Esempio n. 1
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        public Player(GraphicsDeviceManager g, ContentManager c)
        {
            graphics = g;
            content  = c;

            primaryStats   = new PStats();
            secondaryStats = new SStats();

            Initialize();
        }
Esempio n. 2
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        public Player(GraphicsDeviceManager g, ContentManager c)
        {
            graphics = g;
            content = c;

            primaryStats = new PStats();
            secondaryStats = new SStats();

            Initialize();
        }
Esempio n. 3
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        public static void ParseStats(XElement root, PStats p)
        {
            var statSet = EPrimaryStat.None;
            int value   = int.Parse(root.Value);

            if (EnumUtil <EPrimaryStat> .TryGetEnumValue(root.Name.ToString(), ref statSet))
            {
                HandleStats(p, statSet, value);
            }
        }
Esempio n. 4
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        public PStats Clone()
        {
            var stats = new PStats();

            stats.Agility      = this.Agility;
            stats.Constitution = this.Agility;
            stats.Intelligence = this.Intelligence;
            stats.Might        = this.Might;
            stats.Perception   = this.Perception;
            stats.Resolve      = this.Resolve;
            return(stats);
        }
Esempio n. 5
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        public static void ParseXElementForStats(XElement root, PStats p)
        {
            foreach (var ele in root.Elements())
            {
                var statSet = EPrimaryStat.None;
                int value   = int.Parse(ele.Value);

                if (EnumUtil <EPrimaryStat> .TryGetEnumValue(ele.Name.ToString(), ref statSet))
                {
                    HandleStats(p, statSet, value);
                }
            }
        }
Esempio n. 6
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        public void Initialize()
        {
            LoadContent();

            pState = PlayerState.walking;

            currentDepth = 0;
            currentSpeed = Game1.screenWidth / 500;

            playerDimensions = new Vector2(60, 90);

            startLoc  = new Vector2(Game1.screenWidth / 10, (float)(Game1.screenHeight / 1.33)) - playerDimensions / 2;
            armLoc    = startLoc;
            armLoc.X -= playerDimensions.X / 2;

            primaryStats   = new PStats();
            secondaryStats = new SStats();

            primaryStats.vitality     = 10;
            primaryStats.strength     = 10;
            primaryStats.dexterity    = 10;
            primaryStats.intelligence = 10;

            secondaryStats.maxHealth = 20 + primaryStats.vitality * 10;
            secondaryStats.health    = secondaryStats.maxHealth;
            secondaryStats.maxMana   = 20 + primaryStats.intelligence * 10;
            secondaryStats.mana      = secondaryStats.maxMana;

            currentItem = new Item(graphics, content, 0, startLoc, playerDimensions);

            secondaryStats.attack = currentItem.CalculateNextAttack(primaryStats.strength,
                                                                    primaryStats.intelligence, primaryStats.dexterity);
            secondaryStats.atkSpeed = currentItem.CalculateAtkSpd(primaryStats.dexterity);

            attackNum = 0;

            maxHealthBarLength = (int)Game1.screenWidth / 5;

            currentHealthBar = new Rectangle((int)Game1.screenWidth / 20, (int)Game1.screenHeight / 20,
                                             (int)Game1.screenWidth / 5, (int)Game1.screenHeight / 20);
            missingHealthBar = new Rectangle(currentHealthBar.Right, currentHealthBar.Y, 0, currentHealthBar.Height);

            loc = startLoc;

