void testPlayPortal () { Card p = new PortalCard ("TestPortal"); PortalCard p1 = (PortalCard)p; //pretend that player1 is playing p1 p1.Play (1); }
public Card createCard(int cardId) { Card card = null; switch (cardId) { case 1001: card = new PortalCard(); break; case 1002: card = new StrengtheningTowerCard(); break; case 1003: card = new StrengtheningAllTowerCard(); break; case 1004: card = new OilCard(); break; case 1005: card = new SnowstormCard(); break; case 1006: card = new BarrierCard(); break; case 1007: card = new HornCard(); break; case 1008: card = new CrazyCard(); break; case 1009: card = new HardeningCard(); break; case 1010: card = new UpgradeCard(); break; case 1011: card = new BlackCard(); break; case 1012: card = new WhiteCard(); break; } return(card); }
void testPortalCard(){ Card p = new PortalCard ("TestPortal"); print (p); }
//loads some cards in deck public void initDeck(){ deck = new List<Card> (); //here's just a starter deck--nothing special or significant about my choices, basically from all the previous art I've done/some intuition judgement--just to be consistent with the game //add 3 portals for (int i=0;i<3;i++){ Card p = new PortalCard ("teleport"); deck.Add (p); } //add attack cards (except virtual attack) and hidden passion (I believe it's too powerful/too much time to compute result of attack) int[] attackVal = new int[4]; attackVal [0] = 30; attackVal [1] = 0; attackVal [2] = 0; attackVal [3] = 0; Card curveset = new AttackCard ("curveset", attackVal); deck.Add (curveset); //since no hidden passion and flowers is also rather too powerful, I'll add 2 more curvesets and just 1 more flowers deck.Add (curveset); deck.Add (curveset); /* weird this is causing curveset to have flowers' attack val that is rather than 30, 20+HT+CF attackVal [0] = 20; attackVal [1] = 0; attackVal [2] = 1; attackVal [3] = 1; */ int[] attackVal2 = new int[4]; attackVal2 [0] = 20; attackVal2 [1] = 0; attackVal2 [2] = 1; attackVal2 [3] = 1; Card flowers = new AttackCard ("flowers", attackVal2); deck.Add (flowers); //add specials (2 sets) Vector3 effect = new Vector3 (0, 0, 0); for (int i=0;i<2;i++){ effect = new Vector3(5,0,0); Card adderall = new SpecialCard ("adderall", effect, true); deck.Add (adderall); effect = new Vector3(5,0,0); Card caffeinepill = new SpecialCard ("caffeinepill", effect, true); deck.Add (caffeinepill); effect = new Vector3(5,0,0); Card drunk = new SpecialCard ("drunk", effect, false); deck.Add (drunk); effect = new Vector3(0,0,3); Card hairdo = new SpecialCard ("hairdo", effect, true); deck.Add (hairdo); effect = new Vector3(0,0,5); Card intimidate = new SpecialCard ("intimidate", effect, false); deck.Add (intimidate); effect = new Vector3(0,5,0); Card steroids = new SpecialCard ("steroids", effect, true); deck.Add (steroids); effect = new Vector3(0,5,0); Card trashtalk = new SpecialCard ("trashtalk", effect, false); deck.Add (trashtalk); effect = new Vector3(0,0,10); Card wallflowerbloom = new SpecialCard ("wallflowerbloom", effect, true); deck.Add (wallflowerbloom); effect = new Vector3(0,3,3); Card workout = new SpecialCard ("workout", effect, true); deck.Add (workout); } }
public void initTestShorterDeck(){ deck = new List<Card> (); //here's just a starter deck--nothing special or significant about my choices, basically from all the previous art I've done/some intuition judgement--just to be consistent with the game //add 3 portals for (int i=0;i<3;i++){ Card p = new PortalCard ("teleport"); deck.Add (p); } }