Exemplo n.º 1
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 public Player(AnimManager manager, Vector2 position, float _collideRadius)
     : base(manager, position, _collideRadius)
 {
     health = 300;
     RebuildRuneInventory();
     spawnLocation = new Vector2(position.X, position.Y);
 }
Exemplo n.º 2
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 public Praetorian(AnimManager manager, Vector2 position)
     : base(manager, position, 26f)
 {
     health = 450;
     speed = 0.7f;
     soulPower = 10;
 }
Exemplo n.º 3
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 public Cherub(AnimManager manager, Vector2 position)
     : base(manager, position, 26f)
 {
     health = 50;
     speed = 3.1f;
     damageDealt = 60;
 }
Exemplo n.º 4
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 public SoulAnchorRune(AnimManager manager, Vector2 position, float _collideRadius, int _rechargeTime, int _powerLevel)
     : base(AssetManager.Rune_Texture_Anchor, position, _collideRadius, _rechargeTime, _powerLevel)
 {
 }
Exemplo n.º 5
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 public VortexRune(AnimManager manager, Vector2 position, int powerLevel)
     : base(AssetManager.Rune_Texture_Vortex, position, 100f, 0, powerLevel)
 {
 }
Exemplo n.º 6
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 public SoulLinkRune(AnimManager manager, Vector2 position, int powerLevel)
     : base(AssetManager.Rune_Texture_Link, position, 64f, 60, powerLevel)
 {
 }
Exemplo n.º 7
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 public Living(AnimManager manager, Vector2 position, float _collideRadius)
     : base(manager, position, _collideRadius)
 {
 }
Exemplo n.º 8
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 public MarkRune(Player p, AnimManager manager, Vector2 position, float collideRadius, int rechargeTime, int powerLevel)
     : base(AssetManager.Rune_Texture_Mark, position, collideRadius, rechargeTime, powerLevel)
 {
 }
Exemplo n.º 9
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 public AICharacter(AnimManager manager, Vector2 position, float _collideRadius)
     : base(manager, position, _collideRadius)
 {
 }
Exemplo n.º 10
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 public BloodRune(AnimManager manager, Vector2 position, int powerLevel)
     : base(AssetManager.Rune_Texture_Blood, position, 32f, 30, powerLevel)
 {
 }
Exemplo n.º 11
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 public Entity(AnimManager manager, Vector2 _position, float _collideRadius)
 {
     this.animManager = manager;
     this.position = _position;
     this.collideRadius = _collideRadius;
 }
Exemplo n.º 12
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 public Divider(AnimManager manager, Vector2 position)
     : base(manager, position, 26f)
 {
     health = 300;
 }
Exemplo n.º 13
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 public FreezeRune(AnimManager manager, Vector2 position, int powerLevel)
     : base(AssetManager.Rune_Texture_Freeze, position, 32f, 30, powerLevel)
 {
 }
Exemplo n.º 14
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 public Soul(int worth, AnimManager manager, Vector2 position, float _collideRadius)
     : base(manager, position, _collideRadius)
 {
     this.soulValue = worth;
 }
Exemplo n.º 15
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 public SwarmRune(AnimManager manager, Vector2 position, int powerLevel)
     : base(AssetManager.Rune_Texture_Swarm, position, 64f, 35, powerLevel)
 {
 }
Exemplo n.º 16
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 public SummonVictimsRune(AnimManager manager, Vector2 position, int powerLevel)
     : base(AssetManager.Rune_Texture_Summon_Victims, position, 64f, 45, powerLevel)
 {
 }
Exemplo n.º 17
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 public RendRune(Player p, AnimManager animManager, Vector2 position)
     : base(AssetManager.Rune_Texture_Rend, position, 32f, 0, p.getSoulValue())
 {
 }
Exemplo n.º 18
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 public Crawler(AnimManager manager, Vector2 position)
     : base(manager, position, 26f)
 {
     health = 280;
 }
Exemplo n.º 19
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 public TeleportRune(Player boss, AnimManager manager, Vector2 position)
     : base(AssetManager.Rune_Texture_Teleport, position, 32f, 0,0)
 {
     this.boss = boss;
 }