public static void AddSorcerer(Character character) { Sorcerer.Base(character); Sorcerer.Features(character); Sorcerer.Equipment(character); character.Archetype = Sorcerer.SorcerousOrigin; }
// Update is called once per frame void FixedUpdate() { if(mainCamera == null || fighter == null || sorcerer == null){ mainCamera = GameObject.FindGameObjectWithTag("MainCamera") as GameObject;; fighter = GameObject.FindObjectOfType(typeof(Fighter))as Fighter; sorcerer = (Sorcerer)SorcererInstanceManager.getSorcerer (); // sorcerer= GameObject.FindObjectOfType (typeof (Sorcerer))as Sorcerer; } else{ Player player = (fighter.playerEnabled)? (Player) fighter : sorcerer; float distance = Vector3.Distance(mainCamera.transform.position,player.transform.position); RaycastHit[] hits = Physics.RaycastAll (mainCamera.transform.position, player.transform.position, distance,checkLayers); foreach (GameObject gO in invisibleList){ gO.layer = LayerMask.NameToLayer(visibleLayerName); } invisibleList = new List<GameObject>(); foreach(RaycastHit hit in hits){ if(Vector3.Distance (mainCamera.transform.position,hit.collider.gameObject.transform.position)<distance){ hit.collider.gameObject.layer = LayerMask.NameToLayer(invisibleLayerName); invisibleList.Add(hit.collider.gameObject); } } // foreach(GameObject gO in gameObjects){ // if (gO == this.gameObject){ // this.gameObject.layer = invisibleLayer.value; // } // else{ // this.gameObject.layer = visibleLayer.value; // } // } } }
public AllSpells(string classStr) { Stat = "Cha"; switch (classStr) { case "Cleric": Cleric.Add(0, ClericSpells.Cantrips); Cleric.Add(1, ClericSpells.FirstLvls); Cleric.Add(2, ClericSpells.SecondLvls); Cleric.Add(3, ClericSpells.ThirdLvls); Cleric.Add(4, ClericSpells.FourthLvls); Cleric.Add(5, ClericSpells.FifthLvls); Cleric.Add(6, ClericSpells.SixthLvls); Cleric.Add(7, ClericSpells.SeventhLvls); Cleric.Add(8, ClericSpells.EigthLvls); Cleric.Add(9, ClericSpells.NinthLvls); break; case "Sorcerer": Sorcerer.Add(0, SorcererSpells.Cantrips); Sorcerer.Add(1, SorcererSpells.FirstLvls); Sorcerer.Add(2, SorcererSpells.SecondLvls); Sorcerer.Add(3, SorcererSpells.ThirdLvls); Sorcerer.Add(4, SorcererSpells.FourthLvls); Sorcerer.Add(5, SorcererSpells.FifthLvls); Sorcerer.Add(6, SorcererSpells.SixthLvls); Sorcerer.Add(7, SorcererSpells.SeventhLvls); Sorcerer.Add(8, SorcererSpells.EigthLvls); Sorcerer.Add(9, SorcererSpells.NinthLvls); break; } }
// Use this for initialization void Start () { subscribeToSorcererInstancePublisher (); // jump into game fighter = (Fighter) GameObject.FindObjectOfType (typeof (Fighter)); sorcerer = (Sorcerer)SorcererInstanceManager.getSorcerer (); // sorcerer = (Sorcerer) GameObject.FindObjectOfType (typeof (Sorcerer)); }
public void LoadSorcerers(Sorcerer sorcerer) { var sorcererTexture = _content.Load <Texture2D>("Sorcerer/sorcerer_attack"); sorcerer.LoadAllFrames( CharacterAction.Fight, sorcererTexture, numberOfColumns: 10, numberOfRows: 1, dimensions: new Vector2(200, 200)); sorcererTexture = _content.Load <Texture2D>("Sorcerer/sorcerer_slide"); sorcerer.LoadAllFrames( CharacterAction.Walk, sorcererTexture, numberOfColumns: 8, numberOfRows: 7, dimensions: new Vector2(100, 100)); sorcererTexture = _content.Load <Texture2D>("Sorcerer/sorcerer_die"); sorcerer.LoadAllFrames( CharacterAction.Die, sorcererTexture, numberOfColumns: 4, numberOfRows: 4, dimensions: new Vector2(100, 100)); }
public Character CreateCharacter(CharacterType profesionType) { Character character = null; switch (profesionType) { case CharacterType.Druid: character = new Druid(); break; case CharacterType.Sorcerer: character = new Sorcerer(); break; case CharacterType.Paladin: character = new Paladin(); break; case CharacterType.Knight: character = new Knight(); break; case CharacterType.Gnome: character = new Gnome(); break; case CharacterType.Cyclops: character = new Cyclops(); break; } return(character); }
// Use this for initialization void Start () { Debug.Log ("Am i second?"); fighter = (Fighter)GameObject.FindObjectOfType (typeof (Fighter)); sorcerer = (Sorcerer)SorcererInstanceManager.getSorcerer (); fighter.transform.position = initialFighterPosition; sorcerer.transform.position = initialSorcererPosition; checkSorcererPosition(); }
// Use this for initialization void Start () { fighter = GameObject.FindObjectOfType<Fighter> (); sorcerer = (Sorcerer)SorcererInstanceManager.getSorcerer (); idealRatio = maxHeight / maxDistance; height = maxHeight; distance = maxDistance; angle = 45f; }
public static void HandleAbnormalityEnd(S_ABNORMALITY_END p) { AbnormalityManager.EndAbnormality(p.TargetId, p.AbnormalityId); if (!SettingsManager.ClassWindowSettings.Enabled) { return; } switch (SessionManager.CurrentPlayer.Class) { case Class.Archer: Archer.CheckFocusEnd(p); Archer.CheckSniperEyeEnd(p); break; case Class.Warrior: Warrior.CheckBuffEnd(p); break; case Class.Lancer: Lancer.CheckLineHeldEnd(p); Lancer.CheckArushEnd(p); Lancer.CheckGshoutEnd(p); break; case Class.Mystic: Mystic.CheckBuffEnd(p); break; case Class.Brawler: Brawler.CheckBrawlerAbnormalEnd(p); break; case Class.Ninja: Ninja.CheckFocusEnd(p); break; case Class.Priest: Priest.CheckBuffEnd(p); break; case Class.Sorcerer: Sorcerer.CheckBuffEnd(p); break; case Class.Reaper: Reaper.CheckBuffEnd(p); break; case Class.Slayer: Slayer.CheckBuffEnd(p); break; case Class.Berserker: Berserker.CheckBuffEnd(p); break; } }
public void GivenASorcererLevel_KnownSpellArrayIsReturned(int level, int[] expectedSpells) { PlayerClass player = new Sorcerer(); player.AssignLevel(level); player.GetClassKnownSpells(); int[] actual = player.Magic.SpellsKnown; Assert.AreEqual(expectedSpells, actual); }
// Use this for initialization void Update () { if(!trial){ fighter = (Fighter)GameObject.FindObjectOfType (typeof (Fighter)); sorcerer = (Sorcerer)SorcererInstanceManager.getSorcerer (); fighter.transform.position = initialFighterPosition; sorcerer.transform.position = initialSorcererPosition; trial = true; } }
private void Sorcerer2_Click(object sender, RoutedEventArgs e) { //MessageBox.Show("Sorcerer"); this.Hide(); Sorcerer sorcerer = new Sorcerer(); sorcerer.ShowDialog(); this.Show(); }
// Use this for initialization void Start () { subscribeToSorcererInstancePublisher (); // jump into game fPosition = (Fighter) GameObject.FindObjectOfType (typeof (Fighter)); sPosition = (Sorcerer)SorcererInstanceManager.getSorcerer (); // sPosition = (Sorcerer) GameObject.FindObjectOfType (typeof (Sorcerer)); fPosition.transform.position = fInitial; sPosition.transform.position = sInitial; }
