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Commit e0b5c1ef authored by Trandinh Thien's avatar Trandinh Thien
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Changed node getters/setters to parameters. cleaned up minor things in other classes

parent ad9330f9
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......@@ -6,10 +6,10 @@ Content\attack.xnb
Content\items.xnb
Content\move.xnb
Content\wait.xnb
Content\PixelFont.xnb
Content\warrior_stats.xnb
Content\PixelFontLarge.xnb
Content\warrior.xnb
Content\PixelFont.xnb
Content\PixelFontLarge.xnb
Content\instructions1.xnb
Content\instructions2.xnb
Content\instructions3.xnb
......
......@@ -241,6 +241,16 @@ namespace Controller
}
#endregion
#region Player 2 Units
// draws units for player 2
for (int i = 0; i < player2.getNumOfUnits(); i++)
{
Unit unit = player2.getUnits().ElementAt(i);
spriteBatch.Draw(unit.getSpriteImage(), unit.PixelCoordinates,
unit.getCurrentFrame(), Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.8f);
}
#endregion
#region When Unit is selected
//if unit is currently clicked on
if (GameState.playableUnitSelected)
......@@ -248,9 +258,10 @@ namespace Controller
Unit unit = GameState.selectedUnit;
if (!GameState.isAnimating)
{
#region Highlight nodes
if (GameState.beforeMove) // if unit has yet to move, display the overall move and attack range of unit
{
#region Highlight nodes
// Highlight movable nodes in blue
foreach (Node move in GameState.moveableNodes)
{
......@@ -266,7 +277,7 @@ namespace Controller
spriteBatch.Draw(attackableNode, attack.getPosition(), null, Color.White * 0.2f, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.9f);
}
}
#endregion
}
else // else if unit has already moved, only display the attack range
{
......@@ -276,6 +287,7 @@ namespace Controller
spriteBatch.Draw(attackableNode, attack.getPosition(), null, Color.White * 0.2f, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.9f);
}
}
#endregion
#region Drop Down menu
if (GameState.dropDownMenuOpen) // if dropDowMenu should be opened, draw dropDownMenu
......@@ -306,7 +318,7 @@ namespace Controller
spriteBatch.DrawString(font, unit.getStats(k).ToString(), statLocation, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); //draws each stat
statLocation = statLocation + increment; //increment downwards
}
spriteBatch.DrawString(largeFont, unit.Hp.ToString(), new Vector2(246, 512), Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); //draws each stat
spriteBatch.DrawString(largeFont, unit.Hp.ToString(), new Vector2(249, 512), Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); //draws each stat
spriteBatch.Draw(unit.getCharInfo(), infoLocation, null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.7f); //draw charInfoBackground texture
}
......@@ -322,24 +334,14 @@ namespace Controller
spriteBatch.DrawString(font, unit.getStats(k).ToString(), statLocation, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); //draws each stat
statLocation = statLocation + increment; //increment downwards
}
spriteBatch.DrawString(largeFont, unit.Hp.ToString(), new Vector2(861, 512), Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); //draws each stat
