public Demon(Vector2 Position, int Level = 1) : base(Position, Level) { // Graphique Sprite = PackTexture.Demon; Tiles = new Vector2( 385 / 5, 840 / 11); ProjectileSprite = PackTexture.projectiles[2]; // Statistiques Vie = VieMax = 200; Vitesse = 0.10f; Vitesse_Attaque = 1f; Portee = 10f; // 2 = Corps à corps Dommages = 10; Puissance = 2; Defense = 5; IsRanged = true; XPUnite = 200; Inventory = new List<Item> { new PotionDeMana(this, Vector2.Zero) }; // Sons effetUniteAttaque = new EffetSonore(PackSon.DemonAttack); effetUniteDeath = new EffetSonore(PackSon.DemonDeath); statsLevelUpdate(); }
public Invisibilite(Unite u, bool useMana = true) : base(u) { idSort = 3; Cooldown = 5; Ticks = 300; if (useMana) { CoutMana = 30; } else { CoutMana = 0; } Tiles = new Vector2(320 / 5, 320 / 5); NeedUnPoint = false; SpriteBouton = PackTexture.boutons[2]; SpriteEffect = PackTexture.sorts[0]; sonSort = new EffetSonore(PackSon.InvisibiliteCible); uniteFollowing = new List <Unite>(); description1 = new Text("DescriptionInvisibilite1"); description2 = new Text("DescriptionInvisibilite2"); }
public Voleur(Vector2 Position, int Level = 1) : base(Position, Level) { // Physique Scale = 0.4f; // Graphique Sprite = PackTexture.Assassin; Tiles = new Vector2(1757 / 5, 3150 / 11); Portrait = PackTexture.VoleurPortrait; packAnimation = new PackAnimation(); // Statistiques Vie = VieMax = 350; Vitesse = 0.12f; Vitesse_Attaque = 0.4f; Portee = 1f; // 1 = Corps à corps Dommages = 75; Puissance = 10; Defense = 3; DefenseMagique = 3; XPUnite = 200; spells = new List <Spell> { new Explosion(this), new Soin(this), new Invisibilite(this), new FurieSanguinaire(this), new Polymorphe(this), new Tempete(this) }; Inventory = new List <Item> { new PotionDeVie(this, Vector2.Zero) }; // Sons effetUniteAttaque = new EffetSonore(PackSon.Epee); effetUniteDeath = new EffetSonore(PackSon.CavalierDeath); statsLevelUpdate(); }
public Guerrier(Vector2 Position, int Level = 1) : base(Position, Level) { // Graphique Sprite = PackTexture.Guerrier; Tiles = new Vector2(530 / 5, 930 / 11); // Statistiques Vie = VieMax = 400; Vitesse = 0.10f; Vitesse_Attaque = 0.5f; Portee = 1f; // 1 = Corps à corps Dommages = 50; Puissance = 10; Defense = 5; DefenseMagique = 3; XPUnite = 200; spells = new List<Spell> { new Explosion(this), new Soin(this), new Invisibilite(this), new FurieSanguinaire(this), new Polymorphe(this), new Tempete(this) }; // Sons effetUniteAttaque = new EffetSonore(PackSon.Epee); effetUniteDeath = new EffetSonore(PackSon.GruntDeath); statsLevelUpdate(); }
public Ogre(Vector2 Position, int Level = 1) : base(Position, Level) { // Graphique Sprite = PackTexture.Ogre; Tiles = new Vector2(370 / 5, 800 / 11); ProjectileSprite = PackTexture.projectiles[2]; // Statistiques Vie = VieMax = 200; Vitesse = 0.10f; Vitesse_Attaque = 1f; Portee = 10f; // 2 = Corps à corps Dommages = 20; Puissance = 2; Defense = 5; IsRanged = true; XPUnite = 200; Inventory = new List <Item> { new PotionDeMana(this, Vector2.Zero) }; // Sons effetUniteAttaque = new EffetSonore(PackSon.DemonAttack); effetUniteDeath = new EffetSonore(PackSon.OgreDeath); statsLevelUpdate(); }
