コード例 #1
0
ファイル: Player.cs プロジェクト: Chupaflor/Cronkpit_Samples
        //Green text. Function here.
        public Player(ContentManager sCont, gridCoordinate sGridCoord, ref List<string> msgBuffer, 
                      Chara_Class myClass, Character myChara, ref PaperDoll pd)
        {
            //Constructor stuff
            cont = sCont;
            my_grid_coord = new gridCoordinate(sGridCoord);
            my_Position = new Vector2(sGridCoord.x * 32, sGridCoord.y * 32);
            rGen = new Random();
            message_buffer = msgBuffer;
            //!Constructor stuff
            my_gold = 0;
            base_smell_value = 10;
            base_sound_value = 10;
            //Player stuff
            my_class = myClass;
            my_character = myChara;
            base_hp = 3;
            if (my_character == Character.Belia)
                base_hp++; //Belia gets +60 HP to all of her body parts.

            switch (my_character)
            {
                case Character.Falsael:
                    my_Texture = cont.Load<Texture2D>("Player/falsael_sprite");
                    my_dead_texture = cont.Load<Texture2D>("Player/falsael_dead");
                    break;
                case Character.Petaer:
                    my_Texture = cont.Load<Texture2D>("Player/petaer_sprite");
                    my_dead_texture = cont.Load<Texture2D>("Player/petaer_dead");
                    break;
                case Character.Ziktofel:
                    my_Texture = cont.Load<Texture2D>("Player/ziktofel_sprite");
                    my_dead_texture = cont.Load<Texture2D>("Player/ziktofel_dead");
                    break;
                case Character.Halephon:
                    my_Texture = cont.Load<Texture2D>("Player/halephon_sprite");
                    my_dead_texture = cont.Load<Texture2D>("Player/halephon_dead");
                    break;
                case Character.Belia:
                    my_Texture = cont.Load<Texture2D>("Player/belia_sprite");
                    my_dead_texture = cont.Load<Texture2D>("Player/belia_sprite");
                    break;
                default:
                    my_Texture = cont.Load<Texture2D>("Player/lmfaoplayer");
                    my_dead_texture = cont.Load<Texture2D>("Player/playercorpse");
                    break;
            }
            //Health stuff.
            Head = new Limb(ref rGen, "Head", "Head", base_hp - 2);
            Torso = new Limb(ref rGen, "Chest", "Chest", base_hp);
            R_Arm = new Limb(ref rGen, "Right Arm", "RArm", base_hp);
            L_Arm = new Limb(ref rGen, "Left Arm", "LArm", base_hp);
            R_Leg = new Limb(ref rGen, "Right Leg", "RLeg", base_hp);
            L_Leg = new Limb(ref rGen, "Left Leg", "LLeg", base_hp);
            calculate_dodge_chance();
            //Inventory stuff
            inventory = new List<Item>();
            reserved_potion_ids = new List<Tuple<int, int>>();
            for(int i = 1; i <= 3; i++)
                reserved_potion_ids.Add(new Tuple<int,int>(i, new_random_ID_number()));

            add_starting_gear();
            //Character stuff
            BuffDebuffTracker = new List<StatusEffect>();

            pDoll = pd;

            normal_backing = Color.White;
            invis_backing = new Color(255, 255, 255, 75);
        }
コード例 #2
0
ファイル: Player.cs プロジェクト: Chupaflor/Cronkpit_Samples
        public Player(ContentManager sCont, ref List<string> msgBuffer, ref PaperDoll pd, PlayerDC raw_player)
        {
            //Constructor stuff
            cont = sCont;
            my_grid_coord = new gridCoordinate(raw_player.Player_GC_X, raw_player.Player_GC_Y);
            my_Position = new Vector2(raw_player.Player_GC_X * 32, raw_player.Player_GC_Y * 32);
            rGen = new Random();
            message_buffer = msgBuffer;
            //!Constructor stuff
            my_gold = raw_player.Player_Gold;
            lifetime_gold = raw_player.Player_Lifetime_Gold;
            base_smell_value = 10;
            base_sound_value = 10;
            //Player stuff
            my_class = ((Chara_Class)Enum.Parse(typeof(Chara_Class), raw_player.Chara_Class));
            my_character = ((Character)Enum.Parse(typeof(Character), raw_player.Character));

