public override void Load() { gunner1 = new Gunner { PadIndex = PlayerIndex.One, Color = Color.Red, Location = new Vector2(200, 0), Speed = 0.5f }; gunner2 = new Gunner { PadIndex = PlayerIndex.Two, Color = Color.Blue, Location = new Vector2(400, 0), Speed = 0.5f }; powerGenerator1 = new PowerGenerator(); powerGenerator2 = new PowerGenerator(); players.Add (gunner1); players.Add (gunner2); Size screenSize = new Size (Moxy.ScreenWidth, Moxy.ScreenHeight); camera = new DynamicCamera (); //camera.Targets.AddRange (new Player[] {gunner1, gunner2}); }
public PowerSKill(PowerGenerator Gen) : base(Gen) { MatchArray[0] = ItemID.WindRune; MatchArray[1] = ItemID.EarthRune; MatchArray[2] = ItemID.FireRune; MatchArray[3] = ItemID.WaterRune; }
public override bool OnSkillUsed(PowerGenerator Gen) { var newSkill = new PowerEffect(Gen); foreach(var skill in Gen.ActiveSkills) { if (skill.SkillID == newSkill.SkillID) { skill.Duration = newSkill.Duration; } return false; } Gen.ActiveSkills.Add(newSkill); return true; }
public static Texture2D GetRuneInSlot(PowerGenerator Generator, int slot) { switch (Generator.CurrentSkill.MatchArray[slot]) { case ItemID.WaterRune: return WaterRune; case ItemID.FireRune: return FireRune; case ItemID.WindRune: return AirRune; case ItemID.EarthRune: return EarthRune; } return null; }
public ProtectionEffect(PowerGenerator Gen) { this.Gen = Gen; Duration = new TimeSpan(0, 0, 20); SkillID = 2; }
public RageEffect(PowerGenerator Gen) { this.Gen = Gen; Duration = new TimeSpan(0, 0, 20); SkillID = 3; }
public ProtectionSkill(PowerGenerator Gen) : base(Gen) { MatchArray[0] = ItemID.WaterRune; MatchArray[1] = ItemID.EarthRune; MatchArray[2] = ItemID.EarthRune; MatchArray[3] = ItemID.FireRune; }
public abstract bool OnSkillUsed(PowerGenerator Gen);
public GeneratorSkill(PowerGenerator Gen) { MatchArray = new ItemID[4]; this.Gen = Gen; }
public TriShotSkill(PowerGenerator Gen) : base(Gen) { MatchArray[0] = ItemID.FireRune; MatchArray[1] = ItemID.FireRune; MatchArray[2] = ItemID.FireRune; MatchArray[3] = ItemID.FireRune; }
private void LoadPlayers() { float gunnerSpeed = 0.2f;//0.1f; float enchanterSpeed = 0.3f; PlayerIndex invalidPlayerIndex = (PlayerIndex)5; if (characterSelectState.Gunner1 != invalidPlayerIndex || characterSelectState.PowerGenerator1 != invalidPlayerIndex) { gunner1 = new Gunner { PadIndex = characterSelectState.Gunner1, Color = Color.White, Location = new Vector2 (700, 700), Speed = gunnerSpeed, Light = new Light (Color.White, lightTexture) { Scale = 1.5f }, Team = Team.Red, FireballEmitter = FireballEmitter, AIControlled = characterSelectState.Gunner1 == invalidPlayerIndex, }; // Gunner 1 is controlled by AI if (gunner1.PadIndex == invalidPlayerIndex) { gunner1.PadIndex = GenerateAIIndex(); gunner1.AIControlled = true; } powerGenerator1 = new PowerGenerator { PadIndex = characterSelectState.PowerGenerator1, Color = Color.White, Location = new Vector2 (780, 700), Speed = enchanterSpeed, Light = new Light (Color.White, lightTexture) { Scale = 1.5f }, Team = Team.Red, Gunner = gunner1, AIControlled = characterSelectState.PowerGenerator1 == invalidPlayerIndex, }; // Power gen 1 is controlled by AI if (powerGenerator1.PadIndex == invalidPlayerIndex) { powerGenerator1.PadIndex = GenerateAIIndex (); powerGenerator1.AIControlled = true; } gunner1.OnMovement += (Player_OnMovement); powerGenerator1.OnMovement += (Player_OnMovement); gunner1.OnDeath += (Player_OnDeath); gunner1.Generator = powerGenerator1; redPacketEmitter.Target = gunner1; redPacketEmitter.Source = powerGenerator1; lights.Add (gunner1.Light); lights.Add (powerGenerator1.Light); players.Add (gunner1); players.Add (powerGenerator1); camera.ViewTargets.Add (gunner1); camera.ViewTargets.Add (powerGenerator1); } if (characterSelectState.Gunner2 != invalidPlayerIndex || characterSelectState.PowerGenerator2 != invalidPlayerIndex) { gunner2 = new Gunner { PadIndex = characterSelectState.Gunner2, Color = Color.White, Location = new Vector2 (200, 0), Speed = gunnerSpeed, Light = new Light (Color.White, lightTexture), Team = Team.Red, FireballEmitter = FireballEmitter }; powerGenerator2 = new PowerGenerator { PadIndex = characterSelectState.PowerGenerator2, Color = Color.White, Location = new Vector2 (400, 0), Speed = enchanterSpeed, Light = new Light (Color.White, lightTexture), Team = Team.Red, Gunner = gunner2, }; gunner2.Generator = powerGenerator2; redPacketEmitter.Target = gunner2; redPacketEmitter.Source = powerGenerator2; lights.Add (gunner2.Light); lights.Add (powerGenerator2.Light); players.Add (gunner2); players.Add (powerGenerator2); camera.ViewTargets.Add (gunner2); camera.ViewTargets.Add (powerGenerator2); } uiOverlay.ActivePlayers = players; }