public CombatCursor(Combat combat) : base() { Combat = combat; Cursor = new CombatCursorShape(); FastCursorMode = false; CellPosition = new Vector2I(); }
void Combat_OnCombatantStartTurning(Combat sender, CombatCombatantEventArgs e) { Build(e.Combatant); }
public SpellMenu(Combat combat) : base(combat) { Combat.OnCombatantStartTurning += new CombatCombatantEventHandler(Combat_OnCombatantStartTurning); }
public Menu(BlazeraLib.Combat combat) : base(DEFAULT_ALIGNMENT, ITEM_OFFSET, MARGINS) { Combat = combat; }
/// <summary> /// Constructs a default CombatMap from a given Map /// </summary> /// <param name="map">Base map of combat</param> public CombatMap(Map map) : base() { Ground = new Ground(map.Ground); SetPhysicsIsRunning(false); ActivateLightEngine(false); //!\\ TMP //!\\ foreach (WorldObject wObj in map.GetObjects()) { if (wObj is Player || wObj is Door || wObj is NPC || wObj is Platform) continue; ((WorldObject)wObj.Clone()).SetMap(this, wObj.Position.X, wObj.Position.Y); } Grid = new GridShape(CELL_SIZE, (uint)Width * (uint)(GameData.TILE_SIZE / CELL_SIZE), (uint)Height * (uint)(GameData.TILE_SIZE / CELL_SIZE)); AddObjectToDraw(DrawOrder.Grid, Grid); Combat = new Combat(this); Combat.OnCombatantJoining += new CombatCombatantEventHandler(Combat_OnCombatantJoiningCombat); Combat.OnCombatantLeaving += new CombatCombatantEventHandler(Combat_OnCombatantLeavingCombat); #region tests Team t1 = new Team(); for (int k = 0; k < 1; ++k) { PlayerCombatant p1 = new PlayerCombatant(Create.Player("Vlad")); p1.Name = "Player 1"; p1.Move(new Vector2I(10 + k, 15 + k)); p1.Status[BaseCaracteristic.Hp, BaseStatistic.Attribute.Max] = 300; p1.Status[BaseCaracteristic.Sp, BaseStatistic.Attribute.Max] = 10; p1.Status[BaseCaracteristic.Mp, BaseStatistic.Attribute.Max] = 3; p1.Status[Caracteristic.Intelligence] = 2; for (int i = 0; i < 19; ++i) { Spell sp = Create.Spell("LightningTest"); sp.Name = "LightningTest " + i; p1.SpellPanoply.AddSpell(sp); } t1.AddCombatant(p1); } Combat.InfoPanel.AddBox(new CombatantInfoPanelBox()); PlayerCombatant p2 = new PlayerCombatant(Create.Player("Vlad")); p2.Name = "Player 2"; p2.Status[BaseCaracteristic.Hp, BaseStatistic.Attribute.Max] = 30000; p2.Status[BaseCaracteristic.Sp, BaseStatistic.Attribute.Max] = 100; p2.Status[BaseCaracteristic.Mp, BaseStatistic.Attribute.Max] = 60; for (int i = 0; i < 2; ++i) { Spell sp = Create.Spell("LightningTest"); sp.Name = "LightningTest " + i; p2.SpellPanoply.AddSpell(sp); } p2.Move(new Vector2I(8, 10)); t1.AddCombatant(p2); MapEffectManager.Instance.AddEffect(new TextMapEffect("2044", Color.Blue), new Vector2f(200, 200)); Combat.AddTeam(t1); #endregion Pathfinding = new Game.Pathfinding.Pathfinding(); Pathfinding.InitNodeSet(this); AlphaMode = false; }
void Combat_OnCombatantLeavingCombat(Combat sender, CombatCombatantEventArgs e) { RemoveObjectToDraw(DrawOrder.Normal, e.Combatant); }
void Combat_OnCombatantJoiningCombat(Combat sender, CombatCombatantEventArgs e) { e.Combatant.SetMap(this); AddObjectToDraw(DrawOrder.Normal, e.Combatant); }
/// <summary> /// Constructs combatant combat event arguments from the given combat. /// </summary> /// <param name="combat"></param> public CombatantCombatEventArgs(Combat combat) : base() { Combat = combat; }
bool CallOnLeavingCombat(Combat combat) { if (OnLeavingCombat == null) return false; OnLeavingCombat(this, new CombatantCombatEventArgs(combat)); return true; }