public Player(int id, string textureSheetFileName, Vector2 pos, Class pClass, int time) : base(id, textureSheetFileName, pos, time) { currKeyState = Keyboard.GetState(); currMouseState = Mouse.GetState(); maxHealth = 100; playerClass = pClass; weaponTextureFilePath = "Textures/basicAxe"; weaponSFXFilePath = "SoundEffects/Magic"; head = new Hat(0); body = new Shirt(0); weapon = new Axe(0); feet = new Boots(0); isClassSet = false; if (playerClass == Class.Soldier) { damage = 3; speed = 1; attackSpeed = 2; range = 30; EquipWeapon(new Axe(0)); } else if (playerClass == Class.Thief) { damage = 1; speed = 3; attackSpeed = 4; range = 40; EquipWeapon(new Dagger(0)); } else if (playerClass == Class.Wizard) { damage = 2; speed = 2.5f; attackSpeed = 3; range = 50; EquipWeapon(new Staff(0)); } sprites.Add(new Rectangle(0, 0, 16, 16)); sprites.Add(new Rectangle(17, 0, 14, 16)); sprites.Add(new Rectangle(33, 0, 14, 16)); }
public void EquipWeapon(Equipment wpn) { damage -= (int)weapon.GetMagnitude(); weapon = wpn; damage += (int)weapon.GetMagnitude(); }
public void EquipFootwear(Equipment footwear) { speed -= feet.GetMagnitude(); feet = footwear; speed += feet.GetMagnitude(); }
public void EquipHeadGear(Equipment helmet) { range -= (int)head.GetMagnitude(); head = helmet; range += (int)head.GetMagnitude(); }
public void EquipArmour(Equipment armour) { maxHealth -= (int)body.GetMagnitude(); body = armour; maxHealth += (int)body.GetMagnitude(); currentHealth = maxHealth; }