private static string[] getSubClassDnD(CLASSES C, int lv) { string[] Sub = new string[20];// may need to change temp size if (C == BARBARIAN) { Sub = Barbarian.getDnD(lv); } else if (C == BARD) { Sub = Bard.getDnD(); } else if (C == CLERIC) { Sub = Cleric.getDnD(D5Core); } else if (C == DRUID) { Sub = Druid.getDnD(D5Core); } else if (C == FIGHTER) { Sub = Fighter.getDnD(D5Core, lv); } else if (C == MONK) { Sub = Monk.getDnD(D5Core, lv); } else if (C == PALADIN) { Sub = Paladin.getDnD(D5Core); } else if (C == RANGER) { Sub = Ranger.getDnD(D5Core, lv); } else if (C == ROGUE) { Sub = Rogue.getDnD(D5Core); } else if (C == SORCERER) { Sub = Sorcerer.getDnD(D5Core, lv); } else if (C == WARLOCK) { Sub = Warlock.getDnD(D5Core, lv); } else if (C == WIZARD) { Sub = Wizard.getDnD(D5Core); } Sub = Vars.shorten <string>(Sub); return(Sub); }
void startAI(){ if(checkAIPlayingStatus()){ fighter = (Fighter) GameObject.FindObjectOfType (typeof (Fighter)); sorcerer = (Sorcerer)SorcererInstanceManager.getSorcerer (); // sorcerer = (Sorcerer) GameObject.FindObjectOfType (typeof (Sorcerer)); setAISkillSet(); nearestEnemy = checkNearestEnemy(); timeOut = basicTimeOutReset; status = false; } }
public static void RegenerateMana(this Sorcerer sorcerer, int mana) { if (sorcerer.ManaPoints + mana > sorcerer.MaximumManaPoints) { sorcerer.ManaPoints = sorcerer.MaximumManaPoints; } else { sorcerer.ManaPoints += mana; } }
// Use this for initialization void Start () { subscribeToSorcererInstancePublisher (); // jump into game transform.position = new Vector3 (transform.position.x, 0.5f, transform.position.z); originalSpawn = transform.position; timeToDestroy = 10f; sorcerer = (Sorcerer)SorcererInstanceManager.getSorcerer (); // Sorcerer sorcerer = (Sorcerer) GameObject.FindObjectOfType (typeof (Sorcerer)) as Sorcerer; this.cycloneSkill = sorcerer.GetComponent<CycloneSkill>(); }
void Start(){ subscribeToSorcererInstancePublisher (); // jump into game fighter = (Fighter) GameObject.FindObjectOfType (typeof (Fighter)); sorcerer = (Sorcerer)SorcererInstanceManager.getSorcerer (); // sorcerer = (Sorcerer) GameObject.FindObjectOfType (typeof (Sorcerer)); target = (fighter.playerEnabled) ? (Player) fighter : sorcerer; // if(Network.isServer) { // buildMinimap (); // } }
public void Given_Then_Returned() { // Arrange PlayerClass pc = new Sorcerer(); // Act pc.GetSpellDifficultyClass(); int[] actual = pc.Magic.SpellDC; // Assert Assert.IsNull(actual); }
private void generateClass() { int randomNumber = NumberGen.gen(12); if (randomNumber == 0) { characterClass = new Barbarian(); } else if (randomNumber == 1) { characterClass = new Bard(); } else if (randomNumber == 2) { characterClass = new Cleric(); } else if (randomNumber == 3) { characterClass = new Druid(); } else if (randomNumber == 4) { characterClass = new Fighter(); } else if (randomNumber == 5) { characterClass = new Monk(); } else if (randomNumber == 6) { characterClass = new Paladin(); } else if (randomNumber == 7) { characterClass = new Ranger(); } else if (randomNumber == 8) { characterClass = new Rogue(); } else if (randomNumber == 9) { characterClass = new Sorcerer(); } else if (randomNumber == 10) { characterClass = new Warlock(); } else if (randomNumber == 11) { characterClass = new Wizard(); } }
public void TestCharismaModifier() { // Arrange Sorcerer sorcerer = new Sorcerer("sorcerer"); // Act sorcerer.Charisma = 14; sorcerer.KeyAttributeModifier = sorcerer.GetModifier(sorcerer.Charisma); // Assert Assert.Equal(2, sorcerer.KeyAttributeModifier); }
// Use this for initialization void Start () { subscribeToSorcererInstancePublisher (); // jump into game fighter= GameObject.FindObjectOfType(typeof(Fighter))as Fighter; sorcerer = (Sorcerer)SorcererInstanceManager.getSorcerer (); // sorcerer= GameObject.FindObjectOfType (typeof (Sorcerer))as Sorcerer; if(mainCamera == null){ mainCamera = GameObject.FindGameObjectWithTag("MainCamera") as GameObject; } invisibleList = new List<GameObject>(); visibleLayerName = "Structure"; invisibleLayerName = "unwalkable"; }
public static void HandleAbnormalityRefresh(S_ABNORMALITY_REFRESH p) { AbnormalityManager.BeginAbnormality(p.AbnormalityId, p.TargetId, p.Duration, p.Stacks); if (!SettingsManager.ClassWindowSettings.Enabled) { return; } switch (SessionManager.CurrentPlayer.Class) { case Class.Warrior: Warrior.CheckBuff(p); break; case Class.Archer: Archer.CheckFocus(p); Archer.CheckFocusX(p); Archer.CheckSniperEye(p); break; case Class.Lancer: Lancer.CheckLineHeld(p); break; case Class.Priest: Priest.CheckBuff(p); break; case Class.Mystic: Mystic.CheckBuff(p); break; case Class.Sorcerer: Sorcerer.CheckBuff(p); break; case Class.Reaper: Reaper.CheckBuff(p); break; case Class.Slayer: Slayer.CheckBuff(p); break; case Class.Berserker: Berserker.CheckBuff(p); break; case Class.Brawler: Brawler.CheckBrawlerAbnormal(p); break; } }
public Character ReadClass(int archetype, string wrmc) { int choice; Character player; MyTTY.Show("The following " + wrmc + " are available to you:\n\n"); switch (archetype) { case 1: MyTTY.Show("1) Knight\n"); MyTTY.Show("2) Berserker\n"); break; case 2: MyTTY.Show("1) Hunter\n"); MyTTY.Show("2) Assassin\n"); break; case 3: MyTTY.Show("1) Sorcerer\n"); MyTTY.Show("2) Warlock\n"); break; case 4: MyTTY.Show("1) Priest\n"); MyTTY.Show("2) Druid\n"); break; } choice = MyTTY.ReadIntLimit("\nEnter the number of your selection: ", 2); switch (archetype) { case 1: if (choice < 2) player = new Knight(); else player = new Berserker(); break; case 2: if (choice < 2) player = new Hunter(); else player = new Assassin(); break; case 3: if (choice < 2) player = new Sorcerer(); else player = new Warlock(); break; case 4: if (choice < 2) player = new Priest(); else player = new Druid(); break; default: player = null; } return player; }
void Awake(){ subscribeToSorcererInstancePublisher (); // jump into game mapGenerationCompleted = false; if (Network.isServer){ fighter = (Fighter)GameObject.FindObjectOfType (typeof (Fighter)); sorcerer = (Sorcerer)SorcererInstanceManager.getSorcerer (); // sorcerer = (Sorcerer)GameObject.FindObjectOfType (typeof (Sorcerer)); mapArray = generateMap(mapSizeX, mapSizeZ, numberRooms, fighter.gameObject, sorcerer.gameObject); buildMap(mapArray); mapGenerationCompleted = true; // signal for client network to set the sorcerer's position with rpc call } }
public void readPrimaryStats(){ if(fighter == null) { fighter = (Fighter) GameObject.FindObjectOfType (typeof (Fighter)); } sorcerer = (Sorcerer)SorcererInstanceManager.getSorcerer (); // sorcerer = (Sorcerer) GameObject.FindObjectOfType (typeof (Sorcerer)); sorcerer.setIntelligence((int) PlayerPrefs.GetInt("Intelligence")); sorcerer.setWisdom((int) PlayerPrefs.GetInt("Wisdom")); sorcerer.setSpirit((int) PlayerPrefs.GetInt("Spirit")); sorcerer.calculateNewPrimaryStats(); sorcerer.calculateSecondaryStats(); sorcerer.calculateLevel(); sorcerer.calculateNextLevelXP(); }
void Start(){ subscribeToSorcererInstancePublisher (); // jump into game nodeDiameter = nodeRadius*2; gridSizeX = Mathf.RoundToInt(gridWorldSize.x/nodeDiameter); gridSizeY = Mathf.RoundToInt(gridWorldSize.y/nodeDiameter); createGrid(); Fighter fighter = GameObject.FindObjectOfType(typeof(Fighter))as Fighter; sorcerer = (Sorcerer)SorcererInstanceManager.getSorcerer (); // Sorcerer sorcerer = GameObject.FindObjectOfType (typeof (Sorcerer))as Sorcerer; fighter.setGrid (this); sorcerer.setGrid (this); }
