Ejemplo n.º 1
0
        public Item(Vector2 position, string itemState)
        {
            lookupTable = new Dictionary <string, IItemState>();
            PopulateLookup();

            Position     = position;
            Velocity     = Vector2.Zero;
            MaxVelocity  = new Vector2(GameValues.ItemInitialMaxXVelocity, GameValues.PhysicsMaxYVelocity);
            Acceleration = Vector2.Zero;
            itemStateTransitionMachine = new ItemStateTransitionMachine();
            Spawning              = false;
            FinishedSpawning      = false;
            FinishedYoshiSpawning = false;

            if (lookupTable.ContainsKey(itemState))
            {
                ItemState = lookupTable[itemState];
            }
            else
            {
                ItemState = new NoItem();
            }

            ItemState.Initialize();
            PreviousItemState = ItemState;

            CollisionRectangle = GameValues.EmptyCollisionRectangle;
            Velocity           = new Vector2(MaxVelocity.X, 0);
        }
Ejemplo n.º 2
0
        public Player()
        {
            QAbility = new DoNothing();
            WAbility = new DoNothing();
            EAbility = new DoNothing();
            RAbility = new DoNothing();
            Item1    = new NoItem();
            Item2    = new NoItem();
            Item3    = new NoItem();
            Item4    = new NoItem();

            //maybe comment these out eventually and put them somewhere else/better? idk, seems cluttered here tho.
            Attack        = 2;
            AttackChance  = 50;
            Awareness     = 15;
            Color         = Colors.Player;
            Defense       = 2;
            DefenseChance = 40;
            Gold          = 0;
            Health        = 100;
            MaxHealth     = 100;
            Name          = "Rogue";
            Speed         = 10;
            Symbol        = '@';
        }
Ejemplo n.º 3
0
        public Item(Vector2 position, string itemState)
        {
            lookupTable = new Dictionary<string, IItemState>();
            PopulateLookup();

            Position = position;
            Velocity = Vector2.Zero;
            MaxVelocity = new Vector2(GameValues.ItemInitialMaxXVelocity, GameValues.PhysicsMaxYVelocity);
            Acceleration = Vector2.Zero;
            itemStateTransitionMachine = new ItemStateTransitionMachine();
            Spawning = false;
            FinishedSpawning = false;
            FinishedYoshiSpawning = false;

            if (lookupTable.ContainsKey(itemState))
            {
                ItemState = lookupTable[itemState];
            }
            else
            {
                ItemState = new NoItem();
            }

            ItemState.Initialize();
            PreviousItemState = ItemState;

            CollisionRectangle = GameValues.EmptyCollisionRectangle;
            Velocity = new Vector2(MaxVelocity.X, 0);
        }
Ejemplo n.º 4
0
 public Player()
 {
     QAbility = new DoNothing();
     WAbility = new DoNothing();
     EAbility = new DoNothing();
     RAbility = new DoNothing();
     Item1    = new NoItem();
     Item2    = new NoItem();
     Item3    = new NoItem();
     Item4    = new NoItem();
 }
Ejemplo n.º 5
0
 void Start()
 {
     RightHand = new NoItem();
     LeftHand  = new NoItem();
 }
Ejemplo n.º 6
0
        private static void initInfo()
        {
            TileItemType type;

            items = new TileItem[999];

            //NONE
            type                      = TileItemType.NONE;
            items[(int)type]          = new NoItem();
            items[(int)type].Fonction = TileItemFonction.NONE;

            //OBSTACLE
            type                      = TileItemType.OBSTACLE;
            items[(int)type]          = new ObstacleItem();
            items[(int)type].Fonction = TileItemFonction.OBSTACLE;

            //RESSOURCE
            type                      = TileItemType.RESOURCE_COMMON_BODY;
            items[(int)type]          = new ResourceBodyItem(200);
            items[(int)type].Fonction = TileItemFonction.RESOURCE;

            //RESSOURCE
            type                      = TileItemType.RESOURCE_COMMON_SOUL;
            items[(int)type]          = new ResourceSoulItem(200);
            items[(int)type].Fonction = TileItemFonction.RESOURCE;

            //RESSOURCE
            type                      = TileItemType.RESOURCE_RARE_BODY;
            items[(int)type]          = new ResourceBodyRareItem(50);
            items[(int)type].Fonction = TileItemFonction.RARE_RESOURCE;

