public override void load() { Loader.loadSettings("settings"); Game.getInstance().m_camera.load(); ClassesData.load(); RacesData.load(); ElementsData.load(); AbilitiesData.load(); XMLParser.setAbilities(); m_gameGui.load(); createTileMap(20, 20); }
public static void setAbilities() { XmlDocument l_xmlDocument = new XmlDocument(); l_xmlDocument.Load("XML Data/ClassesData.xml"); foreach (ChampionClass l_class in ClassesData.availableClasses()) { XmlNodeList l_abilityList = l_xmlDocument.SelectNodes("/ClassesData/Abilities/" + l_class.getName()); string l_trimmedAbility; for (int i = 0; i < l_abilityList.Count; i++) { l_trimmedAbility = l_abilityList[i].InnerText.Trim(); if (l_trimmedAbility.Equals("")) { continue; } l_class.addAbility(AbilitiesData.getAbility(l_trimmedAbility)); } } l_xmlDocument.Load("XML Data/RacesData.xml"); foreach (ChampionRace l_race in RacesData.availableRaces()) { XmlNodeList l_abilityList = l_xmlDocument.SelectNodes("/RacesData/Abilities/" + l_race.getName()); string l_trimmedAbility; for (int i = 0; i < l_abilityList.Count; i++) { l_trimmedAbility = l_abilityList[i].InnerText.Trim(); if (l_trimmedAbility.Equals("")) { continue; } l_race.addAbility(AbilitiesData.getAbility(l_trimmedAbility)); } } }
public Champion(Vector2 a_position, string a_name, string a_class, bool a_male, string a_race) : base(((GameState)Game.getInstance().getCurrentState()).getTileMap().getTile(a_position).p_position + new Vector2(64, -64)) { m_name = a_name; m_layer = 0.300f; m_male = a_male; m_faceNumber = 1; m_race = RacesData.getRace(a_race); m_class = ClassesData.getClass(a_class); m_stats = m_class.getBaseStats(); foreach (KeyValuePair <string, int> l_kvPair in RacesData.getStats(m_race)) { m_stats[l_kvPair.Key] += l_kvPair.Value; } m_stats.Add("CurrentHealth", m_stats["MaxHealth"]); m_stats.Add("CurrentMana", m_stats["MaxMana"]); m_stats.Add("Level", 1); m_stats.Add("MoveLeft", m_stats["Move"]); p_speed = m_stats["Speed"]; m_currentPosition = ((GameState)Game.getInstance().getCurrentState()).getTileMap().getTile(a_position); m_bodySprites = new Dictionary <KeyValuePair <HeroState, FacingState>, Sprite>(); }