public virtual void Update(Player p, float dt) { Duration -= dt; if (Duration <= 0) { p.RemoveEffect(this); } }
public void OnUse(Player player) { if (Cooldown <= 0) { if (move != null && move.OnUse != null) { move.OnUse(player); } } }
public void Uninitialize() { Arena = null; Player1.Unload(); Player2.Unload(); Player1 = null; Player2 = null; Camera.Disable(); }
public FloatingCamera(Player Player1, Player Player2) { this.Player1 = Player1; this.Player2 = Player2; GraphicsManager.Update += GraphicsManager_Update; Camera = new Camera2D(); Camera.OnRender += new GraphicsManager.Renderer(Camera_OnRender); }
public void Initialize() { if (LoadableBattleArena.Arenas.Count > 0) { Arena = LoadableBattleArena.Arenas[0]; Arena.Bind(); } else { Arena = new Forrest(); } Player1 = new Player(Arena, Controls.Player1, -1, PlayerOne); Player2 = new Player(Arena, Controls.Player2, -2, PlayerTwo); Player1.SetPosition(-5, 3); Player2.SetPosition(5, 3); Player1.Direction = 1; Camera = new FloatingCamera(Player1, Player2); DeadTimer = 0.0f; }
public void TakeSpecialDamage(float Amount, Player other) { this.HP -= Amount * (other.SpecialAttack / this.SpecialDefense); }
public void TakeDamage(float Amount, Player other) { this.HP -= Amount * (other.Attack / this.Defense); }
public abstract void Uninitialize(Player p);
public StatusEffect(Player Owner, float Duration) { this.Owner = Owner; this.Duration = Duration; }