source: 2011/26/JaakkoL/Rogue Agent 2372/Rogue Agent 2372/Rogue Agent 2372/GenCharacter.cs @ 10335

Revision 2397, 1.4 KB checked in by teeevasa, 8 years ago (diff)

revised the first level so that it works with the background, as well as some misc updates

Line 
1using System;
2using Jypeli;
3using Jypeli.Assets;
4using Jypeli.Controls;
5using Jypeli.Effects;
6using Jypeli.Widgets;
7
8public class GenCharacter : PlatformCharacter
9{
10    // The amount of hit points the player/enemy has. Will be defined in their respective classes later on.
11    protected int hitPoints { get; set; }
12
13    // The maximum amount of hit points a player can have, which is currently defined as 100.
14    // This is done so that when/if a player receives a health replenishment, it won't go over the limit.
15    /*protected int _maxHP;
16
17    protected int maxHP
18    {
19        get {return _maxHP;}
20    }*/
21
22    // The constructor that just relays the variables forward
23    public GenCharacter(double width, double height, Shape shape, int HP, PhysicsObject target = null)
24        : base(width, height, shape)
25    {
26        hitPoints = HP;
27    }
28
29    // Players and enemies have different ways of attacking
30    //public abstract void attack();
31
32    // A particlular method for reducing hit points. It also handles death, when it
33    public void reduceHitPointsBy(int reduction)
34    {
35        if (hitPoints > reduction)
36        {
37            hitPoints -= reduction;
38        }
39        else
40        {
41            deathOccurred();
42        }
43    }
44
45    // A method for handling death, i.e., removing the player, saving scores or whatever
46    public void deathOccurred()
47    {
48        this.Destroy();
49    }
50}
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