public static void SpawnCoin(COIN_TYPE type, Vector2 position) { Coin c = new Coin(type); position.Y -= 20; c.Transform.Position = position; }
public Coin(COIN_TYPE type) : base() { _type = type; m_sprite = new Sprite(Globals.TheGame, CoinTextures[(int)type], Transform); m_sprite.Origin = new Vector2(0.5f, 1.0f); m_physics = new PhysicsComponent(Globals.TheGame, Transform); m_animation = new SpriteSheetAnimation(m_sprite, 0, 5, 0.1f, -1); m_animation.Start(); m_physics.Throw((float)Globals.Random.NextDouble() * 25, Globals.Random.Next(-30, -10), 0); m_physics.Mass = 1.3f; m_physics.Restitution = 0.75f; //m_physics.GroundLevel = Globals.Random.Next(-8, 3); m_physics.GroundLevel = 0; m_circleCollider = new CircleCollider(this); World.UL_Global.Add(this, 0); World.DL_ItemDrops.Add(this, 1); //ADDTHISLATER //Backpacker.HitPlayerColliders.Add(m_circleCollider, PickUp); }
public Coin(COIN_TYPE type) : base() { _type = type; m_sprite = new Sprite(Globals.TheGame, CoinTextures[(int)type], Transform); m_sprite.Origin = new Vector2(0.5f, 1.0f); m_physics = new PhysicsComponent(Globals.TheGame, Transform); m_animation = new SpriteSheetAnimation(m_sprite, 0, 5, 0.1f, -1); m_animation.Start(); m_physics.Throw((float)Globals.Random.NextDouble() * 25, Globals.Random.Next(-30, -10), 0); m_physics.Mass = 1.3f; m_physics.Restitution = 0.75f; //m_physics.GroundLevel = Globals.Random.Next(-8, 3); m_physics.GroundLevel = 0; m_circleCollider = new CircleCollider(this); World.UL_Global.Add(this, 0); World.DL_ItemDrops.Add(this, 1); //ADDTHISLATER //Backpacker.HitPlayerColliders.Add(m_circleCollider, PickUp); }
public static void SpawnCoin(COIN_TYPE type, Vector2 position) { Coin c = new Coin(type); position.Y -= 20; c.Transform.Position = position; }