasslands, 2, 1); map.AddLocation(grasslands, 2, 2); map.AddLocation(river, 2, 3); map.AddLocation(grasslands, 2, 4); map.AddLocation(forrest, 2, 5); //3 map.AddLocation(grasslands, 3, 0); map.AddLocation(church, 3, 1); map.AddLocation(grasslands, 3, 2); map.AddLocation(river, 3, 3); map.AddLocation(Town, 3, 4); map.AddLocation(Town, 3, 5); //4 map.AddLocation(grasslands, 4, 0); map.AddLocation(grasslands, 4, 1); map.AddLocation(grasslands, 4, 2); map.AddLocation(river, 4, 3); map.AddLocation(Town, 4, 4); map.AddLocation(Town, 4, 5); /* Cliff cliff = new Cliff("Rockface"); * map.AddLocation(cliff, 0, 3);*/ /* Swamp swamp = new Swamp("Bog"); * map.AddLocation(swamp, 0, 1);*/ //Dungeon Dungeon_1 dungeon_1 = new Dungeon_1("Crypt"); map.AddLocation(dungeon_1, 3, 7); Dungeon_2 dungeon_2 = new Dungeon_2("Crypt"); map.AddLocation(dungeon_2, 1, 7); map.AddLocation(dungeon_2, 2, 7); Dungeon_Final dungeon_final = new Dungeon_Final("Crypt"); map.AddLocation(dungeon_final, 1, 8); }