// *** constructor temporarily for enemy party members, later on also for player party members public Character(int id, CharacterPointer.Sides side) { bool[] noItemEquipped = new bool[4] { false, false, false, false }; switch (side) { case CharacterPointer.Sides.CPU_Opponents: switch ((Enemies)id) { case Enemies.Ninja: Init("NINJA", 4, 12, 15, 5, 0, false, false, 5, 23, false, 2, 3, false, false, false, false, false, false, false, false, false, false, false, 38, new Item[] { new Item("Medical", " Herb"), null, null, null }, noItemEquipped, null, TexturesNinja, null); break; case Enemies.Banana: Init("BANANA", 2, 10, 12, 3, 0, false, false, 6, 18, false, 1, 1, false, false, false, false, false, false, false, false, false, false, false, 16, null, noItemEquipped, null, TexturesBanana, null); break; case Enemies.Witch: Init("WITCH", 5, 20, 8, 2, 12, false, false, 6, 25, false, 1, 1, false, false, false, false, false, false, false, false, false, false, false, 42, null, noItemEquipped, new Spell[] { new Spell("BLAZE", 2), null, null, null }, TexturesWitch, null); break; case Enemies.Samurai: Init("SAMURAI", 6, 24, 21, 7, 0, false, false, 5, 30, false, 2, 3, false, false, false, false, false, false, false, false, false, false, false, 72, null, noItemEquipped, null, TexturesSamurai, null); break; case Enemies.Stanes: Init("STANES", 7, 28, 22, 7, 0, false, false, 5, 32, false, 2, 3, false, false, false, false, false, false, false, false, false, false, false, 72, new Item[] { new Item("Medical", " Herb"), null, null, null }, noItemEquipped, null, TexturesStanes, null); break; case Enemies.Russell: Init("RUSSELL", 8, 32, 24, 8, 0, false, true, 6, 34, false, 2, 3, false, false, false, false, false, false, false, false, false, false, false, 72, null, noItemEquipped, null, TexturesRussell, null); break; } // *** break; case CharacterPointer.Sides.Player: // *** break; } }
public Party(int numPartyMembers, CharacterPointer.Sides side) { _numPartyMembers = numPartyMembers; _side = side; }