public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; Metal steel = new Metal(MetalType.Steel); Unit uUnit1 = new Unit(80, 15, new Weapon(WeaponType.Sword, steel), new Armor(steel)); Unit uUnit2 = new Unit(80, 15, new Weapon(WeaponType.Axe, steel), new Armor(steel)); Terrain tt = new Terrain(); tt.AddNeighboringTerrain(Directions.North, new Terrain()); tt.AddNeighboringTerrain(Directions.NorthEast, new Terrain(new List<Directions>{Directions.SouthWest, Directions.South})); tt.IsDirectionTravelable(Directions.North); tt.IsDirectionTravelable(Directions.NorthWest); tt.IsDirectionTravelable(Directions.NorthEast); tt.IsDirectionTravelable(Directions.South); tt.IsDirectionTravelable(Directions.SouthWest); tt.IsDirectionTravelable(Directions.SouthEast); tt.IsDirectionTravelable(Directions.East); tt.IsDirectionTravelable(Directions.West); uUnit1.AddOpponent(uUnit2); uUnit2.ChargeBonus = true; while (true) { uUnit1.ProcessBattles(); } }
public Armor(Metal mt) { _metal = mt; }
public Armor() { _metal = new Metal(); }
public Weapon(WeaponType wt, Metal mt) { _weaponType = wt; _metal = mt; AssignChargeStop(wt); }
public Weapon(WeaponType wt) { _weaponType = wt; _metal = new Metal(); AssignChargeStop(wt); }
public Weapon() { _weaponType = WeaponType.None; _metal = new Metal(); }