public Soin(Unite u, bool useMana = true) : base(u) { idSort = 6; Cooldown = 1; Ticks = 1; if (useMana) { CoutMana = 15; } else { CoutMana = 0; } Animation = PackAnimation.Soin(); AnimationReset = PackAnimation.Soin(); Tiles = new Vector2(180 / 5, 35); NeedUnPoint = false; SpriteBouton = PackTexture.boutons[1]; SpriteEffect = PackTexture.sorts[1]; sonSort = new EffetSonore(PackSon.Soin); description1 = new Text("DescriptionSoin1"); description2 = new Text("DescriptionSoin2"); }
public Voleur(Vector2 Position, int Level = 1) : base(Position, Level) { // Physique Scale = 0.4f; // Graphique Sprite = PackTexture.Assassin; Tiles = new Vector2(1757 / 5, 3150 / 11); Portrait = PackTexture.VoleurPortrait; packAnimation = new PackAnimation(); // Statistiques Vie = VieMax = 350; Vitesse = 0.12f; Vitesse_Attaque = 0.4f; Portee = 1f; // 1 = Corps à corps Dommages = 75; Puissance = 10; Defense = 3; DefenseMagique = 3; XPUnite = 200; spells = new List<Spell> { new Explosion(this), new Soin(this), new Invisibilite(this), new FurieSanguinaire(this), new Polymorphe(this), new Tempete(this) }; Inventory = new List<Item> { new PotionDeVie(this, Vector2.Zero) }; // Sons effetUniteAttaque = new EffetSonore(PackSon.Epee); effetUniteDeath = new EffetSonore(PackSon.CavalierDeath); statsLevelUpdate(); }
public Guerrier(Vector2 Position, int Level = 1) : base(Position, Level) { // Graphique Sprite = PackTexture.Guerrier; Tiles = new Vector2(530 / 5, 930 / 11); // Statistiques Vie = VieMax = 400; Vitesse = 0.10f; Vitesse_Attaque = 0.5f; Portee = 1f; // 1 = Corps à corps Dommages = 50; Puissance = 10; Defense = 5; DefenseMagique = 3; XPUnite = 200; spells = new List <Spell> { new Explosion(this), new Soin(this), new Invisibilite(this), new FurieSanguinaire(this), new Polymorphe(this), new Tempete(this) }; // Sons effetUniteAttaque = new EffetSonore(PackSon.Epee); effetUniteDeath = new EffetSonore(PackSon.GruntDeath); statsLevelUpdate(); }
public Chasseur(Vector2 Position, int Level = 1) : base(Position, Level) { // Graphique Sprite = PackTexture.Chasseur; Tiles = new Vector2( 1757 / 5, 3131 / 11); Portrait = PackTexture.ChasseurPortrait; packAnimation = new PackAnimation(); ProjectileSprite = PackTexture.projectiles[0]; Scale = 0.3f; // Statistiques Vie = VieMax = 350; Vitesse = 0.10f; Vitesse_Attaque = 0.6f; Portee = 15f; // 2 = Corps à corps Dommages = 80; Puissance = 10; Defense = 2; IsRanged = true; XPUnite = 200; spells = new List<Spell> { new Explosion(this), new Soin(this), new Invisibilite(this), new FurieSanguinaire(this), new Polymorphe(this), new Tempete(this) }; Inventory = new List<Item> { new PotionDeVie(this, Vector2.Zero) }; // Sons effetUniteAttaque = new EffetSonore(PackSon.ArcherAttack); effetUniteDeath = new EffetSonore(PackSon.GruntDeath); statsLevelUpdate(); }