spriteBatch.DrawString(largeFont, unit.Hp.ToString(), new Vector2(864, 512), Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); //draws each stat
spriteBatch.Draw(unit.getCharInfo(), infoLocation, null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.7f); //draw charInfoBackground texture
}
#endregion
}
#endregion
#region Player 2 Units
// draws units for player 2
for (int i = 0; i < player2.getNumOfUnits(); i++)
{
Unit unit = player2.getUnits().ElementAt(i);
spriteBatch.Draw(unit.getSpriteImage(), unit.PixelCoordinates,
unit.getCurrentFrame(), Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.8f);
}
#endregion
spriteBatch.Draw(backGround, Vector2.Zero, null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 1);
break;
......@@ -363,7 +365,7 @@ namespace Controller
{
Unit unit = new Warrior(Content.Load<Texture2D>("warrior"), attackButton, moveButton,
itemButton, waitButton, Content.Load<Texture2D>("warrior_stats"), unitPosition);
graph.getNode(unitPosition).setUnitOnNode(unit);
graph.getNode(unitPosition).unitOnNode = (unit);
return unit;
}
}
......@@ -373,7 +375,7 @@ namespace Controller
{
Unit unit = new Warrior(Content.Load<Texture2D>("2warrior"), attackButton, moveButton,
itemButton, waitButton, Content.Load<Texture2D>("2warrior_stats"), unitPosition);
graph.getNode(unitPosition).setUnitOnNode(unit);
graph.getNode(unitPosition).unitOnNode = (unit);
return unit;
}
}
......@@ -386,156 +388,156 @@ namespace Controller
{
for (int y = 5; y <= 14; y++)
{
graph.getNode(2, y).setIsObstacle(true);
graph.getNode(2, y).isObstacle=(true);
}
graph.getNode(3, 5).setIsObstacle(true);
graph.getNode(3, 13).setIsObstacle(true);
graph.getNode(4, 3).setIsObstacle(true);
graph.getNode(4, 4).setIsObstacle(true);
graph.getNode(4, 13).setIsObstacle(true);
graph.getNode(4, 14).setIsObstacle(true);
graph.getNode(5, 2).setIsObstacle(true);
graph.getNode(5, 15).setIsObstacle(true);
graph.getNode(6, 2).setIsObstacle(true);
graph.getNode(6, 14).setIsObstacle(true);
graph.getNode(7, 2).setIsObstacle(true);
graph.getNode(7, 3).setIsObstacle(true);
graph.getNode(7, 4).setIsObstacle(true);
graph.getNode(7, 14).setIsObstacle(true);
graph.getNode(8, 4).setIsObstacle(true);
graph.getNode(3, 5).isObstacle=(true);
graph.getNode(3, 13).isObstacle=(true);
graph.getNode(4, 3).isObstacle=(true);
graph.getNode(4, 4).isObstacle=(true);
graph.getNode(4, 13).isObstacle=(true);
graph.getNode(4, 14).isObstacle=(true);
graph.getNode(5, 2).isObstacle=(true);
graph.getNode(5, 15).isObstacle=(true);
graph.getNode(6, 2).isObstacle=(true);
graph.getNode(6, 14).isObstacle=(true);
graph.getNode(7, 2).isObstacle=(true);
graph.getNode(7, 3).isObstacle=(true);
graph.getNode(7, 4).isObstacle=(true);
graph.getNode(7, 14).isObstacle=(true);
graph.getNode(8, 4).isObstacle=(true);
for (int y = 14; y <= 17; y++)
{
graph.getNode(8, y).setIsObstacle(true);
graph.getNode(8, y).isObstacle=(true);
}
graph.getNode(9, 4).setIsObstacle(true);
graph.getNode(9, 4).isObstacle=(true);
for (int y = 17; y <= 20; y++)
{
graph.getNode(9, y).setIsObstacle(true);
graph.getNode(9, y).isObstacle=(true);
}
graph.getNode(10, 4).setIsObstacle(true);
graph.getNode(10, 20).setIsObstacle(true);
graph.getNode(10, 21).setIsObstacle(true);
graph.getNode(10, 22).setIsObstacle(true);
graph.getNode(11, 4).setIsObstacle(true);
