public Material(SceneRenderer scene, IDrawableModel model, Vector2 maxSpeed)
            : base(scene, model, maxSpeed, true, true)
        {
            _visible = true;

            _startStaircase  = false;
            _climbStaircase  = false;
            _finishStaircase = false;
        }
        public Character(OcTree octree, IDrawableModel model,
                         Vector2 maxSpeed, int maxLife, int attack)
            : base(octree, model, maxSpeed, true, true)
        {
            _life    = maxLife;
            _maxLife = maxLife;

            _attack = attack;
        }
        /// <summary>
        /// Unload all needed content of the <c>MoveableObject</c>.
        /// </summary>
        public virtual void Unload()
        {
            _correctPosition = Vector3.Zero;

            Speed    = Vector2.Zero;
            MaxSpeed = Vector2.Zero;

            _model.Unload();
            _model = null;

            _scene = null;
        }
        /// <summary>
        /// Constructor of the <c>MoveableObject</c> class.
        /// </summary>
        /// <param name="scene">Reference to the scene where the character moves.</param>
        /// <param name="model">Reference to the model that represents the object.</param>
        /// <param name="maxSpeed">Max speed of the character.</param>
        /// <param name="checkGravity">true if it is necessary to check gravity, false otherwise.</param>
        /// <param name="checkCollision">true if it is necessary to check collisions, false otherwise.</param>
        public MoveableObject(SceneRenderer scene, IDrawableModel model, Vector2 maxSpeed,
                              bool checkGravity = true, bool checkCollision = true)
        {
            _scene = scene;

            _model = model;

            _speed    = new Vector2(0.1f, 0.1f);//Vector2.Zero;
            _maxSpeed = maxSpeed;

            _correctPosition = _model.Position;

            _checkGravity   = checkGravity;
            _checkCollision = checkCollision;
        }
Beispiel #5
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        public MoveableObject(OcTree octree, IDrawableModel model, Vector2 maxSpeed,
                              bool checkGravity = true, bool checkCollision = true)
        {
            _octree = octree;

            _model = model;

            _speed    = new Vector2(0.1f, 0.1f);
            _maxSpeed = maxSpeed;

            _correctPosition = _model.Position;

            _checkGravity   = checkGravity;
            _checkCollision = checkCollision;
        }
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        /// <summary>
        /// Constructor of the <c>Character</c> class.
        /// </summary>
        /// <param name="scene">Reference to the scene where the character moves.</param>
        /// <param name="model">Reference to the model that represents the character.</param>
        /// <param name="maxSpeed">Max speed of the character.</param>
        /// <param name="maxLife">Max life of the character.</param>
        /// <param name="attack">Attack of the character.</param>
        public Character(SceneRenderer scene, IDrawableModel model,
                         Vector2 maxSpeed, int maxLife, int life, int attack)
            : base(scene, model, maxSpeed, true, true)
        {
            _visible = true;

            _life    = life;
            _maxLife = maxLife;

            _attack = attack;

            _startStaircase  = false;
            _climbStaircase  = false;
            _finishStaircase = false;

            _startDownStaircase  = false;
            _climbDownStaircase  = false;
            _finishDownStaircase = false;

            _lastPlayerXDirection = XDirection.Right;
            _playerXDirection     = XDirection.Right;
            _lastPlayerYDirection = YDirection.None;
            _playerYDirection     = YDirection.None;
        }
Beispiel #7
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 public StartRenderer(IDrawableModel playButton)
 {
     this.playButton = playButton;
     tHelper         = TextureHelper.GetInstance();
 }