Exemplo n.º 1
0
        internal Mage(Vector2f start, string name)
        {
            playerX = destX = (int)start.X;
            playerY = destY = (int)start.Y;
            type = MoveableEnum.mage;
            circleSize = PLAYER_CIRCLE_SZ;

            currentHp = maxHp = MAGE_HP;
            this.name = name;
            innerCircle = COLLISION_RADIUS;
            buffs = new Buffs(this);

            model = new SimpleModel(pyroBaseTexture, SimpleModel.CLASS_RECT, SimpleModel.CLASS_SCALE);
            boundingRect = SimpleModel.CLASS_BOUNDING_RECT;

            //ability1, fireball, repeating
            a1 = new Cooldown(FIREBALL_CD);
            fireballRepeat = true;
            bigFireballRepeat = true;

            //ability2 big fireball, everytime you use ability one,
            //you have a chance(60%), gain a stacking buff til 10, then you do a big fireball
            sb1 = new StackingBuff(this, BIGFIREBALL_STACK);

            weaponPlayer = new WeaponPlayer(pyroWepAnimations, .3f, .75f);
        }
Exemplo n.º 2
0
        internal Archer(Vector2f start, string name)
        {
            playerX = destX = (int)start.X;
            playerY = destY = (int)start.Y;
            circleSize = PLAYER_CIRCLE_SZ;

            currentHp = maxHp = ARCHER_HP;
            this.name = name;
            innerCircle = COLLISION_RADIUS;
            buffs = new Buffs(this);

            model = new SimpleModel(archBaseTexture, SimpleModel.CLASS_RECT, SimpleModel.CLASS_SCALE);
            boundingRect = SimpleModel.CLASS_BOUNDING_RECT;

            //ability1,
            a1 = new Cooldown(MELEE_CD);
            //ability 2
            a2 = new Cooldown(BIGHIT_CD);
            stack = new StackingBuff(BIGHIT_STACK_NEEDED);

            weaponPlayer = new WeaponPlayer(archWepAnimation, .3f, .75f);
        }