Esempio n. 1
0
Session::Session(unsigned int id, std::string tulpa_name, int session_type_id, std::string description, int duration, std::string date)
{
    setID(id);
    setTypeID(session_type_id);
    setTulpaName(tulpa_name);
    setDescription(description);
    setDuration(duration);
    setDate(date);
}
Esempio n. 2
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void Session::loadFromJSON()
{
    setID(root["id"].asInt());
    setTypeID(root["id_action"].asInt());
    setTulpaName(root["tulpa_name"].asString());
    setDescription(root["description"].asString());
    setDuration(root["duration"].asInt());
    setDate(root["date"].asString());
    setWritingLog(root["writing_log"].asString());
}
Esempio n. 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];
        }
Esempio n. 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];
        }
Esempio n. 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];
        }
Esempio n. 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];
        }
Esempio n. 7
0
        Fire::Fire(int _typeID,Entity* _owner,unsigned int _uniqueId)
        {
                setOwner(_owner);
                setWorldPos(getOwner()->getPosition());
                setUniqueID(_uniqueId);
                setWorldPos(_owner->getPosition());
                setVelocity(Vector2(300,300));
                setTypeID(_typeID);
                setDestoryed(false);
                if(_owner->getTypeID() == Player_User)
                {
                        switch(_owner->returnDirection())
                        {
                        case Attack_Animation_East:
                                setVelocity(Vector2(300,0));
                                break;
                        case Attack_Animation_West:
                                setVelocity(Vector2(-300,0));
                                break;
                        case Attack_Animation_North:
                                setVelocity(Vector2(0,-300));
                                break;
                        case Attack_Animation_South:
                                setVelocity(Vector2(0,300));
                                break;
                        case Attack_Animation_NorthWest:
                                setVelocity(Vector2(-300,-300));
                                break;
                        case Attack_Animation_NorthEast:
                                setVelocity(Vector2(300,-300));
                                break;
                        case Attack_Animation_SouthWest:
                                setVelocity(Vector2(-300,300));
                                break;
                        case Attack_Animation_SouthEast:
                                setVelocity(Vector2(300,300));
                                break;
                        }
                }
                if(_typeID == Spell_Fireball)
                {
                        setDamage(5);
                        setDamageOverTime(1);
                        setDamageTime(3);
                        setAOEDamage(0);
                        setAOERange(0);
                        setManaCost(2);
                        setRange(800);
                        setCollsionRect(Rect2(getWorldPos().X,getWorldPos().Y,32,32));
#ifdef CLIENT
                        Emitter * spellTemp = new Emitter(*Emitter::emittersBluePrint[Particle_Fireball]);
                        setSpellEffect(spellTemp);
#endif
                }
                else if(_typeID == Spell_Phoenix)
                {
                        setDamage(8);
                        setDamageOverTime(1);
                        setDamageTime(5);
                        setAOEDamage(3);
                        setAOERange(100);
                        setManaCost(4);
                        setRange(800);
                        setCollsionRect(Rect2(getWorldPos().X-16,getWorldPos().Y-16,32,32));
#ifdef CLIENT
                        Emitter * spellTemp = new Emitter(*Emitter::emittersBluePrint[Particle_FireDestroyed]);
                        setSpellEffect(spellTemp);
#endif
                }
                else if(_typeID == Spell_Diablo)
                {
                        setDamage(12);
                        setDamageOverTime(2);
                        setDamageTime(5);
                        setAOEDamage(7);
                        setAOERange(200);
                        setManaCost(8);
                        setRange(800);
                        setLevel(3);
                        setCollsionRect(Rect2(getWorldPos().X-32,getWorldPos().Y-32,64,64));
#ifdef CLIENT
                        Emitter * spellTemp = new Emitter(*Emitter::emittersBluePrint[Particle_FireDestroyed]);
                        setSpellEffect(spellTemp);
#endif
                }

        }