graph.getNode(11, 14).setIsObstacle(true);
graph.getNode(11, 22).setIsObstacle(true);
graph.getNode(12, 3).setIsObstacle(true);
graph.getNode(10, 4).isObstacle=(true);
graph.getNode(10, 20).isObstacle=(true);
graph.getNode(10, 21).isObstacle=(true);
graph.getNode(10, 22).isObstacle=(true);
graph.getNode(11, 4).isObstacle=(true);
graph.getNode(11, 14).isObstacle=(true);
graph.getNode(11, 22).isObstacle=(true);
graph.getNode(12, 3).isObstacle=(true);
for (int y = 22; y <= 25; y++)
{
graph.getNode(12, y).setIsObstacle(true);
graph.getNode(12, y).isObstacle=(true);
}
graph.getNode(13, 4).setIsObstacle(true);
graph.getNode(12, 25).setIsObstacle(true);
graph.getNode(14, 4).setIsObstacle(true);
graph.getNode(14, 25).setIsObstacle(true);
graph.getNode(15, 4).setIsObstacle(true);
graph.getNode(15, 25).setIsObstacle(true);
graph.getNode(15, 26).setIsObstacle(true);
graph.getNode(15, 27).setIsObstacle(true);
graph.getNode(16, 3).setIsObstacle(true);
graph.getNode(16, 27).setIsObstacle(true);
graph.getNode(17, 2).setIsObstacle(true);
graph.getNode(17, 3).setIsObstacle(true);
graph.getNode(17, 27).setIsObstacle(true);
graph.getNode(18, 1).setIsObstacle(true);
graph.getNode(18, 27).setIsObstacle(true);
graph.getNode(19, 1).setIsObstacle(true);
graph.getNode(19, 27).setIsObstacle(true);
graph.getNode(20, 2).setIsObstacle(true);
graph.getNode(13, 4).isObstacle=(true);
graph.getNode(12, 25).isObstacle=(true);
graph.getNode(14, 4).isObstacle=(true);
graph.getNode(14, 25).isObstacle=(true);
graph.getNode(15, 4).isObstacle=(true);
graph.getNode(15, 25).isObstacle=(true);
graph.getNode(15, 26).isObstacle=(true);
graph.getNode(15, 27).isObstacle=(true);
graph.getNode(16, 3).isObstacle=(true);
graph.getNode(16, 27).isObstacle=(true);
graph.getNode(17, 2).isObstacle=(true);
graph.getNode(17, 3).isObstacle=(true);
graph.getNode(17, 27).isObstacle=(true);
graph.getNode(18, 1).isObstacle=(true);
graph.getNode(18, 27).isObstacle=(true);
graph.getNode(19, 1).isObstacle=(true);
graph.getNode(19, 27).isObstacle=(true);
graph.getNode(20, 2).isObstacle=(true);
for (int y = 24; y <= 27; y++)
{
graph.getNode(20, y).setIsObstacle(true);
graph.getNode(20, y).isObstacle=(true);
}
graph.getNode(21, 2).setIsObstacle(true);
graph.getNode(21, 21).setIsObstacle(true);
graph.getNode(21, 22).setIsObstacle(true);
graph.getNode(21, 23).setIsObstacle(true);
graph.getNode(22, 1).setIsObstacle(true);
graph.getNode(22, 2).setIsObstacle(true);
graph.getNode(22, 20).setIsObstacle(true);
graph.getNode(23, 0).setIsObstacle(true);
graph.getNode(23, 20).setIsObstacle(true);
graph.getNode(24, 0).setIsObstacle(true);
graph.getNode(24, 20).setIsObstacle(true);
graph.getNode(25, 1).setIsObstacle(true);
graph.getNode(25, 20).setIsObstacle(true);
graph.getNode(26, 1).setIsObstacle(true);
graph.getNode(26, 21).setIsObstacle(true);
graph.getNode(27, 1).setIsObstacle(true);
graph.getNode(27, 22).setIsObstacle(true);
graph.getNode(28, 0).setIsObstacle(true);
graph.getNode(21, 2).isObstacle=(true);
graph.getNode(21, 21).isObstacle=(true);
graph.getNode(21, 22).isObstacle=(true);
graph.getNode(21, 23).isObstacle=(true);
graph.getNode(22, 1).isObstacle=(true);
graph.getNode(22, 2).isObstacle=(true);
graph.getNode(22, 20).isObstacle=(true);
