Ejemplo n.º 1
0
 private Color StatusColor(Player player)
 {
     if (player.isFainted == true)
     return Color.Black;
       else if (((double)(player.GetPlayerStats().Health) / (double)(player.GetPlayerStats().TotalHealth)) <= .25)
     return Color.Red;
       else
     return Color.White;
 }
Ejemplo n.º 2
0
 private void DetermineOtherMessages(Player p)
 {
     if (p.lastPlayerHealth == p.GetPlayerStats().Health &&
       selectedEnemy.lastEnemyHealth == selectedEnemy.GetEnemyStats().Health)
       {
     AddMessage("No effect..");
       }
 }
Ejemplo n.º 3
0
        private void DeterminePlayerMessages(Player p)
        {
            if (p.lastPlayerHealth > p.GetPlayerStats().Health &&
              p.GetPlayerStats().Health != 0)
              {
            AddMessage(p.Name + " took " +
            (p.lastPlayerHealth - p.GetPlayerStats().Health)
            + " damage!");
              }

              else if (p.lastPlayerHealth < p.GetPlayerStats().Health)
              {
            AddMessage(p.Name + " recovered " +
            (p.GetPlayerStats().Health - p.lastPlayerHealth)
            + " health!");
              }

              else if (p.GetPlayerStats().Health <= 0 && p.isFainted == false)
              {
            AddMessage(p.Name + " fainted!");
            p.isFainted = true;
              }
        }
Ejemplo n.º 4
0
 public void DrawHealthBars(int x, int y, Player p)
 {
     //player health bar
       spriteBatch.Draw(healthbar, new Rectangle(x, y, healthbar.Width, healthbar.Height), Color.Black);
       spriteBatch.Draw(healthbar, new Rectangle(x + 5, y + 5, healthbar.Width - 10, healthbar.Height - 10), Color.Gray);
       spriteBatch.Draw(healthbar, new Rectangle(x + 5, y + 5,
       (int)((healthbar.Width - 10) *
       ((double)p.GetPlayerStats().Health /
       (double)p.GetPlayerStats().TotalHealth)),
       healthbar.Height - 10), Color.Red);
 }
Ejemplo n.º 5
0
        public Skill ExecuteAI3(Player p, Enemy e)
        {
            Skill chosenSkill;
              int randomNumber = random.Next(1, 100);

              if (randomNumber > 50)
              {
            chosenSkill = skillA;
              }
              else
              {
            chosenSkill = skillB;
              }

              if (chosenSkill.isDamage)
              {
            int damage = (int)(enemyStats.Concentration * chosenSkill.skillRatio) - p.GetPlayerStats().Defence;
            if (damage <= 0)
            {
              damage = 1;
            }
            p.GetPlayerStats().SubtractHealth(damage);
              }
              else if (chosenSkill.isHealing)
              {
            int health = (int)(enemyStats.Concentration * chosenSkill.skillRatio);
            e.GetEnemyStats().addHealth(health);
            Console.WriteLine(health);
              }
              return chosenSkill;
        }
Ejemplo n.º 6
0
 public Skill ExecuteAI2(Player p, Enemy e)
 {
     int randomNumber = random.Next(1, 100);
       Skill chosenSkill;
       if (randomNumber > 50)
       {
     chosenSkill = null;
     int damage = enemyStats.Attack - p.GetPlayerStats().Defence;
     if (damage < 0)
     {
       damage = 1;
     }
     p.GetPlayerStats().SubtractHealth(damage);
       }
       else
       {
     chosenSkill = skillA;
     if (skillA.isDamage)
     {
       int damage = (int)(enemyStats.Concentration * skillA.skillRatio) - p.GetPlayerStats().Defence;
       if (damage <= 0)
       {
     damage = 1;
       }
       p.GetPlayerStats().SubtractHealth(damage);
     }
     else if (skillA.isHealing)
     {
       int health = (int)(enemyStats.Concentration * skillA.skillRatio);
       e.GetEnemyStats().addHealth(health);
     }
       }
       return chosenSkill;
 }
Ejemplo n.º 7
0
 public void ExecuteAI1(Player p)
 {
     int damage = enemyStats.Attack - p.GetPlayerStats().Defence;
       if (damage <= 0)
       {
     damage = 1;
       }
       p.GetPlayerStats().SubtractHealth(damage);
 }
Ejemplo n.º 8
0
 public void ExecuteSkillB(Enemy e, Player p)
 {
     if (skillB.isDamage)
       {
     int damage = (int)(playerStats.Concentration * skillB.skillRatio) - e.GetEnemyStats().Defence;
     if (damage < 0)
     {
       damage = 1;
     }
     e.GetEnemyStats().SubtractHealth(damage);
       }
       else if (skillB.isHealing)
       {
     int health = (int)(playerStats.Concentration * skillB.skillRatio);
     p.GetPlayerStats().addHealth(health);
       }
 }