public Player( ICastle castle, IHealthInvoker healthInvoker, IImageManager imageManager, IMovementDirectionManager movementDirectionManager, IMovementStrategyInvoker movementStrategyInvoker, IAllWeaponsFactory weaponsFactory ) { _castle = castle; _healthInvoker = healthInvoker; _imageManager = imageManager; _movementDirectionManager = movementDirectionManager; _movementStrategyInvoker = movementStrategyInvoker; _weaponsFactory = weaponsFactory; behaviorType = BehaviorTypeEnum.Targeted; AllSwordSwingImages = new List <System.Windows.Controls.Image>(); AllMaceSwingImages = new List <System.Windows.Controls.Image>(); AllArrowShootingLeftImages = new List <System.Windows.Controls.Image>(); AllArrowShootingRightImages = new List <System.Windows.Controls.Image>(); weaponsCarried_Observers = new List <IWeapon>(); allEnemies_Observers = new List <IEnemy>(); allTargets = new List <ITarget>(); ShootingDirection_Player = Key.None; _speedMovement = 5; }
public Bat( IBehaviorInvoker behaviorInvoker, ICastle castle, IHealthInvoker healthInvoker, IImageManager imageManager, IMovementDirectionManager movementDirectionManager, IMovementStrategyInvoker movementStrategyInvoker ) { _behaviorInvoker = behaviorInvoker; _castle = castle; _healthInvoker = healthInvoker; _imageManager = imageManager; _movementDirectionManager = movementDirectionManager; _movementStrategyInvoker = movementStrategyInvoker; EnemyName = EnemyNameEnum.Bat; _speedMovement = 8; _strikePoints = 5; SetBehaviorType(BehaviorTypeEnum.Random); MovementDirection = movementDirectionManager.GetRandomDirection(); }
public RandomBehavior(IMovementDirectionManager movementDirectionManager) { _movementDirectionManager = movementDirectionManager; BehaviorTypeName = BehaviorTypeEnum.Random; }