Example #1
0
        internal Mage(Vector2f start, string name)
        {
            playerX = destX = (int)start.X;
            playerY = destY = (int)start.Y;
            type = MoveableEnum.mage;
            circleSize = PLAYER_CIRCLE_SZ;

            currentHp = maxHp = MAGE_HP;
            this.name = name;
            innerCircle = COLLISION_RADIUS;
            buffs = new Buffs(this);

            model = new SimpleModel(pyroBaseTexture, SimpleModel.CLASS_RECT, SimpleModel.CLASS_SCALE);
            boundingRect = SimpleModel.CLASS_BOUNDING_RECT;

            //ability1, fireball, repeating
            a1 = new Cooldown(FIREBALL_CD);
            fireballRepeat = true;
            bigFireballRepeat = true;

            //ability2 big fireball, everytime you use ability one,
            //you have a chance(60%), gain a stacking buff til 10, then you do a big fireball
            sb1 = new StackingBuff(this, BIGFIREBALL_STACK);

            weaponPlayer = new WeaponPlayer(pyroWepAnimations, .3f, .75f);
        }
Example #2
0
        internal Assassin(Vector2f start, string name)
        {
            playerX = destX = (int)start.X;
            playerY = destY = (int)start.Y;
            circleSize = PLAYER_CIRCLE_SZ;

            currentHp = maxHp = ASSASSIN_HP;
            this.name = name;
            innerCircle = COLLISION_RADIUS;

            model = new SimpleModel(assaBaseTexture, SimpleModel.CLASS_RECT, SimpleModel.CLASS_SCALE);
            boundingRect = SimpleModel.CLASS_BOUNDING_RECT;

            //ability1,
            a1 = new Cooldown(MELEE_CD);
            //ability 2
            a2 = new Cooldown(STUN_CD);

            weaponPlayer = new WeaponPlayer(assaWepAnimation, new float[] {.15f,.3f}, .75f);
        }
Example #3
0
        internal Bard(Vector2f start, string name)
        {
            playerX = destX = (int)start.X;
            playerY = destY = (int)start.Y;
            circleSize = PLAYER_CIRCLE_SZ;

            currentHp = maxHp = BARD_HP;
            this.name = name;
            innerCircle = COLLISION_RADIUS;
            buffs = new Buffs(this);

            model = new SimpleModel(bardBaseTexture, SimpleModel.CLASS_RECT, SimpleModel.CLASS_SCALE);
            boundingRect = SimpleModel.CLASS_BOUNDING_RECT;

            a1 = new Cooldown(BUFF_TIME);

            weaponPlayer = new WeaponPlayer(bardWepAnimation, .1f, .75f);

            buffDmgBeamSprite = new Sprite(buffDmgBeamTexture);
            buffCDBeamSprite = new Sprite(buffCDBeamTexture);
        }
Example #4
0
        internal Archer(Vector2f start, string name)
        {
            playerX = destX = (int)start.X;
            playerY = destY = (int)start.Y;
            circleSize = PLAYER_CIRCLE_SZ;

            currentHp = maxHp = ARCHER_HP;
            this.name = name;
            innerCircle = COLLISION_RADIUS;
            buffs = new Buffs(this);

            model = new SimpleModel(archBaseTexture, SimpleModel.CLASS_RECT, SimpleModel.CLASS_SCALE);
            boundingRect = SimpleModel.CLASS_BOUNDING_RECT;

            //ability1,
            a1 = new Cooldown(MELEE_CD);
            //ability 2
            a2 = new Cooldown(BIGHIT_CD);
            stack = new StackingBuff(BIGHIT_STACK_NEEDED);

            weaponPlayer = new WeaponPlayer(archWepAnimation, .3f, .75f);
        }
Example #5
0
        internal Vanguard(Vector2f start, string name)
        {
            playerX = destX = (int)start.X;
            playerY = destY = (int)start.Y;
            type = MoveableEnum.puri;
            circleSize = PLAYER_CIRCLE_SZ;
            //currentTexture = vangCircleTexture;
            currentHp = maxHp = VANGUARD_HP;
            this.name = name;
            innerCircle = COLLISION_RADIUS;
            buffs = new Buffs(this);

            model = new SimpleModel(vangBaseTexture, SimpleModel.CLASS_RECT,.75f);
            boundingRect = SimpleModel.CLASS_BOUNDING_RECT;

            //ability1,
            a1 = new Cooldown(TANKHIT_CD,true);
            //ability 2
            a2 = new Cooldown(TANKAOE_CD);

            weaponPlayer = new WeaponPlayer(vangWepAnimations,.2f, .75f);
        }
Example #6
0
        Buff hungered; //just a reference to it

        #endregion Fields

        #region Constructors

        //define your cooldowns and base stats
        internal Ursidor(Vector2f v,FightObject fish)
            : base(v)
        {
            enemyCooldowns = new Cooldown[3];
            enemyCooldowns[(int)cooldowns.melee] = new Cooldown(MELEE_CD);
            enemyCooldowns[(int)cooldowns.swipe] = new Cooldown(SWIPE_CD);
            enemyCooldowns[(int)cooldowns.hungry] = new Cooldown(HUNGRY_CD);

            currentHp = maxHp = BOSS_HP;

            model = new SimpleModel(ursiBaseTexture, new IntRect(0,0,120,210), MODEL_SCALE,2.3f);

            boundingRect = new IntRect(0, 0, 80, 160);//bad rect im sure

            innerCircle = INNERCIRCLE;
            circleSize = CIRCLE_SZ;

            this.fish = fish;
        }
Example #7
0
        internal Puri(Vector2f start, string name)
        {
            playerX = destX = (int)start.X;
            playerY = destY = (int)start.Y;
            type = MoveableEnum.puri;
            circleSize = PLAYER_CIRCLE_SZ;

            currentHp = maxHp = PURI_HP;
            this.name = name;
            innerCircle = COLLISION_RADIUS;
            boundingRect = SimpleModel.CLASS_BOUNDING_RECT;

            model = new SimpleModel(puriBaseTexture, SimpleModel.CLASS_RECT, SimpleModel.CLASS_SCALE);

            //ability1, aoeheal, repeating
            a1 = new Cooldown(AOEHEAL_CD);
            //ability2 bigheal lowest % target that wont overheal (cant heal mages?)
            a2 = new Cooldown(BIGHEAL_CD);

            weaponPlayer = new WeaponPlayer(puriWepAnimation, new float[] { .3f, .3f }, .75f);
        }