示例#1
0
 public bool enemyCanUseItem(BattleEnemy enemy)
 {
     if (enemy.turnsLeftStatUp > -1)
     {
         return(false);
     }
     else
     {
         return(true);
     }
 }
 public void copyBattleEnemy(BattleEnemy original)
 {
     name             = original.name;
     HP               = original.HP;
     maxHP            = original.maxHP;
     str              = original.str;
     def              = original.def;
     spd              = original.spd;
     weapon1          = original.weapon1;
     weapon2          = original.weapon2;
     spriteFileName   = original.spriteFileName;
     Bleeding         = original.Bleeding;
     Stun             = original.Stun;
     turnsLeftStunned = original.turnsLeftStunned;
     statUp           = original.statUp;
     turnsLeftStatUp  = original.turnsLeftStatUp;
     statUpType       = original.statUpType;
 }
 public BattleEnemy(BattleEnemy battleEnemy)
 {
     name             = battleEnemy.name;
     HP               = battleEnemy.HP;
     maxHP            = battleEnemy.maxHP;
     str              = battleEnemy.str;
     def              = battleEnemy.def;
     spd              = battleEnemy.spd;
     weapon1          = battleEnemy.weapon1;
     weapon2          = battleEnemy.weapon2;
     spriteFileName   = battleEnemy.spriteFileName;
     Bleeding         = battleEnemy.Bleeding;
     Stun             = battleEnemy.Stun;
     turnsLeftStunned = battleEnemy.turnsLeftStunned;
     statUp           = battleEnemy.statUp;
     turnsLeftStatUp  = battleEnemy.turnsLeftStatUp;
     statUpType       = battleEnemy.statUpType;
 }
        public BattleEnemy(Globals.battleEnemyTypes battleEnemyType)
        {
            switch (battleEnemyType)
            {
            case Globals.battleEnemyTypes.patrolTrooperGround:

                BattleEnemy patrolTrooperGround = new BattleEnemy("Patrol Trooper", 20, 2, 1, 5, Globals.weaponTypes.nightStick, Globals.weaponTypes.hand, "Assets/enemy");
                this.copyBattleEnemy(patrolTrooperGround);
                break;

            case Globals.battleEnemyTypes.patrolTrooperJetpack:

                BattleEnemy patrolTrooperJetpack = new BattleEnemy("Jetpacked Patrol Trooper", 20, 2, 1, 5, Globals.weaponTypes.nightStick, Globals.weaponTypes.hand, "Assets/enemy");
                this.copyBattleEnemy(patrolTrooperJetpack);
                break;

            case Globals.battleEnemyTypes.riotTrooperGround:

                BattleEnemy riotTrooperGround = new BattleEnemy("Riot Trooper", 25, 3, 2, 5, Globals.weaponTypes.nightStick, Globals.weaponTypes.homeforgedPistol, "Assets/enemy");
                this.copyBattleEnemy(riotTrooperGround);
                break;

            case Globals.battleEnemyTypes.riotTrooperJetpack:

                BattleEnemy riotTrooperJetpack = new BattleEnemy("Riot Trooper", 25, 3, 2, 5, Globals.weaponTypes.nightStick, Globals.weaponTypes.homeforgedPistol, "Assets/enemy");
                this.copyBattleEnemy(riotTrooperJetpack);
                break;

            case Globals.battleEnemyTypes.ajax:

                BattleEnemy ajax = new BattleEnemy("Ajax", 35, 7, 4, 17, Globals.weaponTypes.ajaxPistol, Globals.weaponTypes.hand, "Assets/enemy");
                this.copyBattleEnemy(ajax);
                break;

            case Globals.battleEnemyTypes.barrin:

                BattleEnemy barrin = new BattleEnemy("Barrin", 36, 8, 5, 15, Globals.weaponTypes.barrinNightStick, Globals.weaponTypes.hand, "Assets/enemy");
                this.copyBattleEnemy(barrin);
                break;
            }
        }
示例#5
0
        //Tony: This should be run once a player/enemy starts his/her turn. DO NOT CHECK IF A WEAPON CAN BE USED WITH THIS METHOD OTHERWISE. (If a weapon is disabled, you'll decrease the number of turns it is disabled by one every time you use it. Simply get the weaponDisabled value (and remember that said value being false means it can be used.)
        public bool canUse(BattleEnemy enemy)
        {
            if (durability == 0)
            {
                if (this == enemy.weapon1)
                {
                    enemy.weapon1 = null;
                }
                else if (this == enemy.weapon2)
                {
                    enemy.weapon2 = null;
                }
                return(false);
            }
            if (weaponDisabled)
            {
                turnsLeftDisabled--;

                if (turnsLeftDisabled == 0)
                {
                    weaponHP       = maxWeaponHP;
                    weaponDisabled = false;
                }

                return(false);
            }
            else if (weaponHP <= 0)
            {
                weaponDisabled    = true;
                turnsLeftDisabled = 3;
                return(false);
            }
            else
            {
                return(true);
            }
        }
示例#6
0
 public void impacted(BattleEnemy enemy)
 {
     enemy.loseHP(damageDealt);
 }
示例#7
0
        private static object BattleEnemy(battleEnemyTypes battleEnemyType)
        {
            BattleEnemy battleEnemy = new BattleEnemy(battleEnemyType);

            return(battleEnemy);
        }
示例#8
0
        //Tony: For when an item is used by an enemy, use this method:
        public void useByEnemy(BattleEnemy enemy)
        {
            switch (this.itemType)
            {
            case itemTypes.HP_Up:
            {
                enemy.gainHP(upBy);
                return;
            }

            case itemTypes.Food:
            {
                enemy.gainHP(upBy);
                return;
            }

            case itemTypes.RandomStatUp:
            {
                Random i = new Random(3);
                if (i.ToString() == "0")
                {
                    enemy.tempStatIncrease(turns, upBy, i.ToString());
                    return;
                }
                else if (i.ToString() == "1")
                {
                    enemy.tempStatIncrease(turns, upBy, i.ToString());
                    return;
                }
                else if (i.ToString() == "2")
                {
                    enemy.tempStatIncrease(turns, upBy, i.ToString());
                    return;
                }
                else
                {
                    return;
                }
            }

            case itemTypes.StrUp:
            {
                enemy.tempStatIncrease(turns, upBy, "0");
                return;
            }

            case itemTypes.SpdUp:
            {
                enemy.tempStatIncrease(turns, upBy, "1");
                return;
            }

            case itemTypes.DefUp:
            {
                enemy.tempStatIncrease(turns, upBy, "2");
                return;
            }

            default:
            {
                enemy.gainHP(upBy);
                return;
            }
            }
        }
 public void fell(BattleEnemy enemy)
 {
     enemy.loseHP(damageDealt);
     enemy.Stun = true;
 }