Well it'll come to you in the long run. Im no where close to doing that on a computer. I would have to draw it or sketch using a Wacom Tablet.
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public abstract class Character extends GridUnit
{
// Character types.
public static enum Type {
PLAYER,
ORC,
KOBOLD,
SKELETON
}
protected static final int CRITICAL_MULTIPLIER = 2;
protected String name;
protected int level = 1; // characters are level 1 by default.
protected int currentHealth;
protected int maximumHealth;
protected int minimumDamage;
protected int maximumDamage;
protected int viewRange = 0; // characters are blind by default
protected int attackCooldown;
protected int movementCooldown = 0; // characters cannot move by default
protected long nextAttackTime;
protected long nextMoveTime;
protected volatile boolean dead = false; // characters are obviously not dead by default
protected Character killedBy;
protected Map<CharacterEffect.Type, CharacterEffect> effects;
/**
public class CharacterEffectFactory
{
/**
* Returns new characters effects of the given type.
* @param type the character effect type.
* @param subject the character the effect belongs to.
* @return the character effect.
*/
public static CharacterEffect factory(CharacterEffect.Type type, Character subject) throws Exception
{
CharacterEffect effect = null;
// Return the requested type of character effect.
switch( type )
{
case DOUBLE_DAMAGE:
effect = new DoubleDamage(subject);
break;
case COUNTER:
effect = new Counter(subject);
break;
default:
throw new Exception("Failed to create character effect, type '" + type + "' is invalid!");
}
// Initialize the effect.
effect.init();
return effect;
}
}