public void CreatePlayerClass(string playerClass) { switch (playerClass) { case "Barbarian": PlayerClass = new Barbarian(); break; case "Bard": PlayerClass = new Bard(); break; case "Cleric": PlayerClass = new Cleric(); break; case "Druid": PlayerClass = new Druid(); break; case "Fighter": PlayerClass = new Fighter(); break; case "Monk": PlayerClass = new Monk(); break; case "Paladin": PlayerClass = new Paladin(); break; case "Ranger": PlayerClass = new Ranger(); break; case "Rogue": PlayerClass = new Rogue(); break; case "Sorcerer": PlayerClass = new Sorcerer(); break; case "Wizard": PlayerClass = new Wizard(); break; } }
static void Main(string[] args) { Console.ForegroundColor = ConsoleColor.White; List <Character> characters = new List <Character>(); Sorcerer sorcerer1 = new Sorcerer("Sorcerer1"); Sorcerer sorcerer2 = new Sorcerer("Sorcerer2"); Paladin paladin1 = new Paladin("Paladin1"); Paladin paladin2 = new Paladin("Paladin2"); Knight knight1 = new Knight("Knight1"); Knight knight2 = new Knight("Knight2"); characters.Add(sorcerer1); characters.Add(sorcerer2); characters.Add(paladin1); characters.Add(paladin2); characters.Add(knight1); characters.Add(knight2); Dragon dragon = new Dragon { Name = "Dragon", Level = 1, ExperiencePoints = 0, Strength = 20, Dexternity = 20, Intelligence = 20, MaximumHitPoints = 300, Damage = 50, Defense = 50 }; dragon.OnBreatheFire += v => characters.ForEach(k => k.TakeDamage(v)); dragon.BreatheFire(); paladin1.IncreaseExperience(50); MyExtensions.IncreaseExperience(paladin2, 50); var under1Level = characters.Where(v => v.Level > 1).Select(v => new { v.Name, v.Level }); foreach (var item in under1Level) { Console.WriteLine($"Imię: {item.Name}, {item.Level}"); } }
static void Main(string[] args) { var sorcerer = new Sorcerer(new ElementsImmunityPoisonVulnerability()); var knight = new Knight(new DefoultHitBehavior()); var ogre = new Ogre(new DefoultHitBehavior()); sorcerer.EquipWeapon(new Firebolt()); knight.EquipWeapon(new Sword()); ogre.EquipWeapon(new Club()); Fight(sorcerer, ogre); Console.WriteLine(); Console.ReadKey(); }
public Character CreateCharacter(charactertype type) { Character character = null; if (type.Equals(charactertype.orc)) { character = new Orc(); } else if (type.Equals(charactertype.sorcerer)) { character = new Sorcerer(); } else if (type.Equals(charactertype.townperson)) { character = new TownPerson(); } else if (type.Equals(charactertype.warrior)) { character = new Warrior(); } return character; }
// Use this for initialization void Start () { subscribeToSorcererInstancePublisher (); // jump into game fPosition = (Fighter) GameObject.FindObjectOfType (typeof (Fighter)); sPosition = (Sorcerer)SorcererInstanceManager.getSorcerer (); // sPosition = (Sorcerer) GameObject.FindObjectOfType (typeof (Sorcerer)); if(Application.levelCount - 1 == previousSceneTown){ magicCircle = GameObject.Find(circleTown); fPosition.transform.position = magicCircle.transform.position + new Vector3(6,0,6); sPosition.transform.position = magicCircle.transform.position + new Vector3(5,0,5); } else{ Debug.Log (Application.levelCount - 1); magicCircle2 = GameObject.Find(circleDungeon); fPosition.transform.position = magicCircle2.transform.position + new Vector3(6,0,6); sPosition.transform.position = magicCircle2.transform.position + new Vector3(5,0,5); } }
public void TestUpdateKnownSpells() { // Arrange Sorcerer sorcerer = new Sorcerer() { CharacterLevel = 1 }; int[] spellsKnownSorcerer = new int[] { 4, 2, 0, 0, 0, 0, 0, 0, 0, 0 }; try { // Act sorcerer.CurrentKnownSpells = _spellsRepository.GetSpellsSlots(sorcerer.ClassName, sorcerer.CharacterLevel, "KnownSpells"); // Assert Assert.Equal(spellsKnownSorcerer, sorcerer.CurrentKnownSpells); } catch { } }
public void Awake() { BDice[] party = new BDice[3]; party[0] = new Warrior("Hiro", 10, ETargetType.Ally); party[1] = new Cleric("Jason", 10, ETargetType.Ally); party[2] = new Sorcerer("Harry", 6, ETargetType.Ally); BDice[] enemy = new BDice[3]; enemy[0] = new GoblinWarrior("Snarlie", "Warrior", 8, ETargetType.Enemy); enemy[1] = new GoblinWarrior("Toothless", "Warrior", 8, ETargetType.Enemy); enemy[2] = new GoblinSorcerer("Wizzie", "Sorcerer", 5, ETargetType.Enemy); //for (int x = 0; x < 3; x++) //{ // party[x] = new AllNoneGuy("Nonnie Jim", "None guy", 10, ETargetType.Ally); // enemy[x] = new AllNoneGuy("Nonnie Jane", "None guy", 10, ETargetType.Enemy); //} //party[0].CurrentHealth = 5; for (int x = 0; x < party.Length; x++) { party[x].DiceObject = CombatManager.Instance.PartyDiceObjects[x]; party[x].DiceObject.diceModel = party[x]; party[x].OnDead += party[x].DiceObject.OnDeath; party[x].OnDead += CombatManager.Instance.HandleDeath; enemy[x].DiceObject = CombatManager.Instance.EnemyDiceObjects[x]; enemy[x].DiceObject.diceModel = enemy[x]; enemy[x].OnDead += enemy[x].DiceObject.OnDeath; enemy[x].OnDead += CombatManager.Instance.HandleDeath; } CombatManager.Instance.PlayersModels = party; CombatManager.Instance.EnemysModels = enemy; CombatManager.Instance.ActivePlayerModels.AddRange(party); CombatManager.Instance.ActiveEnemyModels.AddRange(enemy); MenuManager.Instance.CurrentState = MenuManager.Instance.States[0]; TurnManager.Instance.AI = MenuManager.Instance.gameObject.AddComponent <EasyAI>(); }
public void TestSorcererSpellsPerDay() { // Arrange Sorcerer sorcerer = new Sorcerer() { CharacterLevel = 10 }; int[] SpellsPerDaySorcerer = new int[] { 6, 6, 6, 6, 5, 3, 0, 0, 0, 0 }; try { // Act sorcerer.CurrentDailySpells = _spellsRepository.GetSpellsSlots(sorcerer.ClassName, sorcerer.CharacterLevel, "DailySpells"); // Assert Assert.Equal(SpellsPerDaySorcerer, sorcerer.CurrentDailySpells); } catch { } }
public Character CreateCharacter(charactertype type) { Character character = null; if (type.Equals(charactertype.orc)) { character = new Orc(); } else if (type.Equals(charactertype.sorcerer)) { character = new Sorcerer(); } else if (type.Equals(charactertype.townperson)) { character = new TownPerson(); } else if (type.Equals(charactertype.warrior)) { character = new Warrior(); } return(character); }
// Start is called before the first frame update void Start() { Ogre ogre = new Ogre(); Goblin goblin = new Goblin(); Sorcerer sorcerer = new Sorcerer(); Warrior warrior = new Warrior(); Necromancer necromancer = new Necromancer(); Debug.Log("//////////////////////////////"); ogre.Bash(); ogre.Retreat(); ogre.DisplayStatus(); ogre.Move(); Debug.Log("//////////////////////////////"); goblin.ThrowBombs(); goblin.Retreat(); goblin.DisplayStatus(); goblin.Move(); Debug.Log("//////////////////////////////"); sorcerer.DisplayStats(); sorcerer.CastFireball(); sorcerer.CastIceStorm(); sorcerer.Move(); Debug.Log("//////////////////////////////"); warrior.DisplayStats(); warrior.Whirlewind(); warrior.Cleave(); warrior.Move(); Debug.Log("//////////////////////////////"); necromancer.DisplayStats(); necromancer.SummonSkeleton(); necromancer.Drainlife(); necromancer.Move(); }
