public EnemyAI(EnemyModel enemy, PlayerModel player) { this.enemy = enemy; this.player = player; nextMove = 3.0f; // make depending on type of enemy }
public void enterBattle(PlayerModel player, EnemyType enemyType) { playerModel = player; enemyModel = EnemyFactory.fromType(enemyType); initBattleViews(); enemyAI = new EnemyAI(enemyModel, playerModel); initQueues(); }
public void initBattle(PlayerModel player, EnemyModel enemy) { instantiateViews(); //initBattle all Three playerView.init(player); enemyView.init(enemy); battleUIView.init(player, enemy); updateView(player, enemy); }
// level? special room? public Loot generate(PlayerModel player, EnemyModel enemy) { float rnd = Random.Range(0.0f, 1.0f); if (rnd < 0.1) { return new Loot(LootType.DAGGER, 1); } return new Loot(LootType.NONE); }
public void updateView(EnemyModel model) { updateHealth(model.hp); }
public void init(EnemyModel model) { updateHealth(model.hp); }
public void updateView(PlayerModel player, EnemyModel enemy) { playerView.updateView(player); enemyView.updateView(enemy); }