public Archer(Vector2 Position, int Level = 1) : base(Position, Level) { // Graphique Sprite = PackTexture.Archer; Tiles = new Vector2( 295 / 5, 660 / 9); Portrait = PackTexture.ArcherPortrait; packAnimation = new AnimationArcher(); ProjectileSprite = PackTexture.projectiles[0]; // Statistiques Vie = VieMax = 200; Vitesse = 0.10f; Vitesse_Attaque = 1f; Portee = 15f; // 2 = Corps à corps Dommages = 10; Puissance = 1; Defense = 5; IsRanged = true; XPUnite = 200; Inventory = new List<Item> { new PotionDeVie(this, Vector2.Zero) }; // Sons effetUniteAttaque = new EffetSonore(PackSon.ArcherAttack); effetUniteDeath = new EffetSonore(PackSon.GruntDeath); statsLevelUpdate(); }
public Chasseur(Vector2 Position, int Level = 1) : base(Position, Level) { // Graphique Sprite = PackTexture.Chasseur; Tiles = new Vector2(1757 / 5, 3131 / 11); Portrait = PackTexture.ChasseurPortrait; packAnimation = new PackAnimation(); ProjectileSprite = PackTexture.projectiles[0]; Scale = 0.3f; // Statistiques Vie = VieMax = 350; Vitesse = 0.10f; Vitesse_Attaque = 0.6f; Portee = 15f; // 2 = Corps à corps Dommages = 80; Puissance = 10; Defense = 2; IsRanged = true; XPUnite = 200; spells = new List <Spell> { new Explosion(this), new Soin(this), new Invisibilite(this), new FurieSanguinaire(this), new Polymorphe(this), new Tempete(this) }; Inventory = new List <Item> { new PotionDeVie(this, Vector2.Zero) }; // Sons effetUniteAttaque = new EffetSonore(PackSon.ArcherAttack); effetUniteDeath = new EffetSonore(PackSon.GruntDeath); statsLevelUpdate(); }
public Odin(Vector2 Position, int Level = 1) : base(Position, Level) { // Physique largeurPhysique = 5; CreateBody(largeurPhysique, Position); // Graphique Sprite = PackTexture.Odin; Tiles = new Vector2(160, 160); Portrait = PackTexture.CavalierPortrait; packAnimation = new AnimationOdin(); // Statistiques Vie = VieMax = 3500; Vitesse = 0.20f; Vitesse_Attaque = 1f; Portee = 1f; // 1 = Corps à corps Dommages = 75; Puissance = 100; Defense = 12; XPUnite = 200; Inventory = new List <Item> { new PotionDeVie(this, Vector2.Zero) }; spells = new List <Spell> { new NovaDeFeu(this), new Bump(this) }; // Sons effetUniteAttaque = new EffetSonore(PackSon.Epee); effetUniteDeath = new EffetSonore(PackSon.CavalierDeath); statsLevelUpdate(); }
public Cavalier(Vector2 Position, int Level = 1) : base(Position, Level) { // Graphique Sprite = PackTexture.Cavalier; Tiles = new Vector2(370 / 5, 835 / 11); Portrait = PackTexture.CavalierPortrait; // Statistiques Vie = VieMax = 300; Vitesse = 0.15f; Vitesse_Attaque = 1f; Portee = 1f; // 1 = Corps à corps Dommages = 10; Puissance = 1; Defense = 10; XPUnite = 200; Inventory = new List <Item> { new PotionDeVie(this, Vector2.Zero) }; // Sons effetUniteAttaque = new EffetSonore(PackSon.Epee); effetUniteDeath = new EffetSonore(PackSon.CavalierDeath); statsLevelUpdate(); }
