public TB(Level level, Vector2 position) : base(level, position) { MoveSpeed = 300; MaxWaitTime = 0.1f; LoadContent("TB"); killIndex = 1; }
public Sludge(Level level, Vector2 position) : base(level, position) { MoveSpeed = 200; MaxWaitTime = 0.1f; LoadContent("Sludge"); killIndex = 2; }
public HIV(Level level, Vector2 position) : base(level, position) { MoveSpeed = 0; MaxWaitTime = 0.1f; LoadContent("HIV"); killIndex = 2; }
public Smog(Level level, Vector2 position) : base(level, position) { MoveSpeed = 120; MaxWaitTime = 0.5f; curTime = ReproductionTime; lev = level; LoadContent("Smog"); killIndex = 0; }
public Shot(Level level, Vector2 position, int inx, double y, double x, SpriteEffects se) { this.shotIndex = inx; this.level = level; basePosition = position; this.position = position; if (x == 0 && y == 0 && se != SpriteEffects.None) velocity *= -1; time = 0.0f; angle = Math.Atan2(y, x); LoadContent(); }
public HIVShot(Level level, Vector2 position, double y, double x, FaceDirection fd) { this.level = level; basePosition = position; this.position = position; if (fd == FaceDirection.Left) { xvelocity = -velocity; y *= -1; } else { xvelocity = velocity; y *= -1; } time = 0.0f; angle = Math.Atan2(y, x); LoadContent(); }
public TargetDot(Level level) { this.level = level; LoadContent(); }
public GoldDot(Level level, Vector2 pos) { this.level = level; position = pos; LoadContent(""); }
/// <summary> /// Load the level at based on the information from the stats in the current session. /// </summary> public static void LoadLevel() { Level = new Level(ScreenManager.Game.Content, ScreenManager.GraphicsDevice.Viewport, StatisticsManager); }
public Enemy(Level level, Vector2 position) { this.alive = true; this.level = level; this.position = position; //LoadContent(spriteSet); }
/// <summary> /// Constructors a new player. /// </summary> public Player(Level level, Vector2 position) { this.level = level; shotIndex = 0; //default ammo LoadContent(); Reset(position); }