public SpellAnimation(Texture2D texture, Vector2 velocity, int row, int col, Vector2 location, Rectangle bounds, bool isRotated, Spell spell) : base(texture, row, col) { this.Location = location; this.Bounds = bounds; this.IsVisible = true; this.Velocity = velocity; this.IsRotated = isRotated; this.MySpell = spell; }
public SpellAnimation Fireball(bool isRotated) { Texture2D fireballTexture = EntryPoint.Game.Content.Load<Texture2D>("FireBoltSprite"); if (isRotated) { this.location = new Vector2(1000, 450); this.rect = new Rectangle(1000, 450, fireballTexture.Width, fireballTexture.Height); this.velocity = new Vector2(-10, 0); } else { this.location = new Vector2(230, 450); this.rect = new Rectangle(230, 450, fireballTexture.Width, fireballTexture.Height); this.velocity = new Vector2(10, 0); } Spell fireballSpell = new Spell("Fireball", SpellType.Fire, 30, 0, 10, 10); SpellAnimation fireball = new SpellAnimation(fireballTexture, this.velocity, 1, 4, this.location, this.rect, isRotated, fireballSpell); fireball.MillisecondsPerFrame = 50; return fireball; }
public SpellAnimation FireShield(bool isRotated) { Texture2D fireShieldTexture = EntryPoint.Game.Content.Load<Texture2D>("FireShield"); if (isRotated) { this.location = new Vector2(1050, 450); this.rect = new Rectangle(1050, 450, fireShieldTexture.Width, fireShieldTexture.Height); this.velocity = new Vector2(0, 0); } else { this.location = new Vector2(25, 450); this.rect = new Rectangle(25, 450, fireShieldTexture.Width, fireShieldTexture.Height); this.velocity = new Vector2(0, 0); } Spell fireShieldSpell = new Spell("Fire Shield", SpellType.Fire, 0, 50, 20, 0); SpellAnimation fireShield = new SpellAnimation(fireShieldTexture, this.velocity, 1, 1, this.location, this.rect, isRotated, fireShieldSpell); fireShield.IsVisible = true; fireShield.StaysAfterEndTurn = true; return fireShield; }
public SpellAnimation Decay(bool isRotated) { Texture2D decayTexture = EntryPoint.Game.Content.Load<Texture2D>("DecaySprite"); if (isRotated) { this.location = new Vector2(900, 450); this.rect = new Rectangle(900, 450, decayTexture.Width, decayTexture.Height); this.velocity = new Vector2(-10, 0); } else { this.location = new Vector2(230, 450); this.rect = new Rectangle(230, 450, decayTexture.Width, decayTexture.Height); this.velocity = new Vector2(10, 0); } Spell decaySpell = new Spell("Meteor", SpellType.Poison, 50, 0, 30, 100); SpellAnimation decay = new SpellAnimation(decayTexture, this.velocity, 1, 6, this.location, this.rect, isRotated, decaySpell); decay.MillisecondsPerFrame = 50; return decay; }
public static List<Spell> CreatePoisonSpells(ContentManager content) { Spell poisonSpit = new Spell("PoisonSpit", SpellType.Poison, 15, 0, 10, 25); Spell poisonCloud = new Spell("PoisonCloud", SpellType.Poison, 0, 30, 15, 0); Spell decaySpell = new Spell("Decay", SpellType.Poison, 50, 0, 30, 100); List<Spell> poisonSpells = new List<Spell> { poisonSpit, poisonCloud, decaySpell }; return poisonSpells; }
public static List<Spell> CreateIceSpells(ContentManager content) { Spell iceBolt = new Spell("Icebolt", SpellType.Ice, 20, 0, 10, 10); Spell iceBarrier = new Spell("Ice Barrier", SpellType.Ice, 0, 60, 20, 0); Spell hurricane = new Spell("Hurricane", SpellType.Ice, 80, 0, 50, 100); List<Spell> iceSpells = new List<Spell> { iceBolt, iceBarrier, hurricane }; return iceSpells; }
public static List<Spell> CreateFireSpells(ContentManager content) { Spell fireballSpell = new Spell("Fireball", SpellType.Fire, 30, 0, 10, 10); Spell fireShield = new Spell("Fire Shield", SpellType.Fire, 0, 50, 20, 0); Spell meteorSpell = new Spell("Meteor", SpellType.Fire, 100, 0, 60, 100); List<Spell> fireSpells = new List<Spell> { fireballSpell, fireShield, meteorSpell }; return fireSpells; }
public SpellAnimation Hurricane(bool isRotated) { Texture2D hurricaneTexture = EntryPoint.Game.Content.Load<Texture2D>("TornadoSprite"); if (isRotated) { this.location = new Vector2(900, 350); this.rect = new Rectangle(900, 350, hurricaneTexture.Width, hurricaneTexture.Height); this.velocity = new Vector2(-10, 0); } else { this.location = new Vector2(230, 350); this.rect = new Rectangle(230, 350, hurricaneTexture.Width, hurricaneTexture.Height); this.velocity = new Vector2(10, 0); } Spell hurricaneSpell = new Spell("Hurricane", SpellType.Ice, 80, 0, 50, 100); SpellAnimation hurricane = new SpellAnimation(hurricaneTexture, this.velocity, 1, 5, this.location, this.rect, isRotated, hurricaneSpell); hurricane.MillisecondsPerFrame = 50; return hurricane; }
