private static Creature CreateSkeletonWarrior(Vector2 worldIndex, World world) { return(new Creature("Skeleton Warrior", worldIndex, MovementType.Walking, new Stat(10), new Stat(5), new RandomTurnStrategy(1), new WalkingCreatureDrawStrategy(ContentHelper.Content.Load <Texture2D>("SkeletonWarrior")), new StandardDeathStrategy(), new StandardAttackStrategy(), world, RemainsFactory.CreateBones(worldIndex, world))); }
private static Creature CreateGiantBat(Vector2 worldIndex, World world) { return(new Creature("Giant Bat", worldIndex, MovementType.Flying, new Stat(5), new Stat(5), new RandomTurnStrategy(1), new WalkingCreatureDrawStrategy(ContentHelper.Content.Load <Texture2D>("GiantBat")), new StandardDeathStrategy(), new StandardAttackStrategy(), world, RemainsFactory.CreateBatWing(worldIndex, world))); }
private static Creature CreateManEatingPlant(Vector2 worldIndex, World world) { return(new Creature("Man Eating Plant", worldIndex, MovementType.Walking, new Stat(40), new Stat(0), new StationaryTurnStrategy(), new WalkingCreatureDrawStrategy(ContentHelper.Content.Load <Texture2D>(@"creatures\manEatingPlant")), new StandardDeathStrategy(), new StandardAttackStrategy(), world, RemainsFactory.CreateGreenGoo(worldIndex, world))); }
private static Creature CreateGolem(Vector2 worldIndex, World world) { return(new Creature("Golem", worldIndex, MovementType.Walking, new Stat(30), new Stat(50), new RandomTurnStrategy(3), new WalkingCreatureDrawStrategy(ContentHelper.Content.Load <Texture2D>(@"creatures\golem")), new StandardDeathStrategy(), new StandardAttackStrategy(), world, RemainsFactory.CreateDust(worldIndex, world))); }
private static Creature CreateFireSpirit(Vector2 worldIndex, World world) { // should be immune to fire damage and randomly shoot fireballs return(new Creature("Fire Spirit", worldIndex, MovementType.Flying, new Stat(10), new Stat(50), new WanderingSpellCasterTurnStrategy(1, world), new WalkingCreatureDrawStrategy(ContentHelper.Content.Load <Texture2D>(@"Creatures\FireSprite")), new StandardDeathStrategy(), new StandardAttackStrategy(), world, RemainsFactory.CreateBlood(worldIndex, world))); }
public PlayerCharacter(Vector2 worldIndex, World world) { _tileImage = ContentHelper.Content.Load <Texture2D>("HumanWarrior"); WorldIndex = worldIndex; _world = world; Weapon = WeaponFactory.CreateSword(new Vector2(0, 0), world); Name = "Player"; Health = new Stat(25); Mana = new Stat(20); MovementType = MovementType.Walking; Inventory = new List <IItem>(); Spells = new List <ISpell>(); TemporaryEffects = new List <ITemporaryEffect>(); ViewDistance = new Stat(20); Inventory.Add((IItem)Weapon); Remains = RemainsFactory.CreateBones(new Vector2(0, 0), world); Spells.Add(SpellFactory.CreateHealSelfSpell(world)); Spells.Add(SpellFactory.CreateFireballSpell(world)); Spells.Add(SpellFactory.CreateInfernoSpell(world)); Spells.Add(SpellFactory.CreateFlameSpell(world)); Spells.Add(SpellFactory.CreateFirewallSpell(world)); Spells.Add(SpellFactory.CreateTeleportSpell(world)); }