Ejemplo n.º 1
0
        public WarpPipeEnemyModel(BlockSpriteFactory blockSpriteFactory, Vector2 coordinates, Vector2 velocity, EnemyModelFactory enemyModelFactory, string enemyType, int numOfEnemies, CollisionGrid collisionGrid)
            : base(blockSpriteFactory)
        {
            //Constructor for warppipe that hides enemies
            //Initialize Texture first
            Texture = BlockSpriteFactory.GetBlockSprite("pipetop");

            CurrentState = new WarpPipeEntityStandardState(this);
            CurrentState.Enter(null);
            //Define the characteristics of a pipe block here
            Position     = coordinates;
            CurrentFrame = 0;
            Columns      = 1;
            Rows         = 1;
            LayerDepth   = 1;
            Scale        = new Vector2(10, 10);
            Width        = Texture.Width / Columns;
            Height       = Texture.Height / Rows;
            Velocity     = velocity;

            //Enemies
            EnemyModelFactory    = enemyModelFactory;
            EnemyType            = enemyType;
            CollisionGrid        = collisionGrid;
            EnemyModel           = enemyModelFactory.GetEnemyModel(enemyType, coordinates, Velocity);
            EnemyModel.IsVisible = false;
            NumOfEnemies         = numOfEnemies;
        }
Ejemplo n.º 2
0
        /*
         * public void defend(MainPlayer mp) // maybe place main player in here to weaken attack
         * {
         *  mp.attck(); // not sure about this, need to think about it
         * }
         */
        public void heal()
        {
            string            Spear = "Spear Man";
            EnemyModelFactory emf   = EnemyModelFactory.getEnemyModelFactory();
            EnemyModel        em    = new EnemyModel();

            if (Spear == em.Type)
            {
                int hCheck = emf.getHealth("Spear");
                if (enemyModel.Health == hCheck)
                {
                    System.Console.WriteLine(em.Type + " can not heal anymore");
                }
                else
                {
                    enemyModel.Health += 10; // may heal more than their max atm
                }
            }



            // simple heal below - no check to see max health
            //enemyModel.Health += 10;
        }