private AnimatedTexture wheelTexture; //Hamster wheel spins when Rufus gets on #endregion Fields #region Constructors public Bulb(Game g, Vector2 pos) : base(g) { illuminated = false; Position = pos; wheelTexture = new AnimatedTexture(Vector2.Zero, Rotation, Scale, Depth); //initalize tornado texture }
private int yoyo = 0; //creates a yoyo effect for tornado movement #endregion Fields #region Constructors public Tornado(Game g, Vector2 pos) : base(g) { spritePosition = pos;//initial position destroyed = false; //checks if the tornado still exists tornadoTexture = new AnimatedTexture(Vector2.Zero, Rotation, Scale, Depth); //initalize tornado texture yomax = r.Next(50, 300); }
private Vector2 spritePosition; // The current x, y position of the sprite #endregion Fields #region Constructors /// /// Constructor /// public Character(Game g, Vector2 startingPos, String charName) : base(g) { spritePosition = startingPos; // Initial position of the sprite // Description............................................ this.level = (g as Game1).level; // Each subclass/child class/class derived from Character (Kim, Ron, Rufus) // specifies own name when object is constructed (in Game1.cs) // This name is used to generate the file paths for all images for the character!! characterName = charName; isFacingRight = true; // the sprite sheets are by default right-facing IsSelected = false; // default to false // Kim child class overrides (she is initial starting character) // Initialize the array to contain the AnimatedTextures (different sprite animation loops) sprite = new AnimatedTexture[4]; //------------### need to do this or not??? // Just make sure these things are initialized, have to wait til loadcontent function // to actually make them right idleTexture = new AnimatedTexture(Vector2.Zero, Rotation, Scale, Depth); runningTexture = new AnimatedTexture(Vector2.Zero, Rotation, Scale, Depth); jumpingTexture = new AnimatedTexture(Vector2.Zero, Rotation, Scale, Depth); specialMoveTexture = new AnimatedTexture(Vector2.Zero, Rotation, Scale, Depth); //------------### // Set device frame rate to 30 fps. Game.TargetElapsedTime = TimeSpan.FromSeconds(1 / 30.0); }
private Vector2 spritePosition; // The current x, y position of the sprite #endregion Fields #region Constructors /// /// Constructor for the Character class /// public Character(Game g, Vector2 startingPos, String charName) : base(g) { // Description............................................ this.level = (g as Game1).level; // Each subclass/child class/class derived from Character (Kim, Ron, Rufus) // specifies own name in its own constructor // (used to be Game1.cs, changed for further encapsulation) // This name is used to generate the file paths for all images for the character!! characterName = charName; spritePosition = startingPos; // Initial position of the sprite in the game initialPosition = startingPos; // Position that the character will return to if they die isFacingRight = true; // the sprite sheets are by default right-facing IsSelected = false; // default to false // Kim child class overrides (she is initial starting character) // Originally, these were private const member variables for animated sprites // since they don't get adjusted, just made them local variables //--- Member variables for animated sprites ---// float Rotation = 0; float Scale = 1.0f; float Depth = 0.5f; // Just make sure these things are initialized, // have to wait til loadcontent function to actually make them right idleTexture = new AnimatedTexture(Vector2.Zero, Rotation, Scale, Depth); runningTexture = new AnimatedTexture(Vector2.Zero, Rotation, Scale, Depth); jumpingTexture = new AnimatedTexture(Vector2.Zero, Rotation, Scale, Depth); specialMoveTexture = new AnimatedTexture(Vector2.Zero, Rotation, Scale, Depth); // Initialize the array to contain the AnimatedTextures (different sprite animation loops) sprite = new AnimatedTexture[4]; // Set device frame rate to 30 fps. Game.TargetElapsedTime = TimeSpan.FromSeconds(1 / 30.0); }