public void TestSorcererSpellsPerDay() { // Arrange Sorcerer sorcerer = new Sorcerer("sorcerer"); int[,] SpellsPerDaySorcerer = new int[20, 10] { { 5, 3, 0, 0, 0, 0, 0, 0, 0, 0 }, { 6, 4, 0, 0, 0, 0, 0, 0, 0, 0 }, { 6, 5, 0, 0, 0, 0, 0, 0, 0, 0 }, { 6, 6, 3, 0, 0, 0, 0, 0, 0, 0 }, { 6, 6, 4, 0, 0, 0, 0, 0, 0, 0 }, { 6, 6, 5, 3, 0, 0, 0, 0, 0, 0 }, { 6, 6, 6, 4, 0, 0, 0, 0, 0, 0 }, { 6, 6, 6, 5, 3, 0, 0, 0, 0, 0 }, { 6, 6, 6, 6, 4, 0, 0, 0, 0, 0 }, { 6, 6, 6, 6, 5, 3, 0, 0, 0, 0 }, { 6, 6, 6, 6, 6, 4, 0, 0, 0, 0 }, { 6, 6, 6, 6, 6, 5, 3, 0, 0, 0 }, { 6, 6, 6, 6, 6, 6, 4, 0, 0, 0 }, { 6, 6, 6, 6, 6, 6, 5, 3, 0, 0 }, { 6, 6, 6, 6, 6, 6, 6, 4, 0, 0 }, { 6, 6, 6, 6, 6, 6, 6, 5, 3, 0 }, { 6, 6, 6, 6, 6, 6, 6, 6, 4, 0 }, { 6, 6, 6, 6, 6, 6, 6, 6, 5, 3 }, { 6, 6, 6, 6, 6, 6, 6, 6, 6, 4 }, { 6, 6, 6, 6, 6, 6, 6, 6, 6, 6 } }; try { // Act sorcerer.UpdateSpellsPerDay(); // Assert Assert.Equal(SpellsPerDaySorcerer, sorcerer.DailySpells); } catch { } }
public void TestUpdateKnownSpells() { // Arrange Sorcerer sorcerer = new Sorcerer("sorcerer"); int[,] spellsKnownSorcerer = new int[20, 10] { { 4, 2, 0, 0, 0, 0, 0, 0, 0, 0 }, { 5, 2, 0, 0, 0, 0, 0, 0, 0, 0 }, { 5, 3, 0, 0, 0, 0, 0, 0, 0, 0 }, { 6, 3, 1, 0, 0, 0, 0, 0, 0, 0 }, { 6, 4, 2, 0, 0, 0, 0, 0, 0, 0 }, { 7, 4, 2, 1, 0, 0, 0, 0, 0, 0 }, { 7, 5, 3, 2, 0, 0, 0, 0, 0, 0 }, { 8, 5, 3, 2, 1, 0, 0, 0, 0, 0 }, { 8, 5, 4, 3, 2, 0, 0, 0, 0, 0 }, { 9, 5, 4, 3, 2, 1, 0, 0, 0, 0 }, { 9, 5, 5, 4, 3, 2, 0, 0, 0, 0 }, { 9, 5, 5, 4, 3, 2, 1, 0, 0, 0 }, { 9, 5, 5, 4, 4, 3, 2, 0, 0, 0 }, { 9, 5, 5, 4, 4, 3, 2, 1, 0, 0 }, { 9, 5, 5, 4, 4, 4, 3, 2, 0, 0 }, { 9, 5, 5, 4, 4, 4, 3, 2, 1, 0 }, { 9, 5, 5, 4, 4, 4, 3, 3, 2, 0 }, { 9, 5, 5, 4, 4, 4, 3, 3, 2, 1 }, { 9, 5, 5, 4, 4, 4, 3, 3, 3, 2 }, { 9, 5, 5, 4, 4, 4, 3, 3, 3, 3 } }; try { // Act sorcerer.UpdateKnownSpells(); // Assert Assert.Equal(spellsKnownSorcerer, sorcerer.KnownSpells); } catch { } }
protected void enemyStart(){ characterStart (); sphere.renderer.material.color = Color.red; grid = (Grid)GameObject.FindObjectOfType (typeof(Grid)); pathing = (PathFinding)GameObject.FindObjectOfType (typeof(PathFinding)); experienceBase = 25; xpGiven = false; lootGiven = false; lootFactory = GameObject.FindObjectOfType<LootFactory> (); // networking: makes sure each enemy is properly instantiated even on another game instance that didn't run the EnemyFactory code. target = (Fighter) GameObject.FindObjectOfType (typeof (Fighter)); // for the enemies perspective target is always fighter sorcerer = (Sorcerer)SorcererInstanceManager.getSorcerer (); // sorcerer = (Sorcerer) GameObject.FindObjectOfType (typeof (Sorcerer)); level = target.level; initializePrimaryStats(); initializeSecondaryStatsBase(); initializeSecondaryStats(); calculateSecondaryStats(); health = maxHealth; energy = maxEnergy; activeSkill1 = (BasicMelee)GetComponent<BasicMelee>(); this.transform.parent = GameObject.Find("Enemies").transform; // networking: enemyNetworkScript = (EnemyNetworkScript)GetComponent<EnemyNetworkScript> (); collider = GetComponent<CapsuleCollider>(); wanderScript = GetComponent<Wander> (); arriveScript = GetComponent<Arrive> (); }
// ------- for jump into game: ---------- public void updateMySorcerer(Sorcerer newSorcerer) { this.sorcerer = newSorcerer; }
// Use this for initialization void Start () { fighter = GameObject.FindObjectOfType<Fighter> (); sorcerer = GameObject.FindObjectOfType<Sorcerer> (); mobRadius = 3; }
void Awake() { switch (PlayerStatus.playerData.characterNumber) { case 0: // 青年を出す処理を書く break; case 1: // ムキムキを出す player = PhotonNetwork.Instantiate("Player/mukimuki", new Vector3(PlayerStatus.playerData.x, PlayerStatus.playerData.y, PlayerStatus.playerData.z), Quaternion.identity, 0); break; case 2: // 少女を出す break; case 3: // BBAを出す break; } // 職業によって処理分け switch (PlayerStatus.playerData.job) { // アーチャー case 0: // アーチャーを入れる Archer archer = player.AddComponent <Archer>(); // PhotonViewの通信を使うリストにアーチャーを登録する player.GetComponent <PhotonView>().ObservedComponents.Add(archer); // アニメーションを変更する player.GetComponent <Animator>().runtimeAnimatorController = archerAnimationController; break; case 1: // ウォーリアを入れる Warrior warrior = player.AddComponent <Warrior>(); // PhotonViewの通信を使うリストにアーチャーを登録する player.GetComponent <PhotonView>().ObservedComponents.Add(warrior); warrior.Initialize(); Debug.Log(warrior.GetPlayerData().name); // アニメーションを変更する player.GetComponent <Animator>().runtimeAnimatorController = warriorAnimationController; break; case 2: // ソーサラーを入れる Sorcerer sorcerer = player.AddComponent <Sorcerer>(); // PhotonViewの通信を使うリストにアーチャーを登録する player.GetComponent <PhotonView>().ObservedComponents.Add(sorcerer); // アニメーションを変更する player.GetComponent <Animator>().runtimeAnimatorController = sorcererAnimationController; break; case 3: // アーチャーを入れる Monk monk = player.AddComponent <Monk>(); // PhotonViewの通信を使うリストにアーチャーを登録する player.GetComponent <PhotonView>().ObservedComponents.Add(monk); // アニメーションを変更する player.GetComponent <Animator>().runtimeAnimatorController = monkAnimationController; break; } }
public void Update() { // display chat window on enter: if(Input.GetKeyDown ("enter") || Input.GetKeyDown ("return")){ //if(Input.GetKeyDown ("n")){ //displayChat = !displayChat; displayChat = true; framesCounterBeforeFadeOutChat = 0; //GUI.FocusControl(chatBoxGUIName); // not working here, has to be done in on GUI within if Network.isClient == true ... why? // for chat's textArea fade out: on Return / Entre key pressed, reset the transparency value to 1. chatTextAreaColor = new Color(defaultGUIBackgroundColor.r, defaultGUIBackgroundColor.g, defaultGUIBackgroundColor.b, 1.0f); // 1.0f; // reset counter for fade out to be done later: numberOfFramesAfterChatButtonsWereHiddenBecauseInactive = 0; } if(textFieldString != textFieldStringInPreviousFrame) { framesCounterBeforeFadeOutChat = 0; textFieldStringInPreviousFrame = textFieldString; } // hide when pressing escape: if(textFieldString.Contains(""+(char)27)) { displayChat = false; } // make chat control disappear after a few seconds, but keep the textarea: //print ("HAI --> "+GUI.GetNameOfFocusedControl()); if(displayChat == true && framesCounterBeforeFadeOutChat < numberOfFramesToWaitBeforeFadingOutChat ) { // GUI.GetNameOfFocusedControl() != "ChatBox" --> not working ! framesCounterBeforeFadeOutChat++; } else if(displayChat == true && framesCounterBeforeFadeOutChat >= numberOfFramesToWaitBeforeFadingOutChat) { //GUI.GetNameOfFocusedControl() != "ChatBox" --> working! displayChat = false; } // generate the map only after the players have been created (because they are needed for some reason for the map generation code: bool serverAndClientAreBothConnected = Network.connections.Length != 0; // 0 length means no connection, i.e. no client connected to server. if(serverAndClientAreBothConnected && Application.loadedLevelName == StartScreenOfficialSceneName && bothPlayerAndSorcererWereFound) { // && Network.isServer if(Network.isServer) { framesToWait++; if(framesToWait > numberOfFramesToWaitBeforeServerLoadsGameScene) { Loading.show (); // load the game scene: the map and players (fighter and sorcerer) should be kept, using DontDestroyOnLoad NetworkLevelLoader.Instance.LoadLevel(gameSceneToLoad,1); //NetworkingCollaboration } } else { Loading.show (); NetworkLevelLoader.Instance.LoadLevel(gameSceneToLoad,1); //NetworkingCollaboration } } //=================== // client --> logic for creating (different types of) sorcerer: if (SorcererInstanceManager.getSorcerer() == null) {// Application.loadedLevelName == StartScreenOfficialSceneName && !sorcererWasCreated) { //Network.isClient && // --> moved out of if(isClient), because we still want the server to be able to determine the sorcerer's type for 1 player mode. if(classChooser.sorcererSelectionStrings[classChooser.sorcererSelection]=="Mage"){ // sorcerer = (Sorcerer) Instantiate(classChooser.mage,Vector3.zero,Quaternion.identity); sorcererPrefab = classChooser.mage; } else if(classChooser.sorcererSelectionStrings[classChooser.sorcererSelection]=="Druid"){ // sorcerer = (Druid) Instantiate(classChooser.druid,Vector3.zero,Quaternion.identity); sorcererPrefab = classChooser.druid; } else/*(sorcererSelectionStrings[sorcererSelection]=="Priest")*/{ // sorcerer = (Priest) Instantiate(classChooser.priest,Vector3.zero,Quaternion.identity); sorcererPrefab = classChooser.priest; } // if player choose to play as Client, instantiate sorcerer: if(Network.isClient){ transform.position = sorcererInitialPositionInStartMenu; // this is for the case: in start menu, first connection: SorcererInstanceManager.checkForNewSorcererNetworkInstantiatedByClient(); SorcererInstanceManager.createAndSwapNewSorcerer(sorcererPrefab, this.transform); // //Sorcerer sorcerer = (Sorcerer) Network.Instantiate(sorcererPrefab, transform.position, transform.rotation, 0) as Sorcerer; //as Sorcerer; // N.B. place the network game object exactly where you want to spawn players. sorcererWasCreated = true; } } //debug: // if(SorcererInstanceManager.getSorcerer() == null) { // print ("sorcerer IS ABSENT, is null in sorcererInstanaceManager in update funciton."); // } else { // print ("sorcerer IS PRESENT, is NOT null in sorcererInstanaceManager in update funciton"); // } // ------------------ // server --> logic for creating (different types of) fighter: if(Application.loadedLevelName == StartScreenOfficialSceneName && !playerWasCreated) { //Network.isServer && // --> moved out of if(isServer), since we want the server to be able to set the type of fighter even before connecting as a server. if(classChooser.fighterSelectionStrings[classChooser.fighterSelection]=="Berserker"){ // fighter = (Berserker) Instantiate(classChooser.berserker,Vector3.zero,Quaternion.identity); playerPrefab = classChooser.berserker; } else if(classChooser.fighterSelectionStrings[classChooser.fighterSelection]=="Knight"){ // fighter = (Knight) Instantiate(classChooser.knight,Vector3.zero,Quaternion.identity); playerPrefab = classChooser.knight; } else/*(fighterSelectionStrings[fighterSelection]=="Monk")*/{ // fighter = (Monk) Instantiate(classChooser.monk,Vector3.zero,Quaternion.identity); playerPrefab = classChooser.monk; } // if player choose to play as Server, instantiate fighter: if(Network.isServer) { transform.position = fighterInitialPositionInStartMenu; Fighter fighter = (Fighter) Network.Instantiate(playerPrefab, transform.position, transform.rotation, 0) as Fighter; //as Fighter; // N.B. place the network game object exactly where you want to spawn players. playerWasCreated = true; lines = Network.Instantiate (linesPrefab,transform.position,transform.rotation,7)as GameObject; } } // =======================\ // client and server --> logic for keeping fighter and sorcerer across scenes (dontdestroyonload): //if(Application.loadedLevelName == StartScreenOfficialSceneName) { //&& (Sorcerer)GameObject.FindObjectOfType(typeof(Sorcerer)).name != "Sorcerer" Sorcerer sorcerer2 = (Sorcerer)GameObject.FindObjectOfType (typeof (Sorcerer)); //sorcerer = (Sorcerer)SorcererInstanceManager.getSorcerer (); // Fighter fighter2 = (Fighter)GameObject.FindObjectOfType(typeof(Fighter)); //GameObject lines = GameObject.Find ("lines"); if(lines != null){ DontDestroyOnLoad(lines); lines.gameObject.layer = LayerMask.NameToLayer ("Minimap"); lines.name = "lines"; } GameObject lines2 = GameObject.Find ("lines(Clone)"); if(Network.isClient && lines2 != null){ DontDestroyOnLoad(lines2); lines2.gameObject.layer = LayerMask.NameToLayer ("Minimap"); lines2.name = "lines"; } if(sorcerer2 != null && fighter2 != null) { DontDestroyOnLoad (sorcerer2); DontDestroyOnLoad (fighter2); sorcerer2.name = "Sorcerer"; fighter2.name = "Fighter"; bothPlayerAndSorcererWereFound = true; } //} //========================= // server --> send if (Network.isServer && MapGeneration.mapGenerationCompleted && !sorcererPositionWasSent) { // OnSorcererPositionDeterminedAfterMapCreation(MapGeneration.playerStartPositionVector3); Sorcerer sorcerer = (Sorcerer)GameObject.FindObjectOfType (typeof (Sorcerer)); //sorcerer = (Sorcerer)SorcererInstanceManager.getSorcerer (); // //sorcererPositionWasSent = true; } }
static void Main(string[] args) { { /* Welkom bij Simple Adventure * Hier zie je een raamwerk van een text based rpg * De classes en subclasses zijn al aangemaakt, subclasses staan in de mapjes * Aan jou de taak om hier een invulling aan te geven! * Wat moet je laten zien: * - Dat je OOP beheerst * - Dat je inheritance beheerst * - Dat je in staat bent om output naar de console te krijgen op basis van de classes * - Het hoeft geen volledig spel te zijn, maar het moet iets doen en het moet werken * - En natuurlijk op de juiste manier in elkaar zitten * Waar scoor ik bonuspunten mee: * - Gebruik polymorphism d.m.v. virtual methods en/of verschillende constructors (bijvoorbeeld subclasses) * - Je hebt een speelbare game gemaakt * - Je hebt zinvolle en werkende uitbreidingen gemaakt op het raamwerk * Kwaliteit gaat boven kwantiteit, ga pas uitbreiden als je basis goed is * Werk alleen: als ik bij twee personen dezelfde code zie, krijgen jullie allebei een onvoldoende * Gebruik comments ten overvloede! Leg uit wat je doet! Hoe de comments kort, duidelijk en volledig! */ } Player player; Forest forest = new Forest(); Swamp swamp = new Swamp(); Plains plains = new Plains(); Direwolf wolf = new Direwolf(); Goblin goblin = new Goblin(); Orc orc = new Orc(); Chest chest = new Chest(); Diamond dia = new Diamond(); Key key = new Key(); int userNumber; string tempName; //creating player #region playerSetup Console.WriteLine("Greeting new player"); Console.WriteLine("Welcome to SimpelAdventure"); Console.ReadLine(); Console.WriteLine("What is your name?"); tempName = Console.ReadLine(); Console.WriteLine("Choose a class!"); Console.WriteLine("1. Babarian: You like hitting people with sharp stuff || 2. Sorcerer: You like hitting stuff but with lighting"); userNumber = makeDecision(2); if (userNumber == 1) { player = new Barbarian(tempName); } else { player = new Sorcerer(tempName); } Console.Clear(); Console.WriteLine("Your name is " + player.name); Console.WriteLine("You Choose class " + player.classname); Console.ReadLine(); Console.Clear(); #endregion Console.Clear(); do { //end the game if you find both key and chest if (key.hasItem && chest.hasItem) { dia.hasItem = true; Console.WriteLine("You use the key on the chest and you find a diamond!"); Console.WriteLine("This mean you won the game for some reason"); Console.WriteLine("Thanks for playing the game"); Console.ReadLine(); } else { Console.WriteLine("Choose where you want to go"); Console.WriteLine("1. Church: For your healling needs 2. Forest: Lots of murder puppies\n3. Plains: Boring place nothing special 4. Swamp: What are you doing here!"); userNumber = makeDecision(4); switch (userNumber) { case 1: EnterChurch(player); break; case 2: EnterLoc(forest, wolf); break; case 3: EnterLoc(plains, goblin); break; case 4: EnterLoc(swamp, orc); break; default: Console.WriteLine("Something went very wrong"); break; } } } while (!dia.hasItem); int makeDecision(int maxNumber) { //This is for whevenever the player has to make a decision string userInput; do { Console.WriteLine("Choose a number between 1 and " + maxNumber); userInput = Console.ReadLine(); int.TryParse(userInput, out userNumber); } while (userNumber < 1 || userNumber > maxNumber); Console.Clear(); return(userNumber); } //turn based combat void Battle(Player p, Enemy e) { Console.WriteLine("You are fighting a " + e.name); Console.WriteLine("It has " + e.str); do { p.health -= e.DealDamage(); Console.WriteLine(p.name + " has " + p.health + " hp left"); e.health -= p.DealDamage(); Console.WriteLine(e.name + " has " + e.health + " hp left"); Console.ReadLine(); } while (p.health > 0 && e.health > 0); e.ResetHealth(); //Earn item if (e.name == "Direwolf" || e.name == "Goblin") { FindItem(key); } else if (e.name == "Orc" || e.name == "Goblin") { FindItem(chest); } Console.ReadLine(); Console.Clear(); } //works on everytinh execpt church void EnterLoc(Location loc, Enemy e) { loc.welcome(); do { loc.options(); userNumber = makeDecision(2); if (userNumber == 1) { Battle(player, e); } else { loc.Leave(); } } while (userNumber != 2); } void EnterChurch(Player p) { Church church = new Church(); church.welcome(); do { church.options(); userNumber = makeDecision(2); if (userNumber == 1) { Console.WriteLine("You are fully healed!"); church.FullHeal(p); } else { church.Leave(); } } while (userNumber != 2); } void FindItem(Item item) { Random rnd = new Random(); int i = rnd.Next(2); if (i == 1) { item.hasItem = true; Console.WriteLine("You found " + item.itemName); } else { Console.WriteLine("You found no loot"); } } }
// ------- for jump into game: ---------- public void updateMySorcerer(Sorcerer newSorcerer) { this.sPosition = newSorcerer; }
public static void HandleAbnormalityBegin(S_ABNORMALITY_BEGIN p) { AbnormalityManager.BeginAbnormality(p.AbnormalityId, p.TargetId, p.Duration, p.Stacks); if (!SettingsManager.ClassWindowSettings.Enabled) { return; } switch (SessionManager.CurrentPlayer.Class) { case Class.Mystic: Mystic.CheckHurricane(p); Mystic.CheckBuff(p); break; case Class.Warrior: Warrior.CheckBuff(p); break; case Class.Valkyrie: Valkyrie.CheckRagnarok(p); break; case Class.Archer: Archer.CheckFocus(p); Archer.CheckFocusX(p); Archer.CheckSniperEye(p); break; case Class.Lancer: Lancer.CheckArush(p); Lancer.CheckGshout(p); Lancer.CheckLineHeld(p); break; case Class.Priest: Priest.CheckBuff(p); break; case Class.Brawler: Brawler.CheckBrawlerAbnormal(p); break; case Class.Ninja: Ninja.CheckFocus(p); break; case Class.Sorcerer: Sorcerer.CheckBuff(p); break; case Class.Reaper: Reaper.CheckBuff(p); break; case Class.Slayer: Slayer.CheckBuff(p); break; case Class.Berserker: Berserker.CheckBuff(p); break; } }
/** * * --> allows to place the sorcerer on map with params. * * use null params when a client reconnects and wants to take over existing sorcerer, (will re-create it at the same position and rotation) * use also when connecting for first time in the start menu scene, allows to place the sorcerer with params * */ public static void createAndSwapNewSorcerer(Sorcerer sorcererPrefab, Transform transf) { // important, to get the old sorcerer's (AI) position, so we can create the new one at the right position: // but if we do things like that (instead of getting the old sorcerer's position with an rpc call) // then we need to NOT removeRPCs for the old sorcerer on the server side, so we can detect it from the client. checkForNewSorcererNetworkInstantiatedByClient (); // copy old sorcerer so the server owns it // publish that copy to all // destroy old sorcerer // debug: Sorcerer[] sorcerers = GameObject.FindObjectsOfType<Sorcerer>(); print (sorcerers.Length); Sorcerer s; if(sorcererPrefab != null && transf != null) { s = Network.Instantiate(sorcererPrefab, transf.position, transf.rotation, 0) as Sorcerer; } else if (SorcererInstanceManager.sorcerer != null) { // place new sorcerer where old sorcerer is before swaping/destroying it: // (this else if actually never runs, we need to set its position in swapSorcerers() on the server side, // because we usually don't have the old sorcerer on the client side when reconnecting) s = Network.Instantiate(sorcererPrefab, SorcererInstanceManager.sorcerer.transform.position, SorcererInstanceManager.sorcerer.transform.rotation, 0) as Sorcerer; } else { // else use some defaults: new Vector3(2,0,0) at map origin: s = Network.Instantiate(sorcererPrefab, new Vector3(2,0,0), Quaternion.identity, 0) as Sorcerer; } // debug: sorcerers = GameObject.FindObjectsOfType<Sorcerer>(); print (sorcerers.Length); swapSorcerers (s); }
// helper: replace old with new sorcerer: private static void swapSorcerers(Sorcerer newSorcerer) { if(SorcererInstanceManager.sorcerer != null) { // ------------------------- // before destroying, place the new one at the old position and rotation: // (this isn't sufficient because it will only position the sorcerer correctly on the server instance // which is the slave game instance for the sorcerer, will be overriden as soon as player moves sorcerer on client) newSorcerer.transform.position = SorcererInstanceManager.sorcerer.transform.position; newSorcerer.transform.rotation = SorcererInstanceManager.sorcerer.transform.rotation; // So --> also send an RPC to send the position on the client, which is the master game instance for the sorcerer: ClientNetwork clientNetScript = (ClientNetwork)GameObject.FindObjectOfType(typeof(ClientNetwork)); clientNetScript.changeSorcererPositionOnClient(SorcererInstanceManager.sorcerer.transform); // FIX: also make sure they appear with the right animation, // e.g. usually standing up, not dead lying on the ground (which is the default right now it seems after placing a player object): //Animation a = SorcererInstanceManager.sorcerer.animation; string animationName = findFirstActiveAnimationOnGameObject(SorcererInstanceManager.sorcerer); clientNetScript.setSorcerersCurrentAnimationOnClient (animationName); // -------------------------- // do the same for the fighter: if(Network.isServer) { Fighter fighter = (Fighter)GameObject.FindObjectOfType (typeof(Fighter)); clientNetScript.changeFighterPositionOnClient(fighter.transform); } Network.Destroy (SorcererInstanceManager.sorcerer.networkView.viewID); } SorcererInstanceManager.sorcerer = newSorcerer; publishNewSorcererInstance (); // debug: Sorcerer[] sorcerers = GameObject.FindObjectsOfType<Sorcerer>(); print (sorcerers.Length); }
