Method | Description | |
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ChangeMap ( string filename, Coords pos ) : void |
Method to change the "room" Loads the saved (previously visited) version of the next room if possible and the generated version if there is no saved one
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ConnectRecursive ( List |
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ConnectRooms ( List |
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GenerateMaps ( ) : void |
Generate three levels consisting of multiple rooms each and save them to xml files
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GenericDialog ( int from, int to, string message = "" ) : void |
A text displayed if the player died or talk to NPC
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HandleEvent ( bool DownStream, Events eventID ) : void |
Handle events from UIElements and/or backend objects
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PureLogic ( IHandleEvent parent, |
The constructor for the logic behind the game
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ReassignPlayer ( ) : void | ||
Restart ( ) : void |
Method to for reseting the game to the generated version
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Restore ( string name ) : void |
Restore game progress from a saved state
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Save ( string name ) : void |
Save the game to a new folder
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Update ( |
Method to start the update-routine of the map
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Method | Description | |
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_CombatDamage ( int attacker, int defender ) : void |
Methode to evaluate the damage in a combat between two actors. Calculates the percentage damage reduction based on armor and penetration. Shows the floating combat text for the attack.
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_TrapDamage ( Coords target ) : void |
methode to evaluate the damage a trap deals to an actor walking over it or stands on raising trap
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Method | Description | |
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FindAvailableExits ( List |
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_DeleteSavedRooms ( ) : void |
Method to delete old saved rooms
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public ChangeMap ( string filename, Coords pos ) : void | ||
filename | string | The path to the .xml of the next room |
pos | Coords | The spawning position in the next room |
return | void |
public ConnectRecursive ( List |
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rooms | List |
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id | int | |
visited | List |
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return | void |
public ConnectRooms ( List |
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rooms | List |
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From | int | |
exit | Direction | |
roomsPerRow | int | |
return | void |
public GenericDialog ( int from, int to, string message = "" ) : void | ||
from | int | |
to | int | |
message | string | A custom message that could be displayed |
return | void |
public HandleEvent ( bool DownStream, Events eventID ) : void | ||
DownStream | bool | |
eventID | Events | The ID of the event |
return | void |
public PureLogic ( IHandleEvent parent, |
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parent | IHandleEvent | |
map | The map object which will contain the rooms | |
_random | A random | |
return | System |
public Restore ( string name ) : void | ||
name | string | The directory where the gamestate is stored |
return | void |
public Save ( string name ) : void | ||
name | string | The directory to which the game should be saved |
return | void |
public Update ( |
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gametime | ||
return | void |
protected _CombatDamage ( int attacker, int defender ) : void | ||
attacker | int | the attacking actor |
defender | int | the attacked actor |
return | void |
protected _TrapDamage ( Coords target ) : void | ||
target | Coords | Coords of the actor which walked over the trap |
return | void |