public Player(AnimManager manager, Vector2 position, float _collideRadius) : base(manager, position, _collideRadius) { health = 300; RebuildRuneInventory(); spawnLocation = new Vector2(position.X, position.Y); }
public Praetorian(AnimManager manager, Vector2 position) : base(manager, position, 26f) { health = 450; speed = 0.7f; soulPower = 10; }
public Cherub(AnimManager manager, Vector2 position) : base(manager, position, 26f) { health = 50; speed = 3.1f; damageDealt = 60; }
public SoulAnchorRune(AnimManager manager, Vector2 position, float _collideRadius, int _rechargeTime, int _powerLevel) : base(AssetManager.Rune_Texture_Anchor, position, _collideRadius, _rechargeTime, _powerLevel) { }
public VortexRune(AnimManager manager, Vector2 position, int powerLevel) : base(AssetManager.Rune_Texture_Vortex, position, 100f, 0, powerLevel) { }
public SoulLinkRune(AnimManager manager, Vector2 position, int powerLevel) : base(AssetManager.Rune_Texture_Link, position, 64f, 60, powerLevel) { }
public Living(AnimManager manager, Vector2 position, float _collideRadius) : base(manager, position, _collideRadius) { }
public MarkRune(Player p, AnimManager manager, Vector2 position, float collideRadius, int rechargeTime, int powerLevel) : base(AssetManager.Rune_Texture_Mark, position, collideRadius, rechargeTime, powerLevel) { }
public AICharacter(AnimManager manager, Vector2 position, float _collideRadius) : base(manager, position, _collideRadius) { }
public BloodRune(AnimManager manager, Vector2 position, int powerLevel) : base(AssetManager.Rune_Texture_Blood, position, 32f, 30, powerLevel) { }
public Entity(AnimManager manager, Vector2 _position, float _collideRadius) { this.animManager = manager; this.position = _position; this.collideRadius = _collideRadius; }
public Divider(AnimManager manager, Vector2 position) : base(manager, position, 26f) { health = 300; }
public FreezeRune(AnimManager manager, Vector2 position, int powerLevel) : base(AssetManager.Rune_Texture_Freeze, position, 32f, 30, powerLevel) { }
public Soul(int worth, AnimManager manager, Vector2 position, float _collideRadius) : base(manager, position, _collideRadius) { this.soulValue = worth; }
public SwarmRune(AnimManager manager, Vector2 position, int powerLevel) : base(AssetManager.Rune_Texture_Swarm, position, 64f, 35, powerLevel) { }
public SummonVictimsRune(AnimManager manager, Vector2 position, int powerLevel) : base(AssetManager.Rune_Texture_Summon_Victims, position, 64f, 45, powerLevel) { }
public RendRune(Player p, AnimManager animManager, Vector2 position) : base(AssetManager.Rune_Texture_Rend, position, 32f, 0, p.getSoulValue()) { }
public Crawler(AnimManager manager, Vector2 position) : base(manager, position, 26f) { health = 280; }
public TeleportRune(Player boss, AnimManager manager, Vector2 position) : base(AssetManager.Rune_Texture_Teleport, position, 32f, 0,0) { this.boss = boss; }