Inventory inventory; //character inventory - incudes all character items #endregion Fields #region Constructors public Character(StatSheet stats, Profession profession, Vector2 startPosition, bool ally = false) { this.stats = stats; this.profession = profession; this.position = startPosition; this.ally = ally; this.selected = false; this.state = charState.still; this.characterSpriteOffsetX = (int)Profession.getOffset(profession).X; int characterSpriteOffsetY = (int)Profession.getOffset(profession).Y; this.pixelPosition = this.getPixelPositionByTilePosition(startPosition); }
//create charNumber enemies for testing (AI team) public static List<Character> createTestEnemies(int charNumber, Map map) { List<Character> enemies = new List<Character>(); Random rand = new Random(); Character currentChar; StatSheet currentCharStatSheet; Profession currentCharProf; Vector2 currentCharPos; for (int i = 0; i < charNumber; i++) { int currentCharPosX = rand.Next(16, 20); int currentCharPosY = rand.Next(16, 20); while (map.tiles[currentCharPosX, currentCharPosY].isOccupied == true) { currentCharPosX = rand.Next(16, 20); currentCharPosY = rand.Next(16, 20); } currentCharPos = new Vector2(currentCharPosX, currentCharPosY); currentCharStatSheet = new StatSheet(rand.Next(24, 40), rand.Next(3, 4), rand.Next(50, 70), Ability.createTestCharacterAbiities()); currentCharProf = new Profession("test"); currentChar = new Character(currentCharStatSheet, currentCharProf, currentCharPos); enemies.Add(currentChar); assignCharacterToTile(currentChar, map); } return enemies; }