本文整理汇总了C#中Floor.is_tile_passable方法的典型用法代码示例。如果您正苦于以下问题:C# Floor.is_tile_passable方法的具体用法?C# Floor.is_tile_passable怎么用?C# Floor.is_tile_passable使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Floor
的用法示例。
在下文中一共展示了Floor.is_tile_passable方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: bite_alert
public void bite_alert(Floor fl)
{
for (int x = my_grid_coords[0].x - 2; x <= my_grid_coords[1].x + 2; x++)
for (int y = my_grid_coords[0].y - 2; y <= my_grid_coords[2].y + 2; y++)
{
gridCoordinate target_coord = new gridCoordinate(x, y);
if (x > 0 && x < fl.get_fl_size() &&
y > 0 && y < fl.get_fl_size() &&
fl.is_tile_passable(target_coord) &&
!occupies_tile(target_coord))
fl.add_specific_effect(Floor.specific_effect.Alert, new gridCoordinate(x, y));
}
}
示例2: target_bonespear
//.........这里部分代码省略.........
* [_][M][M]
* [_][M][M]
*/
if (pl_x_dir != 0 && pl_y_dir != 0)
{
int target_index = -1;
if (pl_x_dir == -1 && pl_y_dir == -1)
target_index = 0;
else if (pl_x_dir == 1 && pl_y_dir == -1)
target_index = 1;
else if (pl_x_dir == -1 && pl_y_dir == 1)
target_index = 2;
else if (pl_x_dir == 1 && pl_y_dir == 1)
target_index = 3;
gridCoordinate start_coord = new gridCoordinate(my_grid_coords[target_index].x + pl_x_dir,
my_grid_coords[target_index].y + pl_y_dir);
if (spear1)
c_bspear_target_startp = start_coord;
else
c_bspear_target_startp_2 = start_coord;
//Then we make a list of endpoints based on that. It will need two for loops;
//One for the X-axis and one for the Y-axis
//5/5 offset
endPoints.Add(new gridCoordinate(start_coord.x + (pl_x_dir * 5), start_coord.y + (pl_y_dir * 5)));
//5/4 offsets
endPoints.Add(new gridCoordinate(start_coord.x + (pl_x_dir * 4), start_coord.y + (pl_y_dir * 5)));
endPoints.Add(new gridCoordinate(start_coord.x + (pl_x_dir * 5), start_coord.y + (pl_y_dir * 4)));
//5/3 offsets
endPoints.Add(new gridCoordinate(start_coord.x + (pl_x_dir * 3), start_coord.y + (pl_y_dir * 5)));
endPoints.Add(new gridCoordinate(start_coord.x + (pl_x_dir * 5), start_coord.y + (pl_y_dir * 3)));
//5/2 offsets
endPoints.Add(new gridCoordinate(start_coord.x + (pl_x_dir * 2), start_coord.y + (pl_y_dir * 5)));
endPoints.Add(new gridCoordinate(start_coord.x + (pl_x_dir * 5), start_coord.y + (pl_y_dir * 2)));
//5/1 offsets
endPoints.Add(new gridCoordinate(start_coord.x + (pl_x_dir * 1), start_coord.y + (pl_y_dir * 5)));
endPoints.Add(new gridCoordinate(start_coord.x + (pl_x_dir * 5), start_coord.y + (pl_y_dir * 1)));
//I avoided doing this in a for loop because I want the boneyard to prioritize shooting the spear
//diagonally if it can and doing it with loops would shoot it either vertically or horizontally.
List<VisionRay> bspear_rays = new List<VisionRay>();
for (int i = 0; i < endPoints.Count; i++)
bspear_rays.Add(new VisionRay(start_coord, endPoints[i]));
bool found_player = false;
while (bspear_rays.Count > 0)
{
for (int i = 0; i < bspear_rays.Count; i++)
{
bool remove = false;
int c_x_coord = (int)bspear_rays[i].my_current_position.X / 32;
int c_y_coord = (int)bspear_rays[i].my_current_position.Y / 32;
gridCoordinate c_coord = new gridCoordinate(c_x_coord, c_y_coord);
if (!fl.is_tile_passable(c_coord) || bspear_rays[i].is_at_end())
remove = true;
if (target_loc.x == c_coord.x && target_loc.y == c_coord.y)
{
if(spear1)
c_bspear_target_endp = new gridCoordinate((int)bspear_rays[i].my_end_position.X / 32,
(int)bspear_rays[i].my_end_position.Y / 32);
else
c_bspear_target_endp_2 = new gridCoordinate((int)bspear_rays[i].my_end_position.X / 32,
(int)bspear_rays[i].my_end_position.Y / 32);
found_player = true;
}
if (remove)
bspear_rays.RemoveAt(i);
else
bspear_rays[i].update();
if (found_player)
bspear_rays.Clear();
}
}
}
//Don't try to create a projectile if the endpoint is null. This means that it hasn't found the player.
if (c_bspear_target_endp != null)
{
Projectile prj = new Projectile(c_bspear_target_startp, c_bspear_target_endp, Projectile.projectile_type.Blank,
ref cont, true, Scroll.Atk_Area_Type.piercingBolt, false);
prj.set_special_anim(Projectile.special_anim.Alert);
prj.set_damage_range(0, 0);
prj.set_damage_type(bone_spear_dmgtyp);
fl.create_new_projectile(prj);
}
if (c_bspear_target_endp_2 != null)
{
Projectile prj2 = new Projectile(c_bspear_target_startp_2, c_bspear_target_endp_2, Projectile.projectile_type.Blank,
ref cont, true, Scroll.Atk_Area_Type.piercingBolt, false);
prj2.set_special_anim(Projectile.special_anim.Alert);
prj2.set_damage_range(0, 0);
prj2.set_damage_type(bone_spear_dmgtyp);
fl.create_new_projectile(prj2);
}
}
示例3: return_spear_patterns
public List<gridCoordinate> return_spear_patterns(gridCoordinate pl_gc, gridCoordinate monster_gc, List<gridCoordinate> coord_list, Floor fl, bool mainHand)
{
int x_difference = monster_gc.x - pl_gc.x;
int y_difference = monster_gc.y - pl_gc.y;
int spear_range;
if (mainHand)
{
if (x_difference == 0 || y_difference == 0)
spear_range = main_hand.get_my_range();
else
spear_range = Math.Max(1, (main_hand.get_my_range()-1));
}
else
{
if (x_difference == 0 || y_difference == 0)
spear_range = off_hand.get_my_range();
else
spear_range = Math.Max(1, (off_hand.get_my_range()-1));
}
bool blocked = false;
for (int i = 0; i < spear_range; i++)
{
gridCoordinate square_to_attack = new gridCoordinate(pl_gc.x + (x_difference*(i+1)), pl_gc.y + (y_difference*(i+1)));
if(fl.is_tile_passable(square_to_attack) && !blocked)
coord_list.Add(square_to_attack);
else
blocked = true;
}
return coord_list;
}