            walkAnimation = new SpriteAnimation(8, walkSheet, .45, new Rectangle((int)startLoc.X, (int)startLoc.Y,
                                                                                 (int)playerDimensions.X, (int)playerDimensions.Y));
            armWalkAnimation = new SpriteAnimation(8, armWalkSheet, .45, new Rectangle((int)armLoc.X, (int)armLoc.Y,
                                                                                       (int)(playerDimensions.X * 1.5), (int)playerDimensions.Y));
            attackAnimation = new SpriteAnimation(2, attackSheet, secondaryStats.atkSpeed, new Rectangle((int)startLoc.X, (int)startLoc.Y,
                                                                                                         (int)playerDimensions.X, (int)playerDimensions.Y));
        }
Esempio n. 7
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 //initilisation before starting the game
 void Awake()
 {
     stat      = Player.GetComponent <PStats>();
     Enemy     = All_Enemy[Random.Range(0, All_Enemy.Length)];
     OurEnemy  = (GameObject)Instantiate(Enemy, new Vector2(-1.22f, 0), Quaternion.identity);
     enem_stat = OurEnemy.GetComponent <Monsters> ();
     if (!PlayerPrefs.HasKey("init"))
     {
         PlayerPrefs.SetInt("STR", stat.Player.STR);
         PlayerPrefs.SetInt("AGI", stat.Player.AGI);
         PlayerPrefs.SetInt("INT", stat.Player.INT);
         PlayerPrefs.SetInt("init", 1);
     }
     stat.StatUpdate();
     enem_stat.StatUpdate();
 }
Esempio n. 8
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        private static void HandleStats(PStats p, EPrimaryStat s, int v)
        {
            switch (s)
            {
            case (EPrimaryStat.Agility): { p.Agility = v; } break;

            case (EPrimaryStat.Constitution): { p.Constitution = v; } break;

            case (EPrimaryStat.Intelligence): { p.Intelligence = v; } break;

            case (EPrimaryStat.Might): { p.Might = v; } break;

            case (EPrimaryStat.Perception): { p.Perception = v; } break;

            case (EPrimaryStat.Resolve): { p.Resolve = v; } break;
            }
        }
Esempio n. 9
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        public void Initialize(Vector2 position, Vector2 dim, int dept)
        {
            healthBarTexture = content.Load<Texture2D>("Textures/WhiteSquare");

            dimensions = dim;
            primaryStats = new PStats();
            secondaryStats = new SStats();

            secondaryStats.maxHealth = 20;
            secondaryStats.health = 20;
            secondaryStats.attack = 15;
            secondaryStats.atkSpeed = 2;

            animations = new List<SpriteAnimation>();
            loc = position - dimensions/2;
            depth = dept;
            loc.Y += (float)(Game1.screenHeight * (depth * .11));

            attackNum = 0;

            currentHealthBar = new Rectangle((int)loc.X - (int)dimensions.X,
                (int)loc.Y - (int)dimensions.Y, (int)dimensions.X * 3, (int)dimensions.Y / 2);
            missingHealthBar = new Rectangle(currentHealthBar.Right, currentHealthBar.Y, 0, currentHealthBar.Height);
        }
Esempio n. 10
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        public void Initialize(Vector2 position, Vector2 dim, int dept)
        {
            healthBarTexture = content.Load <Texture2D>("Textures/WhiteSquare");

            dimensions     = dim;
            primaryStats   = new PStats();
            secondaryStats = new SStats();

            secondaryStats.maxHealth = 20;
            secondaryStats.health    = 20;
            secondaryStats.attack    = 15;
            secondaryStats.atkSpeed  = 2;

            animations = new List <SpriteAnimation>();
            loc        = position - dimensions / 2;
            depth      = dept;
            loc.Y     += (float)(Game1.screenHeight * (depth * .11));

            attackNum = 0;

