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); }
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); }
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); }
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); }
public Moveable(Vector2f v, MoveableEnum mobEnum) { playerX = destX = (int)v.X; playerY = destY = (int)v.Y; type = mobEnum; if (mobEnum == MoveableEnum.player) { circleSize = CIRCLE_SZ; currentTexture = playerCircleTexture; currentHp = maxHp = 15; } buffs = new Buffs(this); }
public Moveable(Vector2f v) { playerX = destX = (int)v.X; playerY = destY = (int)v.Y; circleSize = CIRCLE_SZ; currentTexture = playerCircleTexture; buffs = new Buffs(this); destCircleSprite = new Sprite(destCircleTexture); currentSprite = new Sprite(playerCircleTexture); currentHPText = new Text("currentHP", GameBox.corbalFont,10U); }
public Moveable() { buffs = new Buffs(this); }