graph.getNode(23, 0).isObstacle=(true);
graph.getNode(23, 20).isObstacle=(true);
graph.getNode(24, 0).isObstacle=(true);
graph.getNode(24, 20).isObstacle=(true);
graph.getNode(25, 1).isObstacle=(true);
graph.getNode(25, 20).isObstacle=(true);
graph.getNode(26, 1).isObstacle=(true);
graph.getNode(26, 21).isObstacle=(true);
graph.getNode(27, 1).isObstacle=(true);
graph.getNode(27, 22).isObstacle=(true);
graph.getNode(28, 0).isObstacle=(true);
for (int y = 22; y <= 27; y++)
{
graph.getNode(28, y).setIsObstacle(true);
graph.getNode(28, y).isObstacle=(true);
}
graph.getNode(29, 1).setIsObstacle(true);
graph.getNode(29, 2).setIsObstacle(true);
graph.getNode(29, 3).setIsObstacle(true);
graph.getNode(29, 27).setIsObstacle(true);
graph.getNode(30, 3).setIsObstacle(true);
graph.getNode(30, 27).setIsObstacle(true);
graph.getNode(31, 2).setIsObstacle(true);
graph.getNode(31, 3).setIsObstacle(true);
graph.getNode(31, 27).setIsObstacle(true);
graph.getNode(32, 27).setIsObstacle(true);
graph.getNode(33, 2).setIsObstacle(true);
graph.getNode(33, 3).setIsObstacle(true);
graph.getNode(33, 26).setIsObstacle(true);
graph.getNode(34, 3).setIsObstacle(true);
graph.getNode(34, 25).setIsObstacle(true);
graph.getNode(35, 3).setIsObstacle(true);
graph.getNode(35, 25).setIsObstacle(true);
graph.getNode(36, 2).setIsObstacle(true);
graph.getNode(36, 25).setIsObstacle(true);
graph.getNode(37, 2).setIsObstacle(true);
graph.getNode(37, 25).setIsObstacle(true);
graph.getNode(38, 2).setIsObstacle(true);
graph.getNode(29, 1).isObstacle=(true);
graph.getNode(29, 2).isObstacle=(true);
graph.getNode(29, 3).isObstacle=(true);
graph.getNode(29, 27).isObstacle=(true);
graph.getNode(30, 3).isObstacle=(true);
graph.getNode(30, 27).isObstacle=(true);
graph.getNode(31, 2).isObstacle=(true);
graph.getNode(31, 3).isObstacle=(true);
graph.getNode(31, 27).isObstacle=(true);
graph.getNode(32, 27).isObstacle=(true);
graph.getNode(33, 2).isObstacle=(true);
graph.getNode(33, 3).isObstacle=(true);
graph.getNode(33, 26).isObstacle=(true);
graph.getNode(34, 3).isObstacle=(true);
graph.getNode(34, 25).isObstacle=(true);
graph.getNode(35, 3).isObstacle=(true);
graph.getNode(35, 25).isObstacle=(true);
graph.getNode(36, 2).isObstacle=(true);
graph.getNode(36, 25).isObstacle=(true);
graph.getNode(37, 2).isObstacle=(true);
graph.getNode(37, 25).isObstacle=(true);
graph.getNode(38, 2).isObstacle=(true);
for (int y = 9; y <= 14; y++)
{
graph.getNode(38, y).setIsObstacle(true);
graph.getNode(38, y).isObstacle=(true);
}
graph.getNode(38, 26).setIsObstacle(true);
graph.getNode(39, 2).setIsObstacle(true);
graph.getNode(39, 8).setIsObstacle(true);
graph.getNode(39, 14).setIsObstacle(true);
graph.getNode(40, 3).setIsObstacle(true);
graph.getNode(40, 7).setIsObstacle(true);
graph.getNode(40, 14).setIsObstacle(true);
graph.getNode(40, 26).setIsObstacle(true);
graph.getNode(41, 3).setIsObstacle(true);
graph.getNode(41, 7).setIsObstacle(true);
graph.getNode(38, 26).isObstacle=(true);
graph.getNode(39, 2).isObstacle=(true);
graph.getNode(39, 8).isObstacle=(true);
graph.getNode(39, 14).isObstacle=(true);
graph.getNode(40, 3).isObstacle=(true);
graph.getNode(40, 7).isObstacle=(true);
graph.getNode(40, 14).isObstacle=(true);
graph.getNode(40, 26).isObstacle=(true);
