Example #1
0
        public float GetAggregateMultiplier(Helper.StatIndex stat)
        {
            float aggregateMultiplier = 1; //default: stat multiplier remains unchanged

            for (int effect = 0; effect < activeEffects[(int)stat].Count; effect++)
            {
                aggregateMultiplier *= activeEffects[(int)stat][effect].X;
            }

            return(aggregateMultiplier);
        }
Example #2
0
        //constructor
        public StatCan(Vector2 myPosition, Texture2D mySprite, Helper.StatIndex myStat, float myValue, float myDuration = 0)
        {
            position = myPosition;
            sprite   = mySprite;
            svalue   = myValue;
            duration = myDuration;
            stat     = myStat;

            switch (stat) //decide color
            {
            case Helper.StatIndex.health:
                color = Color.Chartreuse;
                break;

            case Helper.StatIndex.fuel:
                color = Color.Gold;
                break;

            case Helper.StatIndex.healthRegen:
                color = Color.Chartreuse;
                break;

            case Helper.StatIndex.fuelRegen:
                color = Color.Gold;
                break;

            case Helper.StatIndex.gravity:
                color = Color.Thistle;
                break;

            case Helper.StatIndex.speed:
                color = Color.CornflowerBlue;
                break;

            case Helper.StatIndex.repulsor:
                color = Color.DarkViolet;
                break;

            default:
                color = Color.White;
                break;
            }

            hitbox = new Rectangle((int)position.X, (int)position.Y, (int)sprite.Width, (int)sprite.Height);

            enabled = true;
        }