private void cbClass_SelectedIndexChanged(object sender, EventArgs e) { switch (cbClass.SelectedItem) { case "Warrior": playerClass = Player.Class.Warrior; tbMaxHealth.Text = "100"; tbMaxMana.Text = "20"; tbStrength.Text = "10"; tbIntelligence.Text = "3"; tbDexterity.Text = "6"; break; case "Sorcerer": playerClass = Player.Class.Sorcerer; tbMaxHealth.Text = "70"; tbMaxMana.Text = "50"; tbStrength.Text = "3"; tbIntelligence.Text = "10"; tbDexterity.Text = "6"; break; case "Ranger": playerClass = Player.Class.Ranger; tbMaxHealth.Text = "85"; tbMaxMana.Text = "35"; tbStrength.Text = "5"; tbIntelligence.Text = "5"; tbDexterity.Text = "10"; break; } }
public static bool MatchesCardClass(Player.Class player_class, Card.Class card_class) { if (player_class == Class.none || card_class == Card.Class.neutral) { return(true); } return((int)player_class == (int)card_class); }
public GameSession(string playerName, Player.Class playerClass) { CurrentPlayer = new Player(1, playerName, playerClass); /*CurrentPlayer.PlayerItems.Add(World.FindItemByID(1), 3); * CurrentPlayer.PlayerItems.Add(World.FindItemByID(2), 6); * CurrentPlayer.PlayerItems.Add(World.FindItemByID(9), 10); * CurrentPlayer.PlayerItems.Add(World.FindItemByID(11), 3); * CurrentPlayer.PlayerItems.Add(World.FindItemByID(4), 3); * CurrentPlayer.PlayerItems.Add(World.FindItemByID(5), 5); * CurrentPlayer.PlayerEquipments.Add(World.FindEquipmentByID(1)); * CurrentPlayer.PlayerEquipments.Add(World.FindEquipmentByID(5)); * CurrentPlayer.PlayerEquipments.Add(World.FindEquipmentByID(7)); * CurrentPlayer.PlayerEquipments.Add(World.FindEquipmentByID(13)); * CurrentPlayer.PlayerEquipments.Add(World.FindEquipmentByID(2)); * CurrentPlayer.PlayerEquipments.Add(World.FindEquipmentByID(9)); * CurrentPlayer.PlayerEquipments.Add(World.FindEquipmentByID(3)); * * CurrentPlayer.PlayerEquipments.Add(World.FindEquipmentByID(14)); * CurrentPlayer.PlayerEquipments.Add(World.FindEquipmentByID(15)); * CurrentPlayer.PlayerEquipments.Add(World.FindEquipmentByID(16)); * CurrentPlayer.PlayerEquipments.Add(World.FindEquipmentByID(17)); * CurrentPlayer.PlayerEquipments.Add(World.FindEquipmentByID(18)); * CurrentPlayer.PlayerEquipments.Add(World.FindEquipmentByID(19)); * CurrentPlayer.PlayerEquipments.Add(World.FindEquipmentByID(20)); * CurrentPlayer.PlayerEquipments.Add(World.FindEquipmentByID(21)); * * CurrentPlayer.PlayerEquipments.Add(World.FindEquipmentByID(22)); * CurrentPlayer.PlayerEquipments.Add(World.FindEquipmentByID(23)); * CurrentPlayer.PlayerEquipments.Add(World.FindEquipmentByID(24)); * * * * CurrentPlayer.PlayerSpells.Add(World.FindSpellByID(2)); * //CurrentPlayer.PlayerSpells.Add(World.FindSpellByID(1)); * CurrentPlayer.PlayerSpells.Add(World.FindSpellByID(3));*/ //Set the game state to the starting state GameStates = GameState.Travel; }
public HeroPower GetPrefab(Player.Class player_class) { if (player_class == Player.Class.druid) { return(druid); } if (player_class == Player.Class.hunter) { return(hunter); } if (player_class == Player.Class.mage) { return(mage); } if (player_class == Player.Class.palladin) { return(palladin); } if (player_class == Player.Class.priest) { return(priest); } if (player_class == Player.Class.rouge) { return(rouge); } if (player_class == Player.Class.shaman) { return(shaman); } if (player_class == Player.Class.warlock) { return(warlock); } if (player_class == Player.Class.warrior) { return(warrior); } return(null); }
Sprite GetArt(Player.Class deck_class) { return(class_sprites[(int)deck_class - 1]); }