graph.getNode(41, 3).isObstacle=(true);
graph.getNode(41, 7).isObstacle=(true);
for (int y = 14; y <= 17; y++)
{
graph.getNode(41, y).setIsObstacle(true);
graph.getNode(41, y).isObstacle=(true);
}
graph.getNode(41, 27).setIsObstacle(true);
graph.getNode(42, 4).setIsObstacle(true);
graph.getNode(42, 7).setIsObstacle(true);
graph.getNode(42, 17).setIsObstacle(true);
graph.getNode(42, 27).setIsObstacle(true);
graph.getNode(43, 4).setIsObstacle(true);
graph.getNode(43, 7).setIsObstacle(true);
graph.getNode(43, 17).setIsObstacle(true);
graph.getNode(43, 27).setIsObstacle(true);
graph.getNode(44, 4).setIsObstacle(true);
graph.getNode(44, 7).setIsObstacle(true);
graph.getNode(41, 27).isObstacle=(true);
graph.getNode(42, 4).isObstacle=(true);
graph.getNode(42, 7).isObstacle=(true);
graph.getNode(42, 17).isObstacle=(true);
graph.getNode(42, 27).isObstacle=(true);
graph.getNode(43, 4).isObstacle=(true);
graph.getNode(43, 7).isObstacle=(true);
graph.getNode(43, 17).isObstacle=(true);
graph.getNode(43, 27).isObstacle=(true);
graph.getNode(44, 4).isObstacle=(true);
graph.getNode(44, 7).isObstacle=(true);
for (int y = 17; y <= 23; y++)
{
graph.getNode(44, y).setIsObstacle(true);
graph.getNode(44, y).isObstacle=(true);
}
graph.getNode(44, 27).setIsObstacle(true);
graph.getNode(45, 4).setIsObstacle(true);
graph.getNode(45, 5).setIsObstacle(true);
graph.getNode(45, 24).setIsObstacle(true);
graph.getNode(45, 25).setIsObstacle(true);
graph.getNode(45, 27).setIsObstacle(true);
graph.getNode(46, 5).setIsObstacle(true);
graph.getNode(46, 7).setIsObstacle(true);
graph.getNode(46, 25).setIsObstacle(true);
graph.getNode(46, 26).setIsObstacle(true);
graph.getNode(47, 5).setIsObstacle(true);
graph.getNode(47, 6).setIsObstacle(true);
graph.getNode(47, 7).setIsObstacle(true);
graph.getNode(44, 27).isObstacle=(true);
graph.getNode(45, 4).isObstacle=(true);
graph.getNode(45, 5).isObstacle=(true);
graph.getNode(45, 24).isObstacle=(true);
graph.getNode(45, 25).isObstacle=(true);
graph.getNode(45, 27).isObstacle=(true);
graph.getNode(46, 5).isObstacle=(true);
graph.getNode(46, 7).isObstacle=(true);
graph.getNode(46, 25).isObstacle=(true);
graph.getNode(46, 26).isObstacle=(true);
graph.getNode(47, 5).isObstacle=(true);
graph.getNode(47, 6).isObstacle=(true);
graph.getNode(47, 7).isObstacle=(true);
}
}
}
......@@ -80,7 +80,7 @@ namespace Controller
int attackX = attackNode.getPositionX();
int attackY = attackNode.getPositionY();
if (attackNode.getIsObstacle())
if (attackNode.isObstacle)
{
return false;
}
......@@ -178,7 +178,7 @@ namespace Controller
{
// TODO: (OPTIONAL, IGNORE FOR NOW) incorporate movability of nodes in the calculation
if (end.getIsObstacle() || end.isOccupied())
if (end.isObstacle || end.isOccupied())
{
return null;
}
......@@ -232,37 +232,31 @@ namespace Controller
Node leftNode = graph.getNode(node.getPositionX() - 1, node.getPositionY());
// up node
if (!upNode.isOccupied() && !upNode.getIsObstacle())
if (!upNode.isOccupied() && !upNode.isObstacle)
{
adjacentNodes.AddLast(upNode);
}
// down node
if (!downNode.isOccupied() && !downNode.getIsObstacle())
if (!downNode.isOccupied() && !downNode.isObstacle)
{
adjacentNodes.AddLast(downNode);
}
// left node
if (!leftNode.isOccupied() && !leftNode.getIsObstacle())
