public AnimatedSpriteComponent(Rectangle myPosition, Texture2DFramed myTex) : base(myPosition, myTex) { //Setting how fast it animates if (myTex.animationSpeed != 0) { maxAnimationTimer = myTex.animationSpeed;//If you passed in a value } }
// What should this have to change the player's attributes? public Weapon(string myName, int dmg,float myAttackSpeed, int mvsp, int rnge, int bred, int life, Texture2DFramed spr) { name = myName; damage = dmg; attackSpeed = myAttackSpeed; moveSpeed = mvsp; range = rnge; breadth = bred; health = life; sprite = spr; }
public SpriteSheetComponent(Rectangle myPosition, Texture2DFramed myTex) { Position = myPosition; Texture = myTex.texture; FrameWidth = myTex.frameWidth; FrameHeight = myTex.frameHeight; source = new Rectangle((int)frameInRow * FrameWidth, (int)row * FrameHeight, FrameWidth, FrameHeight); framesPerRow = myTex.FramesPerRow; }
protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); shadeTexture = Content.Load<Texture2D>("Graphics/shadow"); arrowTexture = Content.Load<Texture2D>("Graphics/UI/arrow"); missingGraphicSquare = Content.Load<Texture2D>("Graphics/MissingGraphics/missingGraphicSquare"); missingGraphicTall = Content.Load<Texture2D>("Graphics/MissingGraphics/missingGraphicSquare"); missingGraphicWide = Content.Load<Texture2D>("Graphics/MissingGraphics/missingGraphicWide"); //World Grpahics tileSheet = new Texture2DFramed(Content.Load<Texture2D>("Graphics/tilesSpriteSheet"), 50, 50); //Player Graphics greatAxeTexture = new Texture2DFramed(Content.Load<Texture2D>("Graphics/Combatants/axe"), 120, new int[] { 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 1}); swordTexture = new Texture2DFramed(Content.Load<Texture2D>("Graphics/Combatants/sword"), 120, new int[] { 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 1}); spearTexture = new Texture2DFramed(Content.Load<Texture2D>("Graphics/Combatants/spear"), 120, new int[] { 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 1}); maceTexture = new Texture2DFramed(Content.Load<Texture2D>("Graphics/Combatants/mace"), 120, new int[] { 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 1}); healthBarTexture = Content.Load<Texture2D>("Graphics/UI/healthBlock"); healthBarMissingTexture = Content.Load<Texture2D>("Graphics/UI/missingHealthBlock"); //Attack Animations axeAttackAnimation = new Texture2DFramed(Content.Load<Texture2D>("Graphics/AttackAnimations/axeSlash"), 50, 50); swordAttackAnimation = new Texture2DFramed(Content.Load<Texture2D>("Graphics/AttackAnimations/swordSlash"), 50, 50); spearAttackAnimation = new Texture2DFramed(Content.Load<Texture2D>("Graphics/AttackAnimations/spearSlash"), 50, 50); maceAttackAnimation = new Texture2DFramed(Content.Load<Texture2D>("Graphics/AttackAnimations/maceSlash"), 50, 50); //Enemy enemyTexture = new Texture2DFramed(Content.Load<Texture2D>("enemy"), 50, new int[] { 6, 6, 6, 4, 2, 5, 6 }); selectedGraphic = Content.Load<Texture2D>("Graphics/MissingGraphics/selected"); //Backgrounds collBackgroundTexture = Content.Load<Texture2D>("Graphics/Backgrounds/background"); //Fonts menuFont = Content.Load<SpriteFont>("Fonts/mainFont"); alphabetTextureFramed = new Texture2DFramed(Content.Load<Texture2D>("Fonts/alphabetSpriteSheet"), 50, 50); //Sounds clickSound = Content.Load<SoundEffect>("Sounds/click"); waveEndSound = Content.Load<SoundEffect>("Sounds/waveEnd"); firstWaveSound = Content.Load<SoundEffect>("Sounds/waveEnd"); newWaveSound = Content.Load<SoundEffect>("Sounds/waveEnd"); enemyDeathSound = Content.Load<SoundEffect>("Sounds/deathgroan"); bossDyingSound = Content.Load<SoundEffect>("Sounds/bossDying"); gateOpeningSound = Content.Load<SoundEffect>("Sounds/gateOpening"); bossEnterSound = Content.Load<SoundEffect>("Sounds/bossEnter"); greatAxeSound = Content.Load<SoundEffect>("Sounds/greatAxeSound"); spearSound = Content.Load<SoundEffect>("Sounds/spearSound"); swordSound = Content.Load<SoundEffect>("Sounds/swish"); maceSound = Content.Load<SoundEffect>("Sounds/mace"); playerHitSound = Content.Load<SoundEffect>("Sounds/ugh"); playerDeathSound = Content.Load<SoundEffect>("Sounds/myLeg"); }