public AllyComponent(Game game, int x, int y, int Level, int[,] Map, Vector2 position, SpriteBatch spriteBatch, Texture2D sprite) : base(game) { offsetX = x; Aggro = false; offsetY = y; Strength = (int)Math.Truncate(Level * 1.6 + 5); Endurance = (int)Math.Truncate(Level * 1.4 + 5); Wisdom = (int)Math.Truncate(5 + Level * 1.2); Health[0] = Endurance * 15; Health[1] = Endurance * 15; formation = 1; alive = true; MoveMe = new pathFinder(Map); this.position[0] = ((int)position.X) + 1; //+1 to be in the door of the tent this.position[1] = ((int)position.Y) + 1; aniSprite = new AnimatedSprite(game, sprite, spriteBatch); }
public MobComponent(Game game, int[] mobposition, int Level, int[,] Map, bool Boss, SpriteBatch spriteBatch, Texture2D sprite) : base(game) { isBoss = Boss; iMap = Map; MoveMe = new pathFinder(iMap); isSelected = false; targetAlly = false; this.position = mobposition; alive = true; random = new Random(); colour = Color.White; if (!isBoss) { Strength = (int)Math.Truncate(Level * 1.6 + 5); Endurance = (int)Math.Truncate(Level * 1.4 + 5); Wisdom = (int)Math.Truncate(5 + Level * 1.2); } else { Strength = (int)Math.Truncate(Level * 10.2 + 8); Endurance = (int)Math.Truncate(Level * 10.6 + 8); Wisdom = (int)Math.Truncate(8 + Level * 9.4); } aniSprite = new AnimatedSprite(game, sprite, spriteBatch); playerposition[0] = 0; playerposition[1] = 0; Health[0] = Endurance * 25; Health[1] = Endurance * 25; this.Level = Level; if (isBoss) { Experience = Level * 500; } else { Experience = Level * 100; } }