public static void Initialize(ContentManager content) { // Sons d'attaque Epee = content.Load <SoundEffect>("Sons/sword3"); // Attaque cavalier GruntAttack = content.Load <SoundEffect>("Sons/GruntAttack"); ArcherAttack = content.Load <SoundEffect>("Sons/ArcherAttack"); TrollAttack = content.Load <SoundEffect>("Sons/AxeMissileLaunch1"); DemonAttack = content.Load <SoundEffect>("Sons/DemonMissileLaunch1"); // Sons de mort GruntDeath = content.Load <SoundEffect>("Sons/Gruntquimeurt"); CavalierDeath = content.Load <SoundEffect>("Sons/Cavalierquimeurt"); DemonDeath = content.Load <SoundEffect>("Sons/DemonDeath1"); OgreDeath = content.Load <SoundEffect>("Sons/OgreDeath1"); SheepDeath = content.Load <SoundEffect>("Sons/SheepDeath"); // Sons des sorts. Soin = content.Load <SoundEffect>("Sons/soin"); Explosion = content.Load <SoundEffect>("Sons/explosion"); InvisibiliteCible = content.Load <SoundEffect>("Sons/InvisibilityTarget"); FurieSanguinaireCible = content.Load <SoundEffect>("Sons/BloodlustTarget"); PolymorphCible = content.Load <SoundEffect>("Sons/PolymorphTarget"); // Autres LevelUp = content.Load <SoundEffect>("Sons/LevelUp"); EffetSonore.InitEffects(); }
public Archer(Vector2 Position, int Level = 1) : base(Position, Level) { // Graphique Sprite = PackTexture.Archer; Tiles = new Vector2(295 / 5, 660 / 9); Portrait = PackTexture.ArcherPortrait; packAnimation = new AnimationArcher(); ProjectileSprite = PackTexture.projectiles[0]; // Statistiques Vie = VieMax = 200; Vitesse = 0.10f; Vitesse_Attaque = 1f; Portee = 15f; // 2 = Corps à corps Dommages = 10; Puissance = 1; Defense = 5; IsRanged = true; XPUnite = 200; Inventory = new List <Item> { new PotionDeVie(this, Vector2.Zero) }; // Sons effetUniteAttaque = new EffetSonore(PackSon.ArcherAttack); effetUniteDeath = new EffetSonore(PackSon.GruntDeath); statsLevelUpdate(); }
public Grunt(Vector2 Position, int Level = 1) : base(Position, Level) { // Graphique Sprite = PackTexture.Grunt; Tiles = new Vector2(380 / 5, 620 / 11); Portrait = PackTexture.GruntPortrait; // Statistiques Vie = VieMax = 200; Vitesse = 0.10f; Vitesse_Attaque = 1f; Portee = 1f; // 2 = Corps à corps Dommages = 20; Puissance = 5; Defense = 5; XPUnite = 200; Inventory = new List <Item> { new PotionDeVie(this, Vector2.Zero) }; // Sons effetUniteAttaque = new EffetSonore(PackSon.GruntAttack); effetUniteDeath = new EffetSonore(PackSon.GruntDeath); statsLevelUpdate(); }
public Odin(Vector2 Position, int Level = 1) : base(Position, Level) { // Physique largeurPhysique = 5; CreateBody(largeurPhysique, Position); // Graphique Sprite = PackTexture.Odin; Tiles = new Vector2(160, 160); Portrait = PackTexture.CavalierPortrait; packAnimation = new AnimationOdin(); // Statistiques Vie = VieMax = 3500; Vitesse = 0.20f; Vitesse_Attaque = 1f; Portee = 1f; // 1 = Corps à corps Dommages = 75; Puissance = 100; Defense = 12; XPUnite = 200; Inventory = new List<Item> { new PotionDeVie(this, Vector2.Zero) }; spells = new List<Spell> { new NovaDeFeu(this), new Bump(this)} ; // Sons effetUniteAttaque = new EffetSonore(PackSon.Epee); effetUniteDeath = new EffetSonore(PackSon.CavalierDeath); statsLevelUpdate(); }
