void MonsterProperties::defenseRedo()
{
	if (!InternalOperation && targetSprite){
		auto sprite = dynamic_cast<EntityImageSprite*>(targetSprite);
		sprite->setDefense(defense->text().toInt());
	}
	else if (!InternalOperation && !targetSprite && templateFile != ""){
		resetTemplateValue(resetDefense);
	}
}
void MonsterProperties::changeSpriteValue()
{
	if (targetSprite && this->isVisible() && targetSprite->isHasMonsterProperties()){
		auto sprite = dynamic_cast<EntityImageSprite*>(targetSprite);
		sprite->setHp(hp->text().toInt());
		sprite->setMp(mp->text().toInt());
		sprite->setAttack(attack->text().toInt());
		sprite->setDefense(attack->text().toInt());
		sprite->setMagic_Attack(magic_attack->text().toInt());
		sprite->setMagic_Defense(magic_defense->text().toInt());
		sprite->setSpeed(speed->text().toFloat());
		sprite->setHardFactor(hardFactor->text().toFloat());
	}
}
Exemple #3
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        Flame::Flame()
        {
                
                setTypeID(Boss_Flame);
                setCurrHealth(200);
                setMaxHealth(200);
                SetAttackRange(200);
                setAttackSpeed(0.25f);
                setAnchor(Vector2(1200,1200));
                setDefense(20);
                setSight(500);
                setLevel(6);

                setAllAnimationsArray();
                currentAnimation = allAnimations[Animation_East];
        }
Exemple #4
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        Bruiser::Bruiser()
        {

                setTypeID(Boss_Bruiser);
                chargeDamage = 30;
                setCurrHealth(200);
                setMaxHealth(200);
                SetAttackRange(200);
                setAnchor(Vector2(1200,1200));
                setAttackSpeed(0.5f);
                setDefense(15);
                setSight(600);
                setLevel(5);

                setAllAnimationsArray();
                currentAnimation = allAnimations[Animation_East];
        }
Exemple #5
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        Flame::Flame(Vector2 const &_position, Vector2 const &_velocity, int _ID, float _currHealth,
                        int _direction)
        {
                setTypeID(Boss_Flame);
                setCurrHealth(_currHealth);
                setMaxHealth(200);
                setPosition(_position);
                setVelocity(_velocity);
                setDirection(_direction);
                setID(_ID);
                SetAttackRange(200);
                setAttackSpeed(0.25f);
                setDefense(20);
                setSight(500);
                setLevel(6);

                setAnchor(Vector2(1200,1200));
                setAllAnimationsArray();
                currentAnimation = allAnimations[Animation_East];
        }
Exemple #6
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        Bruiser::Bruiser(Vector2 const &_position, Vector2 const &_velocity, int _ID, float _currHealth,
                        int _direction)
        {
                setTypeID(Boss_Bruiser);
                chargeDamage = 30;
                setCurrHealth(_currHealth);
                setMaxHealth(200);
                setPosition(_position);
                setVelocity(_velocity);
                setDirection(_direction);
                setID(_ID);
                SetAttackRange(200);
                setAnchor(Vector2(1200,1200));
                setAttackSpeed(0.5f);
                setDefense(15);
                setSight(600);
                setLevel(5);

                setAllAnimationsArray();
                currentAnimation = allAnimations[Animation_East];
        }