            currentHealthBar = new Rectangle((int)loc.X - (int)dimensions.X,
                                             (int)loc.Y - (int)dimensions.Y, (int)dimensions.X * 3, (int)dimensions.Y / 2);
            missingHealthBar = new Rectangle(currentHealthBar.Right, currentHealthBar.Y, 0, currentHealthBar.Height);
        }
Esempio n. 11
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 //initilisation before starting the game
 void Awake()
 {
     stat = Player.GetComponent<PStats>();
     Enemy = All_Enemy[Random.Range (0, All_Enemy.Length)];
     OurEnemy = (GameObject) Instantiate(Enemy,new Vector2(-1.22f, 0), Quaternion.identity);
     enem_stat = OurEnemy.GetComponent<Monsters> ();
     if (!PlayerPrefs.HasKey("init")) {
         PlayerPrefs.SetInt ("STR", stat.Player.STR);
         PlayerPrefs.SetInt ("AGI", stat.Player.AGI);
         PlayerPrefs.SetInt ("INT", stat.Player.INT);
         PlayerPrefs.SetInt ("init", 1);
     }
     stat.StatUpdate ();
     enem_stat.StatUpdate ();
 }
Esempio n. 12
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 public void SetPrimaryStats(PStats p)
 {
     this._primaryStats = p.Clone();
 }
Esempio n. 13
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 public static int DetermineWill(PStats p)
 {
     return((int)((Will_Int * p.Intelligence) + (Will_Res * p.Resolve) / 2));
 }
Esempio n. 14
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 public static int DeterminePower(PStats p)
 {
     return((int)((Power_Might * p.Might) + (Power_Res * p.Resolve) / 2));
 }
Esempio n. 15
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 public static int DetermineReflexe(PStats p)
 {
     return((int)((Reflexes_Agi * p.Agility) + (Reflexes_Per * p.Perception) / 2));
 }
Esempio n. 16
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 public static int DetermineCriticalChance(PStats p)
 {
     return((int)((CriticalChance_Agi * p.Agility) + (CriticalChance_Might * p.Might) / 2));
 }
Esempio n. 17
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 public static int DetermineCriticalMultiplier(PStats p)
 {
     return((int)((CriticalMultiplier_Might * p.Might) + (CriticalMultiplier_Per * p.Perception) / 2));
 }
Esempio n. 18
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 public static int DetermineConcentration(PStats p)
 {
     return((int)((Concentration_Con * p.Constitution) + (Concentration_Res * p.Resolve) / 2));
 }
Esempio n. 19
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 public static int DetermineBlock(PStats p)
 {
     return((int)((Block_Agi * p.Agility) + (Block_Might * p.Might) + (Block_Per * p.Perception) / 2));
 }
Esempio n. 20
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 public static int DetermineActionPoints(PStats p)
 {
     return((int)((((ActionPoints_Agi * p.Agility) + (ActionPoints_Int * p.Intelligence)) / 100) + Base_AP));
 }
Esempio n. 21
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 public static int DetermineSavingThrowModifier(PStats p)
 {
     return((int)((SpellPen_Int * p.Intelligence) + (SpellPen_Res * p.Resolve) / 2));
 }
Esempio n. 22
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 public static int DetermineSpellDuration(PStats p)
 {
     return((int)((SpellDur_Con * p.Constitution) + (SpellDur_Int * p.Intelligence) + (SpellDur_Res * p.Resolve) / 2));
 }
Esempio n. 23
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 // Update method
 public void Update(Location newLocation, Stats newStats, Avatar newAvatar)
 {
     PStats.Update(newStats);
     Location.Update(newLocation);
     Avatar.Update(newAvatar);
 }
Esempio n. 24
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 private SStats GetSecondaryStats(PStats p)
 {
     return(new SStats(p));
 }
Esempio n. 25
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 public static int DetermineRangedSkill(PStats p)
 {
     return((int)((RangedSkill_Agi * p.Agility) + (RangedSkill_Per * p.Perception) / 2));
 }
Esempio n. 26
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 public static int DetermineMoraleSkill(PStats p)
 {
     return((int)(((Morale_Con * p.Constitution) + (Morale_Int * p.Intelligence) + (Morale_Res + p.Resolve)) * 0.25));
 }
Esempio n. 27
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 public static int DetermineParry(PStats p)
 {
     return((int)((Parry_Agi * p.Agility) + (Parry_Int * p.Intelligence) + (Parry_Per * p.Perception) / 2));
 }
Esempio n. 28
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 public static int DetermineMaxHP(PStats p)
 {
     return((int)((((MaxHP_Con * p.Constitution) + (MaxHP_Res * p.Resolve)) * 0.25) + BaseHPAndStamina));
 }
Esempio n. 29
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 public static int DetermineDodge(PStats p)
 {
     return((int)((Dodge_Agi * p.Agility) + (Dodge_Per * p.Resolve) / 2));
 }
Esempio n. 30
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 public static int DetermineStamina(PStats p)
 {
     return((int)((((Stamina_Con * p.Constitution) + (Stamina_Might * p.Might) + (Stamina_Res * p.Resolve)) * 0.25) + BaseHPAndStamina));
 }
Esempio n. 31
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        public void Initialize()
        {
            LoadContent();

