protected PlayerShield(Game1 Game, ItemVariety variety) : base(Game, variety) { this.spriteSheet = Game.spriteSheetVerticalShooter; SetDefaultValues(); Kind = "Shield"; }
protected PlayerPlating(Game1 Game, ItemVariety variety) : base(Game, variety) { this.spriteSheet = Game.spriteSheetVerticalShooter; Kind = "Plating"; CurrentOverworldHealth = Armor; }
public ShopInventoryEntry(ShipPartType shipPartType, ShipPartAvailability shipPartAvailability, ItemVariety itemVariety) { this.shipPartType = shipPartType; this.itemVariety = itemVariety; this.availability = shipPartAvailability; id = shipPartType.ToString() + " " + shipPartAvailability.ToString() + " " + itemVariety.ToString(); }
public void SetShipPartVariety(ItemVariety new_variety = ItemVariety.None) { // Hack-around here to not break the parts of the code that directly // applies item variety to the ship part. I hope to rebuild the system // further later on so that variety only is set in the constructor. // Jakob 150319 if (new_variety != ItemVariety.None) { this.variety = new_variety; } if (!isVarietySet) { isVarietySet = true; } else { return; } switch (variety) { case ItemVariety.Regular: { SetShipPartVariety(ShipPart.regularItemSpreadFactor, ShipPart.regularQuality); break; } case ItemVariety.Low: { SetShipPartVariety(ShipPart.regularItemSpreadFactor, ShipPart.lowQuality); break; } case ItemVariety.High: { SetShipPartVariety(ShipPart.regularItemSpreadFactor, ShipPart.greatQuality); break; } case ItemVariety.Random: { // Recursive call with the obtained proper quality ItemVariety var = GetRandomVariety(); SetShipPartVariety(var); break; } case ItemVariety.None: { break; } default: { throw new ArgumentException("Not implemented!"); } } }
public EmptyWeapon(Game1 Game, ItemVariety variety = ItemVariety.None) : base(Game, variety) { Name = "---"; Kind = "Empty"; energyCostPerSecond = 0; delay = 0; }
public EmptyItem(Game1 Game, ItemVariety variety = ItemVariety.None) : base(Game) { Name = "---"; Kind = "Empty"; Weight = 0; Value = 0; }
public EmptyShield(Game1 Game, ItemVariety variety = ItemVariety.None) : base(Game, variety) { Name = "---"; Kind = "Empty"; Capacity = 0; ConversionFactor = 0; }
public ShopInventoryEntry(String id) { MatchCollection matches = Regex.Matches(id, @"\w+"); shipPartType = MathFunctions.ParseEnum <ShipPartType>(matches[0].ToString()); availability = MathFunctions.ParseEnum <ShipPartAvailability>(matches[1].ToString()); itemVariety = MathFunctions.ParseEnum <ItemVariety>(matches[2].ToString()); this.id = id; }
private Item GetProgressBasedRandomItem(Game1 Game) { var currentPhase = MissionManager.GetCurrentGamePhase(); ShipPartType progressRandomShipPart; List <ShipPartType> pickingPool = new List <ShipPartType>(); pickingPool.AddRange(beginningItems); switch (currentPhase) { case GamePhase.beginning: { progressRandomShipPart = MathFunctions.PickRandomFromList(pickingPool); break; } case GamePhase.withAlliance: { pickingPool.AddRange(alliancePhaseItems); progressRandomShipPart = MathFunctions.PickRandomFromList(pickingPool); break; } case GamePhase.withRebels: { pickingPool.AddRange(alliancePhaseItems); pickingPool.AddRange(rebelPhaseItems); progressRandomShipPart = MathFunctions.PickRandomFromList(pickingPool); break; } case GamePhase.ending: { pickingPool.AddRange(alliancePhaseItems); pickingPool.AddRange(rebelPhaseItems); pickingPool.AddRange(endingItems); progressRandomShipPart = MathFunctions.PickRandomFromList(pickingPool); break; } default: { throw new ArgumentException(string.Format("Unknown argument given: {0}", currentPhase.ToString())); } } ItemVariety variety = GetRandomVariety(); return(Shop.RetrievePartFromEnum(progressRandomShipPart, Game, variety)); }
public RegularBombWeapon(Game1 Game, ItemVariety variety = ItemVariety.Regular) : base(Game, variety) { Setup(); SetShipPartVariety(); }
public PunyTurretWeapon(Game1 Game, ItemVariety variety = ItemVariety.Regular) : base(Game, variety) { Setup(); SetShipPartVariety(); }
public AdvancedPlating(Game1 Game, ItemVariety variety = ItemVariety.Regular) : base(Game, variety) { Setup(); SetShipPartVariety(); }
public AdvancedLaserWeapon(Game1 Game, ItemVariety variety = ItemVariety.Regular) : base(Game, variety) { Setup(); SetShipPartVariety(); }
