public Consumable(string name, PlayerCharacter player, string desc) : base(name, player, desc) { this.Name = name; this.Player = player; this.Description = desc; }
public Equipment(string _name, int a, int d, Placement p, PlayerCharacter pc, string desc) : base(_name, pc, desc) { addAtk = a; addDef = d; part = p; description = desc; }
public HealthPot(string name, PlayerCharacter player, double healed, string desc) : base(name, player, desc) { //this.Name = name; //this.Player = player; this.Healed = (int)(player.HP * healed); //this.Description = desc; }
public HealthPot(string name, PlayerCharacter player, string desc, double healed, int cost) : base(name, player, desc) { this.Name = name; this.Player = player; this.Healed = (int)(player.HP * .35); this.Description = desc; Cost = cost; }
public ManaPot(string name, PlayerCharacter player, int manaGained, string desc, int cost) : base(name, player, desc) { Name = name; Player = player; ManaGained = manaGained; Cost = cost; Description = desc; }
public SpriteManager(Game game, PlayerCharacter userCharacter) : base(game) { GameRef = (Game1)game; pc = userCharacter; // TODO: Construct any child components here player = new UserControlledSprite(Game.Content.Load<Texture2D>(@"Images/player"), new Vector2(64, 64), new Point(27, 31), 0, new Point(0, 0), new Point(0, 0), new Vector2(3, 3), pc, GameRef, mapper, 2f); }
public GamePlayState(Game1 game, GameStateManeger manager, PlayerCharacter Character) : base(game, manager) { SpriteManager = new SpriteManager(game, Character); Mapper mapper = new Mapper(SpriteManager, game); SpriteManager.player.mapper = mapper; Random r = new Random(); Map m = null; mapper.maps.TryGetValue("01", out m); mapper.LoadMap(m); }
public override string GetName(PlayerCharacter pc) { if (pc.Speed < 25) return "Double Strike"; if (pc.Speed < 75) return "Trinity-Strike"; if (pc.Speed < 140) return "Right in the Quads"; if (pc.Speed < 200) return "HAD five Appendages"; return "Bloodthirsty Blade"; }
public override int getCost(PlayerCharacter pc) { if (pc.Defense < 25) return 5; else if (pc.Defense < 75) return 20; else if (pc.Defense < 140) return 40; else if (pc.Defense < 200) return 80; return 160; }
public override string GetName(PlayerCharacter pc) { if (pc.Defense < 25) return "Block"; if (pc.Defense < 75) return "Entrench"; if (pc.Defense < 140) return "Hold the Line"; if (pc.Defense < 200) return "Iron Hide"; return "Indestructable"; }
public UserControlledSprite(Texture2D textureImage, Vector2 position, Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed, PlayerCharacter pc, Game1 game, Mapper mapperInput, float zIndex = .1f) : base(textureImage, position, frameSize, collisionOffset, currentFrame, sheetSize, speed) { this.zIndex = zIndex; Character = pc; GameRef = game; this.mapper = mapperInput; baseSpeed = speed; halfSpeed = speed / 2; }
public override int getCost(PlayerCharacter pc) { if (pc.Speed < 25) return 5; if (pc.Speed < 75) return 20; if (pc.Speed < 140) return 40; if (pc.Speed < 200) return 80; return 160; }
public override string GetName(PlayerCharacter pc) { if (pc.Level < 2) return "Smack"; if (pc.Level < 5) return "Pound"; if (pc.Level < 10) return "Smash"; if (pc.Level < 15) return "Crush"; if (pc.Level < 20) return "Brutalize"; return "Obliterate"; }
public CaptKrebs(int characterLV, Game1 _game, PlayerCharacter pc) : base(characterLV, _game) { image = Content.Load<Texture2D>(@"Images/CaptKrebs"); this.SP_ATK_MOD = 1.1f; this.SP_DEF_MOD = 1.1f; this.SPD_MOD = 1.1f; this.DEF_MOD = 1.1f; this.ATK_MOD = 1.1f; this.HP_MOD = 1.3f; this.name = "Captain Krebs"; this.level = characterLV + 1; this.CurrentHP = HP; goldAmt = this.level * 50; }
public Naga(int characterLV, Game1 _game, PlayerCharacter pc) : base(characterLV, _game) { image = Content.Load<Texture2D>(@"Images/naga"); name = "Naga"; ATK_MOD = .4f; DEF_MOD = .4f; SPD_MOD = 1; SP_DEF_MOD = .7f; SP_ATK_MOD = .7f; HP_MOD = .6f; this.CurrentHP = HP; this.level = characterLV; goldAmt = this.level * 12; }