if (!leftNode.isOccupied() && !leftNode.isObstacle)
{
adjacentNodes.AddLast(leftNode);
}
// right node
if (!rightNode.isOccupied() && !rightNode.getIsObstacle())
if (!rightNode.isOccupied() && !rightNode.isObstacle)
{
adjacentNodes.AddLast(rightNode);
}
return adjacentNodes;
}
public static void firstTurn()
{
// TODO: what is this? - Susan
}
}
}
......@@ -33,7 +33,7 @@ namespace Model
AttackMenu // attack menu
}
enum TurnState
enum TurnState //what the current turn state is (per unit)
{
Wait,
Attack,
......
......@@ -73,7 +73,7 @@ namespace Model
{
for (int j = 0; j < height; j++)
{
nodes[i, j].setIsMarked(false);
nodes[i, j].isMarked = (false);
}
}
}
......
......@@ -135,22 +135,20 @@ namespace Controller
{
animateUnitPosition(graph, unit, node);
unit.Position = (new Tuple<int, int>(node.getPositionX(), node.getPositionY()));
node.setUnitOnNode(unit);
node.unitOnNode = (unit);
GameState.dropDownMenuOpen = (true);
}
GameState.isAnimating = (false);
GameState.beforeMove = (false);
}
// TODO: move this function to animation class
// animates unit to move to node
// Moves unit to move from to different nodes
private static void animateUnitPosition(Graph graph, Unit unit, Node node)
{
int nodePixelX = node.getPositionX() * 32;
int nodePixelY = node.getPositionY() * 32;
int pixelDifference = 4;
graph.getNode(unit.Position).setUnitOnNode(null);
graph.getNode(unit.Position).unitOnNode = (null);
while (unit.PixelCoordinates.X != nodePixelX)
{
......
......@@ -8,12 +8,13 @@ namespace Model
{
class Node
{
private int movabilityObstruction; // index for hindrance of the movability of a unit; 0 = no hindrance
private bool isObstacle; // indicates whether a unit can stand inside the tile
private Unit unitOnNode; // holds the unit that is on the node
public int movabilityObstruction { get; set; } // index for hindrance of the movability of a unit; 0 = no hindrance -Never used? -Thien
public bool isObstacle { get; set; } // indicates whether a unit can stand inside the tile
public Unit unitOnNode { get; set; } // holds the unit that is on the node
public bool isMarked { get; set; } // used for BFS path finding
private int positionX; // position x on the grid
private int positionY; // position y on the grid
private bool isMarked; // used for BFS path finding
public Node(int x, int y)
{
......@@ -23,26 +24,6 @@ namespace Model
isObstacle = false; // default to non-obstacle tile
}
public void setMovabilityObstruction(int m)
{
movabilityObstruction = m;
}
public void setIsObstacle(bool b)
{
isObstacle = b;
}
public int getMovabilityObstruction()
{
return movabilityObstruction;
}
public bool getIsObstacle()
{
return isObstacle;
}
public Vector2 getPosition()
{
Vector2 position = new Vector2(getPositionX()*32, getPositionY()*32);
......@@ -59,16 +40,6 @@ namespace Model
return positionY;
}
public Unit getUnitOnNode()
{
return unitOnNode;
}
public void setUnitOnNode(Unit unit)
{
unitOnNode = unit;
}
// indicates whether node is occupied by a unit
public bool isOccupied()
{
......@@ -78,15 +49,5 @@ namespace Model
}
return false;
}
public void setIsMarked(bool b)
{
isMarked = b;
}
public bool getIsMarked()
{
return isMarked;
}
}
}
......@@ -22,21 +22,21 @@ namespace Model
