/// <summary> /// Constructs a peril card /// </summary> /// <param name="content">Content manager</param> /// <param name="spriteName">Name of the sprite to draw</param> /// <param name="hasMonsterSide">Determines if there is a monster effect</param> /// <param name="emptyFlavorText">Flavor text for empty rooms</param> /// <param name="emptyCondition">Condition to effect heroes in empty room</param> /// <param name="monsterFlavorText">Flavor text when monsters in room</param> /// <param name="monsterCondition">Condition to effect heroes when monsters present</param> public Card(bool hasMonsterSide, string emptyFlavorText, string emptyCondition, string monsterFlavorText, string monsterCondition, Rectangle source) { sourceRectangle = source; drawRectangle = new Rectangle(GameConstants.HALF_WINDOW_WIDTH() - source.Width, GameConstants.HALF_WINDOW_HEIGHT() - source.Height, source.Width, source.Height); if (hasMonsterSide) { this.monsterFlavorText = monsterFlavorText; this.monsterCondition = monsterCondition; } this.emptyFlavorText = emptyFlavorText; this.emptyCondition = emptyCondition; this.hasMonsterSide = hasMonsterSide; }
// #region Constructors /// <summary> /// Constructs a search card /// </summary> /// <param name="content">Content manager</param> /// <param name="spriteName">Name of the sprite to draw</param> /// <param name="name">Name of search card</param> /// <param name="value">Value of search card</param> public Card(string name, int value, Rectangle source) { sourceRectangle = source; this.name = name; this.value = value; drawRectangle = new Rectangle(GameConstants.HALF_WINDOW_WIDTH() - source.Width, GameConstants.HALF_WINDOW_HEIGHT() - source.Height, source.Width, source.Height); }