public Spell(Unite u, bool useMana = true) { unite = u; AnimationCurrent = AnimationLimite; Cooldown = 1; Ticks = 1; CoutMana = 1; Animation = null; AnimationReset = null; Tiles = Vector2.Zero; NeedUnPoint = false; SpriteBouton = PackTexture.blank; SpriteEffect = PackTexture.blank; sonSort = null; }
protected int TickCurrent; // Tick actuel #endregion Fields #region Constructors public Spell(Unite u, bool useMana = true) { unite = u; AnimationCurrent = AnimationLimite; Cooldown = 1; Ticks = 1; CoutMana = 1; Animation = null; AnimationReset = null; Tiles = Vector2.Zero; NeedUnPoint = false; SpriteBouton = PackTexture.blank; SpriteEffect = PackTexture.blank; sonSort = null; }
public FurieSanguinaire(Unite u, bool useMana = true) : base(u) { idSort = 2; Cooldown = 5; Ticks = 300; if (useMana) CoutMana = 30; else CoutMana = 0; Tiles = new Vector2(320 / 5, 320 / 5); NeedUnPoint = false; SpriteBouton = PackTexture.boutons[5]; SpriteEffect = PackTexture.sorts[0]; sonSort = new EffetSonore(PackSon.FurieSanguinaireCible); description = new Text("DescriptionFurieSanguinaire"); }
public Polymorphe(Unite u, bool useMana = true) : base(u) { idSort = 4; Cooldown = 2; Ticks = 1; if (useMana) CoutMana = 30; else CoutMana = 0; NeedUnPoint = false; NeedAUnit = true; SpriteBouton = PackTexture.boutons[12]; SpriteEffect = PackTexture.sorts[0]; sonSort = new EffetSonore(PackSon.PolymorphCible); description = new Text("DescriptionPolymorph"); }
public Tempete(Unite u, bool useMana = true) : base(u) { idSort = 7; Cooldown = 5; Ticks = 200; CoutMana = 50; Animation = PackAnimation.Explosion(); AnimationReset = PackAnimation.Explosion(); Tiles = new Vector2(320 / 5, 320 / 5); NeedUnPoint = false; SpriteBouton = PackTexture.boutons[13]; SpriteEffect = PackTexture.sorts[0]; sonSort = new EffetSonore(PackSon.Explosion); description1 = new Text("DescriptionTempete1"); description2 = new Text("DescriptionTempete2"); }
public RegenMana(Unite u, bool useMana = true) : base(u) { idSort = 5; Cooldown = 2; Ticks = 1; if (useMana) CoutMana = 500; else CoutMana = 0; Animation = PackAnimation.Soin(); AnimationReset = PackAnimation.Soin(); Tiles = new Vector2(180 / 5, 35); NeedUnPoint = false; SpriteBouton = PackTexture.boutons[2]; SpriteEffect = PackTexture.sorts[2]; sonSort = new EffetSonore(PackSon.Soin); }
public Explosion(Unite u, bool useMana = true) : base(u) { idSort = 1; Cooldown = 2; Ticks = 1; CoutMana = 10; Animation = PackAnimation.Explosion(); AnimationReset = PackAnimation.Explosion(); Tiles = new Vector2(320 / 5, 320 / 5); NeedUnPoint = true; SpriteBouton = PackTexture.boutons[0]; SpriteEffect = PackTexture.sorts[0]; sonSort = new EffetSonore(PackSon.Explosion); description1 = new Text("DescriptionExplosion1"); description2 = new Text("DescriptionExplosion2"); description3 = new Text("DescriptionExplosion3"); }
public Invisibilite(Unite u, bool useMana = true) : base(u) { idSort = 3; Cooldown = 5; Ticks = 300; if (useMana) CoutMana = 30; else CoutMana = 0; Tiles = new Vector2(320 / 5, 320 / 5); NeedUnPoint = false; SpriteBouton = PackTexture.boutons[2]; SpriteEffect = PackTexture.sorts[0]; sonSort = new EffetSonore(PackSon.InvisibiliteCible); uniteFollowing = new List<Unite>(); description1 = new Text("DescriptionInvisibilite1"); description2 = new Text("DescriptionInvisibilite2"); }