            switch (my_character)
            {
                case Character.Falsael:
                    my_Texture = cont.Load<Texture2D>("Player/falsael_sprite");
                    my_dead_texture = cont.Load<Texture2D>("Player/falsael_dead");
                    break;
                case Character.Petaer:
                    my_Texture = cont.Load<Texture2D>("Player/petaer_sprite");
                    my_dead_texture = cont.Load<Texture2D>("Player/petaer_dead");
                    break;
                case Character.Ziktofel:
                    my_Texture = cont.Load<Texture2D>("Player/ziktofel_sprite");
                    my_dead_texture = cont.Load<Texture2D>("Player/ziktofel_dead");
                    break;
                case Character.Halephon:
                    my_Texture = cont.Load<Texture2D>("Player/halephon_sprite");
                    my_dead_texture = cont.Load<Texture2D>("Player/halephon_dead");
                    break;
                case Character.Belia:
                    my_Texture = cont.Load<Texture2D>("Player/belia_sprite");
                    my_dead_texture = cont.Load<Texture2D>("Player/belia_sprite");
                    break;
                default:
                    my_Texture = cont.Load<Texture2D>("Player/lmfaoplayer");
                    my_dead_texture = cont.Load<Texture2D>("Player/playercorpse");
                    break;
            }
            //Health stuff.
            base_hp = raw_player.Base_Health;

            BuffDebuffTracker = new List<StatusEffect>();

            Head = new Limb(raw_player.Limbs[0]);
            Torso = new Limb(raw_player.Limbs[1]);
            R_Arm = new Limb(raw_player.Limbs[2]);
            L_Arm = new Limb(raw_player.Limbs[3]);
            R_Leg = new Limb(raw_player.Limbs[4]);
            L_Leg = new Limb(raw_player.Limbs[5]);
            //Inventory stuff
            inventory = new List<Item>();

            reserved_potion_ids = new List<Tuple<int, int>>(); //WILL NEED TO FIGURE THESE OUT.
            for (int i = 0; i < raw_player.Reserved_Potion_Code.Count; i++)
                reserved_potion_ids.Add(new Tuple<int, int>(raw_player.Reserved_Potion_Code[i], raw_player.Reserved_Potion_ID[i]));

            for (int i = 0; i < raw_player.Armors_In_Inv.Count; i++)
                inventory.Add(new Armor(raw_player.Armors_In_Inv[i]));

            for (int i = 0; i < raw_player.Potions_In_Inv.Count; i++)
                acquire_potion(new Potion(raw_player.Potions_In_Inv[i]));

            for (int i = 0; i < raw_player.Scrolls_In_Inv.Count; i++)
                inventory.Add(new Scroll(raw_player.Scrolls_In_Inv[i]));

            for (int i = 0; i < raw_player.Weapons_In_Inv.Count; i++)
                inventory.Add(new Weapon(raw_player.Weapons_In_Inv[i]));

            //Equipped Items
            Weapon next_mh = null;
            if (raw_player.Main_Hand != null)
            {
                next_mh = new Weapon(raw_player.Main_Hand);
                equip_main_hand(next_mh);
            }
            Weapon next_oh = null;
            if (raw_player.Off_Hand != null)
            {
                next_oh = new Weapon(raw_player.Off_Hand);
                equip_off_hand(next_oh);
            }
            Armor next_helmet = null;
            if (raw_player.Helmet != null)
            {
                next_helmet = new Armor(raw_player.Helmet);
                equip_armor(next_helmet);
            }
            Armor next_OA = null;
            if (raw_player.Over_Armor != null)
            {
                next_OA = new Armor(raw_player.Over_Armor);
                equip_armor(next_OA);
            }
            Armor next_UA = null;
            if (raw_player.Under_Armor != null)
            {
                next_UA = new Armor(raw_player.Under_Armor);
                equip_armor(next_UA);
            }

            //Character stuff
            base_smell_value = raw_player.Player_Base_Smell;
            base_sound_value = raw_player.Player_Base_Sound;

            c_energy = raw_player.Player_Current_Energy;
            max_energy = raw_player.Player_Max_Energy;

            calculate_dodge_chance();

            pDoll = pd;

            normal_backing = Color.White;
            invis_backing = new Color(255, 255, 255, 75);
        }