public Enemy(Movespeed m, ArmorValue a, Damage d, int health, Sprite s, Vector2 l, EnemyType enemyType, List <Texture2D> textures) : base(m, a, d, health, s, l) { this.enemyType = enemyType; this.textures = textures; Random rand = new Random(); int x = rand.Next(229, 229 + 185); int y = 403; goal = new Vector2(x, y); if (enemyType == EnemyType.Grunt) { moneyForKilling = 50; int x2 = rand.Next(229, 229 + 185); int y2 = 403; goal = new Vector2(x2, y2); } else if (enemyType == EnemyType.Assassin) { moneyForKilling = 100; } else { moneyForKilling = 200; } }
public override void ModifyProperties() { if (m_staticData.AC > 0) { m_properties["ARMOR_EFFECT_AC"] = ArmorValue.ToString(); } }
public Tower(Movespeed m, ArmorValue a, Damage d, int health, Sprite s, Vector2 l, Texture2D bullet, Texture2D healthBar) : base(m, a, d, health, s, l) { bullets = new List <Bullet>(); this.bullet = bullet; bounds = new Rectangle((int)location.X + 32, (int)location.Y + 32, 64, 64); this.healthBar = healthBar; }
public Object(Movespeed m, ArmorValue a, Damage d, int health, Sprite s, Vector2 l) { this.health = health; moveSpeed = m; armor = a; damage = d; sprite = s; location = l; bounds = new Rectangle(0, 0, s.frame.Width, s.frame.Height); }
public override void ModifyProperties() { m_properties["SHIELD_EFFECT_AC"] = ArmorValue.ToString(); }
public override void FillFightValues(Boolean p_offHand, FightValues p_fightValues) { p_fightValues.ArmorValue += ArmorValue; m_properties["SHIELD_EFFECT_AC"] = ArmorValue.ToString(); }
private void InitProperties() { m_properties = new Dictionary <String, String>(); m_properties["SHIELD_EFFECT_AC"] = ArmorValue.ToString(); }
public Trap(Movespeed m, ArmorValue a, Damage d, int health, Sprite s, Vector2 l) : base(m, a, d, health, s, l) { bounds = new Rectangle((int)location.X, (int)location.Y, s.frame.Width, s.frame.Height); }
public HomeBase(Movespeed m, ArmorValue a, Damage d, int health, Sprite s, Vector2 l) : base(m, a, d, health, s, l) { cash = 1500; }