            pState = PlayerState.walking;

            currentDepth = 0;
            currentSpeed = Game1.screenWidth / 500;

            playerDimensions = new Vector2(60, 90);

            startLoc = new Vector2(Game1.screenWidth / 10, (float)(Game1.screenHeight / 1.33)) - playerDimensions / 2;
            armLoc = startLoc;
            armLoc.X -= playerDimensions.X / 2;

            primaryStats = new PStats();
            secondaryStats = new SStats();

            primaryStats.vitality = 10;
            primaryStats.strength = 10;
            primaryStats.dexterity = 10;
            primaryStats.intelligence = 10;

            secondaryStats.maxHealth = 20 + primaryStats.vitality * 10;
            secondaryStats.health = secondaryStats.maxHealth;
            secondaryStats.maxMana = 20 + primaryStats.intelligence * 10;
            secondaryStats.mana = secondaryStats.maxMana;

            currentItem = new Item(graphics, content, 0, startLoc, playerDimensions);

            secondaryStats.attack = currentItem.CalculateNextAttack(primaryStats.strength,
                primaryStats.intelligence, primaryStats.dexterity);
            secondaryStats.atkSpeed = currentItem.CalculateAtkSpd(primaryStats.dexterity);

            attackNum = 0;

            maxHealthBarLength = (int)Game1.screenWidth / 5;

            currentHealthBar = new Rectangle((int)Game1.screenWidth/20, (int)Game1.screenHeight/20,
                (int)Game1.screenWidth/5, (int)Game1.screenHeight/20);
            missingHealthBar = new Rectangle(currentHealthBar.Right, currentHealthBar.Y, 0, currentHealthBar.Height);

            loc = startLoc;

            walkAnimation = new SpriteAnimation(8, walkSheet, .45, new Rectangle((int)startLoc.X, (int)startLoc.Y,
                                                                (int)playerDimensions.X, (int)playerDimensions.Y));
            armWalkAnimation = new SpriteAnimation(8, armWalkSheet, .45, new Rectangle((int)armLoc.X, (int)armLoc.Y,
                                                                (int)(playerDimensions.X * 1.5), (int)playerDimensions.Y));
            attackAnimation = new SpriteAnimation(2, attackSheet, secondaryStats.atkSpeed, new Rectangle((int)startLoc.X, (int)startLoc.Y,
                                                                (int)playerDimensions.X, (int)playerDimensions.Y));
        }
Esempio n. 32
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 public static int DetermineFortitude(PStats p)
 {
     return((int)((Fortitude_Con * p.Constitution) + (Fortitude_Res * p.Resolve) / 2));
 }
Esempio n. 33
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 public static int DetermineInitiative(PStats p)
 {
     return((int)((Initiative_Agi * p.Agility) + (Initiative_Con * p.Constitution) + (Initiative_Per * p.Perception) / 2));
 }
Esempio n. 34
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 public static int DetermineMeleeSkill(PStats p)
 {
     return((int)((MeleeSkill_Agi * p.Agility) + (MeleeSkill_Int * p.Intelligence) + (MeleeSkill_Might + p.Might) / 2));
 }