The Warrior model class, extends Unit. This unit excels in dealing melee physical damage, with a high defense, but suffers from lack of any magical attack or resistance.
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bool | Alive [get, set] |
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int | Speed [get, set] |
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int | Def [get, set] |
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int | Res [get, set] |
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int | Level [get, set] |
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Weapon | equippedWeapon [get, set] |
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int | currentFrame [get, set] |
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int | Str [get, set] |
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int | Int [get, set] |
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int | Skill [get, set] |
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int | Hp [get, set] |
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Tuple< int, int > | Position [get, set] |
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Vector2 | PixelCoordinates [get, set] |
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bool | Alive [get, set] |
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int | Hp [get, set] |
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int | Str [get, set] |
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int | Int [get, set] |
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int | Skill [get, set] |
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int | Speed [get, set] |
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int | Def [get, set] |
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int | Res [get, set] |
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int | Level [get, set] |
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Weapon | equippedWeapon [get, set] |
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int | currentFrame [get, set] |
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Tuple< int, int > | Position [get, set] |
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Vector2 | PixelCoordinates [get, set] |
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The Warrior model class, extends Unit. This unit excels in dealing melee physical damage, with a high defense, but suffers from lack of any magical attack or resistance.
§ Warrior()
Model.Warrior.Warrior |
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Texture2D |
spriteImage, |
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Button [] |
unitButtons, |
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Texture2D |
charInfo, |
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Texture2D |
charAttackInfo, |
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Vector2 |
coordinates, |
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Texture2D |
healthBar |
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The constructor for Unit Warrior. Stores all relevent data in model.
- Parameters
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spriteImage | The character sprite texture. |
unitButtons | The Texture2D Array containing all the different textures for each button. |
charInfo | The character info popup texture. |
charAttackInfo | The character attack menu popup texture. |
coordinates | The unit's current vector coordinate on screen. |
player | The player of which the unit belongs to. |
§ getButtonImage()
Texture2D Model.Warrior.getButtonImage |
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ButtonType |
buttonType | ) |
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This method returns the texture associated with the bunttonType passed in, by going through a switch case and matching it.
- Parameters
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buttonType | The buttontype that was clicked. |
Implements Model.Unit.
§ getButtons()
Button [] Model.Warrior.getButtons |
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Returns the dropdown menu buttons of the unit.
Implements Model.Unit.
§ getButtonType()
This method takes in the buttonType enum, then returns the object associated with that enum.
- Parameters
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buttonType | The button to return (Move, Attack, Item, Wait, and attack confirm). |
Implements Model.Unit.
§ getCharAttackInfo()
Texture2D Model.Warrior.getCharAttackInfo |
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Returns the char attack info screen texture.
Implements Model.Unit.
§ getCharInfo()
Texture2D Model.Warrior.getCharInfo |
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Returns the char info screen texture.
Implements Model.Unit.
§ getClass()
§ getCurrentFrame()
Rectangle Model.Warrior.getCurrentFrame |
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returns the current sprite frame in animation sequence. The rectangle starts at currentFrame * 32, where 32 is the sprite sheet offset between frames, and is 32 high and wide.
Exceptions:
-Assumes that each sprite frame is 32pixels wide.
Implements Model.Unit.
§ getEquipableWeapons()
Weapon [] Model.Warrior.getEquipableWeapons |
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Returns the list weapons the unit can equip (TODO).
Implements Model.Unit.
§ getHealthBar()
Texture2D Model.Warrior.getHealthBar |
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Returns the healthbar texture.
Implements Model.Unit.
§ getMaxHp()
int Model.Warrior.getMaxHp |
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Returns the character's max HP.
Implements Model.Unit.
§ getMovability()
int Model.Warrior.getMovability |
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Returns the unit's movability range on grid (number of spaces the unit can move in one turn).
Exceptions:
-Negative movement will be treated as 0 in path finding algorithm.
Implements Model.Unit.
§ getSpriteImage()
Texture2D Model.Warrior.getSpriteImage |
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Returns the sprite image of the unit.
Implements Model.Unit.
§ getStats()
int [] Model.Warrior.getStats |
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Returns all stats as an array, where the index in array corresponds to stats in this order:
Level, Strength, Int, Skill, Speed, Def, Res.
Implements Model.Unit.
§ isButtonActive()
bool Model.Warrior.isButtonActive |
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ButtonType |
buttonType | ) |
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This method takes in the buttonType specified, and checks if that button is currently active by calling the getter in button.
- Parameters
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buttonType | The buttontype that was clicked. |
Implements Model.Unit.
§ setButtonCoordinates()
void Model.Warrior.setButtonCoordinates |
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Vector2 |
pixelCoordinates | ) |
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Sets the coordinates of menu buttons. One for loop will position the main Drop Down menu (potentailly containing attack, move, item and wait directly 32 pixels to the right of unit (so the tile to right of unit) , and for each active button, increment it downwards by 32 pixels (height of each button). The second for loop is similiar and is for the inventory menu buttons, except it starts 160 pixels offsetted to right (to the right of the main drop down menu).
- Parameters
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pixelCoordinates | The pixel coordinate of the button. |
Implements Model.Unit.
§ setInitialStats()
void Model.Warrior.setInitialStats |
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Sets the initial unit stats before modifiers.
Implements Model.Unit.
§ Alive
Sets and returns whether or not unit is alive.
§ currentFrame
int Model.Warrior.currentFrame |
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getset |
Gets and sets current frame the sprite is on.
§ Def
Sets and returns a unit's Defense.
Exceptions:
-Negative defense will result in an attacker doing more damage than their attack.
§ equippedWeapon
Weapon Model.Warrior.equippedWeapon |
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getset |
Gets and sets the unit is currently equipping.
§ Hp
Sets and get a unit's HP. Should HP fall under 0, Unit's Alive Boolean should change to false.
§ Int
Sets and gets the new intelligence value.
Gets the effective intelligence -> Unit intelligence + weapon intelligence
Exceptions:
-Negative strength will be treated as 0 in damage calculation, as damage dealt can not be negative.
§ Level
Sets and returns a unit's Level. Currently does not have any use.
§ PixelCoordinates
Vector2 Model.Warrior.PixelCoordinates |
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getset |
Returns the pixel coordinate of the unit.
sets the pixel coordinate, and also sets Position (which is the tile location of that coordinate).
Exceptions:
-Dead units will still have a position, but won't impact the rest of the game.
§ Position
Tuple<int, int> Model.Warrior.Position |
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getset |
Gets and sets unit's position by tile. The set also updates pixelCoordinate's location by making that vector equivalent to position*32 (since each tile is 32x32).
Exceptions:
-Dead units will still have a position, but won't impact the rest of the game.
§ Res
Sets and returns a unit's Resistance.
Exceptions:
-Negative resistance will result in an attacker doing more damage than their intelligence.
§ Skill
Sets and gets the new skill value.
Gets the effective skill -> Unit skill + weapon skill
Exceptions:
-Negative skill will not result in an error, but will most likely result in a 0% hit and crit rate.
§ Speed
Sets and returns a unit's Speed.
Exceptions:
-Negative skill will not result in an error as speed is only used for checking double attack boolean, which is binary.
§ Str
Sets and gets the new strength value.
Gets the effective strength -> Unit strength + weapon strength
Exceptions:
-Negative strength will be treated as 0 in damage calculation, as damage dealt can not be negative.
The documentation for this class was generated from the following file:
- C:/Users/Thien Trandinh/Documents/Blaze-Brigade/src/Blaze-Brigade/Blaze_Brigade/Warrior.cs