public Vill(VillagerActivePlayer player, EntityArea entityArea) : base(entityArea) { this.player = player; attackCooldown = RXRandom.Float(); //random cooldown to start so they're not synced offsetY = 6f; int numArts = 8; artIndex = RXRandom.Range(0, numArts) + 1; body = new FContainer(); bodySprite = new FSprite("Arena/Vill" + artIndex + "_body"); body.AddChild(bodySprite); colorSprite = new FSprite("Arena/Vill" + artIndex + "_color"); colorSprite.color = player.player.color.color; body.AddChild(colorSprite); weapon = new FContainer(); body.AddChild(weapon); string weaponName = RXRandom.GetRandomString("RollingPin", "Torch", "Pitchfork", "", "", "", ""); //Rake, FryingPan if (weaponName != "" && artIndex != 8) { if (weaponName == "Torch") { var torch = new VillTorch(); weapon.AddChild(torch); } else { FSprite weaponSprite = new FSprite("Arena/" + weaponName + "_1"); weapon.AddChild(weaponSprite); } } shadowSprite = new FSprite("Arena/VillShadow"); shadowSprite.alpha = 0.2f; shadowSprite.scaleX = 0.7f; shadowSprite.scaleY = 0.5f; hopper = new Hopper(this); hopper.config.jumpDist = RXRandom.Range(18f, 19f); hopper.config.jumpDuration = RXRandom.Range(0.2f, 0.24f); hopper.config.jumpHeight = RXRandom.Range(3f, 4f); }
public Vill(VillagerActivePlayer player, EntityArea entityArea) : base(entityArea) { this.player = player; attackCooldown = RXRandom.Float(); //random cooldown to start so they're not synced offsetY = 6f; int numArts = 8; artIndex = RXRandom.Range(0,numArts)+1; body = new FContainer(); bodySprite = new FSprite("Arena/Vill"+artIndex+"_body"); body.AddChild(bodySprite); colorSprite = new FSprite("Arena/Vill"+artIndex+"_color"); colorSprite.color = player.player.color.color; body.AddChild(colorSprite); weapon = new FContainer(); body.AddChild(weapon); string weaponName = RXRandom.GetRandomString("RollingPin","Torch","Pitchfork","","","",""); //Rake, FryingPan if(weaponName != "" && artIndex != 8) { if(weaponName == "Torch") { var torch = new VillTorch(); weapon.AddChild(torch); } else { FSprite weaponSprite = new FSprite("Arena/"+weaponName+"_1"); weapon.AddChild(weaponSprite); } } shadowSprite = new FSprite("Arena/VillShadow"); shadowSprite.alpha = 0.2f; shadowSprite.scaleX = 0.7f; shadowSprite.scaleY = 0.5f; hopper = new Hopper(this); hopper.config.jumpDist = RXRandom.Range(18f,19f); hopper.config.jumpDuration = RXRandom.Range(0.2f,0.24f); hopper.config.jumpHeight = RXRandom.Range(3f,4f); }