Example #1
0
        /// <summary>
        /// Constructs the Main class.
        /// </summary>
        /// <param name="_mainWindow">Instance of the MainWindow.</param>
        /// <param name="bpwindow">Instance of the BackpackWindow</param>
        /// <param name="crcwindow">Instance of the ClassRaceChoiceWindow</param>
        /// <param name="swindow">Instance of the StatWindow</param>
        public Main(MainWindow _mainWindow, BackpackWindow bpwindow, ClassRaceChoiceWindow crcwindow, StatWindow swindow)
        {
            //save the windows
            mainWindow = _mainWindow;
            bw = bpwindow;
            cw = crcwindow;
            sw = swindow;
            //instantiate the player
            player = new Player();
            //make a new map
            map = new Map(7);

            //for the libraries
            mainBookList = new List<Book>() { };

            //these are for data binding in the ClassRaceChoiceWindow. And any other time you might want a list with all of the Classes and Races
            mainClassList = new List<PlayerClass>() { new Knight(), new Lancer(), new Brawler(), new Mage(), new Ranger(), new Rogue(), new BladeDancer(), new Assassin(), new DreadKnight(), new Jester() };
            mainRaceList = new List<Race>() { new Human(), new Elf(), new Dwarf(), new Orc(), new Lycanthrope(), new Halfdragon(), new Revenant(), new Djinn(), new Vampire(), new Demon() };
        }
Example #2
0
 public override int Attack(Player player, out string used)
 {
     Dice d = new Dice();
     int dmg = 0;
     used = abilities[Program.random.Next(0, abilities.Count)];
     switch(used)
     {
         case "Attack":
             dmg = Math.Max(d.roll(1, atk) - player.def, 1);
             break;
         case "Sticky Smash":
             dmg = Math.Max(d.roll(2, atk) - player.def, 1);
             break;
     }
     return dmg;
 }
Example #3
0
 public virtual void ApplyEffect(object Target)
 {
     turns--;
     //safe cast the target to a player to see what it is
     p = Target as Player;
     //if it isn't nu;;, it's a Player
     if (p != null)
         isPlayer = true;
     //otherwise it's an Enenmy
     else
     {
         isPlayer = false;
         //set the target to be an Enemy
         e = Target as Enemy;
     }
 }
Example #4
0
 public virtual int Attack(Player player, out string used)
 {
     used =  "";
     return 0;
 }