int Level { get; set; } // returns and sets unit's level
int getMovability(); // returns the unit's movability (number of spaces the unit can move in one turn)
int getStats(int i); // returns stat located at i (in order from 0-6: lvl, str, mag, skill, spd, def, res)
Tuple<int, int> Position { get; set;} // gets and sets unit's position by tile
Vector2 PixelCoordinates { get; set; }
Weapon[] getEquipableWeapons(); // returns array of equipable weapons
Weapon getEquippedWeapon(); // returns weapon the unit is currently equipping
UnitType getClass(); // returns unit's class (warrior, mage, archer)
Texture2D getSpriteImage(); // returns the sprite image of the unit
Texture2D getButtonImage(MenuButtonType buttonType); // returns the button texture at index i
bool isButtonActive(MenuButtonType buttonType); // indicates whether a button has already been previously selected or not
Texture2D getCharInfo(); // returns the char info screen texture
void setEquippedWeapon(Weapon w); // sets the unit's currently equipped weapon
MenuButton[] getMenuButtons(); // returns the dropdown menu buttons of the unit
void setMenuButtonCoordinates(Vector2 pixelCoordinates); // sets the coordinates of menu buttons
Rectangle getCurrentFrame(); // returns the current sprite frame in animation sequence
void animate(int direction); // animate sprite walking the direction specified
void setInitialStats(); // sets initial unit stats upon creation
Texture2D getSpriteImage(); // returns the sprite image of the unit
Texture2D getButtonImage(MenuButtonType buttonType); // returns the button texture at index i
Texture2D getCharInfo(); // returns the char info screen texture
Tuple<int, int> Position { get; set;} // gets and sets unit's position by tile
Vector2 PixelCoordinates { get; set; }
MenuButton[] getMenuButtons(); // returns the dropdown menu buttons of the unit
Rectangle getCurrentFrame(); // returns the current sprite frame in animation sequence
Weapon[] getEquipableWeapons(); // returns array of equipable weapons
Weapon getEquippedWeapon(); // returns weapon the unit is currently equipping
UnitType getClass(); // returns unit's class (warrior, mage, archer)
}
enum UnitType { Warrior, Archer, Mage }; //defines the possible classes of a unit
......
......@@ -20,8 +20,7 @@ namespace Model
public int Speed { get; set; }
public int Def { get; set; }
public int Res { get; set; }
public int Level { get; set; }
public int Level { get; set; }
private readonly int movability = 4; // all warriors will have 5 movability
private Weapon[] equipableWeapons;
private Weapon equippedWeapon;
......@@ -48,13 +47,11 @@ namespace Model
currentFrame = 1;
setMenuButtonCoordinates(pixelCoordinates);
setInitialStats(); //sets initial warrior stats
}
//sets initial unit stats
public void setInitialStats()
{
Alive = true;
Level = 1;
Hp = 10;
......@@ -64,7 +61,6 @@ namespace Model
Speed = 8;
Def = 8;
Res = 4;
}
public int getMovability()
......
......@@ -17,7 +17,7 @@ with.
Size is a float value, measured in points. Modify this value to change
the size of the font.
-->
<Size>10</Size>
<Size>9</Size>
<!--
Spacing is a float value, measured in pixels. Modify this value to change
......
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