public CombatState(Game1 game, GameStateManeger manager, PlayerCharacter player, List<Enemy> enemies) : base(game, manager) { totalGold = 0; this.Song = game.Content.Load<Song>("Music/Battle"); MediaPlayer.IsRepeating = true; MediaPlayer.Play(Song); Player = player; Enemies = enemies; foreach (Enemy e in Enemies) { totalGold += e.goldAmt; } }
public SporeWeed(int characterLV, Game1 _game, PlayerCharacter pc) : base(characterLV, _game) { image = Content.Load<Texture2D>(@"Images/ThirdEnemy"); this.SP_ATK_MOD = .60f; this.SP_DEF_MOD = .85f; this.SPD_MOD = 1.1f; this.DEF_MOD = .75f; this.ATK_MOD = .7f; this.HP_MOD = .8f; this.specChance = .3f; this.goldAmt = this.level * 12; this.name = "Spore Weed"; this.CurrentHP = (int)(hp * HP_MOD); Drops.Add(new HealthPot("Health Potion", pc, "+35% HP\n\nA small, red potion. As generic as they come.",15)); }
public override int Effect(PlayerCharacter pc) { ranking++; if (ranking >= toRankUp) { pc.Atk++; ranking = 0; toRankUp += 5; } if (pc.Atk < 25) return pc.Atk * 2; if (pc.Atk < 75) return pc.Atk * 3; if (pc.Atk < 140) return pc.Atk * 4; if (pc.Atk < 200) return pc.Atk * 5; return pc.Atk * 6; }
public override int Effect(PlayerCharacter pc) { ranking++; if (ranking >= toRankUp) { pc.Speed++; ranking = 0; toRankUp += 5; } if (pc.Speed < 25) return pc.Atk * 2; if (pc.Speed < 75) return pc.Atk * 3; if (pc.Speed < 140) return pc.Atk * 4; if (pc.Speed < 200) return pc.Atk * 5; pc.GainHP(pc.Atk / 10); return pc.Atk * 6; }
public override int Effect(PlayerCharacter pc) { ranking++; if (ranking >= toRankUp) { pc.Defense++; ranking = 0; toRankUp += 5; } if (pc.Defense < 25) pc.TempDef += 5; else if (pc.Defense < 75) pc.TempDef += 25; else if (pc.Defense < 140) pc.TempDef += 50; else if (pc.Defense < 200) pc.TempDef += 75; else pc.TempDef += 100; return 0; }
public ShopState(Game1 game, GameStateManeger manager, PlayerCharacter player) : base(game, manager) { this.player = player; switch (numKeys) { case 1: shopInventory = new List<Item> { new HealthPot("Small Health Potion", player, "+10% HP\n\nA tiny, red potion.", .10, 10), new ManaPot("Small Mana Potion", game.Character, 10, "+10 Mana\nA bubbling blue potion.\nIt seems fizzy.",10) }; break; case 2: shopInventory = new List<Item> { new HealthPot("Health Potion", player, "+35% HP\nA small, red potion.\nAs generic as they come.", .35, 30), new ManaPot("Mana Potion", game.Character, 15, "+15 Mana\nA bigger, bluer potion. This\none seems less volatile.",30) }; break; case 3: shopInventory = new List<Item> { new HealthPot("Freakin' Big(TM) Potion", game.Character, "+50% HP\nBrewed by Effin' Pots, the\nlocal kingdom's number-one potion brewery.", .5, 100), new ManaPot("Large Mana Potion", player, 20, "+20 Mana\n\nA swirly, blue-ish potion.",100) }; break; case 4: shopInventory = new List<Item> { new HealthPot("Vial of Immortality", game.Character, "+100% HP\nThe potion is silvery, like\nliquid soul.\nYou decide not to question its origins.", 1.0, 5000), new ManaPot("Archmage's Draught", game.Character, 50, "+50 Mana\n\nThis potion glows with a strange radiance.",1000) }; break; default: shopInventory = new List<Item> { new HealthPot("Small Health Potion", player, "+10% HP\n\nA tiny, red potion.", .1, 10), new ManaPot("Small Mana Potion", player, 5,"+10 Mana\n\nA bubbling blue potion.\nIt seems fizzy.",10) }; break; } }
public virtual int Effect(PlayerCharacter pc) { return 0; }
public CharacterStats(Game1 game, GameStateManeger manager, PlayerCharacter player, bool fromCombat) : base(game, manager) { Player = player; this.fromCombat = fromCombat; }
public void StartGame() { Character = new PlayerCharacter(); gamePlay = new GamePlayState(this, stateManeger, Character); stateManeger.ChangeState(gamePlay); }
public virtual int getCost(PlayerCharacter pc) { return 0; }
public virtual string GetName(PlayerCharacter pc) { return null; }
public Item(string name, PlayerCharacter player, string desc) { this.Name = name; this.Player = player; this.Description = desc; }