public UserInterface() { #region Splash Screen introSplash = AssetManager.GetTexture("Textures/intro"); loseSplash = AssetManager.GetTexture("Textures/lose"); winSplash = AssetManager.GetTexture("Textures/win"); #endregion #region Title Screen titleScreen = AssetManager.GetTexture("Textures/title"); startButton = new Button(); startButton.texture = AssetManager.GetTexture("Buttons/startButton"); startButton.position = new Vector2(400, 300); #endregion #region Class Menu classScreen = AssetManager.GetTexture("Textures/menuBG"); soldierButton = new Button(); soldierButton.texture = AssetManager.GetTexture("Buttons/soldierButton"); soldierButton.position = new Vector2(200, 200); thiefButton = new Button(); thiefButton.texture = AssetManager.GetTexture("Buttons/thiefButton"); thiefButton.position = new Vector2(200, 250); wizardButton = new Button(); wizardButton.texture = AssetManager.GetTexture("Buttons/wizardButton"); wizardButton.position = new Vector2(200, 300); #endregion #region Upgrade Menu upgradeBG = AssetManager.GetTexture("Textures/menuBG"); healthUpgradeButton = new Button(); healthUpgradeButton.texture = AssetManager.GetTexture("Buttons/healthButton"); healthUpgradeButton.position = new Vector2(200, 200); damageUpgradeButton = new Button(); damageUpgradeButton.texture = AssetManager.GetTexture("Buttons/damageButton"); damageUpgradeButton.position = new Vector2(200, 300); speedUpgradeButton = new Button(); speedUpgradeButton.texture = AssetManager.GetTexture("Buttons/speedButton"); speedUpgradeButton.position = new Vector2(350, 200); rangeUpgradeButton = new Button(); rangeUpgradeButton.texture = AssetManager.GetTexture("Buttons/rangeButton"); rangeUpgradeButton.position = new Vector2(350, 300); #endregion #region Equipment Menu equipmentBG = AssetManager.GetTexture("Textures/menuBG"); weaponUpgradeButton = new Button(); weaponUpgradeButton.texture = AssetManager.GetTexture("Buttons/weaponButton"); weaponUpgradeButton.position = new Vector2(200, 200); helmetUpgradeButton = new Button(); helmetUpgradeButton.texture = AssetManager.GetTexture("Buttons/helmetButton"); helmetUpgradeButton.position = new Vector2(200, 250); armourUpgradeButton = new Button(); armourUpgradeButton.texture = AssetManager.GetTexture("Buttons/armourButton"); armourUpgradeButton.position = new Vector2(200, 300); greavesUpgradeButton = new Button(); greavesUpgradeButton.texture = AssetManager.GetTexture("Buttons/greavesButton"); greavesUpgradeButton.position = new Vector2(200, 350); continueButton = new Button(); continueButton.texture = AssetManager.GetTexture("Buttons/continueButton"); continueButton.position = new Vector2(400, 350); #endregion #region Pause menu pauseScreen = AssetManager.GetTexture("Textures/pause"); pauseResume = new Button(); pauseResume.texture = AssetManager.GetTexture("Buttons/resumeButton"); pauseResume.position = new Vector2(300, 200); pauseExit = new Button(); pauseExit.texture = AssetManager.GetTexture("Buttons/quitButton"); pauseExit.position = new Vector2(300, 264); #endregion font = AssetManager.GetFont("Fonts/font"); timer = 1000; playerClass = Player.Class.Soldier; }
public void Update(MouseState curr, MouseState prev) { #region Intro if (StateManager.GetCurrentGameState() == StateManager.GameState.Intro) { if (timer > 0) timer -= 10; ; if (timer <= 0) { StateManager.SetCurrentGameState(StateManager.GameState.Title); } } #endregion #region Title Screen if (StateManager.GetCurrentGameState() == StateManager.GameState.Title) { if (startButton.IsClicked(curr, prev)) { StateManager.SetCurrentGameState(StateManager.GameState.Class); timer = 1000; } } #endregion #region Class Menu if (StateManager.GetCurrentGameState() == StateManager.GameState.Class) { if (soldierButton.IsClicked(curr, prev)) { playerClass = Player.Class.Soldier; StateManager.SetCurrentGameState(StateManager.GameState.Ingame); } if (thiefButton.IsClicked(curr, prev)) { playerClass = Player.Class.Thief; StateManager.SetCurrentGameState(StateManager.GameState.Ingame); } if (wizardButton.IsClicked(curr, prev)) { playerClass = Player.Class.Wizard; StateManager.SetCurrentGameState(StateManager.GameState.Ingame); } } #endregion #region In-Game if (StateManager.GetCurrentGameState() == StateManager.GameState.Ingame) { if (CharacterManager.GetLivingCharacters().Count == 0) { StateManager.SetCurrentGameState(StateManager.GameState.Upgrade); } } #endregion #region Upgrade Menu if (StateManager.GetCurrentGameState() == StateManager.GameState.Upgrade) { if (healthUpgradeButton.IsClicked(curr, prev)) { CharacterManager.GetPlayer(0).UpgradeHealth(); StateManager.SetCurrentGameState(StateManager.GameState.Equipment); } if (damageUpgradeButton.IsClicked(curr, prev)) { CharacterManager.GetPlayer(0).UpgradeDamage(); StateManager.SetCurrentGameState(StateManager.GameState.Equipment); } if (speedUpgradeButton.IsClicked(curr, prev)) { CharacterManager.GetPlayer(0).UpgradeSpeed(); StateManager.SetCurrentGameState(StateManager.GameState.Equipment); } if (rangeUpgradeButton.IsClicked(curr, prev)) { CharacterManager.GetPlayer(0).UpgradeRange(); StateManager.SetCurrentGameState(StateManager.GameState.Equipment); } } #endregion #region Equipment Menu if (StateManager.GetCurrentGameState() == StateManager.GameState.Equipment) { if (weaponUpgradeButton.IsClicked(curr, prev)) { // change weapon StateManager.SetCurrentGameState(StateManager.GameState.Ingame); CharacterManager.AddEnemyWave(); } if (helmetUpgradeButton.IsClicked(curr, prev)) { // change helmet StateManager.SetCurrentGameState(StateManager.GameState.Ingame); CharacterManager.AddEnemyWave(); } if (armourUpgradeButton.IsClicked(curr, prev)) { // change armour StateManager.SetCurrentGameState(StateManager.GameState.Ingame); CharacterManager.AddEnemyWave(); } if (greavesUpgradeButton.IsClicked(curr, prev)) { // change footwear StateManager.SetCurrentGameState(StateManager.GameState.Ingame); CharacterManager.AddEnemyWave(); } if (continueButton.IsClicked(curr, prev)) { StateManager.SetCurrentGameState(StateManager.GameState.Ingame); CharacterManager.AddEnemyWave(); } } #endregion #region Pause Menu if (StateManager.GetCurrentGameState() == StateManager.GameState.Pause) { if(pauseResume.IsClicked(curr, prev)) StateManager.SetCurrentGameState(StateManager.GameState.Ingame); if(pauseExit.IsClicked(curr, prev)) StateManager.SetCurrentGameState(StateManager.GameState.Exit); } #endregion #region Lose Screen if (StateManager.GetCurrentGameState() == StateManager.GameState.Lose) { if (timer > 0 && timer < 1001) { timer -= 10; } if (timer <= 0) StateManager.SetCurrentGameState(StateManager.GameState.Title); } #endregion }
void LoadHeroClass(Player p, Player.Class player_class) { p.LoadHeroPowerFromPrefab(hero_powers.GetPrefab(player_class)); }
private void pbThief_Click(object sender, EventArgs e) { classHasBeenSelected = true; playerClass = Player.Class.Thief; lblSelectedClass.Text = "You class will be " + Player.Class.Thief.ToString(); }
public void Copy(DeckFile deckfile) { cards = deckfile.cards; deck_class = deckfile.deck_class; name = deckfile.name; }
public DeckFile(string name, Decklist decklist) { cards = decklist.GetIdList().ToArray(); deck_class = decklist.deck_class; this.name = name; }
public DeckFile(string name) { cards = new int[0]; deck_class = Player.Class.druid; this.name = name; }
public void SetDeckClass(Player.Class _class) { deck_class = _class; }