public Item(Vector2 position, string itemState) { lookupTable = new Dictionary <string, IItemState>(); PopulateLookup(); Position = position; Velocity = Vector2.Zero; MaxVelocity = new Vector2(GameValues.ItemInitialMaxXVelocity, GameValues.PhysicsMaxYVelocity); Acceleration = Vector2.Zero; itemStateTransitionMachine = new ItemStateTransitionMachine(); Spawning = false; FinishedSpawning = false; FinishedYoshiSpawning = false; if (lookupTable.ContainsKey(itemState)) { ItemState = lookupTable[itemState]; } else { ItemState = new NoItem(); } ItemState.Initialize(); PreviousItemState = ItemState; CollisionRectangle = GameValues.EmptyCollisionRectangle; Velocity = new Vector2(MaxVelocity.X, 0); }
public Player() { QAbility = new DoNothing(); WAbility = new DoNothing(); EAbility = new DoNothing(); RAbility = new DoNothing(); Item1 = new NoItem(); Item2 = new NoItem(); Item3 = new NoItem(); Item4 = new NoItem(); //maybe comment these out eventually and put them somewhere else/better? idk, seems cluttered here tho. Attack = 2; AttackChance = 50; Awareness = 15; Color = Colors.Player; Defense = 2; DefenseChance = 40; Gold = 0; Health = 100; MaxHealth = 100; Name = "Rogue"; Speed = 10; Symbol = '@'; }
public Item(Vector2 position, string itemState) { lookupTable = new Dictionary<string, IItemState>(); PopulateLookup(); Position = position; Velocity = Vector2.Zero; MaxVelocity = new Vector2(GameValues.ItemInitialMaxXVelocity, GameValues.PhysicsMaxYVelocity); Acceleration = Vector2.Zero; itemStateTransitionMachine = new ItemStateTransitionMachine(); Spawning = false; FinishedSpawning = false; FinishedYoshiSpawning = false; if (lookupTable.ContainsKey(itemState)) { ItemState = lookupTable[itemState]; } else { ItemState = new NoItem(); } ItemState.Initialize(); PreviousItemState = ItemState; CollisionRectangle = GameValues.EmptyCollisionRectangle; Velocity = new Vector2(MaxVelocity.X, 0); }
public Player() { QAbility = new DoNothing(); WAbility = new DoNothing(); EAbility = new DoNothing(); RAbility = new DoNothing(); Item1 = new NoItem(); Item2 = new NoItem(); Item3 = new NoItem(); Item4 = new NoItem(); }
void Start() { RightHand = new NoItem(); LeftHand = new NoItem(); }
private static void initInfo() { TileItemType type; items = new TileItem[999]; //NONE type = TileItemType.NONE; items[(int)type] = new NoItem(); items[(int)type].Fonction = TileItemFonction.NONE; //OBSTACLE type = TileItemType.OBSTACLE; items[(int)type] = new ObstacleItem(); items[(int)type].Fonction = TileItemFonction.OBSTACLE; //RESSOURCE type = TileItemType.RESOURCE_COMMON_BODY; items[(int)type] = new ResourceBodyItem(200); items[(int)type].Fonction = TileItemFonction.RESOURCE; //RESSOURCE type = TileItemType.RESOURCE_COMMON_SOUL; items[(int)type] = new ResourceSoulItem(200); items[(int)type].Fonction = TileItemFonction.RESOURCE; //RESSOURCE type = TileItemType.RESOURCE_RARE_BODY; items[(int)type] = new ResourceBodyRareItem(50); items[(int)type].Fonction = TileItemFonction.RARE_RESOURCE; //RESSOURCE type = TileItemType.RESOURCE_RARE_SOUL; items[(int)type] = new ResourceSoulRareItem(50); items[(int)type].Fonction = TileItemFonction.RARE_RESOURCE; //BUILD type = TileItemType.BUILD_AREA_BODY; items[(int)type] = new BuildAreaBodyItem(); items[(int)type].Fonction = TileItemFonction.BUILD_AREA; items[(int)type].MaintenanceCellCostRate = 1; items[(int)type].CostCells = 30; items[(int)type].SynergyMode = TileItemSynergyMode.ADJACENT; //HARVEST type = TileItemType.HARVESTOR_BODY; items[(int)type] = new HarvestorBodyItem(); items[(int)type].Fonction = TileItemFonction.HARVEST; items[(int)type].CostCells = 50; //GENERATOR type = TileItemType.GENERATOR_BODY; items[(int)type] = new GeneratorBodyItem(); items[(int)type].Fonction = TileItemFonction.GENERATE; items[(int)type].CostCells = 65; items[(int)type].CostNutrients = 30; items[(int)type].SynergyMode = TileItemSynergyMode.DIAGONAL; //RADIANCE type = TileItemType.RADIANCE_AREA_BODY; items[(int)type] = new RadianceAreaBodyItem(); items[(int)type].Fonction = TileItemFonction.RADIANCE_AREA; items[(int)type].MaintenanceCellCostRate = 2; items[(int)type].CostCells = 60; items[(int)type].CostNutrients = 25; //BUILD type = TileItemType.BUILD_AREA_SOUL; items[(int)type] = new BuildAreaSoulItem(); items[(int)type].Fonction = TileItemFonction.BUILD_AREA; items[(int)type].MaintenanceThoughtCostRate = 5; items[(int)type].CostThoughts = 30; items[(int)type].CostIdeas = 15; //GENERATOR type = TileItemType.GENERATOR_SOUL; items[(int)type] = new GeneratorSoulItem(); items[(int)type].Fonction = TileItemFonction.GENERATE; items[(int)type].CostThoughts = 150; items[(int)type].SynergyMode = TileItemSynergyMode.HORIZONTAL; //HARVEST type = TileItemType.HARVESTOR_SOUL; items[(int)type] = new HarvestorSoulItem(); items[(int)type].Fonction = TileItemFonction.HARVEST; items[(int)type].CostThoughts = 30; items[(int)type].CostIdeas = 10; //RADIANCE type = TileItemType.RADIANCE_AREA_SOUL; items[(int)type] = new RadianceAreaSoulItem(); items[(int)type].Fonction = TileItemFonction.RADIANCE_AREA; items[(int)type].MaintenanceThoughtCostRate = 3; items[(int)type].MaintenanceIdeaCostRate = 1; items[(int)type].CostThoughts = 25; items[(int)type].CostIdeas = 5; items[(int)type].SynergyMode = TileItemSynergyMode.VERTICAL; //VIRUS type = TileItemType.VIRUS; items[(int)type] = new VirusItem(); items[(int)type].Fonction = TileItemFonction.HOSTILE; //NIGHTMARE type = TileItemType.NIGHTMARE; items[(int)type] = new NightmareItem(); items[(int)type].Fonction = TileItemFonction.HOSTILE; //ORGAN type = TileItemType.ORGAN; items[(int)type] = new OrganItem(); items[(int)type].Fonction = TileItemFonction.POI; //CORRUPTED ORGAN type = TileItemType.CORRUPTED_ORGAN; items[(int)type] = new CorruptedOrganItem(); items[(int)type].Fonction = TileItemFonction.POI; //FEELING type = TileItemType.FEELING; items[(int)type] = new FeelingItem(); items[(int)type].Fonction = TileItemFonction.POI; //CORRUPTED FEELING type = TileItemType.CORRUPTED_FEELING; items[(int)type] = new CorruptedFeelingItem(); items[(int)type].Fonction = TileItemFonction.POI; }