private void InitProperties() { layer = Layers.Character; hpBar = State.Content.Load <Texture2D>("GUI/HPBar"); walkingSound = new SoundEffect2D(SoundsDepository.Walking.CreateInstance(), this) { Volume = 0.3f, IsLooping = true, DistanceDivider = 20 }; //inicialize base attributes baseAttributes = new Dictionary <Attributes, int>(); foreach (Attributes stat in Enum.GetValues(typeof(Attributes))) { baseAttributes.Add(stat, 10); } CollisionDisplaytList = new List <CollisionToDisplay>(); autoAttackTimer = baseAttackSpeed; }
public virtual void Initialize(Vector2 position, int damage, DamageType damageType, Vector2 direction, Faction faction , SoundEffectInstance flyingSoundInstance, SoundEffectInstance hitSoundInstance, Character parent = null) { Position = position; Damage = damage; DamageType = damageType; Direction = direction; Direction.Normalize(); Angle = Math.Atan(Direction.Y / Direction.X); Faction = faction; Parent = parent; flyingSound = new SoundEffect2D(flyingSoundInstance, this) { IsLooping = true, Volume = 0.4f }; hitSound = new SoundEffect2D(hitSoundInstance, this) { IsLooping = false, Volume = 0.5f }; flyingSound.Play(); }