public Player(State state, string name, float x, float y, float width, float height) : base(state, name, x, y, width, height, ZTexture.empty) { playerTexture = new CharacterSpritesheet(Game.getGraphicsDevice(), 130, 120, ContentManager.playerSpritesheet, Tuple.Create("default", 1), Tuple.Create("idleup", 1), Tuple.Create("idleleft", 1), Tuple.Create("idleright", 1), Tuple.Create("walkdown", 10), Tuple.Create("walkleft", 10), Tuple.Create("walkup", 10), Tuple.Create("walkright", 10)) .getTexture(); setTexture(playerTexture); setVisible(true); setCentered(true); }
public GameObject(State state, string name, float x, float y, float width, float height, ZTexture texture) { this.state = state; this.name = name; this.x = x; this.y = y; this.texture = texture; interactable = false; this.height = height; this.width = width; state.screenObjects.Add(this); }
public override void Initialize() { m_texture = new ZTexture(m_gameReference, new CommonState("texture", Color.White, new Vector2(30, 100), Vector2.Zero, 1f, 0, 0)); this.AddToList(m_texture); CommonState textState = new CommonState(); textState.filePath = "spritefont"; textState.color = Color.Black; textState.position = new Vector2(400, 100); textState.origin = Vector2.Zero; textState.scale = 1f; textState.rotation = 0; m_welcomeMsg = new ZText(m_gameReference, textState, "Hello, iam a text bounded in a box trying to achieve the purpose for which i was created.", 300); this.AddToList(m_welcomeMsg); m_timer = new ZTimer(20); this.AddToList(m_timer); m_sound = new ZSound(m_gameReference, "sound", false); this.AddToList(m_sound); CommonState animationState = new CommonState(); animationState.filePath = "animation"; animationState.color = Color.White; animationState.position = new Vector2(450, 250); animationState.scale = 1f; animationState.rotation = 0; animationState.origin = Vector2.Zero; m_animation = new ZAnimation(m_gameReference, animationState, 75, 75, 2); this.AddToList(m_animation); m_exitBtn = new ExitButton(m_gameReference); m_exitBtn.OnButtonPress += new Action(m_exitBtn_OnButtonPress); this.AddToList(m_exitBtn); ZTexture bar = new ZTexture(m_gameReference, new CommonState("bar", Color.White, new Vector2(400, 500), Vector2.Zero, 1f, 0, 0)); ZTexture progress = new ZTexture(m_gameReference, new CommonState("progress", Color.White, new Vector2(400, 500), Vector2.Zero, 1f, 0, 0)); m_loadingBar = new ZLoadingBar(m_gameReference, bar, progress); this.AddToList(m_loadingBar); base.Initialize(); }
public GameObject(State state, string name, float x, float y, ZTexture texture) { this.state = state; this.name = name; this.x = x; this.y = y; this.texture = texture; interactable = false; if (texture.getCurrentTexture() != null) { height = texture.getCurrentTexture().Height; width = texture.getCurrentTexture().Width; } state.screenObjects.Add(this); }
public GameObject(State state, string name, float x, float y, Texture2D texture) { this.state = state; this.name = name; this.x = x; this.y = y; this.texture = new ZTexture(texture); interactable = false; if (texture != null) { height = texture.Height; width = texture.Width; } state.screenObjects.Add(this); }
public override void Initialize() { CommonState normalState = new CommonState(); normalState.filePath = "btn"; normalState.color = Color.White; normalState.position = new Vector2(450, 400); normalState.origin = Vector2.Zero; normalState.scale = 1f; normalState.rotation = 0; m_normalTexture = new ZTexture(m_gameReference, normalState); CommonState highlightedState = new CommonState(normalState); highlightedState.filePath = "btnhover"; m_highlightedTexture = new ZTexture(m_gameReference, highlightedState); base.Initialize(); }
//Character ZTexture state names: //default (idledown) //idleup //idleright //idleleft //walkup //walkdown //walkleft //walkright public Character(State state, string name, float x, float y, float width, float height, ZTexture texture) : base(state, name, x, y, width, height, texture) { }
public void setTexture(ZTexture newTexture) { texture = newTexture; }
public void setTexture(Texture2D newTexture) { texture = new ZTexture(newTexture); }