Example #1
0
 public Player(AnimManager manager, Vector2 position, float _collideRadius)
     : base(manager, position, _collideRadius)
 {
     health = 300;
     RebuildRuneInventory();
     spawnLocation = new Vector2(position.X, position.Y);
 }
Example #2
0
 public Praetorian(AnimManager manager, Vector2 position)
     : base(manager, position, 26f)
 {
     health = 450;
     speed = 0.7f;
     soulPower = 10;
 }
Example #3
0
 public Cherub(AnimManager manager, Vector2 position)
     : base(manager, position, 26f)
 {
     health = 50;
     speed = 3.1f;
     damageDealt = 60;
 }
Example #4
0
 public SoulAnchorRune(AnimManager manager, Vector2 position, float _collideRadius, int _rechargeTime, int _powerLevel)
     : base(AssetManager.Rune_Texture_Anchor, position, _collideRadius, _rechargeTime, _powerLevel)
 {
 }
Example #5
0
 public VortexRune(AnimManager manager, Vector2 position, int powerLevel)
     : base(AssetManager.Rune_Texture_Vortex, position, 100f, 0, powerLevel)
 {
 }
Example #6
0
 public SoulLinkRune(AnimManager manager, Vector2 position, int powerLevel)
     : base(AssetManager.Rune_Texture_Link, position, 64f, 60, powerLevel)
 {
 }
Example #7
0
 public Living(AnimManager manager, Vector2 position, float _collideRadius)
     : base(manager, position, _collideRadius)
 {
 }
Example #8
0
 public MarkRune(Player p, AnimManager manager, Vector2 position, float collideRadius, int rechargeTime, int powerLevel)
     : base(AssetManager.Rune_Texture_Mark, position, collideRadius, rechargeTime, powerLevel)
 {
 }
Example #9
0
 public AICharacter(AnimManager manager, Vector2 position, float _collideRadius)
     : base(manager, position, _collideRadius)
 {
 }
Example #10
0
 public BloodRune(AnimManager manager, Vector2 position, int powerLevel)
     : base(AssetManager.Rune_Texture_Blood, position, 32f, 30, powerLevel)
 {
 }
Example #11
0
 public Entity(AnimManager manager, Vector2 _position, float _collideRadius)
 {
     this.animManager = manager;
     this.position = _position;
     this.collideRadius = _collideRadius;
 }
Example #12
0
 public Divider(AnimManager manager, Vector2 position)
     : base(manager, position, 26f)
 {
     health = 300;
 }
Example #13
0
 public FreezeRune(AnimManager manager, Vector2 position, int powerLevel)
     : base(AssetManager.Rune_Texture_Freeze, position, 32f, 30, powerLevel)
 {
 }
Example #14
0
 public Soul(int worth, AnimManager manager, Vector2 position, float _collideRadius)
     : base(manager, position, _collideRadius)
 {
     this.soulValue = worth;
 }
Example #15
0
 public SwarmRune(AnimManager manager, Vector2 position, int powerLevel)
     : base(AssetManager.Rune_Texture_Swarm, position, 64f, 35, powerLevel)
 {
 }
Example #16
0
 public SummonVictimsRune(AnimManager manager, Vector2 position, int powerLevel)
     : base(AssetManager.Rune_Texture_Summon_Victims, position, 64f, 45, powerLevel)
 {
 }
Example #17
0
 public RendRune(Player p, AnimManager animManager, Vector2 position)
     : base(AssetManager.Rune_Texture_Rend, position, 32f, 0, p.getSoulValue())
 {
 }
Example #18
0
 public Crawler(AnimManager manager, Vector2 position)
     : base(manager, position, 26f)
 {
     health = 280;
 }
Example #19
0
 public TeleportRune(Player boss, AnimManager manager, Vector2 position)
     : base(AssetManager.Rune_Texture_Teleport, position, 32f, 0,0)
 {
     this.boss = boss;
 }