public Rectangle GetSpriteFrame(Character character)
        {
            var attackFrames = this.GetAnimationFrames(character);

            if ((attackFrames != 0) && ((character.State == State.YodaStrikePunch) || (character.State == State.WingedHorseKick) || (character.State == State.TeethOfTigerThrow)))
            {
                int animationFrames;
                switch (character.State)
                {
                    case State.YodaStrikePunch:
                        animationFrames = (int)Frames.YodaStrikePunch;
                        break;
                    case State.WingedHorseKick:
                        animationFrames = (int)Frames.WingedHorseKick;
                        break;
                    case State.TeethOfTigerThrow:
                        animationFrames = (int)Frames.TeethOfTigerThrow;
                        break;
                    default:
                        animationFrames = 0;
                        break;
                }

                return new Rectangle((this.FrameIndex % animationFrames) * 80, 140 * (int)character.State, 80, 140);
            }

            return
                new Rectangle(this.FrameIndex % ((character.State == State.Idle) ? (int)Frames.Idle : (int)Frames.Moving) * 80, 140 * (int)character.State, 80, 140);
        }
Example #2
0
        public void Hit(Character target)
        {
            var player = target as Player;
            var armor = player != null ? player.GetTotalArmor() : target.DefencePoints;

            var damage = this.Damage / armor;
            if (damage < this.Damage / 100d)
            {
                damage = this.Damage / 100d;
            }

            target.HealthPoints -= damage;

            if (target.HealthPoints <= 0)
            {
                target.RemoveLive();
                target.HealthPoints = target.BaseHealthPoints;
            }
        }
        private int GetAnimationFrames(Character character)
        {
            var attackFrames = (character is Player) ? this.PlayerAttackFrames : this.EnemyAttackFrames;

            if ((character.State == State.YodaStrikePunch) || (character.State == State.WingedHorseKick) ||
                (character.State == State.TeethOfTigerThrow) || (attackFrames > 0))
            {
                if ((attackFrames == 0) && ((character.State != State.Idle) || (character.State != State.Moving)))
                {
                    switch (character.State)
                    {
                        case State.YodaStrikePunch:
                            attackFrames = (int)Frames.YodaStrikePunch;
                            break;
                        case State.WingedHorseKick:
                            attackFrames = (int)Frames.WingedHorseKick;
                            break;
                        case State.TeethOfTigerThrow:
                            attackFrames = (int)Frames.TeethOfTigerThrow;
                            break;
                        default:
                            attackFrames = 0;
                            break;
                    }
                }
            }

            if (character is Player)
            {
                this.PlayerAttackFrames = attackFrames;
            }
            else
            {
                this.EnemyAttackFrames = attackFrames;
            }

            return attackFrames;
        }