public Polymorphe(Unite u, bool useMana = true) : base(u) { idSort = 4; Cooldown = 2; Ticks = 1; if (useMana) { CoutMana = 30; } else { CoutMana = 0; } NeedUnPoint = false; NeedAUnit = true; SpriteBouton = PackTexture.boutons[12]; SpriteEffect = PackTexture.sorts[0]; sonSort = new EffetSonore(PackSon.PolymorphCible); description = new Text("DescriptionPolymorph"); }
public FurieSanguinaire(Unite u, bool useMana = true) : base(u) { idSort = 2; Cooldown = 5; Ticks = 300; if (useMana) { CoutMana = 30; } else { CoutMana = 0; } Tiles = new Vector2(320 / 5, 320 / 5); NeedUnPoint = false; SpriteBouton = PackTexture.boutons[5]; SpriteEffect = PackTexture.sorts[0]; sonSort = new EffetSonore(PackSon.FurieSanguinaireCible); description = new Text("DescriptionFurieSanguinaire"); }
public Soin(Unite u, bool useMana = true) : base(u) { idSort = 6; Cooldown = 1; Ticks = 1; if (useMana) CoutMana = 15; else CoutMana = 0; Animation = PackAnimation.Soin(); AnimationReset = PackAnimation.Soin(); Tiles = new Vector2(180 / 5, 35); NeedUnPoint = false; SpriteBouton = PackTexture.boutons[1]; SpriteEffect = PackTexture.sorts[1]; sonSort = new EffetSonore(PackSon.Soin); description1 = new Text("DescriptionSoin1"); description2 = new Text("DescriptionSoin2"); }
public Unite(Vector2 Position, int Level = 1) : base(Position) { // Constructeur par defaut d'une unité Vie = VieMax = 1; Mana = ManaMax = 200; ManaRegen = 300; Vitesse = 0.1f; Portee = 1; // 1 = Corps à corps Dommages = 1; Puissance = 1; effetUniteAttaque = new EffetSonore(PackSon.Epee); effetUniteDeath = new EffetSonore(PackSon.GruntDeath); effetUniteLevelUp = new EffetSonore(PackSon.LevelUp); nbFrameSonJoue = 0; Vitesse_Attaque = 1.00f; Defense = 0; XPUnite = 0; this.Level = Level; // Graphique par defaut Sprite = PackTexture.blank; Tiles = Vector2.One; color = Color.White; id = Map.GetId(); idWave = -1; spells = new List <Spell> { new Soin(this) }; spellsUpdate = new List <Spell> { }; Inventory = new List <Item> { }; Stuff = new List <Item> { }; //Dialogue.Add("Sed ut perspiciatis unde omnis iste natus error sit voluptatem accusantium doloremque laudantium, totam rem aperiam, eaque ipsa quae ab illo inventore veritatis et quasi architecto beatae vitae dicta sunt explicabo."); }
public RegenMana(Unite u, bool useMana = true) : base(u) { idSort = 5; Cooldown = 2; Ticks = 1; if (useMana) { CoutMana = 500; } else { CoutMana = 0; } Animation = PackAnimation.Soin(); AnimationReset = PackAnimation.Soin(); Tiles = new Vector2(180 / 5, 35); NeedUnPoint = false; SpriteBouton = PackTexture.boutons[2]; SpriteEffect = PackTexture.sorts[2]; sonSort = new EffetSonore(PackSon.Soin); }