// Use this for initialization void Start () { fighter = (Fighter)GameObject.FindObjectOfType (typeof (Fighter)); sorcerer = (Sorcerer)SorcererInstanceManager.getSorcerer (); fighter.transform.position = initialFighterPosition; sorcerer.transform.position = initialSorcererPosition; }
// ====================== /** * * * */ public static void checkForNewSorcererNetworkInstantiatedByClient() { Sorcerer[] sorcerers = GameObject.FindObjectsOfType<Sorcerer>(); // no, really just get the sorcerer when a client connects, end of story. // TODO optimize with FindGameObjectsWithTag instead. //sorcerers = GameObject.FindGameObjectsWithTag ("Sorcerer"); if(sorcerers.Length == 2) { Debug.Log ("2 SORCERERS FOUND -- THE OLDER ONE SHOULD BE DELETED SOON."); // get the one that is not the same reference as the one we already have. bool indexZeroIsOldSorcerer = Object.ReferenceEquals(sorcerers[0], SorcererInstanceManager.sorcerer); //bool OneIsNewSorcerer = Object.ReferenceEquals(sorcerers[1], SorcererInstanceManager.sorcerer); if(indexZeroIsOldSorcerer) { //SorcererInstanceManager.createAndSwapNewSorcerer(sorcerers[1], sorcerers[1].transform); SorcererInstanceManager.swapSorcerers(sorcerers[1]); } else { //SorcererInstanceManager.createAndSwapNewSorcerer(sorcerers[0], sorcerers[0].transform); SorcererInstanceManager.swapSorcerers(sorcerers[0]); } } else if(sorcerers.Length == 1) { //SorcererInstanceManager.createAndSwapNewSorcerer(sorcerers[0], sorcerers[0].transform); SorcererInstanceManager.sorcerer = sorcerers[0]; } else if(sorcerers.Length >= 3) { print ("3 or more sorcerer found."); } else { print (" 0 sorcerer found"); } }
private void InitializeClasses() { _currentSpellcaster = new Spellcaster(); _selector = new CasterSelector(); comboBoxClasses.Items.Add("Choose a Class"); Bard bard = new Bard() { CharacterLevel = Convert.ToInt32(comboBoxLevel.Text), Charisma = Convert.ToInt32(textBoxKeyAttribute.Text) }; AddSpellcasterClass(bard); AddKnowlerOfSpellsClass(bard); Cleric cleric = new Cleric() { CharacterLevel = Convert.ToInt32(comboBoxLevel.Text), Wisdom = Convert.ToInt32(textBoxKeyAttribute.Text) }; AddSpellcasterClass(cleric); Druid druid = new Druid() { CharacterLevel = Convert.ToInt32(comboBoxLevel.Text), Wisdom = Convert.ToInt32(textBoxKeyAttribute.Text) }; AddSpellcasterClass(druid); Paladin paladin = new Paladin() { CharacterLevel = Convert.ToInt32(comboBoxLevel.Text), Charisma = Convert.ToInt32(textBoxKeyAttribute.Text) }; AddSpellcasterClass(paladin); Ranger ranger = new Ranger() { CharacterLevel = Convert.ToInt32(comboBoxLevel.Text), Wisdom = Convert.ToInt32(textBoxKeyAttribute.Text) }; AddSpellcasterClass(ranger); Sorcerer sorcerer = new Sorcerer() { CharacterLevel = Convert.ToInt32(comboBoxLevel.Text), Charisma = Convert.ToInt32(textBoxKeyAttribute.Text) }; AddSpellcasterClass(sorcerer); AddKnowlerOfSpellsClass(sorcerer); Wizard wizard = new Wizard() { CharacterLevel = Convert.ToInt32(comboBoxLevel.Text), Intelligence = Convert.ToInt32(textBoxKeyAttribute.Text) }; AddSpellcasterClass(wizard); comboBoxClasses.SelectedIndex = 0; }
public void Init() { Sorcerer = new Sorcerer(); }
protected override void Update(GameTime gameTime) { theTime = gameTime.TotalGameTime.Seconds; TotalTime = "Total Time: " + theTime.ToString() + " Difficulty: " + difficulty.ToString(); base.Update(gameTime); input = Keyboard.GetState(); if (input.IsKeyDown(Keys.Space)) { Sara.Handle_Sara_Fireball(Sara, saraFireball); } Sara.HandleMovement(input, gameTime, Sara, Barriers); Dragon.Handle_Dragon(gameTime, dragonFireball); health_timer += (float)gameTime.ElapsedGameTime.TotalSeconds; foreach (AnimatedSprite fireball in Fireballs) { fireball.Update(gameTime); if (fireball.alive == true) { fireball.alive = fireball.Check_Barriers(fireball, Barriers); if (fireball.name == "Sara_Fireball") { foreach (Enemy enemy in Enemies) { fireball.HandleCollision(fireball, enemy); } foreach (AnimatedSprite Fireball in Fireballs) { if (Fireball.name != "Sara_Fireball") { fireball.HandleCollision(fireball, Fireball); } } } } if (fireball.alive == false && fireball.name == "Sorc_Fireball") { if (Sorcerer.alive) { fireball.alive = true; } fireball.position = new Vector2(Sorcerer.position.X + Sorcerer.width, 530); } else if (fireball.alive == false && fireball.name == "Dragon_Fireball") { fireball.position = new Vector2(Dragon.position.X - (dragonFireball.width), Dragon.position.Y + 10); } if (fireball.name != "Sara_Fireball") { fireball.position.X += fireball.speed; } else { if (fireball.Animation == "Up" || fireball.Animation == "Down") { fireball.position.Y += fireball.speed; } else { fireball.position.X += fireball.speed; } } if (health_timer > health_interval) { if (Sara.HandleCollision(Sara, fireball)) { fireball.alive = false; { health_bar.Update_Health(health_bar, Sara); health_timer = 0; } } } } foreach (Enemy enemy in Enemies) { if (enemy.alive == true) { enemy.Update(gameTime); if (enemy.name == "Demon") { enemy.CheckSprint(Sara); } enemy.MoveEnemy(); if (health_timer > health_interval) { if (Sara.HandleCollision(Sara, enemy)) { health_bar.Update_Health(health_bar, Sara); health_timer = 0; } } } } beach.Update(gameTime); if (Sara.alive == false || Dragon.alive == false) { Sara.Set_Health_Damage(300, 1); Demon.Set_Health_Damage(10000, 150); Demon1.Set_Health_Damage(10000, 150); Demon2.Set_Health_Damage(10000, 150); Sorcerer.Set_Health_Damage(3, 100); Dragon.Set_Health_Damage(15, 300); health_bar.Update_Health(health_bar, Sara); if (Dragon.alive == false) { foreach (Enemy enemy in Enemies) { enemy.speed += 0.1f; } Sara.speed += 0.1f; difficulty += 1; } foreach (Enemy enemy in Enemies) { enemy.alive = true; } Sara.position = new Vector2(30, 690); Sara.alive = true; } }