public SpellAnimation PoisonCloud(bool isRotated) { Texture2D poisonCloudTexture = EntryPoint.Game.Content.Load<Texture2D>("PoisonShield"); if (isRotated) { this.location = new Vector2(1050, 450); this.rect = new Rectangle(1050, 450, poisonCloudTexture.Width, poisonCloudTexture.Height); this.velocity = new Vector2(0, 0); } else { this.location = new Vector2(25, 450); this.rect = new Rectangle(25, 450, poisonCloudTexture.Width, poisonCloudTexture.Height); this.velocity = new Vector2(0, 0); } Spell poisonCloudSpell = new Spell("Ice Barrier", SpellType.Ice, 0, 60, 20, 0); SpellAnimation poisonCloud = new SpellAnimation(poisonCloudTexture, this.velocity, 1, 1, this.location, this.rect, isRotated, poisonCloudSpell); poisonCloud.IsVisible = true; poisonCloud.StaysAfterEndTurn = true; return poisonCloud; }
public SpellAnimation Poisonbolt(bool isRotated) { Texture2D poisonBoltTexture = EntryPoint.Game.Content.Load<Texture2D>("PoisonBoltSprite"); if (isRotated) { this.location = new Vector2(1000, 450); this.rect = new Rectangle(1000, 450, poisonBoltTexture.Width, poisonBoltTexture.Height); this.velocity = new Vector2(-10, 0); } else { this.location = new Vector2(200, 450); this.rect = new Rectangle(200, 450, poisonBoltTexture.Width, poisonBoltTexture.Height); this.velocity = new Vector2(10, 0); } Spell poisonSpitSpell = new Spell("Poisonspit", SpellType.Poison, 15, 0, 10, 25); SpellAnimation poisonbolt = new SpellAnimation(poisonBoltTexture, this.velocity, 1, 4, this.location, this.rect, isRotated, poisonSpitSpell); poisonbolt.MillisecondsPerFrame = 50; return poisonbolt; }
public SpellAnimation Meteor(bool isRotated) { Texture2D meteorTexture = EntryPoint.Game.Content.Load<Texture2D>("MeteorSprite"); if (isRotated) { this.location = new Vector2(850, 350); this.rect = new Rectangle(850, 350, meteorTexture.Width, meteorTexture.Height); this.velocity = new Vector2(-7, 0); } else { this.location = new Vector2(230, 350); this.rect = new Rectangle(230, 350, meteorTexture.Width, meteorTexture.Height); this.velocity = new Vector2(8, 0); } Spell meteorSpell = new Spell("Meteor", SpellType.Fire, 100, 0, 60, 100); SpellAnimation meteor = new SpellAnimation(meteorTexture, this.velocity, 1, 6, this.location, this.rect, isRotated, meteorSpell); meteor.MillisecondsPerFrame = 50; return meteor; }
public SpellAnimation Icebolt(bool isRotated) { Texture2D iceBoltTexture = EntryPoint.Game.Content.Load<Texture2D>("IceBoltSprite"); if (isRotated) { this.location = new Vector2(1000, 450); this.rect = new Rectangle(1000, 450, iceBoltTexture.Width, iceBoltTexture.Height); this.velocity = new Vector2(-10, 0); } else { this.location = new Vector2(200, 450); this.rect = new Rectangle(200, 450, iceBoltTexture.Width, iceBoltTexture.Height); this.velocity = new Vector2(10, 0); } Spell iceBoltSpell = new Spell("Icebolt", SpellType.Ice, 20, 0, 10, 10); SpellAnimation icebolt = new SpellAnimation(iceBoltTexture, this.velocity, 1, 4, this.location, this.rect, isRotated, iceBoltSpell); icebolt.MillisecondsPerFrame = 50; return icebolt; }
public SpellAnimation IceBarrier(bool isRotated) { Texture2D iceBarrierTexture = EntryPoint.Game.Content.Load<Texture2D>("IceShield"); if (isRotated) { this.location = new Vector2(1050, 450); this.rect = new Rectangle(1050, 450, iceBarrierTexture.Width, iceBarrierTexture.Height); this.velocity = new Vector2(0, 0); } else { this.location = new Vector2(25, 450); this.rect = new Rectangle(25, 450, iceBarrierTexture.Width, iceBarrierTexture.Height); this.velocity = new Vector2(0, 0); } Spell iceBarrierSpell = new Spell("Ice Barrier", SpellType.Ice, 0, 60, 20, 0); SpellAnimation iceBarrier = new SpellAnimation(iceBarrierTexture, this.velocity, 1, 1, this.location, this.rect, isRotated, iceBarrierSpell); iceBarrier.IsVisible = true; iceBarrier.StaysAfterEndTurn = true; return iceBarrier; }