public Player(GraphicsDeviceManager g, ContentManager c) { graphics = g; content = c; primaryStats = new PStats(); secondaryStats = new SStats(); Initialize(); }
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); } }
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); }
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); } } }
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)); }
//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(); }
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; } }
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); }
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); }
//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 (); }
public void SetPrimaryStats(PStats p) { this._primaryStats = p.Clone(); }
public static int DetermineWill(PStats p) { return((int)((Will_Int * p.Intelligence) + (Will_Res * p.Resolve) / 2)); }
public static int DeterminePower(PStats p) { return((int)((Power_Might * p.Might) + (Power_Res * p.Resolve) / 2)); }
public static int DetermineReflexe(PStats p) { return((int)((Reflexes_Agi * p.Agility) + (Reflexes_Per * p.Perception) / 2)); }
public static int DetermineCriticalChance(PStats p) { return((int)((CriticalChance_Agi * p.Agility) + (CriticalChance_Might * p.Might) / 2)); }
public static int DetermineCriticalMultiplier(PStats p) { return((int)((CriticalMultiplier_Might * p.Might) + (CriticalMultiplier_Per * p.Perception) / 2)); }
public static int DetermineConcentration(PStats p) { return((int)((Concentration_Con * p.Constitution) + (Concentration_Res * p.Resolve) / 2)); }
public static int DetermineBlock(PStats p) { return((int)((Block_Agi * p.Agility) + (Block_Might * p.Might) + (Block_Per * p.Perception) / 2)); }
public static int DetermineActionPoints(PStats p) { return((int)((((ActionPoints_Agi * p.Agility) + (ActionPoints_Int * p.Intelligence)) / 100) + Base_AP)); }
public static int DetermineSavingThrowModifier(PStats p) { return((int)((SpellPen_Int * p.Intelligence) + (SpellPen_Res * p.Resolve) / 2)); }
public static int DetermineSpellDuration(PStats p) { return((int)((SpellDur_Con * p.Constitution) + (SpellDur_Int * p.Intelligence) + (SpellDur_Res * p.Resolve) / 2)); }
// Update method public void Update(Location newLocation, Stats newStats, Avatar newAvatar) { PStats.Update(newStats); Location.Update(newLocation); Avatar.Update(newAvatar); }
private SStats GetSecondaryStats(PStats p) { return(new SStats(p)); }
public static int DetermineRangedSkill(PStats p) { return((int)((RangedSkill_Agi * p.Agility) + (RangedSkill_Per * p.Perception) / 2)); }
public static int DetermineMoraleSkill(PStats p) { return((int)(((Morale_Con * p.Constitution) + (Morale_Int * p.Intelligence) + (Morale_Res + p.Resolve)) * 0.25)); }
public static int DetermineParry(PStats p) { return((int)((Parry_Agi * p.Agility) + (Parry_Int * p.Intelligence) + (Parry_Per * p.Perception) / 2)); }
public static int DetermineMaxHP(PStats p) { return((int)((((MaxHP_Con * p.Constitution) + (MaxHP_Res * p.Resolve)) * 0.25) + BaseHPAndStamina)); }
public static int DetermineDodge(PStats p) { return((int)((Dodge_Agi * p.Agility) + (Dodge_Per * p.Resolve) / 2)); }
public static int DetermineStamina(PStats p) { return((int)((((Stamina_Con * p.Constitution) + (Stamina_Might * p.Might) + (Stamina_Res * p.Resolve)) * 0.25) + BaseHPAndStamina)); }
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)); }
public static int DetermineFortitude(PStats p) { return((int)((Fortitude_Con * p.Constitution) + (Fortitude_Res * p.Resolve) / 2)); }
public static int DetermineInitiative(PStats p) { return((int)((Initiative_Agi * p.Agility) + (Initiative_Con * p.Constitution) + (Initiative_Per * p.Perception) / 2)); }
public static int DetermineMeleeSkill(PStats p) { return((int)((MeleeSkill_Agi * p.Agility) + (MeleeSkill_Int * p.Intelligence) + (MeleeSkill_Might + p.Might) / 2)); }