Example #1
0
        public BasicPlayerBullet(GameScreen screen, Vector2 speed) : base(screen)
        {
            Texture2D rect = new Texture2D(Game1.Graphics.GraphicsDevice, 2, 2);

            Color[] data = new Color[2 * 2];
            for (int i = 0; i < data.Length; ++i)
            {
                data[i] = Color.Black;
            }
            rect.SetData(data);

            Sprite sprite = new Sprite(this);

            sprite.AddImage(rect);

            Components.Add(sprite);

            Physics physics = new Physics(this);

            physics.GravityEnabled = false;
            physics.Solid          = false;
            physics.Velocity       = speed;
            Components.Add(physics);

            deleteTimer = new Timer(20, false);
        }
Example #2
0
        // Loads Sprite from reader
        public static Sprite LoadSprite(StreamReader reader, GameObject o)
        {
            Sprite sprite = new Sprite(o);

            string line;

            while ((line = GetLine(reader)) != "---")
            {
                switch (line)
                {
                case "Path":
                    sprite.AddImage(GetLine(reader));
                    break;

                case "ImageSpeed":
                    sprite.ImageSpeed = float.Parse(GetLine(reader), CultureInfo.InvariantCulture);
                    break;

                case "Depth":
                    sprite.Depth = float.Parse(GetLine(reader), CultureInfo.InvariantCulture);
                    break;

                case "OriginX":
                    sprite.SpriteOrigin.X = float.Parse(GetLine(reader), CultureInfo.InvariantCulture);
                    break;

                case "OriginY":
                    sprite.SpriteOrigin.Y = float.Parse(GetLine(reader), CultureInfo.InvariantCulture);
                    break;
                }
            }
            return(sprite);
        }
Example #3
0
        // Draws components(Should not have any byt could be used for debugging)
        public override void Draw(SpriteBatch spriteBatch)
        {
            if (rectangle == null)
            {
                BoxCollider col = (BoxCollider)GetComponent <HitBox>().Colliders[0];
                rectangle = new Sprite(this);

                Texture2D tex = CreateRect(col.Size);
                rectangle.AddImage(tex);

                rectangle.Depth = .75f;

                Components.Add(rectangle);
            }

            base.Draw(spriteBatch);
        }
Example #4
0
        // Constructor stufferoo for playerino
        public PlayerObjectOverworld(GameScreen screen) : base(screen)
        {
            // Cool sprite stuff
            sprite       = new Sprite(this);
            sprite.Depth = .1f;
            sprite.AddImage("Sprites/Player/playerBattleScreenStill");
            sprite.SpriteOrigin = new Vector2(24, 24);
            Components.Add(sprite);

            // HitBox COmponent
            hitBox = new HitBox(this);
            hitBox.Colliders.Add(new BoxCollider(new Vector2(14, 13)));
            hitBox.Colliders[0].Offset.X = -7;
            hitBox.Colliders[0].Offset.Y = 11;
            hitBox.Priority = 0;
            hitBox.Solid    = true;
            Components.Add(hitBox);

            // Physics
            physics                = new Physics(this);
            physics.Solid          = true;
            physics.GravityEnabled = false;
            Components.Add(physics);

            // Camera
            screen.CamController.Target         = this;
            screen.CamController.MovementAmount = new Vector2(.2f, .2f);

            // Depth fix
            Components.Add(new OverworldDepthFix(this));

            // Controlls variables
            maxSpeed          = 2;
            accelerationSpeed = .5f;
            slowDownSpeed     = .25f;
        }
        // Constructor stufferoo for playerino
        public PlayerObjectOverworldSidePerspective(GameScreen screen) : base(screen)
        {
            // Cool sprite stuff
            imageScale = 1;
            Sprite sprStill = new Sprite(this);

            sprStill.Depth = .1f;
            sprStill.AddImage("Sprites/Player/playerBattleScreenStill");
            sprStill.SpriteOrigin = new Vector2(24, 24);

            Sprite sprMoving = new Sprite(this);

            sprMoving.Depth = .1f;
            sprMoving.AddImage("Sprites/Player/playerBattleScreenStill");
            sprMoving.AddImage("Sprites/Player/playerBattleMoving");
            sprMoving.ImageSpeed   = .1f;
            sprMoving.SpriteOrigin = new Vector2(24, 24);

            Sprite sprJumping = new Sprite(this);

            sprJumping.Depth = .1f;
            sprJumping.AddImage("Sprites/Player/playerBattleMoving");
            sprJumping.SpriteOrigin = new Vector2(24, 24);

            spriteManager = new SpriteManager(this);
            spriteManager.AddSprite("Still", sprStill);
            spriteManager.AddSprite("Moving", sprMoving);
            spriteManager.AddSprite("Jumping", sprJumping);
            Components.Add(spriteManager);

            // HitBox COmponent
            hitBox = new HitBox(this);
            hitBox.Colliders.Add(new BoxCollider(new Vector2(14, 43)));
            hitBox.Colliders[0].Offset.X = -7;
            hitBox.Colliders[0].Offset.Y = -19;
            hitBox.Solid    = true;
            hitBox.Priority = 0;
            Components.Add(hitBox);

            // Physics
            physics                = new Physics(this);
            physics.Solid          = true;
            physics.GravityEnabled = true;
            Components.Add(physics);

            // Camera
            screen.CamController.Target         = this;
            screen.CamController.MovementAmount = new Vector2(.2f, .05f);
            //screen.CamController.Static = true;
            //screen.CamController.SetPosition(new Vector2(330, 100));

            // Controlls variables
            maxSpeed             = 2;
            accelerationSpeed    = .5f;
            airAccelerationSpeed = accelerationSpeed * 0.75f;

            slowDownSpeed    = 0.25f;
            airSlowDownSpeed = slowDownSpeed * 0.5f;

            jumpHeight    = 4.5f;
            minJumpHeight = jumpHeight / 2;

            Jumping    = false;
            jumpBuffer = 0;
        }