public void create() { gameObject = TerrainControler.createObject(x, y); sprite = gameObject.GetComponent <WorldSprite>(); sprite.tileID = tileID; //gameObject.transform.localScale = new Vector3(0.3f, 0.3f, 1f); }
public void create() { gameObject = TerrainControler.createObject(x,y); sprite = gameObject.GetComponent<WorldSprite>(); sprite.tileID = tileID; //gameObject.transform.localScale = new Vector3(0.3f, 0.3f, 1f); }
public Player(WorldSprite baseSprite, WorldSprite turretSprite, Camera cam) : base(cam, baseSprite) { // Base sprite will be the WorldSprite this._baseSprite = baseSprite; // Will need to update turretSprite manually this._turretSprite = turretSprite; CreateCollisionBoundingBox(); }
public Shot CreateShot(Vector2 location, Vector2 velocity, ShotType shotType) { WorldSprite s = _shotTileSheet.SpriteAnimation(); s.Animate = false; s.Frame = (int)shotType; s.RotateTo(velocity); Shot shot = new Shot(s, _cam, Vector2.Zero, shotType) { WorldLocation = location, Velocity = velocity, }; return(shot); }
public Shot(WorldSprite s, Camera cam, Vector2 accelleration, ShotType shotType) : base(s, cam, accelleration, MaxSpeed, Duration, InitialColor, FinalColor) { this.ShotType = shotType; AddCollisionCircle(); }
protected override void oninit() { floorSelection = renderer.spriteSheet["floorselection"]; wallSelection = renderer.spriteSheet["wallselection"]; }