/**/ /* * * * NAME * * NewCharCreating::NewCharCreating- Default constrctor for NewCharCreating form * * SYNOPSIS * * public NewCharCreating * * * DESCRIPTION * * Constructor for the NewCharCreating form * -Calls InitializeComponent() * * RETURNS * * NA, constructor * * AUTHOR * * Michael Goldberg * * DATE * * * */ /**/ public NewCharCreating() { InitializeComponent(); } private Character playerCharacter = new Character(); /**/ /* * * * NAME * * NewCharCreating::FirstChoiceButton_Click- Event handler for the FirstChoiceButton click event * * SYNOPSIS * * private void FirstChoiceButton_Click(object sender, EventArgs e) * * * DESCRIPTION * * Event handler for the click event for FirstChoiceButtonn * -If all three character boxes are not empty * --If classBox reads Barbarian * ---Create a barbaian. * ---Set playerCharacer to the barbarian * --Else if classBox reads Bard * ---Create a bard * ---Set playerCharacter to the bard * --Else if classBox reads Cleric * ---Create a cleric * ---Set playerCharacter to Cleric * --Else if classBox reads Druid * ---Create druid * ---Set playerCharacter to Druid * --Else if classBox reads Fighter * ---Create a fighter * ---Set playerCharacter to the fighter * --Else if classBox reads Monk * ---Create new monk * ---Set playerCharacter to the monk * --Else if classBox reads Paladin * ---Create new paladin * ---Set playerCharacter to the paladin * --Else if classBox reads Ranger * ---Create new Ranger * ---Set playerCharacter to the ranger * --Else if classBox reads Rogue * ---Create new Rogue * ---Set playercharacter to the rogue * --Else if classBox reads Sorcerer * ---Create new Sorcerer * ---Set palyerCharacter to the sorcerer * --Else if classbox reads Warlock * ---Create new Warlock * ---Set playerCharacter to the warlock * --Else if classBox reads Wizard * ---Create new Wizard * ---Set playerCharacter to the Wizard * -Call playerCharacter.setClass and pass in classBox's text * -Call playerCharacter.setRace and pass in raceBox's text * -Call playerCharacter.setName and pass in nameBox's text * -Create StatAssignForm nextForm, passing in playerCharacter to it * -Hide this form * -Call nextForm.ShowDialog * -Close this form * * * RETURNS * * NA, constructor * * AUTHOR * * Michael Goldberg * * DATE * * * */ /**/ private void FirstChoiceButton_Click(object sender, EventArgs e) { if (raceBox.Text != "" && classBox.Text != "" && nameBox.Text != "") { if (classBox.Text == "Barbarian") { Barbarian newChar = new Barbarian(); playerCharacter = newChar; } else if (classBox.Text == "Bard") { Bard newChar = new Bard(); playerCharacter = newChar; } else if (classBox.Text == "Cleric") { Cleric newChar = new Cleric(); playerCharacter = newChar; } else if (classBox.Text == "Druid") { Druid newChar = new Druid(); playerCharacter = newChar; } else if (classBox.Text == "Fighter") { Fighter newChar = new Fighter(); playerCharacter = newChar; } else if (classBox.Text == "Monk") { Monk newChar = new Monk(); playerCharacter = newChar; } else if (classBox.Text == "Paladin") { Paladin newChar = new Paladin(); playerCharacter = newChar; } else if (classBox.Text == "Ranger") { Ranger newChar = new Ranger(); playerCharacter = newChar; } else if (classBox.Text == "Rogue") { Rogue newChar = new Rogue(); playerCharacter = newChar; } else if (classBox.Text == "Sorcerer") { Sorcerer newChar = new Sorcerer(); playerCharacter = newChar; } else if (classBox.Text == "Warlock") { Warlock newChar = new Warlock(); playerCharacter = newChar; } else if (classBox.Text == "Wizard") { Wizard newChar = new Wizard(); playerCharacter = newChar; } playerCharacter.setClass(classBox.Text); playerCharacter.setName(nameBox.Text); playerCharacter.setRace(raceBox.Text); StatAssignForm nextForm = new StatAssignForm(playerCharacter); Hide(); nextForm.ShowDialog(); Close(); } }
void Start () { subscribeToSorcererInstancePublisher (); // jump into game // Getting the reference of Fighter and Sorcerer. fighter = (Fighter) GameObject.FindObjectOfType (typeof (Fighter)); sorcerer = (Sorcerer)SorcererInstanceManager.getSorcerer (); //sorcerer = (Sorcerer)GameObject.FindObjectOfType (typeof (Sorcerer)); // TOOLTIPS // Primary and Secondary Stats tool-tip initialization. primaryStatsTooltip = new Hashtable (); secondaryStatsTooltip = new Hashtable (); // Initializing the stats for Fighter and Sorcerer. if (fighter.playerEnabled) { // Is Fighter. namesPrimary = System.Enum.GetNames(typeof(primaryStatsLabelsFighter)); primaryStatsTooltip.Add (namesPrimary [0], tooltip_Level); primaryStatsTooltip.Add (namesPrimary [1], tooltip_Class); primaryStatsTooltip.Add (namesPrimary [2], tooltip_Strength); primaryStatsTooltip.Add (namesPrimary [3], tooltip_Dexterity); primaryStatsTooltip.Add (namesPrimary [4], tooltip_Endurance); primaryStatsTooltip.Add (namesPrimary [5], tooltip_Health); primaryStatsTooltip.Add (namesPrimary [6], tooltip_Energy); primaryStatsValues = new string[namesPrimary.Length]; namesSecondary = System.Enum.GetNames(typeof(secondaryStatsLabelsFighter)); secondaryStatsTooltip.Add (namesSecondary [0], tooltip_Armor); secondaryStatsTooltip.Add (namesSecondary [1], tooltip_FireResistance); secondaryStatsTooltip.Add (namesSecondary [2], tooltip_ColdResistance); secondaryStatsTooltip.Add (namesSecondary [3], tooltip_LightningtResistance); secondaryStatsTooltip.Add (namesSecondary [4], tooltip_Accuracy); secondaryStatsTooltip.Add (namesSecondary [5], tooltip_AttackSpeed); secondaryStatsTooltip.Add (namesSecondary [6], tooltip_Cdr); secondaryStatsTooltip.Add (namesSecondary [7], tooltip_CriticalChance); secondaryStatsTooltip.Add (namesSecondary [8], tooltip_CriticalDamage); secondaryStatsTooltip.Add (namesSecondary [9], tooltip_AttackPower); secondaryStatsTooltip.Add (namesSecondary [10], tooltip_HealthRegen); secondaryStatsTooltip.Add (namesSecondary [11], tooltip_EnergyRegen); secondaryStatsValues = new string[namesSecondary.Length]; } else { // Is Sorcerer. namesPrimary = System.Enum.GetNames(typeof(primaryStatsLabelsSorcerer)); primaryStatsTooltip.Add (namesPrimary [0], tooltip_Level); primaryStatsTooltip.Add (namesPrimary [1], tooltip_Class); primaryStatsTooltip.Add (namesPrimary [2], tooltip_Intelligence); primaryStatsTooltip.Add (namesPrimary [3], tooltip_Wisdom); primaryStatsTooltip.Add (namesPrimary [4], tooltip_Spirit); primaryStatsTooltip.Add (namesPrimary [5], tooltip_Health); primaryStatsTooltip.Add (namesPrimary [6], tooltip_Energy); primaryStatsValues = new string[namesPrimary.Length]; namesSecondary = System.Enum.GetNames(typeof(secondaryStatsLabelsSorcerer)); secondaryStatsTooltip.Add (namesSecondary [0], tooltip_Accuracy); secondaryStatsTooltip.Add (namesSecondary [1], tooltip_CastSpeed); secondaryStatsTooltip.Add (namesSecondary [2], tooltip_SpellCriticalChance); secondaryStatsTooltip.Add (namesSecondary [3], tooltip_SpellCriticalDamage); secondaryStatsTooltip.Add (namesSecondary [4], tooltip_SpellPower); secondaryStatsValues = new string[namesSecondary.Length]; } }
// Use this for initialization void Start () { fPosition = (Fighter) GameObject.FindObjectOfType (typeof (Fighter)); sPosition = (Sorcerer)SorcererInstanceManager.getSorcerer (); // sPosition = (Sorcerer) GameObject.FindObjectOfType (typeof (Sorcerer)); }
// ------- for jump into game: ---------- public void updateMySorcerer(Sorcerer newSorcerer) { this.target = newSorcerer; }