            //RESSOURCE
            type                      = TileItemType.RESOURCE_RARE_SOUL;
            items[(int)type]          = new ResourceSoulRareItem(50);
            items[(int)type].Fonction = TileItemFonction.RARE_RESOURCE;

            //BUILD
            type                      = TileItemType.BUILD_AREA_BODY;
            items[(int)type]          = new BuildAreaBodyItem();
            items[(int)type].Fonction = TileItemFonction.BUILD_AREA;
            items[(int)type].MaintenanceCellCostRate = 1;
            items[(int)type].CostCells   = 30;
            items[(int)type].SynergyMode = TileItemSynergyMode.ADJACENT;

            //HARVEST
            type                       = TileItemType.HARVESTOR_BODY;
            items[(int)type]           = new HarvestorBodyItem();
            items[(int)type].Fonction  = TileItemFonction.HARVEST;
            items[(int)type].CostCells = 50;

            //GENERATOR
            type                           = TileItemType.GENERATOR_BODY;
            items[(int)type]               = new GeneratorBodyItem();
            items[(int)type].Fonction      = TileItemFonction.GENERATE;
            items[(int)type].CostCells     = 65;
            items[(int)type].CostNutrients = 30;
            items[(int)type].SynergyMode   = TileItemSynergyMode.DIAGONAL;

            //RADIANCE
            type                      = TileItemType.RADIANCE_AREA_BODY;
            items[(int)type]          = new RadianceAreaBodyItem();
            items[(int)type].Fonction = TileItemFonction.RADIANCE_AREA;
            items[(int)type].MaintenanceCellCostRate = 2;
            items[(int)type].CostCells     = 60;
            items[(int)type].CostNutrients = 25;

            //BUILD
            type                      = TileItemType.BUILD_AREA_SOUL;
            items[(int)type]          = new BuildAreaSoulItem();
            items[(int)type].Fonction = TileItemFonction.BUILD_AREA;
            items[(int)type].MaintenanceThoughtCostRate = 5;
            items[(int)type].CostThoughts = 30;
            items[(int)type].CostIdeas    = 15;

            //GENERATOR
            type                          = TileItemType.GENERATOR_SOUL;
            items[(int)type]              = new GeneratorSoulItem();
            items[(int)type].Fonction     = TileItemFonction.GENERATE;
            items[(int)type].CostThoughts = 150;
            items[(int)type].SynergyMode  = TileItemSynergyMode.HORIZONTAL;

            //HARVEST
            type                          = TileItemType.HARVESTOR_SOUL;
            items[(int)type]              = new HarvestorSoulItem();
            items[(int)type].Fonction     = TileItemFonction.HARVEST;
            items[(int)type].CostThoughts = 30;
            items[(int)type].CostIdeas    = 10;

            //RADIANCE
            type                      = TileItemType.RADIANCE_AREA_SOUL;
            items[(int)type]          = new RadianceAreaSoulItem();
            items[(int)type].Fonction = TileItemFonction.RADIANCE_AREA;
            items[(int)type].MaintenanceThoughtCostRate = 3;
            items[(int)type].MaintenanceIdeaCostRate    = 1;
            items[(int)type].CostThoughts = 25;
            items[(int)type].CostIdeas    = 5;
            items[(int)type].SynergyMode  = TileItemSynergyMode.VERTICAL;

            //VIRUS
            type                      = TileItemType.VIRUS;
            items[(int)type]          = new VirusItem();
            items[(int)type].Fonction = TileItemFonction.HOSTILE;

            //NIGHTMARE
            type                      = TileItemType.NIGHTMARE;
            items[(int)type]          = new NightmareItem();
            items[(int)type].Fonction = TileItemFonction.HOSTILE;

            //ORGAN
            type                      = TileItemType.ORGAN;
            items[(int)type]          = new OrganItem();
            items[(int)type].Fonction = TileItemFonction.POI;

            //CORRUPTED ORGAN
            type                      = TileItemType.CORRUPTED_ORGAN;
            items[(int)type]          = new CorruptedOrganItem();
            items[(int)type].Fonction = TileItemFonction.POI;

            //FEELING
            type                      = TileItemType.FEELING;
            items[(int)type]          = new FeelingItem();
            items[(int)type].Fonction = TileItemFonction.POI;

            //CORRUPTED FEELING
            type                      = TileItemType.CORRUPTED_FEELING;
            items[(int)type]          = new CorruptedFeelingItem();
            items[(int)type].Fonction = TileItemFonction.POI;
        }