public static ShipPart RetrievePartFromEnum(ShipPartType shipPartEnum, Game1 Game, ItemVariety variety = ItemVariety.Regular) { switch (shipPartEnum) { case ShipPartType.LongShot: return(new LongShotWeapon(Game, variety)); case ShipPartType.BasicLaser: return(new BasicLaserWeapon(Game, variety)); case ShipPartType.DualLaser: return(new DualLaserWeapon(Game, variety)); case ShipPartType.SpreadBullet: return(new SpreadBulletWeapon(Game, variety)); case ShipPartType.Beam: return(new BeamWeapon(Game, variety)); case ShipPartType.MultipleShot: return(new MultipleShotWeapon(Game, variety)); case ShipPartType.WaveBeam: return(new WaveBeamWeapon(Game, variety)); case ShipPartType.BallisticLaser: return(new BallisticLaserWeapon(Game, variety)); case ShipPartType.FragmentMissile: return(new FragmentMissileWeapon(Game, variety)); case ShipPartType.Burster: return(new BursterWeapon(Game, variety)); case ShipPartType.AdvancedLaser: return(new AdvancedLaserWeapon(Game, variety)); case ShipPartType.ProximityLaser: return(new ProximityLaserWeapon(Game, variety)); case ShipPartType.AdvancedBeam: return(new AdvancedBeamWeapon(Game, variety)); case ShipPartType.FlameShot: return(new FlameShotWeapon(Game, variety)); case ShipPartType.Turret: return(new TurretWeapon(Game, variety)); case ShipPartType.FieldDamage: return(new FieldDamageWeapon(Game, variety)); case ShipPartType.SideMissiles: return(new SideMissilesWeapon(Game, variety)); case ShipPartType.HomingMissile: return(new HomingMissileWeapon(Game, variety)); case ShipPartType.Disruptor: return(new DisruptorWeapon(Game, variety)); case ShipPartType.MineLayer: return(new MineLayerWeapon(Game, variety)); case ShipPartType.RegularBomb: return(new RegularBombWeapon(Game, variety)); case ShipPartType.PunyTurret: return(new PunyTurretWeapon(Game, variety)); case ShipPartType.BasicPlating: return(new BasicPlating(Game, variety)); case ShipPartType.RegularPlating: return(new RegularPlating(Game, variety)); case ShipPartType.AdvancedPlating: return(new AdvancedPlating(Game, variety)); case ShipPartType.HeavyPlating: return(new HeavyPlating(Game, variety)); case ShipPartType.LightPlating: return(new LightPlating(Game, variety)); case ShipPartType.BasicEnergyCell: return(new BasicEnergyCell(Game, variety)); case ShipPartType.RegularEnergyCell: return(new RegularEnergyCell(Game, variety)); case ShipPartType.AdvancedEnergyCell: return(new AdvancedEnergyCell(Game, variety)); case ShipPartType.WeaponBoostEnergyCell: return(new WeaponBoostEnergyCell(Game, variety)); case ShipPartType.ShieldBoostEnergyCell: return(new ShieldBoostEnergyCell(Game, variety)); case ShipPartType.BasicShield: return(new BasicShield(Game, variety)); case ShipPartType.RegularShield: return(new RegularShield(Game, variety)); case ShipPartType.AdvancedShield: return(new AdvancedShield(Game, variety)); case ShipPartType.CollisionShield: return(new CollisionShield(Game, variety)); case ShipPartType.BulletShield: return(new BulletShield(Game, variety)); default: throw new ArgumentException("Undefined enum value! Check enum in DataEnums-class"); } }
public BasicShield(Game1 Game, ItemVariety variety = ItemVariety.Regular) : base(Game, variety) { Setup(); SetShipPartVariety(); }
protected PlayerEnergyCell(Game1 Game, ItemVariety variety) : base(Game, variety) { this.spriteSheet = Game.spriteSheetVerticalShooter; Kind = "EnergyCell"; }
public WeaponBoostEnergyCell(Game1 Game, ItemVariety variety = ItemVariety.Regular) : base(Game, variety) { Setup(); SetShipPartVariety(); }
public FlameShotWeapon(Game1 Game, ItemVariety variety = ItemVariety.Regular) : base(Game, variety) { Setup(); }
public ProximityLaserWeapon(Game1 Game, ItemVariety variety = ItemVariety.Regular) : base(Game, variety) { Setup(); SetShipPartVariety(); }
public AdvancedEnergyCell(Game1 Game, ItemVariety variety = ItemVariety.Regular) : base(Game, variety) { Setup(); SetShipPartVariety(); }
protected ShipPart(Game1 Game, ItemVariety variety) : base(Game) { this.variety = variety; }
public MultipleShotWeapon(Game1 Game, ItemVariety variety = ItemVariety.Regular) : base(Game, variety) { Setup(); SetShipPartVariety(); }
public DrillBeamWeapon(Game1 Game, ItemVariety variety = ItemVariety.Regular) : base(Game, variety) { Setup(); }
public SpreadBulletWeapon(Game1 Game, ItemVariety variety = ItemVariety.Regular) : base(Game, variety) { Setup(); SetShipPartVariety(); }
public FieldDamageWeapon(Game1 Game, ItemVariety variety = ItemVariety.Regular) : base(Game, variety) { Setup(); SetShipPartVariety(); }
public BallisticLaserWeapon(Game1 Game, ItemVariety variety = ItemVariety.Regular) : base(Game, variety) { Setup(); SetShipPartVariety(); }
public HomingMissileWeapon(Game1 Game, ItemVariety variety = ItemVariety.Regular) : base(Game, variety) { Setup(); SetShipPartVariety(); }
protected PlayerWeapon(Game1 Game, ItemVariety variety) : base(Game, variety) { this.spriteSheet = Game.spriteSheetVerticalShooter; random = new Random(); }