public void Initialize(CavemanRunner game, Texture2D texture, Vector2 velocity, int mass, bool isStatic = false, Renderer.AnchorPoint anchor = Renderer.AnchorPoint.Center) { physics = new Physics(mass, isStatic, velocity); physics.Initialize(this); this.Initialize(game, texture, anchor); }
public void Initialize(Renderer renderer, Texture2D texture, int frameWidth, int frameHeight, int frameCount, int frametime, Color color, float scale, bool looping, bool tieToTempo) { // Keep a local copy of the values passed in this.renderer = renderer; this.color = color; this.FrameWidth = frameWidth; this.FrameHeight = frameHeight; this.frameCount = frameCount; this.frameTime = originalFrameTime = frametime; this.scale = scale; Looping = looping; spriteStrip = texture; TieToTempo = tieToTempo; // Set the time to zero elapsedTime = 0; currentFrame = 0; // Set the Animation to active by default Active = true; }
public void Initialize(CavemanRunner game, Texture2D texture, Renderer.AnchorPoint anchor) { this.game = game; collider = new Collider(); collider.Bounds = texture.Bounds; renderer = new Renderer(); renderer.Texture = texture; renderer.Initialize(this, anchor); collider.Initialize(this); if(physics == null) { physics = new Physics(); physics.Initialize(this); } transform = new Transform(this); spriteBatch = game.spriteBatch; }
public void Initialize(CavemanRunner game, Texture2D[] textureArray, Vector2 velocity, int mass, bool isStatic = false, Renderer.AnchorPoint anchor = Renderer.AnchorPoint.Center) { textures = new Texture2D[textureArray.Length]; this.Initialize(game, textures[0], anchor); }
public void Initialize(CavemanRunner game, Texture2D texture, Renderer.AnchorPoint anchor) { base.Initialize(game, texture, anchor); }