public CombatScreen2D(LunchHourGames lhg, CombatSystem combatSystem) : base(lhg, Type.Combat) { this.combatSystem = combatSystem; this.lhg = lhg; //this.hud = new CombatHUD(lhg, combatSystem); }
public CombatSystem loadCombat(XmlNode combatSystemNode, string combatReferenceName) { this.progress.updateProgress("Loading Combat " + combatReferenceName, "Loading Combat System", 10); CombatSystem combatSystem = new CombatSystem(lhg); // Find level and combat string xpath = "/combatsystem/combat[@referenceName='" + combatReferenceName + "']"; XmlNode combatNode = combatSystemNode.SelectSingleNode(xpath); if (combatNode != null) { XmlNodeList combatChildren = combatNode.ChildNodes; foreach (XmlNode childNode in combatChildren) { switch (childNode.Name) { case "board": progress.updateProgress("Loading Board Assets", "Loading Board Assets", 20); combatSystem.MyBoard = loadBoard(childNode); break; case "screen": progress.updateProgress("Loading Screen Assets", "Loading Screen Assets", 30); combatSystem.MyScreen = loadScreen(childNode); break; case "audio": break; } } } // Now that the combat board has all the components loaded. Initialilze all the components so the board and screen know how to // work with each other. // Tell our children about each other and this system combatSystem.MyBoard.MyCombatScreen = combatSystem.MyScreen; combatSystem.MyBoard.MyCombatSystem = combatSystem; combatSystem.MyScreen.MyCombatBoard = combatSystem.MyBoard; combatSystem.MyScreen.MyCombatSystem = combatSystem; foreach (Player player in combatSystem.MyBoard.MyGameEntities.MyPlayers) { player.Location.screen = combatSystem.MyBoard.MyCombatScreen; } foreach (Obstacle obstacle in combatSystem.MyBoard.MyGameEntities.MyObstacles) { obstacle.Location.screen = combatSystem.MyBoard.MyCombatScreen; } progress.updateProgress("Finished Loading Combat System", "Loading", 100); return(combatSystem); }
private static Random random = new Random(); // Random number generator to make the dice appear more random public CombatTurnBased(LunchHourGames lhg, CombatSystem combatSystem) { this.lhg = lhg; this.combatSystem = combatSystem; this.chooseAction = new ChooseAction(lhg, combatSystem, this); this.moveAction = new MoveAction(lhg, combatSystem, this); this.attackAction = new AttackAction(lhg, combatSystem, this); this.useAction = new UseAction(lhg, combatSystem, this); this.defendAction = new DefendAction(lhg, combatSystem, this); this.endTurnAction = new EndTurnAction(lhg, combatSystem, this); currentAction = null; nextAction = null; }
public CombatInterpreter(CombatSystem combatSystem) { this.combatSystem = combatSystem; }