public Creature(string name, Vector2 worldIndex, MovementType movementType, Stat hitPoints, Stat mana, ITurnStrategy turnStrategy, IDrawStrategy drawStrategy, IDeathStrategy deathStrategy, IAttackStrategy attackStrategy, World world, IRemains remains) { MovementType = movementType; WorldIndex = worldIndex; Name = name; Health = hitPoints; Mana = mana; TurnStrategy = turnStrategy; DrawStrategy = drawStrategy; DeathStrategy = deathStrategy; AttackStrategy = attackStrategy; _world = world; Inventory = new List<IItem>(); Spells = new List<ISpell>(); TemporaryEffects = new List<ITemporaryEffect>(); ViewDistance = new Stat(15); Remains = remains; }
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)); }