public Cavalier(Vector2 Position, int Level = 1) : base(Position, Level) { // Graphique Sprite = PackTexture.Cavalier; Tiles = new Vector2(370 / 5, 835 / 11); Portrait = PackTexture.CavalierPortrait; // Statistiques Vie = VieMax = 300; Vitesse = 0.15f; Vitesse_Attaque = 1f; Portee = 1f; // 1 = Corps à corps Dommages = 10; Puissance = 1; Defense = 10; XPUnite = 200; Inventory = new List<Item> { new PotionDeVie(this, Vector2.Zero) }; // Sons effetUniteAttaque = new EffetSonore(PackSon.Epee); effetUniteDeath = new EffetSonore(PackSon.CavalierDeath); statsLevelUpdate(); }
public Troll(Vector2 Position, int Level = 1) : base(Position, Level) { // Graphique Sprite = PackTexture.Troll; Tiles = new Vector2( 311 / 5, 620 / 11); ProjectileSprite = PackTexture.projectiles[1]; // Statistiques Vie = VieMax = 200; Vitesse = 0.10f; Vitesse_Attaque = 1f; Portee = 10f; // 2 = Corps à corps Dommages = 10; Puissance = 1; Defense = 5; IsRanged = true; XPUnite = 200; // Sons effetUniteAttaque = new EffetSonore(PackSon.TrollAttack); effetUniteDeath = new EffetSonore(PackSon.GruntDeath); statsLevelUpdate(); }
public Grunt(Vector2 Position, int Level = 1) : base(Position, Level) { // Graphique Sprite = PackTexture.Grunt; Tiles = new Vector2( 380 / 5, 620 / 11); Portrait = PackTexture.GruntPortrait; // Statistiques Vie = VieMax = 200; Vitesse = 0.10f; Vitesse_Attaque = 1f; Portee = 1f; // 2 = Corps à corps Dommages = 20; Puissance = 5; Defense = 5; XPUnite = 200; Inventory = new List<Item> { new PotionDeVie(this, Vector2.Zero) }; // Sons effetUniteAttaque = new EffetSonore(PackSon.GruntAttack); effetUniteDeath = new EffetSonore(PackSon.GruntDeath); statsLevelUpdate(); }
public Troll(Vector2 Position, int Level = 1) : base(Position, Level) { // Graphique Sprite = PackTexture.Troll; Tiles = new Vector2(311 / 5, 620 / 11); ProjectileSprite = PackTexture.projectiles[1]; // Statistiques Vie = VieMax = 200; Vitesse = 0.10f; Vitesse_Attaque = 1f; Portee = 10f; // 2 = Corps à corps Dommages = 10; Puissance = 1; Defense = 5; IsRanged = true; XPUnite = 200; // Sons effetUniteAttaque = new EffetSonore(PackSon.TrollAttack); effetUniteDeath = new EffetSonore(PackSon.GruntDeath); statsLevelUpdate(); }
public Unite(Vector2 Position, int Level = 1) : base(Position) { // Constructeur par defaut d'une unité Vie = VieMax = 1; Mana = ManaMax = 200; ManaRegen = 300; Vitesse = 0.1f; Portee = 1; // 1 = Corps à corps Dommages = 1; Puissance = 1; effetUniteAttaque = new EffetSonore(PackSon.Epee); effetUniteDeath = new EffetSonore(PackSon.GruntDeath); effetUniteLevelUp = new EffetSonore(PackSon.LevelUp); nbFrameSonJoue = 0; Vitesse_Attaque = 1.00f; Defense = 0; XPUnite = 0; this.Level = Level; // Graphique par defaut Sprite = PackTexture.blank; Tiles = Vector2.One; color = Color.White; id = Map.GetId(); idWave = -1; spells = new List<Spell> { new Soin(this)}; spellsUpdate = new List<Spell> { }; Inventory = new List<Item> { }; Stuff = new List<Item> { }; //Dialogue.Add("Sed ut perspiciatis unde omnis iste natus error sit voluptatem accusantium doloremque laudantium, totam rem aperiam, eaque ipsa quae ab illo inventore veritatis et quasi architecto beatae vitae dicta sunt explicabo."); }