示例#1
0
        internal Mage(Vector2f start, string name)
        {
            playerX = destX = (int)start.X;
            playerY = destY = (int)start.Y;
            type = MoveableEnum.mage;
            circleSize = PLAYER_CIRCLE_SZ;

            currentHp = maxHp = MAGE_HP;
            this.name = name;
            innerCircle = COLLISION_RADIUS;
            buffs = new Buffs(this);

            model = new SimpleModel(pyroBaseTexture, SimpleModel.CLASS_RECT, SimpleModel.CLASS_SCALE);
            boundingRect = SimpleModel.CLASS_BOUNDING_RECT;

            //ability1, fireball, repeating
            a1 = new Cooldown(FIREBALL_CD);
            fireballRepeat = true;
            bigFireballRepeat = true;

            //ability2 big fireball, everytime you use ability one,
            //you have a chance(60%), gain a stacking buff til 10, then you do a big fireball
            sb1 = new StackingBuff(this, BIGFIREBALL_STACK);

            weaponPlayer = new WeaponPlayer(pyroWepAnimations, .3f, .75f);
        }
示例#2
0
        internal Bard(Vector2f start, string name)
        {
            playerX = destX = (int)start.X;
            playerY = destY = (int)start.Y;
            circleSize = PLAYER_CIRCLE_SZ;

            currentHp = maxHp = BARD_HP;
            this.name = name;
            innerCircle = COLLISION_RADIUS;
            buffs = new Buffs(this);

            model = new SimpleModel(bardBaseTexture, SimpleModel.CLASS_RECT, SimpleModel.CLASS_SCALE);
            boundingRect = SimpleModel.CLASS_BOUNDING_RECT;

            a1 = new Cooldown(BUFF_TIME);

            weaponPlayer = new WeaponPlayer(bardWepAnimation, .1f, .75f);

            buffDmgBeamSprite = new Sprite(buffDmgBeamTexture);
            buffCDBeamSprite = new Sprite(buffCDBeamTexture);
        }
示例#3
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        internal Archer(Vector2f start, string name)
        {
            playerX = destX = (int)start.X;
            playerY = destY = (int)start.Y;
            circleSize = PLAYER_CIRCLE_SZ;

            currentHp = maxHp = ARCHER_HP;
            this.name = name;
            innerCircle = COLLISION_RADIUS;
            buffs = new Buffs(this);

            model = new SimpleModel(archBaseTexture, SimpleModel.CLASS_RECT, SimpleModel.CLASS_SCALE);
            boundingRect = SimpleModel.CLASS_BOUNDING_RECT;

            //ability1,
            a1 = new Cooldown(MELEE_CD);
            //ability 2
            a2 = new Cooldown(BIGHIT_CD);
            stack = new StackingBuff(BIGHIT_STACK_NEEDED);

            weaponPlayer = new WeaponPlayer(archWepAnimation, .3f, .75f);
        }
示例#4
0
        internal Vanguard(Vector2f start, string name)
        {
            playerX = destX = (int)start.X;
            playerY = destY = (int)start.Y;
            type = MoveableEnum.puri;
            circleSize = PLAYER_CIRCLE_SZ;
            //currentTexture = vangCircleTexture;
            currentHp = maxHp = VANGUARD_HP;
            this.name = name;
            innerCircle = COLLISION_RADIUS;
            buffs = new Buffs(this);

            model = new SimpleModel(vangBaseTexture, SimpleModel.CLASS_RECT,.75f);
            boundingRect = SimpleModel.CLASS_BOUNDING_RECT;

            //ability1,
            a1 = new Cooldown(TANKHIT_CD,true);
            //ability 2
            a2 = new Cooldown(TANKAOE_CD);

            weaponPlayer = new WeaponPlayer(vangWepAnimations,.2f, .75f);
        }
示例#5
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 public Moveable(Vector2f v, MoveableEnum mobEnum)
 {
     playerX = destX = (int)v.X;
     playerY = destY = (int)v.Y;
     type = mobEnum;
     if (mobEnum == MoveableEnum.player) {
         circleSize = CIRCLE_SZ;
         currentTexture = playerCircleTexture;
         currentHp = maxHp = 15;
     }
     buffs = new Buffs(this);
 }
示例#6
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        public Moveable(Vector2f v)
        {
            playerX = destX = (int)v.X;
            playerY = destY = (int)v.Y;
            circleSize = CIRCLE_SZ;
            currentTexture = playerCircleTexture;
            buffs = new Buffs(this);

            destCircleSprite = new Sprite(destCircleTexture);
            currentSprite = new Sprite(playerCircleTexture);

            currentHPText = new Text("currentHP", GameBox.corbalFont,10U);
        }
示例#7
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 public Moveable()
 {
     buffs = new Buffs(this);
 }