public BattleScreenPlayer(String textureFile, BattleScreen owner)
            : base(textureFile, owner)
        {
            maxHP = 100;
            currentHP = 100;
            //TextureFileName = "tempface";
            NameText = "Bill";
            OwnerScreen = owner;
            IsPlayer = true;
            IsPlayerCharacter = true;
            combatActions = new CombatAction[4];
            Position = new Vector2(200, 200);
            InitializeCombatActions();
            font = OwnerScreen.ScreenManager.Font;

            actionMenu = new RectangleOverlay(new Rectangle(
               350,
               OwnerScreen.ScreenManager.GraphicsDevice.Viewport.Height - 100,
               115,
               100),
               OwnerScreen);

            combatActions[0].Selected += CombatActionAttackSelected;
            combatActions[1].Selected += CombatActionHealSelected;
        }
        public BattleScreenPlayer(String textureFile, BattleScreen owner)
            : base(textureFile, owner)
        {
            maxHP = PlayerStats.MaximumEnergy;
            currentHP = PlayerStats.CurrentEnergy;
            strength = PlayerStats.Strength;
            defense = PlayerStats.Defense;
            NameText = "Bill";
            OwnerScreen = owner;
            IsPlayer = true;
            IsPlayerCharacter = true;
            combatActions = new CombatAction[4];
            Position = new Vector2(200, 200);
            InitializeCombatActions();
            font = OwnerScreen.ScreenManager.Font;

            actionMenu = new RectangleOverlay(new Rectangle(
               350,
               OwnerScreen.ScreenManager.GraphicsDevice.Viewport.Height - 100,
               115,
               100),
               OwnerScreen);

            combatActions[0].Selected += CombatActionAttackSelected;
            combatActions[1].Selected += CombatActionHealSelected;
            drawBox = new Rectangle(0, 0, 40, 40);
        }
 public BattleScreenEnemy(String textureFile, BattleScreen owner)
     : base(textureFile, owner)
 {
     maxHP = 50;
     currentHP = 50;
     NameText = "Enemy";
     OwnerScreen = owner;
     IsPlayer = false;
     IsPlayerCharacter = false;
     combatActions = new CombatAction[2];
     Position = new Vector2(400, 200);
     InitializeCombatActions();
 }
 public void PerformAction(BattleScreenMember user, BattleScreenMember target, CombatAction action)
 {
     switch (action.ActionText)
     {
         case "Attack":
             target.TakeDamage(user.Strength);
             target.IsTargeted = false;
             break;
         case "Heal":
             target.HealDamage(5);
             target.IsTargeted = false;
             break;
     }
 }
 public BattleScreenAIPartyMember(string textureFileName, BattleScreen ownerScreen)
     : base(textureFileName, ownerScreen)
 {
     maxHP = 50;
     currentHP = 50;
     NameText = "Lappy";
     OwnerScreen = owner;
     IsPlayer = false;
     IsPlayerCharacter = true;
     combatActions = new CombatAction[3];
     Position = new Vector2(300, 200);
     InitializeCombatActions();
     targets = new List<int>();
     gen = new Random(DateTime.Now.Millisecond);
 }
 void InitializeCombatActions()
 {
     for (int i = 0; i < CombatActions.Length; i++)
     {
         switch (i)
         {
             case 0:
                 combatActions[i] = new CombatAction(this, "Attack");
                 break;
             case 1:
                 combatActions[i] = new CombatAction(this, "Heal");
                 break;
         }
     }
 }
 void InitializeCombatActions()
 {
     for (int i = 0; i < 4; i++)
     {
         switch (i)
         {
             case 0:
                 combatActions[i] = new CombatAction(this, "Attack");
                 combatActions[i].IsHighLighted = true;
                 break;
             case 1:
                 combatActions[i] = new CombatAction(this, "Heal");
                 break;
             case 2:
                 combatActions[i] = new CombatAction(this, "Do Nothing");
                 break;
             case 3:
                 combatActions[i] = new CombatAction(this, "Do Nothing");
                 break;
         }
     }
 }