public Board(Castle castle, Point location) { this.castle = castle; this.location = location; this.dir = castle.facing; board = AnimationLoader.pngToTexture("Environment/ScoreFrame.png"); }
public void spawn(int xCo, FieldFighter.Hittable.CharacterEnums.EDirection facing) { this.facing = facing; if (facing == CharacterEnums.EDirection.RIGHT) { this.xCoordinate = xCo - animSet.currentAnimation.width; } else { this.xCoordinate = xCo; } }
public Castle(FieldFighter.Hittable.CharacterEnums.EDirection facing, int Xco) { upgrader = CastleUpgrader.set1; myType = CharacterEnums.EType.BOTH; castleTexture = upgrader.texture; this.facing = facing; if (facing == CharacterEnums.EDirection.LEFT) { this.xCoordinate = Xco - castleTexture.Width; this.healthBar = new VerticalHealthBar(ELocation.RIGHT); } else { this.xCoordinate = Xco; this.healthBar = new VerticalHealthBar(ELocation.LEFT); } healthBar.setNew(upgrader.maxHealth); groundFrontTarget = this; airFrontTarget = this; }
public AICastle(FieldFighter.Hittable.CharacterEnums.EDirection facing, int Xco) : base(facing, Xco) { lastHealth = (int)healthBar.maxHealth; r = new Random(Xco); determineChoices(); }