public virtual void Draw() { AnimManager.CurrentAnim?.Draw(Position, TintColor, EntityType != EntityTypes.Enemy, .1f); PreviousAction?.Draw(); //Draw Status Effect icons on the BattleEntity //You can't see the icons unless it's Mario or his Partner's turn and they're not in a Sequence if (BattleManager.Instance.ShouldShowPlayerTurnUI == true) { Vector2 statusIconPos = new Vector2(Position.X + 10, Position.Y - 40); StatusEffect[] statuses = EntityProperties.GetStatuses(); int index = 0; for (int i = 0; i < statuses.Length; i++) { StatusEffect status = statuses[i]; CroppedTexture2D texture = status.StatusIcon; //Don't draw the status if it doesn't have an icon if (texture == null || texture.Tex == null) { continue; } float yOffset = ((index + 1) * StatusGlobals.IconYOffset); Vector2 iconPos = Camera.Instance.SpriteToUIPos(new Vector2(statusIconPos.X, statusIconPos.Y - yOffset)); float depth = .35f - (index * .01f); float turnStringDepth = depth + .0001f; status.DrawStatusInfo(iconPos, depth, turnStringDepth); index++; } } }
public StatusChanceHolder(double percentage, StatusEffect status) { Percentage = percentage; Status = status; }
public static void DebugBattle() { //Default to Players - if holding 0, switch to Enemies Enumerations.EntityTypes entityType = Enumerations.EntityTypes.Player; if (Input.GetKey(Keys.D0, DebugKeyboard) == true) { entityType = Enumerations.EntityTypes.Enemy; } int turnCount = 3; StatusEffect status = null; //Inflict NoSkills if (Input.GetKey(Keys.N, DebugKeyboard) == true) { //Disable Jump if (Input.GetKeyDown(Keys.J, DebugKeyboard) == true) { status = new NoSkillsStatus(Enumerations.MoveCategories.Jump, turnCount); } //Disable Hammer else if (Input.GetKeyDown(Keys.H, DebugKeyboard) == true) { status = new NoSkillsStatus(Enumerations.MoveCategories.Hammer, turnCount); } //Disable Items else if (Input.GetKeyDown(Keys.I, DebugKeyboard) == true) { status = new NoSkillsStatus(Enumerations.MoveCategories.Item, turnCount); } //Disable Tactics else if (Input.GetKeyDown(Keys.T, DebugKeyboard) == true) { status = new NoSkillsStatus(Enumerations.MoveCategories.Tactics, turnCount); } //Disable Partner moves else if (Input.GetKeyDown(Keys.P, DebugKeyboard) == true) { status = new NoSkillsStatus(Enumerations.MoveCategories.Partner, turnCount); } //Disable Special moves else if (Input.GetKeyDown(Keys.S, DebugKeyboard) == true) { status = new NoSkillsStatus(Enumerations.MoveCategories.Special, turnCount); } if (status != null) { DebugInflictStatus(status, entityType); } } //Inflict Poison, Payback, or Paralyzed else if (Input.GetKeyDown(Keys.P, DebugKeyboard) == true) { //Inflict Payback if (Input.GetKey(Keys.B, DebugKeyboard) == true) { status = new PaybackStatus(turnCount); } //Inflict Paralyzed else if (Input.GetKey(Keys.Z, DebugKeyboard) == true) { status = new ParalyzedStatus(turnCount); } else { status = new PoisonStatus(turnCount); } DebugInflictStatus(status, entityType); } //Inflict Invisible or Injured else if (Input.GetKeyDown(Keys.I, DebugKeyboard) == true) { //Inflict Injured if (Input.GetKey(Keys.J, DebugKeyboard) == true) { status = new InjuredStatus(turnCount); } else { status = new InvisibleStatus(turnCount); } DebugInflictStatus(status, entityType); } //Inflict Electrified else if (Input.GetKeyDown(Keys.E, DebugKeyboard) == true) { DebugInflictStatus(new ElectrifiedStatus(turnCount), entityType); } //Inflict Fast, Frozen, FPRegen, or Fright else if (Input.GetKeyDown(Keys.F, DebugKeyboard) == true) { //Inflict Frozen if (Input.GetKey(Keys.R, DebugKeyboard) == true) { status = new FrozenStatus(turnCount); } //Inflict FPRegen else if (Input.GetKey(Keys.P, DebugKeyboard) == true) { status = new FPRegenStatus(2, turnCount); } else if (Input.GetKey(Keys.I, DebugKeyboard) == true) { status = new FrightStatus(); } else { status = new FastStatus(turnCount); } DebugInflictStatus(status, entityType); } //Inflict Dizzy or Dodgy else if (Input.GetKeyDown(Keys.D, DebugKeyboard) == true) { //Inflict Dodgy if (Input.GetKey(Keys.O, DebugKeyboard) == true) { status = new DodgyStatus(turnCount); } else { status = new DizzyStatus(turnCount); } DebugInflictStatus(status, entityType); } //Inflict Sleep, Stone, Slow, or Stop else if (Input.GetKeyDown(Keys.S, DebugKeyboard) == true) { //Inflict Stone if (Input.GetKey(Keys.T, DebugKeyboard) == true) { status = new StoneStatus(turnCount); } //Inflict Slow else if (Input.GetKey(Keys.L, DebugKeyboard) == true) { status = new SlowStatus(turnCount); } //Inflict Stop else if (Input.GetKey(Keys.P, DebugKeyboard) == true) { status = new StopStatus(turnCount); } else { status = new SleepStatus(turnCount); } DebugInflictStatus(status, entityType); } //Inflict Confused or Charged else if (Input.GetKeyDown(Keys.C, DebugKeyboard) == true) { //Inflict Charged if (Input.GetKey(Keys.H, DebugKeyboard) == true) { status = new ChargedStatus(1); } else { status = new ConfusedStatus(turnCount); } DebugInflictStatus(status, entityType); } //Inflict Burn or Blown else if (Input.GetKeyDown(Keys.B, DebugKeyboard) == true) { if (Input.GetKey(Keys.L, DebugKeyboard) == true) { status = new BlownStatus(); } else { status = new BurnStatus(turnCount); } DebugInflictStatus(status, entityType); } //Inflict Tiny else if (Input.GetKeyDown(Keys.T, DebugKeyboard) == true) { status = new TinyStatus(turnCount); DebugInflictStatus(status, entityType); } //Inflict Huge or HPRegen else if (Input.GetKeyDown(Keys.H, DebugKeyboard) == true) { //Inflict HPRegen if (Input.GetKey(Keys.P, DebugKeyboard) == true) { status = new HPRegenStatus(2, turnCount); } //Inflict Hold Fast else if (Input.GetKey(Keys.O, DebugKeyboard) == true) { status = new HoldFastStatus(turnCount); } else { status = new HugeStatus(turnCount); } DebugInflictStatus(status, entityType); } //Inflict Allergic else if (Input.GetKeyDown(Keys.A, DebugKeyboard) == true) { status = new AllergicStatus(turnCount); DebugInflictStatus(status, entityType); } }
public override void Refresh(StatusEffect newStatus) { base.Refresh(newStatus); ShowAfflictedMessage(); }