Пример #1
0
 public Friendly(string _name, string _purpose, int _level, Kingdom _kingdom, Specilization _spec)
 {
     level         = _level;
     kingdom       = _kingdom;
     spec          = _spec;
     health        = health * level;
     currentHealth = health;
     speed         = speed * level;
     name          = _name;
     purpose       = _purpose;
 }
Пример #2
0
 public Enemy(string _name, string _purpose, int _level, Kingdom _kingdom, Specilization _spec)
 {
     level         = _level;
     kingdom       = _kingdom;
     spec          = _spec;
     health        = health * level;
     currentHealth = health;
     speed         = speed * level;
     name          = _name;
     purpose       = _purpose;
     MoveNames     = new List <string>();
 }
Пример #3
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // Logic for Gauntlet
            currentRound = 1;

            // Kingdoms
            #region
            Martial     = new Kingdom(0.8, 1.2, 1.0, 0.8);
            Mage        = new Kingdom(1.2, 1.0, 0.8, 1.0);
            Divine      = new Kingdom(1.0, 0.8, 1.2, 1.2);
            TestKingdom = new Kingdom(1, 1, 1, 1);
            #endregion

            // Specilizations
            #region
            Offensive = new Specilization(0.8, 1.0, false);
            Defensive = new Specilization(1.2, 0.6, false);
            Evasive   = new Specilization(0.5, 1.3, true);
            TestSpec  = new Specilization(1, 1, false);
            #endregion

            // Combatants
            player = new Friendly("Player", "(Special Unit)", 5, Divine, Evasive);
            ally   = new Friendly("Ally", "(Attack Unit)", 5, Divine, Offensive);
            guard1 = new Enemy("Guard 1", "(Attack Unit)", currentRound, Mage, Offensive);
            guard2 = new Enemy("Guard 2", "(Tank Unit)", currentRound, Martial, Defensive);

            Party = new List <Friendly>
            {
                player,
                ally
            };
            parCou = 0;

            // Rectangles for buttons and drawings
            Manager = new Manager();
            Manager.Intl();

            // Shows mouse
            IsMouseVisible = true;

            // TODO: FIGURE OUT HOW TO GET BUTTONS IN MANAGER
            Enemy1Select = new Button(Manager.BattleButton1, guard1, guard1.name);
            Enemy2Select = new Button(Manager.BattleButton3, guard2, guard2.name);



            // Handles enemy "AI"
            guard1.AddMove(new List <string>
            {
                "Chop", "Ready Guard", "Faint Attack", "Helm Smash", "Shield Charge"
            });
            guard2.AddMove(new List <string>
            {
                "Chop", "Ready Guard", "Faint Attack", "Helm Smash", "Shield Charge"
            });
            guard1.LoadAI(player, ally);
            guard2.LoadAI(player, ally);

            // Begins game on the select move screen
            state = GameState.SelectMove;

            // data needed for showing
            count = 0;
            grow  = 0;

            // Sound effect data
            hoverCheck = false;

            // THIS MUST BE LAST.
            base.Initialize();
        }